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RewardingVandalism: Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.

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* RewardingVandalism: Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.

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* FeaturelessProtagonist / HelloInsertNameHere / PurelyAestheticGender: You can choose from four portraits (two male; two female) and must enter a name and callsign. Beyond being used in the Supply Room and saved games, these have absolutely no bearing in the game.



* MoneySpider / RewardingVandalism:
** Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.
** Some AirborneMooks not only give you money when destroyed but also drop orange orbs [[labelnote:explanation]]these orbs being the remains of their micro-thaelite power cores[[/labelnote]] for you to collect that increase your total credit count by $50 per piece.

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* MoneySpider / RewardingVandalism:
** Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.
**
MoneySpider: Some AirborneMooks not only give you money when destroyed but also drop orange orbs [[labelnote:explanation]]these orbs being the remains of their micro-thaelite power cores[[/labelnote]] for you to collect that increase your total credit count by $50 per piece.



* OneHitPointWonder: Averted, see the MadeOfIron example.
* [[OneManArmy One Person Air Force]]

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* %%* OneHitPointWonder: Averted, see the MadeOfIron example.
* %%* [[OneManArmy One Person Air Force]]


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* PurelyAestheticGender: You can choose from four portraits (two male; two female) and must enter a name and callsign. Beyond being used in the Supply Room and saved games, these have absolutely no bearing in the game.


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RewardingVandalism: Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.
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* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary [[CoresAndTurretsBoss Cores And Turrets Bosses]] with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable bosses with difficult to predict attack patterns.

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* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary [[CoresAndTurretsBoss Cores And Turrets Bosses]] with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable mobile bosses with difficult to predict attack patterns.
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* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary CoresAndTurretsBosses with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable bosses with difficult to predict attack patterns.

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* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary CoresAndTurretsBosses [[CoresAndTurretsBoss Cores And Turrets Bosses]] with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable bosses with difficult to predict attack patterns.
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* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary CoresAndTurretsBosses with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable bosses with difficult to predict attack patterns.
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* DenialOfDiagonalAttack: All other equipment except for the auto-aiming turrets can only fire straight, with minimal spread. Yet another good reason for you to equip the auto-aim turrets at certain times. Among enemy equipment, only the tracking flak balls have a diagonal pattern since they are shot towards your plane.

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* DenialOfDiagonalAttack: All other equipment except for the auto-aiming turrets can only fire straight, with minimal spread. Yet another good reason for you to equip the auto-aim turrets at certain times. Among enemy equipment, only the tracking aimed flak balls have a diagonal pattern since they are shot towards your plane.
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Shadow settings are determined by your detail setting under Options and isn't affected by wave. If you look hard enough on Tango Sector Wave 8 and Outer Regions Wave 3 on the High Detail setting, you will still see the shadows of all ships.


* AlwaysNight: Both Tango Sector and Outer Regions have one level that takes place entirely at night and has a correspondingly chilling music track to accompany it. In this level, you won't get to see the shadows of Mooks that will appear on the screen and it is harder to predict their attacks; this can turn into quite a nasty surprise if a Mook suddenly appears into the screen and fires its WaveMotionGun on you as you won't be able to tell it apart from the other enemies until it is too late.

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* AlwaysNight: Both Tango Sector and Outer Regions have one level that takes place entirely at night and has a correspondingly chilling music track to accompany it. In this level, you won't get to see the shadows of Mooks that will appear on the screen and it is harder to predict their attacks; attacks from enemies; this can turn into quite a nasty surprise if a Mook mook suddenly appears into the screen and fires its WaveMotionGun on you as you won't be able to tell it apart from the other enemies until it is too late.
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* RammingAlwaysWorks: You will take severe damage from any ramming attempt, but with enough shields, you can destroy even bosses by ramming them.

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* RammingAlwaysWorks: You will take severe damage from any ramming attempt, but with enough shields, you can destroy even bosses by ramming them. This does not work on the [[CoresAndTurretsBoss Cores and Turrets Bosses]], however.
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** Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1, the Dumbfire missile in Bravo Wave 6, or the Phase Shield in Tango Sector Wave 4. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you to accumulate enough credits to purchase more powerful weapons.

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** Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1, the Dumbfire missile in Bravo Wave 6, or the Phase Shield in Tango Sector Wave 4.4, and the Air/Ground Missile in Outer Regions Wave 1. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you to accumulate enough credits to purchase more powerful weapons.
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Corrected my ancient mistake in Silliness Switch.


