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''Project: Horned Owl'' is a LightGunGame made for the UsefulNotes/PlayStation. Released in 1995, the game notably features characters and mechas designed by Creator/MasamuneShirow, and is available for two players.

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''Project: Horned Owl'' is a LightGunGame made for the UsefulNotes/PlayStation.Platform/PlayStation. Released in 1995, the game notably features characters and mechas designed by Creator/MasamuneShirow, and is available for two players.
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* RoboticUndead: In the game's final stage, Hiro and Nash can enter a hangar filled with half-constructed enemy robots whose bodies consist of an endoskeleton with some wiring and can only stagger towards the two heroes in a manner similar to that of a zombie. They don't really pose a threat due to being activated prematurely without any weapons installed, with Nash addressing how easy it is to blast them apart those.
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In the future, Metro City is guarded by it's Police Unit, the Horned Owl division, with the Horned Owl Armored Mechanized Unit officers, Hiro Utsumi and Nash Stolar being their best soldiers. When a terrorist organization known only as Metalica launches an invasion with their seemingly endless horde of robot mooks, players will assume control of Hiro or Nash to take on enemy mechas in levels spanning across the city, airport, industrial zone and climaxing in a space station.

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In the future, Metro City is guarded by it's its Police Unit, the Horned Owl division, with the Horned Owl Armored Mechanized Unit officers, Hiro Utsumi and Nash Stolar being their best soldiers. When a terrorist organization known only as Metalica launches an invasion with their seemingly endless horde of robot mooks, players will assume control of Hiro or Nash to take on enemy mechas in levels spanning across the city, airport, industrial zone and climaxing in a space station.
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* {{BFS}}: Used by the FinalBoss to whack the players into chunks. Be warned, each successful hit can dead ''massive'' damage.

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* {{BFS}}: Used by the FinalBoss to whack the players into chunks. Be warned, each successful hit can dead deal ''massive'' damage.

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* BigBad: Blaire, the leader of Metalica.



* EvilLaugh: Blaire does this whenever he appears.






* ReducedToDust: The game's final boss, confronting the players one last time, will gradually dissolve into dust particles while making a WeWillMeetAgain taunt.

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* ReducedToDust: The game's final boss, Blaire, confronting the players one last time, will gradually dissolve into dust particles while making a WeWillMeetAgain taunt.taunt.
--> '''Blaire''': I hate human beings... [[PunctuatedForEmphasis I... AM... ETERNAL!]] [[DieLaughing Ha ha ha ha ha ha...]]
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* SpiritualSuccessor: ''VideoGame/ElementalGearbolt'' is this to this game.

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* SpiritualSuccessor: ''VideoGame/ElementalGearbolt'' is this to this game.game, but is DarkerAndEdgier.
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* SpiritualSuccessor: ''VideoGame/ElementalGearbolt'' is this to this game.
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* HugeHolographicHead: This is how the last boss reveals himself to the players in the first level before leaving behind the first boss to deal with the good guys, counting as FinalBossPreview. He re-appears in this format in the final level, shortly before the penultimate FinalBoss battle.

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* HugeHolographicHead: This is how the last boss reveals himself to the players in the first level before leaving behind the first boss to deal with the good guys, counting as FinalBossPreview. He re-appears in this format in the final level, shortly before the penultimate FinalBoss battle.
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** The second level has a variant; two scorpion-like robots will attack Hiro and Nash on the runway of an airport, one at a time. The second on ehowever doesn't appear until the first is destroyed. Who knew MookChivalry applies even for robots?

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** The second level has a variant; subversion; two scorpion-like robots will attack Hiro and Nash on the runway of an airport, one at a time. The second on ehowever one however doesn't appear until the first is destroyed. Who knew MookChivalry applies even for robots?
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* MechanicalMonster: Most of the bosses are robots that can fill up half the screen.

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* MechanicalMonster: Most of the bosses are gigantic robots that can fill up half the screen.
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[[quoteright:314:https://static.tvtropes.org/pmwiki/pub/images/project_horned_owl_cover_art.jpg]]

''Project: Horned Owl'' is a LightGunGame made for the UsefulNotes/PlayStation. Released in 1995, the game notably features characters and mechas designed by Creator/MasamuneShirow, and is available for two players.

In the future, Metro City is guarded by it's Police Unit, the Horned Owl division, with the Horned Owl Armored Mechanized Unit officers, Hiro Utsumi and Nash Stolar being their best soldiers. When a terrorist organization known only as Metalica launches an invasion with their seemingly endless horde of robot mooks, players will assume control of Hiro or Nash to take on enemy mechas in levels spanning across the city, airport, industrial zone and climaxing in a space station.

