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No, ''VideoGame/{{beatmania}} IIDX 26 Rootage'' is [[JustForFun/IThoughtThatWas not a crossover with this game]].

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* BulletHell

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* BulletHell{{Combos}}: The longer you continously damage the boss, the higher your damage bonus increases, all the way to 1,000. Once your laser stops touching the boss, it will rapidly decrease back to 10 points.
* EveryTenThousandPoints: You get an extra life at 200,000 points, then 500,000, then every 500,000 points after that.



* {{Combos}}: The longer you continously damage the boss, the higher your damage bonus increases, all the way to 1,000. Once your laser stops touching the boss, it will rapidly decrease back to 10 points.
* EveryTenThousandPoints: You get an extra life at 200,000 points, then 500,000, then every 500,000 points after that.



* VideoGameLives

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* VideoGameLivesVideoGameLives: You get 3 lives, but can earn more as you gain score.
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'''GW Mode''': Inspired by ''VideoGame/GigaWing''. Your ship has a Reflector Meter which automatically refills. When it's full, holding secondary fire will surround the ship in a short-lived reflector shield. Any bullets which hit the shield will reflect damage back at the boss. There is a warmup delay in activating the shield, and a cooldown delay as your Reflector Meter refills, so you have to think carefully about the best time to make use of it.

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'''GW Mode''': Inspired by ''VideoGame/GigaWing''. Your ship has a Reflector Reflect Meter which automatically refills. When it's full, holding secondary fire will surround the ship in a short-lived reflector shield. Any bullets which hit the shield will reflect damage back at the boss. There is a warmup delay in activating the shield, and a cooldown delay as your Reflector Reflect Meter refills, so you have to think carefully about the best time to make use of it.

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* AntiFrustrationFeature: The red dot of your ship is actually your hitbox. And each of the bullets has a small square which is its damaging portion. This makes the guesswork when trying to weave through bullets a little easier. The boss also lights up and glows in areas that are about to fire, giving you a chance to prepare or back off if you're up too close. Even the pretty variations of bullet colors and shapes are an anti-frustration feature, as they provide visual cues which are much easier to comprehend than just raw hitbox squares.

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* AntiFrustrationFeature: The red dot In spite of the ridiculous amount of firepower being thrown at you, the game tries to play as fair as it can, and includes several features to make the player's life easier.
** Every bullet's hitbox is clearly visible, as is the hitbox
of your own ship is actually your hitbox. And each of (it's the bullets has a small glowing red square which is its damaging portion. in the middle). This makes the guesswork when trying to weave through bullets a little easier. easier.
** The pretty variations of bullet colors and shapes provide visual cues which are much easier to comprehend than just raw hitbox squares.
**
The boss also lights up and glows in areas that are about to fire, giving you a chance to prepare or back off if you're up too close. Even the pretty variations close.
** When you destroy either
of a boss's forms, every bullet colors and shapes are an anti-frustration feature, as they provide visual cues which are much easier to comprehend than just raw hitbox squares.on screen is also destroyed, preventing any frustrating post-victory deaths.



* NoRangeLikePointBlankRange: Your laser does more damage the closer you get to the boss. This is to reward risking life to get up close to the boss.

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* NoOntologicalInertia: destroying a boss (or one of its forms) also destroys every bullet that it's fired.
* NoRangeLikePointBlankRange: Your laser does more damage the closer you get to the boss. This is to reward risking life to get up close to the boss.boss, thus rewarding daring or skilful play.

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Released for personal computers in 2003 by Kenta Cho, rRootage is BulletHell stripped down to the absolute essentials. You control a ship which can fire a continuous laser beam, and dependent on the game mode, utilize a limited secondary defensive power. The game has only one kind of opponent: a large, durable boss enemy which fires lots and ''lots'' of bullets. Your objective in each level is to take out five of these bosses in a row, each one sporting a different arsenal.

to:

Released for personal computers in 2003 by Kenta Cho, rRootage ''rRootage'' is BulletHell stripped down to the absolute essentials. You control a small ship which can fire a continuous laser beam, and dependent on the game mode, also utilize a limited secondary defensive power. The game has only one kind of opponent: a large, durable boss enemy which fires lots and ''lots'' of bullets. Your objective in each level is to take out five of these bosses in a row, each one sporting a different arsenal.



