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* EverythingFades: Averted to the point of RefugeInAudacity. When hit with sword, bullet or fireball, the corpses of Mooks fly in air, land on terrain (unless the body falls through one of the many BottomlessPits) and remain there for the rest of level. Since each level takes place in single screen and since completing level usually requires killing dozens of Mooks, the levels can become very quickly filled with corpses of regular enemies. Player can also walk on these corpses and completion of some levels actually requires using them as platforms. However, this trope is still played straight with [[OurZombiesAreDifferent zombies]] that occasionally rise from these bodies (the original corpses are still left intact, though).

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* EverythingFades: Averted to the point of RefugeInAudacity.Averted. When hit with sword, bullet or fireball, the corpses of Mooks fly in air, land on terrain (unless the body falls through one of the many BottomlessPits) and remain there for the rest of level. Since each level takes place in single screen and since completing level usually requires killing dozens of Mooks, the levels can become very quickly filled with corpses of regular enemies. Player can also walk on these corpses and completion of some levels actually requires using them as platforms. However, this trope is still played straight with [[OurZombiesAreDifferent zombies]] that occasionally rise from these bodies (the original corpses are still left intact, though).
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[[quoteright:276:[[WeHaveReserves http://static.tvtropes.org/pmwiki/pub/images/NtW_C64_Resized.PNG]]]]

''ComicBook/NemesisTheWarlock'' was among those ''ComicBook/TwoThousandAD'' titles which were adapted into video games. '''''[[http://www.mobygames.com/game/nemesis-the-warlock Nemesis the Warlock]]''''' was released by ''Martech'' in 1987 for ''Amstrad CPC'', ''[[http://www.lemon64.com/games/details.php?ID=1775 Commodore 64]]'' and ''[[http://www.worldofspectrum.org/infoseekid.cgi?id=0003387 ZX Spectrum]]''. While it is relatively simple action game with somewhat monotonic level design, it was received well at the time of its publication. Also, [[http://www.se2a1.net/soasc/dl.php?d=soasc/MOS6581R2%2FMUSICIANS%2FH%2FHubbard_Rob%2FNemesis_the_Warlock_T01.sid.mp3 the memorable theme of C64 version]] is considered one of the high points of Rob Hubbard's career.

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!!''Nemesis the Warlock'' provides examples of the following tropes:

* EverythingFades: Averted to the point of RefugeInAudacity. When hit with sword, bullet or fireball, the corpses of Mooks fly in air, land on terrain (unless the body falls through one of the many BottomlessPits) and remain there for the rest of level. Since each level takes place in single screen and since completing level usually requires killing dozens of Mooks, the levels can become very quickly filled with corpses of regular enemies. Player can also walk on these corpses and completion of some levels actually requires using them as platforms. However, this trope is still played straight with [[OurZombiesAreDifferent zombies]] that occasionally rise from these bodies (the original corpses are still left intact, though).
* HaveANiceDeath: When player runs out of health and gets killed, he/she is treated to the scene of the body of Nemesis floating towards the top edge of screen. However, if player falls/jumps into bottomless pit, Nemesis is shown falling through a black screen, instead. Both of these are accompanied by the animation of the heart getting repeatedly crushed by the hand holding it (take a look at the entry below for additional information) and mocking message from Torquemada, although the exact wording varies between versions:
-->"I have defeated you Warlock. I can now cleanse the galaxy of all alien presence. And your banished soul will only live in my dreams..."\\
-- ''Message in C64 version when killed by running out of health''\\\
"You may of [sic] escaped Warlock, but you are trapped in a pit of my mind. For all eternity."\\
-- ''Message in C64 version when killed by bottomless pit''
* LudicrousGibs: Not as extreme an example as many other games. However, the piles of corpses, zombies bursting through the stomachs of those corpses, the meter showing remaining health [[note]]Depicted with hand holding a heart. When player receives damage, the hand starts to squeeze the heart, eventually crushing it and causing the blood to flow. After both the heart has been crushed and all of the blood has flowed out, player dies.[[/note]] and the visual style based on the original comic were considered graphic and gruesome at the time.
* OneHitPolykill: Nemesis can spit fireballs, which go through regular mooks, allowing player to take out several with one. While they still don't go through zombies, one fireball is enough to destroy one zombie (which require several hits when using gun or sword) instantly. However, fireballs come in extremely small supply, since player is given another one only when beginning the next level and can hold only 0-2 fireballs at any time.
* SuicidalOverconfidence: Would YOU attack demon-like alien who is knee-deep in your fallen comrades who have been equipped with the weapon and armor identical to yours? Of course, as AttackAttackAttack entry above shows, this may be just the case of staying true to the source material.
* TrialAndErrorGameplay: Each level requires player to kill set amount of endlessly respawning Mooks. After this player has to leave the level through one of the four edges of the screen. The right direction depends on the level and [[GuideDangIt the only way to find the right edge in the game itself is to try different directions until the right one is found]]. While testing the left and right edges of the screen is harmless, both top and bottom edges work also as [[BottomlessPits bottomless pit]] causing instant game over. The only exception to this is when either the top or bottom edge is the exit direction for level and even then only in the situation, where player has killed required number of Mooks. In addition to this, after meeting the "kill quota" player has to leave the level under very strict time limit, which is also shortened by damage from enemies. In short, it pays to have one of [[ftp://ftp.worldofspectrum.org/pub/sinclair/games-maps/n/NemesisTheWarlock.jpg these]][[note]]The map is for Spectrum version, which has 24 levels while C64 version has 22. However, the layout of levels 1-21 is mostly similar in both versions and right directions to the next level in levels 1-22 should be same. It is not known at the moment, whether this applies to Amstrad version, as well.[[/note]] at hand when giving the game a try.
* AWinnerIsYou: At least in C64 version, after fighting your way through army of [[{{Mook}} Mooks]] (literally) you will be presented with a textbox detailing how [[spoiler:Nemesis drives his sword through Torquemada, killing him]]. Press fire to return to title screen. [[SarcasmMode Aren't you happy that you didn't waste the time spent on playing this game on friends and family, instead?]]

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