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* InfinityPlusOneSword: The Twin Laser. The game fittingly describes it as "the first, and last, weapon every pilot needs".

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* InfinityPlusOneSword: The Twin Laser. The game fittingly describes it as "the first, and last, weapon every pilot needs". The only thing it ''can't'' do is hit ground targets.
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** The starting machine gun ''is'' this, specifically because it can hit both aerial and ground targets. There are only ''three'' weapons that can do that in the game: the machine gun, the dumbfire rockets, and the auto-track mini gun. The mini gun will only shoot at hostile targets, and the dumbfire rockets are relatively weak and difficult to aim properly. As a result, the machine guns are the general purpose "do everything" weapon, and as such still useful when you have the [[InfinityPlusOneSword Twin Laser]].

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Have A Nice Death is a Square Peg Round Trope; all wicks and links changed to Player Death Is Dramatic, which is a round peg.


* DeadlyTrainingArea: Training Mode limits your playthrough of each episode to only the first 4 waves on Rookie difficulty, and upon completing Wave 4 of any episode, you start over on Rookie difficulty with only the starting equipment. However, you can still HaveANiceDeath in Training Mode, implying that the enemies you face on that difficulty are shooting you with the intent to kill.

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* DeadlyTrainingArea: Training Mode limits your playthrough of each episode to only the first 4 waves on Rookie difficulty, and upon completing Wave 4 of any episode, you start over on Rookie difficulty with only the starting equipment. However, you can still HaveANiceDeath PlayerDeathIsDramatic as well in Training Mode, implying that the enemies you face on that difficulty are shooting you with the intent to kill.



* HaveANiceDeath: When you run out of shields, [[https://www.youtube.com/watch?v=pYa2g9_5Ss4&t=06m32s you are treated to a two-clip cutscene, with the first showing your ship crashing and the second showing you slumped forward in the wreck.]]


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* PlayerDeathIsDramatic: When you run out of shields, [[https://www.youtube.com/watch?v=pYa2g9_5Ss4&t=06m32s you are treated to a two-clip cutscene]], with the first showing your ship crashing and the second showing you slumped forward in the wreck.
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One Eternal Engine level

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* EternalEngine: The final wave of "Outer Regions" takes place on the surface of a large, enemy mothership.

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Nominal hero


* NominalHero: You are essentially a [[OnlyInItForTheMoney mercenary]] taking out the ships and production of rival [[MegaCorp MegaCorps]]. Granted, some of the enemy bases are implied to be making biological weapons, but your own alignment (and that of your employer) is unclear and, at worst, it makes you the LesserOfTwoEvils.



* 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 forgoes the [[ScoringPoints scoring system]].

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* OnlyInItForTheMoney: The top of the trope page explicitly refers that you are working for [=MegaCorps=] [[MegaCorp 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 forgoes the [[ScoringPoints scoring system]].

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Disambiguation, but chosen trope is YMMV


* VendorTrash: {{Downplayed|Trope}} with weapon pickups obtained during a level, especially during a first playthrough, where they can really prove their salt against enemy targets on the same level. However, once the player has their own preferred weapon loadout, these weapon pickups often serve no purpose beyond being sold for credits in the supply room after completing a level.
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added game's tagline from the Apogee software catalog



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[[caption-width-right:300:This ain't no dinosaur game!]]

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Nonstandard names corrected; commented-out ZC Es deleted; text irrelevant to their respective tropes deleted; one Sinkhole removed.


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

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



* BeamSpam: The Twin [[EnergyWeapon Laser]]. Via ZergRush, many of the enemies near the end of the game also use this on you.

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* BeamSpam: The Twin [[EnergyWeapon Laser]].Laser. Via ZergRush, many of the enemies near the end of the game also use this on you.



** The machine gun, the Plasma Cannon and the Micro Missiles may not seem all that impressive, but the fact that they're always equipped make them highly useful.
** The Auto-Track Mini-Gun is not visually impressive, looking like a smaller version of your basic machine gun, and it isn't as powerful as more expensive weapons like the Pulse Cannon, but its ability to track and fire at off-center air and ground targets makes it a highly effective weapon regardless of the wave you're playing through.