The game can be downloaded for Windows from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. It's also available directly through some package managers on some Linux systems (Linux Mint, for example). A port has also been created for Apple devices, which can be bought from [[https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8 here]].

to:

The game can be downloaded for Windows from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. It's also available directly through some package managers on some Linux systems (Linux Mint, for example).systems. A port has also been created for Apple devices, which can be bought from [[https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8 here]].



* AntiFrustrationFeature: The red dot of your ship is actually your hit-box. And each of the bullets has a small square which is its damaging portion. This makes the guesswork when trying to weave through bullets a little easier. The boss also lights up and glows in areas that are about to fire, giving you a chance to prepare or back off if you're up too close.

to:

* AntiFrustrationFeature: The red dot of your ship is actually your hit-box.hitbox. And each of the bullets has a small square which is its damaging portion. This makes the guesswork when trying to weave through bullets a little easier. The boss also lights up and glows in areas that are about to fire, giving you a chance to prepare or back off if you're up too close. Even the pretty variations of bullet colors and shapes are an anti-frustration feature, as they provide visual cues which are much easier to comprehend than just raw hitbox squares.
* AttackReflector: in IKA and GW modes, your ship can become this by utilizing its secondary power.


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* MoreDakka: if you damage the boss enough, it'll shift into a second, larger form and start firing even ''more'' stuff at you.
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* HitboxDissonance: the game deliberately makes hitboxes visible, so you can see that the bullets are generally larger than their damage-causing area.

to:

* HitboxDissonance: the game deliberately makes hitboxes visible, so you can see that the bullets are generally larger than their damage-causing area.areas.



* {{Minimalism}}: In contrast to many other shmups, rRootage goes for this. Your ship is a red pixel surrounded by rotating green columns. Your opponent is a yellow vector-thing whose only bling is bright points of light.

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* {{Minimalism}}: In contrast to many other shmups, rRootage goes for this. Your ship is a tiny glowing red pixel square surrounded by rotating green columns. Your opponent is a mass of yellow vector-thing whose only bling is vector shapes and bright points of light.glowing lights.



* EveryTenThousandPoints: You get an extra life at 200,000 points, then 500,000, then every 500,000 points after that.#

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* EveryTenThousandPoints: You get an extra life at 200,000 points, then 500,000, then every 500,000 points after that.#
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[[caption-width-right:350:There is a boss under there somewhere. And that's not even its final form. Or even a relatively difficult boss.]]

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[[caption-width-right:350:There is a boss under there somewhere. And that's not even its final form. Or even a relatively difficult boss.]]

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/e6c280c143df222e78153f4bc57e47ce.png]]
[[caption-width-right:350:There is a boss under there somewhere. And that's not even its final form. Or even a relatively difficult boss.]]



* AntiFrustrationFeature: The red dot of your ship is actually your hit-box. And each of the bullets has a small square which is its damaging portion. This makes the guesswork when trying to weave through bullets a little easier.

to:

* AntiFrustrationFeature: The red dot of your ship is actually your hit-box. And each of the bullets has a small square which is its damaging portion. This makes the guesswork when trying to weave through bullets a little easier. The boss also lights up and glows in areas that are about to fire, giving you a chance to prepare or back off if you're up too close.
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'''IKA Mode''': Inspired by ''VideoGame/{{Ikaruga}}. The bullets fired by the boss are either white or red, and your ship can switch between those same two colors using secondary file. When your ship touches a bullet of the same color as itself, damage is reflected at the boss instead of your ship. By carefully switching colors, you can navigate the barrage of bullets and deal extra damage to the boss while you're fighting it.

to:

'''IKA Mode''': Inspired by ''VideoGame/{{Ikaruga}}.''VideoGame/{{Ikaruga}}''. The bullets fired by the boss are either white or red, and your ship can switch between those same two colors using secondary file. When your ship touches a bullet of the same color as itself, damage is reflected at the boss instead of your ship. By carefully switching colors, you can navigate the barrage of bullets and deal extra damage to the boss while you're fighting it.

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* GuideDangIt: several important details of the mechanics - in particular, how the scoring works - are not obvious simply from playing the game.



* EveryTenThousandPoints: You get an extra life at 200,000 points, then 500,000, then every 500,000 points after that.