* SillinessSwitch: On Birthday Mode, special enemies are added to some of the levels. These include monkeys throwing coconuts, cows with built-in lasers and what appears to be the [[StarTrek USS Enterprise]]. These enemies are so difficult to kill, they could rival some of the [[SurpriseDifficulty bosses in Outer Regions]]!

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* SillinessSwitch: On Birthday Mode, special enemies are added to some of the levels. These include monkeys throwing coconuts, cows with built-in lasers lasers, actual raptors running across the screen, the ''[[Series/Space1999 Eagle]]'' Transporter and what appears to be the [[StarTrek USS Enterprise]].''[[Film/TwoThousandOneASpaceOdyssey Discovery One]]''. These enemies are so difficult to kill, they could rival some of the [[SurpriseDifficulty bosses in Outer Regions]]!
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You can also save your game to prevent credit loss.


* MoneyForNothing: Subverted. Most players who can at least get through Bravo Sector on Rookie difficulty will eventually accumulate so many credits that re-stocking on Megabombs and normal and Phase shields will barely make a dent on their account—the only real money sinks are the Deathray and Twin Laser; once the player buys them, they are unlikely to buy them ever again unless they have a tendency to run their shield levels down to critical. However, due to the nature of the game on Elite difficulty, especially in the last few waves of Tango Sector and the whole of Outer Regions, having credits by the barrelhead may sometimes be necessary if the player messes up a wave and completes (or aborts) it with almost no shields or weapons left for the next wave.

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* MoneyForNothing: Subverted. Most players who can at least get through Bravo Sector on Rookie difficulty will eventually accumulate so many credits that re-stocking on Megabombs and normal and Phase shields will barely make a dent on their account—the only real money sinks are the Deathray and Twin Laser; once the player buys them, they are unlikely to buy them ever again unless they have a tendency to run their shield levels down to critical. However, due to the nature of the game on Elite difficulty, especially in the last few waves of Tango Sector and the whole of Outer Regions, having credits by the barrelhead may sometimes be necessary if the player doesn't save their game, messes up a wave and completes (or aborts) it with almost no shields or weapons left for the next wave.
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Not related to animal raptors.

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Not related to animal raptors.
raptors, and probably not related to the real-world F-22 Raptor.
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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/31964_raptor_call_of_the_shadows_dos_front_cover.png]]
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Potholes are not allowed in page quotes.


->''Your engine's turbines roar as you scream out of the sky. Startled troops look up just in time to see [[MoreDakka your wing cannons blaze]]. You feel the plane buck slightly as [[MacrossMissileMassacre your missiles streak towards their targets]]. [[StuffBlowingUp A flash in the distance]] tells you that they have done their job and so have you. The Mega-Corps pay well, for those good enough to survive. They call you into the shadows with [[OnlyInItForTheMoney dreams of wealth]], and you answer, [[WhenAllYouHaveIsAHammer the only way you know how]].''

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->''Your engine's turbines roar as you scream out of the sky. Startled troops look up just in time to see [[MoreDakka your wing cannons blaze]]. blaze. You feel the plane buck slightly as [[MacrossMissileMassacre your missiles streak towards their targets]]. [[StuffBlowingUp targets. A flash in the distance]] distance tells you that they have done their job and so have you. The Mega-Corps pay well, for those good enough to survive. They call you into the shadows with [[OnlyInItForTheMoney dreams of wealth]], wealth, and you answer, [[WhenAllYouHaveIsAHammer the only way you know how]].how.''
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* MultipleLifeBars: Applicable to the ''player'' instead of the enemies. Each set of shields effectively gives you an extra life bar.
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* NintendoHard: If you plan on actually ''beating'' the game on any difficulty higher than Rookie, you'll be spending a lot of credits on regular shields and Phase Shields, especially while playing through [[DeathCourse Outer Regions]]. Even then, this is rather tame when compared to other contemporaries in its genre.

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* NintendoHard: If you plan on actually ''beating'' the game on any difficulty higher than Rookie, you'll be spending a lot of credits on regular shields and Phase Shields, especially while playing through [[DeathCourse Outer Regions]]. There are no ExtraLives or Continues so if you die, game's over. Even then, this is rather tame when compared to other contemporaries in its genre.
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Not related to animal raptors of [[BigBadassBirdOfPrey both]] [[RaptorAttack kinds]].

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Not related to animal raptors of [[BigBadassBirdOfPrey both]] [[RaptorAttack kinds]].
raptors.



* AcePilot: You, of course.

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* AcePilot: You, of course.%%* AcePilot:
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** Starting with the fourth wave in Tango Sector until the end of Wave 7, you encounter red-coloured helicopters that fire big salvos of missiles.