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!! Contain examples of:

* AirborneMook: Several robots can fly around with jetpacks or rocket-propulsors.
* AbsurdlySpaciousSewer: Level three begins with an infiltration attempt in a massive sewer line that robotic mooks can ''fly around'' inside.
* BackToBackBadasses: In two-player mode, Hiro and Nash can take down armies together.
* {{BFS}}: Used by the FinalBoss to whack the players into chunks. Be warned, each successful hit can dead ''massive'' damage.
* BladeBelowTheShoulder: There are numerous Metalica robots with blades attached to their arms which [[BehindTheBlack suddenly pop up in front of players]] before attempting a close-up slash. Many rookie players tend to get caught by surprise and get damaged, and somehow blade attacks from robots can deal larger damage than machine guns.
* DualBoss:
** The second level has a variant; two scorpion-like robots will attack Hiro and Nash on the runway of an airport, one at a time. The second on ehowever doesn't appear until the first is destroyed. Who knew MookChivalry applies even for robots?
** Halfway through the final level, Hiro and Nash will confront two copies of the first boss, now a DegradedBoss duo that attacks together.
* ExcusePlot: What ''plot''? Something about a conspiracy or... nevermind, get back to shooting those damn robots!
* HalfTheManHeUsedToBe: Most robotic mooks falls apart, breaks into large chunks or gets snapped from the waist after being hit, depending on the timing and accuracy of players.
* HospitalEpilogue: The game ends with one of these: an animated clip of Hiro and Nash escaping the Metalica's SpaceBase just as it explodes, and crashing their escape shuttle back on Earth. They are depicted recovering in a Metro City hospital (Hiro apparently suffered an EyeScream given the bandage around one eye) before being greeted by their lieutenant. Roll credits.
* HugeHolographicHead: This is how the last boss reveals himself to the players in the first level before leaving behind the first boss to deal with the good guys, counting as FinalBossPreview. He re-appears in this format in the final level, shortly before the penultimate FinalBoss battle.
* LifeMeter: For both sides. Hiro and Nash's life are represented by percentages, while bosses' are represented by a single bar that shortens with each successful hit.
* LuredIntoATrap: The fourth mission ends with the entire Horned Owl team being lured into an ambush by Metalica's forces, with Hiro and Nash separated from their allies and fighting their way through a seemingly endless wave of robotic soldiers before confronting what is appropriately enough the game's first WakeUpCallBoss. Even after defeating the boss, the following cutscene reveals that mission's success to be a PyrrhicVictory with most of the Horned Owl operatives dead or heavily injured.
* MechanicalMonster: Most of the bosses are robots that can fill up half the screen.
* MechaMooks: The Metalica's forces consists entirely of robots. Naturally players get a kill-tally up to ''hundreds'' by the time they finish the game, without any guilt because all their kills are machines.
* MissionControl: Your lieutenant fulfills this purpose, relaying information on directions and warning of imminent attacks.
* OneManArmy: In single-player mode. Players can amass a ''huge'' kill-tally, what with each level having dozens upon dozens of robotic mooks that goes down in one or two shots. In double-player mode they're a two-men army.
* ReducedToDust: The game's final boss, confronting the players one last time, will gradually dissolve into dust particles while making a WeWillMeetAgain taunt.
* RobotDog: Several red robotic canines are reoccurring enemies in the second stage, and will pounce at the players to chew their health away.
* ScratchDamage: Most of the Metalica forces can inflict a ''tiny'' fraction of damage to Hiro and Nash's health, chipping away three to five points from their 100-point armour.
* SeanConneryIsAboutToShootYou: The game's cover shows Hiro and Nash about to shoot the players.
* ShootTheBullet: While machine-gun attacks can't be dodged (the best hope for players is to gun down enemy robots before they can fire), missiles and grenades lobbed towards the players can be shot before hitting. All bosses in fact attacks with projectiles, that players have to shoot to prevent being damaged.
* SmartBomb: Hiro and Nash each begins the level with three of these, which can clear away most attacking enemies. Against bosses these can take down between 15 - 40 percent of their LifeMeter, depending on proximity.
* SpaceBase: The final level is set in Metalica's last hideout, their heavily-guarded space base which Hiro and Nash infiltrates by hijacking one of their ships and crashing into the area. One notable scenario had the hero(es) fighting legions and legions of robots in a massive hangar with large windows that provides an impressive view of outer space in the background.
* SpiderTank: Several robots, including a GiantMook which takes around five shots to destroy. These are typically the slower types of enemies.
* StormingTheCastle: The last two levels, infiltrating Metalica's fortress, fighting through a factory full of robots before confronting the Metalica leader in their space station base.
* UniqueEnemy: The final stage has a few (half a dozen at most) praying mantis-like robots which can teleport in front of the players and takes slightly more damage than the average mook, but they go down without too much trouble.
* UseYourHead: Some smaller robots with jet propulsions' attached to their bottoms will attempt to headbutt players while on their jets. These enemies are surprisingly fast, and given the spikes on their heads can deal pretty big damage.
* WakeUpCallBoss: Boss No. 4, a mechanized turret on legs, whose MacrossMissileMassacre bombards the players with a seemingly endless waves of rockets, and it's armoured front can absorb a lot more damage than either previous bosses.
* WarmupBoss: The first level ends with it's first boss battle, a mecha which shoots slow-moving, easily destroyed projectiles, while strafing across the screen to assault players. It tends to stand still while using it's projectile launcher, allowing players to land several hits, and with it's health bar being average at most it goes down really easily.
* ZergRush: The preferred attack methods from the Metalica robots. Late in the game Hiro and Nash will confront maybe ten enemies ''onscreen'' at the same time, while dozens more are lurking in the background waiting for their turn to get blown apart. Get those trigger fingers busy!

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