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* EveryTenThousandPoints: You get an extra life at 200,000 points, then 500,000, then every 500,000 points after that.#
* MultiDirectionalBarrage: The boss's entire strategy. A lot of the time, the boss isn't even firing at your ship; it's spamming bullets all over the place, giving you very little room to breathe.



* RecursiveAmmo: bosses make frequent use of bullets that split into more bullets, which add layers of complexity to the patterns you're facing.



* TurnsRed: Every boss has two forms. When you deal enough damage to the boss's initial form, it transforms into a larger, much more powerful form. Only when you've destroyed that second form is the boss truly defeated.

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* SmartBomb: the secondary power in Normal mode is a bomb which eradicates bullets in an area around you.
* TurnsRed: Every boss has two forms. When you deal enough damage to the boss's initial form, it transforms into a larger, much more powerful form. Only when you've destroyed that second form is the boss truly defeated.defeated.
* VideoGameLives

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I tidied this up a bit and removed some of the humor. Nothing wrong with humor, but clarity should come first.


Released for personal computers in 2003 by Kenta Cho, rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a wave beam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.

That's it. No tales of [[MagicalGirl Magical Girls]], no vast interstellar empire to overthrow. Why do you need to vanquish your foe? [[ExcusePlot Because it's there]]. Also, it seems intent on taking you out first.

The game has four modes which are twists on the familiar BulletHell set-up:

''Normal Mode'' - Shoot and don't get shot. You have three bombs you can set off with secondary fire, which vaporizes the bullets in a small area around you for a limited time.

''PSY Mode'' - Shoot and don't get shot. Secondary fire slows you down but allows you to brush up against the non-damaging portions of projectiles, which increases your Graze Meter. Fill it up and your ship becomes invincible for about three seconds.

''IKA Mode'' - Shoot and don't get shot. This time, incoming bullets are either red or blue, and your ship can toggle between the two colors using secondary fire. When your ship touches a bullet of the same color, said bullet is reflected back upwards at the boss and damages it. The strategic use of color-swapping can quickly take down the boss and help you to safely navigate swaths of bullets.

''GW Mode'' - [[OverlyLongGag Shoot and don't get shot.]] Otherwise, it's similar to IKA Mode without two bullet colors. You have a Reflector Meter which automatically builds. When it's full, hold secondary fire. After a brief delay, all bullets surrounding in a small area surrounding your ship will reflect back towards the boss for a limited time.

Can be downloaded from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. More recently, a port was created for Apple devices, which can be bought from [[https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8 here]].

to:

Released for personal computers in 2003 by Kenta Cho, rRootage is basically BulletHell boiled stripped down to the absolute essentials: essentials. You control a ship with which can fire a wave beam continuous laser beam, and dependent on the game mode, utilize a limited secondary defensive action. power. The game has only one kind of opponent: a large, durable boss enemy which fires lots and ''lots'' of bullets. Your opponent above objective in each level is an ever-resurrecting coil that is able to morph into many take out five of these bosses in a row, each one sporting a different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.

That's it. No tales of [[MagicalGirl Magical Girls]], no vast interstellar empire to overthrow. Why do you need to vanquish your foe? [[ExcusePlot Because it's there]]. Also, it seems intent on taking you out first.

arsenal.

The game has four modes: one 'normal' mode, and three special modes which are twists based on the familiar BulletHell set-up:

''Normal Mode'' - Shoot and don't get shot. You have
three bombs you can set off with influential titles in the bullet hell genre. The main gameplay difference between each mode is the nature of the secondary fire, power given to your ship.

'''Normal Mode''': Your ship has three bombs,
which vaporizes vaporize the bullets in a small area around you it for a limited time.

''PSY Mode'' - Shoot and don't
time, allowing you to get shot.out of trouble when the bullet pattern has become too much to cope with.

'''PSY Mode''': Inspired by ''VideoGame/{{Psyvariar}}''.
Secondary fire slows you down but allows you to brush up against the non-damaging portions of projectiles, which increases your Graze Meter. Fill it up and your ship becomes invincible for about three seconds.