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** Starting with the fourth wave in Tango Sector until the end of Wave 7, 6, you encounter red-coloured helicopters that fire big salvos of missiles.
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* [[OneManArmy One Person Air Force]]
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''Raptor: Call of the Shadows'' (often called ''Raptor'' for short) is a 2D VerticalScrollingShooter for the x86 PC written for MS-DOS by Cygnus Studios (which has since changed its name to Mountain King Studios). It was published by Apogee Software on April 1, 1994. In 1999, Mountain King Studios re-released Raptor as a native Windows program, and in 2010, the game was [[UpdatedRerelease re-released again]] by [=DotEmu=] as ''Raptor: Call of the Shadows 2010 Edition'', featuring smoother graphics with support for higher resolutions, as well as native compatibility with Windows XP, Vista, and 7.

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''Raptor: Call of the Shadows'' (often called ''Raptor'' for short) is a 2D VerticalScrollingShooter for the x86 PC written for MS-DOS by Cygnus Studios (which has since changed its name to Mountain King Studios). It was published by Apogee Software on April 1, 1994. In 1999, Mountain King Studios re-released Raptor as a native Windows program, and in 2010, the game was [[UpdatedRerelease re-released again]] by [=DotEmu=] as ''Raptor: Call of the Shadows 2010 Edition'', featuring smoother graphics with support for higher resolutions, as well as native compatibility with Windows XP, Vista, and 7.
7. In 2015, it received yet another re-release as the ''2015 Edition'', which adds UsefulNotes/{{Steam}} achievements and partial controller support.
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Missed a word


** Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1, the Dumbfire missile in Bravo Wave 6, or the Phase Shield in Tango Sector Wave 4. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you accumulate enough credits to purchase more powerful weapons.

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** Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1, the Dumbfire missile in Bravo Wave 6, or the Phase Shield in Tango Sector Wave 4. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you to accumulate enough credits to purchase more powerful weapons.
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None


* NintendoHard: If you plan on actually ''beating'' the game on any difficulty higher than Rookie, you'll be spending a lot of credits on regular shields and Phase Shields, especially while playing through [[DeathCourse Outer Regions]].

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* NintendoHard: If you plan on actually ''beating'' the game on any difficulty higher than Rookie, you'll be spending a lot of credits on regular shields and Phase Shields, especially while playing through [[DeathCourse Outer Regions]]. Even then, this is rather tame when compared to other contemporaries in its genre.
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Amending Disc One Nuke


** Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1 or the Phase Shield in Tango Sector Wave 4. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you accumulate enough credits to purchase more powerful weapons.

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** Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1 1, the Dumbfire missile in Bravo Wave 6, or the Phase Shield in Tango Sector Wave 4. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you accumulate enough credits to purchase more powerful weapons.
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** Starting with the fourth wave in Tango Sector until the end of the seventh, you encounter red-coloured helicopters that fire big salvos of missiles.

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** Starting with the fourth wave in Tango Sector until the end of the seventh, Wave 7, you encounter red-coloured helicopters that fire big salvos of missiles.
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** Starting with the fourth wave in Tango Sector until the end of the episode, you encounter red-coloured helicopters that fire big salvos of missiles.

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** Starting with the fourth wave in Tango Sector until the end of the episode, seventh, you encounter red-coloured helicopters that fire big salvos of missiles.
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** Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.

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** Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.
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* AlwaysAccurateAttack: The laser turret, but only on {{Airborne Mook}}s. The autogun works on both ground and air targets.

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* AlwaysAccurateAttack: The laser turret, but only on {{Airborne Mook}}s. The autogun works on both ground and air targets.targets, but its bullet spray isn't 100% accurate.

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Yet ANOTHER instance of Thread Mode.


** There are even certain AirborneMooks that not only give you money when destroyed but also drop orange orbs [[labelnote:explanation]]these orbs being the remains of their micro-thaelite power cores[[/labelnote]] for you to collect at a meager $50 to further increase your income.

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** There are even certain Some AirborneMooks that not only give you money when destroyed but also drop orange orbs [[labelnote:explanation]]these orbs being the remains of their micro-thaelite power cores[[/labelnote]] for you to collect at a meager $50 to further that increase your income.total credit count by $50 per piece.



* SmartBomb: The Megabomb is a quasi-nuke that can destroy almost everything on the screen when it explodes, save a handful of buildings, some really tough mooks and most bosses if they have at least half their health left. It also clears all enemy projectiles from the screen. While it is purchasable from the Emporium, you can occasionally pick one up in a level by destroying either the distinctive power-up crates or the cargo ships that appear into the screen. You can only carry up to five of these at a time.
** The bomb, however, will not explode until it is at the center of the screen. Depending on how close your point is, if you're too far, it will take a few seconds to reach the screen until it explodes; if you're close enough to the center, it will explode almost instantaneously.