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** The Your starting machine gun, guns, the Plasma Cannon and the Micro Missiles may not seem all that impressive, but the fact that they're they are always equipped make them highly useful.
means that they provide additional stopping power on top of whatever selectable weapon you are using.
** The Auto-Track Mini-Gun is not visually impressive, looking like firing a smaller version barrage of small bullets resembling the ones fired by your basic starting machine gun, guns, and it isn't as powerful as more expensive weapons like the Pulse Cannon, nor is it {{Always Accurate|Attack}} like the Laser Turret, but its ability to track and fire at off-center air and ground targets makes it a highly effective weapon regardless of the wave you're playing through.



* CoresAndTurretsBoss: Most of the end-of-level bosses in Outer Regions, including the FinalBoss, as well as a [[SkippableBoss skippable mid-boss]] in wave 7 of Outer Regions.
* CriticalExistenceFailure: Averted. When your ship's hull integrity is less than 15%, every hit you take will cause you to [[BreakableWeapons lose one of your weapons]]. Boss ships and components start bursting into small explosions once they are almost destroyed.

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* CoresAndTurretsBoss: Most of the end-of-level bosses in Outer Regions, including the FinalBoss, as well as a [[SkippableBoss skippable mid-boss]] in wave 7 of Outer Regions.
Regions Wave 7.
* CriticalExistenceFailure: Averted.{{Averted|Trope}}. When your ship's hull integrity is less than 15%, every hit you take will cause you to [[BreakableWeapons lose one of your weapons]]. Boss ships and components start bursting into small explosions once they are almost destroyed.



* DeadlyTrainingArea: Training Mode limits your playthrough of each episode to only the first 4 waves on Rookie difficulty, and upon completing Wave 4 of any episode, you start over on Rookie difficulty with only the starting equipment. However, you can still HaveANiceDeath in Training Mode, implying that the enemies you face on that difficulty are still shooting you with the intent to kill.

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* DeadlyTrainingArea: Training Mode limits your playthrough of each episode to only the first 4 waves on Rookie difficulty, and upon completing Wave 4 of any episode, you start over on Rookie difficulty with only the starting equipment. However, you can still HaveANiceDeath in Training Mode, implying that the enemies you face on that difficulty are still shooting you with the intent to kill.



* 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 Your starting machine guns that you start off with) is are 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.



** 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, the Phase Shield in Tango Sector Wave 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.
** If you want to play fairly, you can get the Auto-Tracking Minigun as early as completing the third wave of the first episode. Specifically, you'll at this point have earned about $200,000 in revenue and you can sell off both your air-to-air and air-to-ground missiles (the former which you've most likely picked up during the very first wave and the latter during the third) in exchange for the aforementioned Minigun. Then, you'll be breezing for the next several waves until you've earned enough dough to upgrade to better equipment.
* DualBoss: The fifth level boss in Tango Sector is this, consisting of two laser cannons hidden underground.

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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 Sector Wave 6, the Phase Shield in Tango Sector Wave 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.
** If you want to play fairly, you can get the Auto-Tracking Minigun Auto-Track Mini-Gun from as early as completing the third wave of the first episode. Bravo Sector Wave 4. Specifically, you'll at this point have earned about $200,000 in revenue and you can sell off both your air-to-air Air/Air and air-to-ground missiles Air/Ground Missiles (the former which you've most likely picked up during the very first wave from Wave 1 and the latter during the third) from Wave 3) in exchange for the aforementioned Minigun. Then, you'll be breezing for Auto-Track Mini-Gun. With it, you will breeze through the next several few waves until you've earned and earn enough dough credits to upgrade to better equipment.
* DualBoss: The fifth level boss in Tango Sector Wave 5's boss is this, consisting of two laser cannons hidden underground.



%%* NGOSuperpower: The Mega-Corps appear to be one.



%%* OneHitPointWonder: Averted, see the MadeOfIron example.
%%* [[OneManArmy One Person Air Force]]
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Cash -> Credits, and further changed the example for Vendor Trash since it's more downplayed than subverted.


* {{Unobtainium}}: Two of the cash pickups are "Thaelite" and "Raw Freylium Ore". Thaelite is used to power some enemy ships and can also be picked up from the remnants of certain destroyed enemy ships, but Freylium's purpose is completely unknown.

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* {{Unobtainium}}: Two of the cash credit pickups are "Thaelite" and "Raw Freylium Ore". Thaelite is used to power some enemy ships and can also be picked up from the remnants of certain destroyed enemy ships, but Freylium's purpose is completely unknown.