''IKA Mode'' - Shoot and don't get shot. This time, incoming '''IKA Mode''': Inspired by ''VideoGame/{{Ikaruga}}. The bullets fired by the boss are either red white or blue, red, and your ship can toggle switch between the those same two colors using secondary fire. file. When your ship touches a bullet of the same color, said bullet color as itself, damage is reflected back upwards at the boss instead of your ship. By carefully switching colors, you can navigate the barrage of bullets and damages it. The strategic use of color-swapping can quickly take down deal extra damage to the boss and help you to safely navigate swaths of bullets.

''GW Mode'' - [[OverlyLongGag Shoot and don't get shot.]] Otherwise, it's similar to IKA Mode without two bullet colors. You have
while you're fighting it.

'''GW Mode''': Inspired by ''VideoGame/GigaWing''. Your ship has
a Reflector Meter which automatically builds. refills. When it's full, hold holding secondary fire. After fire will surround the ship in a brief delay, all short-lived reflector shield. Any bullets surrounding in a small area surrounding your ship which hit the shield will reflect damage back towards at the boss for boss. There is a limited time.

Can
warmup delay in activating the shield, and a cooldown delay as your Reflector Meter refills, so you have to think carefully about the best time to make use of it.

The game uses a special markup language called [[http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html BulletML]], also created by Kenta Cho, to define its bullet patterns.

The game can
be downloaded for Windows from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. More recently, a It's also available directly through some package managers on some Linux systems (Linux Mint, for example). A port was has also been created for Apple devices, which can be bought from [[https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8 here]].



!!Tropes fired at you in unfair amounts:

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!!Tropes fired at you in unfair amounts:
!!This game features the following tropes:



* {{Homage}}: Each of the latter three modes was heavily inspired by another shmup:
** PSY Mode was inspired by the ''VideoGame/{{Psyvariar}}'' games.
** IKA Mode derives heavily from ''VideoGame/{{Ikaruga}}''.
** GW Mode takes after the ''VideoGame/GigaWing'' games.

to:

* HitboxDissonance: the game deliberately makes hitboxes visible, so you can see that the bullets are generally larger than their damage-causing area.
* {{Homage}}: Each of the latter The three special modes was heavily inspired by another shmup:
** PSY Mode was inspired by the ''VideoGame/{{Psyvariar}}'' games.
** IKA Mode derives heavily from ''VideoGame/{{Ikaruga}}''.
** GW Mode takes after the ''VideoGame/GigaWing'' games.
are homages to popular bullet hell shooters.



* NintendoHard: The game starts off pretty hard and only gets worse from there.

to:

* NintendoHard: The game starts off pretty hard isn't easy to begin with, and only gets worse from there.harder.



* ReturnToShooter: [[VideoGame/GigaWing GW]] mode.
* ScoringPoints: You gain points for damaging the boss. The longer the laser is on the boss, the more points per interval you get, ranging from 10 to 1,000. At the end of each boss, you get a bonus proportional to how fast you defeated the boss, divided by the number of lives you used and number of bombs (in Normal mode) dropped. The three non-Normal modes all have additional scoring gimmicks. Conclusion: Kill bosses as fast as you can and avoid dying or bombing whenever possible. Points are a necessity in this game because [[EveryTenThousandPoints they earn you extra lives]].
* ShapeShifting: Your opponent's innate form is a rotating coil. It surrounds itself with yellow vector lines that form various shapes. Each time you deplete its health, it loses its protective covering and has to form a new one until you clear the stage.

to:

* ReturnToShooter: [[VideoGame/GigaWing GW]] mode.
both IKA mode and GW mode allow you to use the boss's own bullets against it.
* ScoringPoints: You gain points for damaging the boss. The longer the laser is on the boss, the more points per interval you get, ranging from 10 to 1,000. At the end of each boss, you get a bonus proportional to how fast you defeated the boss, divided by the number of lives you used and number of bombs (in Normal mode) dropped. The three non-Normal special modes all have additional scoring gimmicks. Conclusion: Kill bosses as fast as you can and avoid dying or bombing whenever possible. Points are a necessity in this game because [[EveryTenThousandPoints they earn you extra lives]].
* ShapeShifting: Your opponent's innate TurnsRed: Every boss has two forms. When you deal enough damage to the boss's initial form, it transforms into a larger, much more powerful form. Only when you've destroyed that second form is a rotating coil. It surrounds itself with yellow vector lines that form various shapes. Each time you deplete its health, it loses its protective covering and has to form a new one until you clear the stage.boss truly defeated.
Is there an issue? Send a MessageReason:
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''IKA Mode'' - Shoot and don't get shot. This time, incoming bullets are either red or white, and your ship can toggle between the two colors using secondary fire. When your ship touches a bullet of the same color, said bullet is reflected back upwards at the boss and damages it. The strategic use of color-swapping can quickly take down the boss and help you to safely navigate swaths of bullets.