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* SmartBomb: The Megabomb is a quasi-nuke that can destroy almost everything on the screen when it explodes, save a handful of buildings, some really tough mooks and most bosses if they have at least half their health left. It also clears all enemy projectiles from the screen. While it is purchasable from the Emporium, you can occasionally pick one up in a level by destroying either the distinctive power-up crates or the cargo ships that appear into the screen. You can only carry up to five of these at a time.
** The bomb, however,
time. However, it will not explode until it is at the center of the screen. Depending on how close your point is, if you're too far, it will take a few seconds to reach the screen until it explodes; if you're you are close enough to the center, it will explode almost instantaneously.

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Cool story bro: Example Indentation In Trope Lists. Also found a hidden instance of Thread Mode.


* DeathOfAThousandCuts: The most basic weapon in the game (the machine guns that you start off with) is capable of destroying everything in the game given enough time and shields. This might not really apply to mooks since they only remain on screen for a set amount of time, but against bosses, the damage can really add up.
** This technique is made even easier when you have either the Auto-Tracking Minigun or the Laser Turret, as it lets you inflict your DeathOfAThousandCuts ''without'' suffering one yourself.

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* DeathOfAThousandCuts: The most basic weapon in the game (the machine guns that you start off with) is capable of destroying everything in the game given enough time and shields. This might not really apply to mooks since they only remain on screen for a set amount of time, but against bosses, the damage can really add up.
**
up. This technique is made even easier when you have either the Auto-Tracking Minigun or the Laser Turret, as it lets you inflict your DeathOfAThousandCuts ''without'' suffering one yourself.



* DiscOneNuke: Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1 or the Phase Shield in Tango Sector Wave 4. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you accumulate enough credits to purchase more powerful weapons.

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* DiscOneNuke: DiscOneNuke:
**
Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1 or the Phase Shield in Tango Sector Wave 4. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you accumulate enough credits to purchase more powerful weapons.



* LawOfChromaticSuperiority: Near the end of the game (Outer Regions), you start encountering many red-coloured units. They have ''tons'' of armour and firepower.
** Earlier than that, starting with the fourth wave in Tango Sector until the end of the episode, you encounter red-coloured helicopters that fire big salvos of missiles.

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* LawOfChromaticSuperiority: LawOfChromaticSuperiority:
** Starting with the fourth wave in Tango Sector until the end of the episode, you encounter red-coloured helicopters that fire big salvos of missiles.
**
Near the end of the game (Outer Regions), you start encountering many red-coloured units. They have ''tons'' of armour and firepower.
** Earlier than that, starting with the fourth wave in Tango Sector until the end of the episode, you encounter red-coloured helicopters that fire big salvos of missiles.
firepower.



* MoneySpider / RewardingVandalism: Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.

to:

* MoneySpider / RewardingVandalism: RewardingVandalism:
**
Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.



* StuffBlowingUp: Almost everything you fight is either a machine or a structure ([[MadeOfExplodium that always blows up when destroyed]]). Even the little people in Tango Sector explode when you get the drop on them.

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* StuffBlowingUp: StuffBlowingUp:
**
Almost everything you fight is either a machine or a structure ([[MadeOfExplodium that always blows up when destroyed]]). Even the little people in Tango Sector explode when you get the drop on them.
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* OnlyInItForTheMoney: The top of the trope page explicitly refers that you are working for [=MegaCorps=] in dreams of wealth and you answer [[WhenAllYouHaveIsAHammer the only way you know how]]. [[spoiler: Even the epilogue of the Outer Regions episode states that you have taken solace in the fact that you have finally pursued your dreams of getting rich that have eluded you for so long and that no other competitor can lay a claim of triumph that is greater than yours.]] This could be both an In and Out-Of-Universe justification of why the game ditches the [[ScoringPoints scoring system]].

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* OnlyInItForTheMoney: The top of the trope page explicitly refers that you are working for [=MegaCorps=] in dreams of wealth and you answer [[WhenAllYouHaveIsAHammer the only way you know how]]. [[spoiler: Even the epilogue of the Outer Regions episode states that you have taken solace in the fact that you have finally pursued your dreams of getting rich that have eluded you for so long and that no other competitor can lay a claim of triumph that is greater than yours.]] This could be both an In and Out-Of-Universe justification of why the game ditches forgoes the [[ScoringPoints scoring system]].

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