* VendorTrash: {{Subverted|Trope}} with weapon pickups obtained during a level, especially during a first playthrough, where they can really prove their salt against enemy targets on the same level; once the player has their own preferred weapon loadout, these weapons serve little purpose beyond being sold for credits in the supply room after completing a level.

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* VendorTrash: {{Subverted|Trope}} {{Downplayed|Trope}} with weapon pickups obtained during a level, especially during a first playthrough, where they can really prove their salt against enemy targets on the same level; level. However, once the player has their own preferred weapon loadout, these weapons weapon pickups often serve little no purpose beyond being sold for credits in the supply room after completing a level.
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Rewrote inaccurate examples for Unobtainium and Vendor Trash, and trimmed down Artistic License Physics, removing a portion of subjective text in the existing example.


* ArtisticLicensePhysics: While some of the enemy aircraft [[note]]([[https://gamicus.fandom.com/wiki/Raptor:_Call_of_the_Shadows/Enemy_Ships_%26_Bosses here is a webpage]] with images of most of the enemies)[[/note]] are recognisably aeroplanes or rotorcraft and can believably be flying based on ordinary aerodynamic principles, others just aren't, especially the bosses. Also, many of the Outer Regions stages are very clearly meant to look like the surfaces of solar system bodies which either do not have atmospheres at all or have atmospheres too thin to sustain flight (and the Final Wave is explicitly on the outside of some kind of spaceship). Also, [[AcceptableBreaksFromReality almost certainly for the sake of gameplay]], the aircraft move very slowly.

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* ArtisticLicensePhysics: While some of the enemy aircraft [[note]]([[https://gamicus.[[https://gamicus.fandom.com/wiki/Raptor:_Call_of_the_Shadows/Enemy_Ships_%26_Bosses here is a webpage]] with images of most of the enemies)[[/note]] enemy ships]] are recognisably aeroplanes or rotorcraft and can believably be flying based on ordinary aerodynamic principles, others just aren't, especially the bosses. Also, many Many of the locations in Outer Regions stages are very also clearly meant to look like the surfaces of solar system bodies bodies, which either do not have atmospheres at all an atmosphere or have atmospheres too thin to sustain flight (and the Final Wave is explicitly on the outside of some kind of spaceship). Also, [[AcceptableBreaksFromReality almost certainly for the sake of gameplay]], the aircraft move very slowly.flight.



* {{Unobtainium}}: Among the VendorTrash items are "Thaelite" and "Raw Freylium Ore". Thaelite is used to power certain aircraft and spacecraft (whose remains are themselves vendor trash collectibles), but Freylium is wholly unexplained.

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* {{Unobtainium}}: Among Two of the VendorTrash items cash pickups are "Thaelite" and "Raw Freylium Ore". Thaelite is used to power some enemy ships and can also be picked up from the remnants of certain aircraft and spacecraft (whose remains are themselves vendor trash collectibles), destroyed enemy ships, but Freylium Freylium's purpose is wholly unexplained.completely unknown.



* VendorTrash: Certain power-up sheds/ships have items which give you money when you collect them, justified in the in-game manual as a bounty for collecting them, and have no other significance to the player than to bestow a reward for collecting them and to take up cargo space that could have been used for useful items.

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* VendorTrash: Certain power-up sheds/ships have items which give you money when you collect them, justified in {{Subverted|Trope}} with weapon pickups obtained during a level, especially during a first playthrough, where they can really prove their salt against enemy targets on the in-game manual as a bounty for collecting them, and have no other significance to same level; once the player than to bestow a reward has their own preferred weapon loadout, these weapons serve little purpose beyond being sold for collecting them and to take up cargo space that could have been used for useful items.credits in the supply room after completing a level.

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I read the original and thought "you can fly underneath structures in this game" for several seconds, so I've re-worded it a bit for (hopefully) greater comprehension. Also got rid of a bit of fluff and added Deadly Training Area and No Gear Level.


** The auto-track mini-gun is not visually impressive, looking like a smaller version of your basic machine gun, and it isn't as powerful as more expensive weapons like the Pulse Cannon, but the fact that it can hit targets without you needing to fly under them makes it an extremely effective option.

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** The auto-track mini-gun Auto-Track Mini-Gun is not visually impressive, looking like a smaller version of your basic machine gun, and it isn't as powerful as more expensive weapons like the Pulse Cannon, but the fact that it can hit its ability to track and fire at off-center air and ground targets without you needing to fly under them makes it an extremely a highly effective option.weapon regardless of the wave you're playing through.