to:

''IKA Mode'' - Shoot and don't get shot. This time, incoming bullets are either red or white, blue, and your ship can toggle between the two colors using secondary fire. When your ship touches a bullet of the same color, said bullet is reflected back upwards at the boss and damages it. The strategic use of color-swapping can quickly take down the boss and help you to safely navigate swaths of bullets.
Is there an issue? Send a MessageReason:
None


* BossGame

to:

* BossGameBossGame: Each stage has five bosses. Each tier of stages has three stages, not counting the [[RandomlyGeneratedLevels R stage]]. There are 10 tiers of stages. Finally, there are four different play modes. This makes for a total of ''six hundred'' non-random bosses.
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* ScoringPoints: You gain points for damaging the boss. The longer the laser is on the boss, the more points per interval you get, ranging from 10 to 1,000. At the end of each boss, you get a bonus proportional to your time, divided by the number of lives you used and number of bombs (in Normal mode) dropped. The three non-Normal modes all have additional scoring gimmicks. Points are a necessity in this game because [[EveryTenThousandPoints they earn you extra lives]].

to:

* ScoringPoints: You gain points for damaging the boss. The longer the laser is on the boss, the more points per interval you get, ranging from 10 to 1,000. At the end of each boss, you get a bonus proportional to your time, how fast you defeated the boss, divided by the number of lives you used and number of bombs (in Normal mode) dropped. The three non-Normal modes all have additional scoring gimmicks. Conclusion: Kill bosses as fast as you can and avoid dying or bombing whenever possible. Points are a necessity in this game because [[EveryTenThousandPoints they earn you extra lives]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScoringPoints: You gain points for damaging the boss. The longer the laser is on the boss, the more points per interval you get, ranging from 10 to 1,000. At the end of each boss, you get a bonus proportional to your time, divided by the number of lives you used and number of bombs (in Normal mode) dropped. The three non-Normal modes all have additional scoring gimmicks. Points are a necessity in this game because [[EveryTenThousandPoints they earn you extra lives]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EveryTenThousandPoints: You get an extra life at 200,000 points, then 500,000, then every 500,000 points after that.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BossGame


Added DiffLines:

* {{Combos}}: The longer you continously damage the boss, the higher your damage bonus increases, all the way to 1,000. Once your laser stops touching the boss, it will rapidly decrease back to 10 points.


Added DiffLines:

* NoRangeLikePointBlankRange: Your laser does more damage the closer you get to the boss. This is to reward risking life to get up close to the boss.

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Removed: 83

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* Minimalism: In contrast to the colorful Touhou games, rRootage goes for this. Your ship is a red pixel surrounded by rotating green columns. Your opponent is a yellow vector-thing whose only bling is bright points of light.

to:

* Minimalism: BulletHell
* {{Homage}}: Each of the latter three modes was heavily inspired by another shmup:
** PSY Mode was inspired by the ''VideoGame/{{Psyvariar}}'' games.
** IKA Mode derives heavily from ''VideoGame/{{Ikaruga}}''.
** GW Mode takes after the ''VideoGame/GigaWing'' games.
* {{Minimalism}}:
In contrast to the colorful Touhou games, many other shmups, rRootage goes for this. Your ship is a red pixel surrounded by rotating green columns. Your opponent is a yellow vector-thing whose only bling is bright points of light.



* ShapeShifting: Your opponent's innate form is a rotating coil. It surrounds itself with yellow vector lines that form various shapes. Each time you deplete its health, it loses its protective covering and has to form a new one until you clear the stage.
* ShoutOut: Each of the latter three modes was heavily inspired by another shmup:
** PSY Mode was inspired by the Psyvariar games.
** IKA Mode derives heavily from Ikaruga.
** GW Mode takes after the Gigawing games.

to:

* RandomlyGeneratedLevels: The R stages use randomized patterns.
* ReturnToShooter: [[VideoGame/GigaWing GW]] mode.
* ShapeShifting: Your opponent's innate form is a rotating coil. It surrounds itself with yellow vector lines that form various shapes. Each time you deplete its health, it loses its protective covering and has to form a new one until you clear the stage.
* ShoutOut: Each of the latter three modes was heavily inspired by another shmup:
** PSY Mode was inspired by the Psyvariar games.
** IKA Mode derives heavily from Ikaruga.
** GW Mode takes after the Gigawing games.
stage.
Is there an issue? Send a MessageReason:
None


That's it. No tales of [[MagicalGirl Magical Girls]], no vast interstellar empire to overthrow. Why do you need to vanish your foe? [[ExcusePlot Because it's there]]. Also, it seems intent on taking you out first.

to:

That's it. No tales of [[MagicalGirl Magical Girls]], no vast interstellar empire to overthrow. Why do you need to vanish vanquish your foe? [[ExcusePlot Because it's there]]. Also, it seems intent on taking you out first.
Is there an issue? Send a MessageReason:
None

Added: 437

Changed: 227

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*

to:

* AntiFrustrationFeature: The red dot of your ship is actually your hit-box. And each of the bullets has a small square which is its damaging portion. This makes the guesswork when trying to weave through bullets a little easier.
* Minimalism: In contrast to the colorful Touhou games, rRootage goes for this. Your ship is a red pixel surrounded by rotating green columns. Your opponent is a yellow vector-thing whose only bling is bright points of light.



* ShapeShifting: Your opponent's innate form is a rotating coil. It surrounds itself with yellow vector lines that form various shapes. Each time you deplete its health, it loses its protective covering and has to form a new one until you clear the stage.

to:

* ShapeShifting: Your opponent's innate form is a rotating coil. It surrounds itself with yellow vector lines that form various shapes. Each time you deplete its health, it loses its protective covering and has to form a new one until you clear the stage.stage.
* ShoutOut: Each of the latter three modes was heavily inspired by another shmup:
** PSY Mode was inspired by the Psyvariar games.
** IKA Mode derives heavily from Ikaruga.
** GW Mode takes after the Gigawing games.

Added: 380

Changed: 1

Is there an issue? Send a MessageReason:
None


Can be downloaded from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. More recently, a port was created for Apple devices, which can be bought from [[https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8 here]]

to:

Can be downloaded from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. More recently, a port was created for Apple devices, which can be bought from [[https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8 here]]here]].

-----
!!Tropes fired at you in unfair amounts:

*
* NintendoHard: The game starts off pretty hard and only gets worse from there.
* ShapeShifting: Your opponent's innate form is a rotating coil. It surrounds itself with yellow vector lines that form various shapes. Each time you deplete its health, it loses its protective covering and has to form a new one until you clear the stage.
Is there an issue? Send a MessageReason:
None


Can be downloaded from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. More recently, a port was created for Apple devices, which can be bought from [[here https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8]]

to:

Can be downloaded from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. More recently, a port was created for Apple devices, which can be bought from [[here https://itunes.[[https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8]]com/us/app/rrootage-online-hd/id387008120?mt=8 here]]
Is there an issue? Send a MessageReason:
None


Released for [[PCs]] in 2003 by Kenta Cho, rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a wave beam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.

to:

Released for [[PCs]] personal computers in 2003 by Kenta Cho, rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a wave beam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.



''IKA Mode'' - Shoot and don't get shot. This time, incoming bullets are either red or white, and your ship can toggle between the two colors using secondary fire. When your ship touches a bullet of the same color, it's reflected back upwards at the boss and damages it. The strategic use of color-swapping can quickly take down the boss and help you to safely navigate swaths of bullets.

''GW Mode'' - [[OverlyLongGag Shoot and don't get shot.]] Otherwise, it's similar to IKA Mode without two bullet colors. You have a Reflector Meter which automatically builds. When it's full, hold secondary fire. After a brief delay, all bullets surrounding your ship will reflect back towards the boss for a limited time.

Can be downloaded from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]].

to:

''IKA Mode'' - Shoot and don't get shot. This time, incoming bullets are either red or white, and your ship can toggle between the two colors using secondary fire. When your ship touches a bullet of the same color, it's said bullet is reflected back upwards at the boss and damages it. The strategic use of color-swapping can quickly take down the boss and help you to safely navigate swaths of bullets.

''GW Mode'' - [[OverlyLongGag Shoot and don't get shot.]] Otherwise, it's similar to IKA Mode without two bullet colors. You have a Reflector Meter which automatically builds. When it's full, hold secondary fire. After a brief delay, all bullets surrounding in a small area surrounding your ship will reflect back towards the boss for a limited time.

Can be downloaded from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]]. More recently, a port was created for Apple devices, which can be bought from [[here https://itunes.apple.com/us/app/rrootage-online-hd/id387008120?mt=8]]
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Released for [[=PCs=]] in 2003 by Kenta Cho, rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a wave beam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.

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Released for [[=PCs=]] [[PCs]] in 2003 by Kenta Cho, rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a wave beam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.
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That's it. No tales of [[MagicalGirl Magical Girls]], no vast interstellar empire to overthrow. Why do you need to vanish your foe? Because it's there. Also, it seems intent on taking you out first.

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That's it. No tales of [[MagicalGirl Magical Girls]], no vast interstellar empire to overthrow. Why do you need to vanish your foe? [[ExcusePlot Because it's there.there]]. Also, it seems intent on taking you out first.
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That's it. No tales of MagicalGirls, no vast interstellar empire to overthrow. Why do you need to vanish your foe? Because it's there. Also, it seems intent on taking you out first.

to:

That's it. No tales of MagicalGirls, [[MagicalGirl Magical Girls]], no vast interstellar empire to overthrow. Why do you need to vanish your foe? Because it's there. Also, it seems intent on taking you out first.
Is there an issue? Send a MessageReason:
None


Released for PCs in 2003 by Kenta Cho, rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a wave beam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.

to:

Released for PCs [[=PCs=]] in 2003 by Kenta Cho, rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a wave beam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.

Added: 798

Changed: 94

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rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a WaveBeam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.

to:

Released for PCs in 2003 by Kenta Cho, rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a WaveBeam wave beam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.



''Normal Mode'' - Dodge bullets. You have three bombs you can set off with secondary fire, which vaporizes the bullets in a small area around you for a limited time.

''PSY Mode'' - Dodge bullets. Secondary fire slows you down but allows you to brush up against the non-damaging portions of projectiles, which increases your Graze Meter. Fill it up and your ship becomes invincible for about three seconds.

to:

''Normal Mode'' - Dodge bullets.Shoot and don't get shot. You have three bombs you can set off with secondary fire, which vaporizes the bullets in a small area around you for a limited time.

''PSY Mode'' - Dodge bullets.Shoot and don't get shot. Secondary fire slows you down but allows you to brush up against the non-damaging portions of projectiles, which increases your Graze Meter. Fill it up and your ship becomes invincible for about three seconds.seconds.

''IKA Mode'' - Shoot and don't get shot. This time, incoming bullets are either red or white, and your ship can toggle between the two colors using secondary fire. When your ship touches a bullet of the same color, it's reflected back upwards at the boss and damages it. The strategic use of color-swapping can quickly take down the boss and help you to safely navigate swaths of bullets.

''GW Mode'' - [[OverlyLongGag Shoot and don't get shot.]] Otherwise, it's similar to IKA Mode without two bullet colors. You have a Reflector Meter which automatically builds. When it's full, hold secondary fire. After a brief delay, all bullets surrounding your ship will reflect back towards the boss for a limited time.

Can be downloaded from [[http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html here]].
Is there an issue? Send a MessageReason:
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Added DiffLines:

rRootage is basically BulletHell boiled down to the absolute essentials: You control a ship with a WaveBeam and a secondary defensive action. Your opponent above is an ever-resurrecting coil that is able to morph into many different forms and send legions and legions of projectiles your way. The only way to survive is to be an artful shooter and dodger.

That's it. No tales of MagicalGirls, no vast interstellar empire to overthrow. Why do you need to vanish your foe? Because it's there. Also, it seems intent on taking you out first.

The game has four modes which are twists on the familiar BulletHell set-up:

''Normal Mode'' - Dodge bullets. You have three bombs you can set off with secondary fire, which vaporizes the bullets in a small area around you for a limited time.

''PSY Mode'' - Dodge bullets. Secondary fire slows you down but allows you to brush up against the non-damaging portions of projectiles, which increases your Graze Meter. Fill it up and your ship becomes invincible for about three seconds.

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