* DeadlyTrainingArea: Training Mode limits your playthrough of each episode to only the first 4 waves on Rookie difficulty, and upon completing Wave 4 of any episode, you start over on Rookie difficulty with only the starting equipment. However, you can still HaveANiceDeath in Training Mode, implying that the enemies you face on that difficulty are still shooting you with the intent to kill.



* MiniBoss: In the latter half of each sector, you will often face a previously encountered boss as an enemy midway through the level. You have a short window of opportunity to destroy said boss before the enemies start coming again.

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* MiniBoss: In the latter half of each sector, you will often face a previously encountered boss as an enemy midway through the level. You have a short window of opportunity to destroy said boss one-on-one before the enemies start coming again.



* NoGearLevel: Completing any episode in Training Mode will restart the game on Rookie difficulty, as though you created a new pilot and chose Rookie difficulty in the first place. The game {{hand wave}}s this by explaining that any money you earned, as well as any weapons you obtained in Training Mode, is used to cover training expenses.



* TheParalyzer: The Power Disruptor. Sort of. It can stop ''some'' enemies from firing, including some bosses, and it can also kill enemies over a fairly lengthy period of time.

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* TheParalyzer: The Power Disruptor. Sort of. It Disruptor can stop ''some'' enemies from firing, including some bosses, and it can also kill enemies over a fairly lengthy period of time.



* SkippableBoss: The MiniBoss of Outer Regions Wave 7 is a stationary CoresAndTurretsBoss, which can easily be avoided. In fact, it's very difficult to destroy it before it scrolls off the screen, even with the Twin Laser.

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* SkippableBoss: The MiniBoss of Outer Regions Wave 7 is a stationary CoresAndTurretsBoss, which CoresAndTurretsBoss firing shots that can easily be avoided. In fact, it's very difficult to completely destroy it before it scrolls off the screen, even with the Twin Laser.

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Add a trope example


* BoringButPractical: The machine gun, the Plasma Cannon and the Micro Missiles may not seem all that impressive, but the fact that they're always equipped make them highly useful.

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* BoringButPractical: BoringButPractical:
**
The machine gun, the Plasma Cannon and the Micro Missiles may not seem all that impressive, but the fact that they're always equipped make them highly useful.useful.
** The auto-track mini-gun is not visually impressive, looking like a smaller version of your basic machine gun, and it isn't as powerful as more expensive weapons like the Pulse Cannon, but the fact that it can hit targets without you needing to fly under them makes it an extremely effective option.
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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 aimed 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 round flak balls can have a diagonal pattern, due to sprite limitations: Certain enemy aircraft and buildings fire flak balls diagonally, and aimed flak balls have a almost always travel in some diagonal pattern direction, since they are shot towards your plane.



** From Outer Regions Wave 7 to 9, many red-coloured ships will start to appear. They have ''tons'' of armour and firepower.

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** From Outer Regions Wave 7 to 9, many red-coloured ships will start to appear.appear, many of which are improved versions of earlier Outer Regions ships. They have ''tons'' of armour and firepower.
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* CoresAndTurretsBoss: One end-of-level boss each in Bravo and Tango Sector (wave 5 in both cases) and most of the end-of-level bosses in Outer Regions, including the FinalBoss, as well as a [[SkippableBoss skippable mid-boss]] in wave 7 of Outer Regions.

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* CoresAndTurretsBoss: One end-of-level boss each in Bravo and Tango Sector (wave 5 in both cases) and most Most of the end-of-level bosses in Outer Regions, including the FinalBoss, as well as a [[SkippableBoss skippable mid-boss]] in wave 7 of Outer Regions.



* VendorTrash: Certain power-up sheds/ships have items which give you money when you collect them, justified in the in-game manual as a bounty for collecting them, and have no other utility to the player than to earn a reward for collecting them.

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* VendorTrash: Certain power-up sheds/ships have items which give you money when you collect them, justified in the in-game manual as a bounty for collecting them, and have no other utility significance to the player than to earn bestow a reward for collecting them.them and to take up cargo space that could have been used for useful items.
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* {{Unobtainium}}: Among the VendorTrash items are "Thaelite" and "Raw Freylium Ore". Thaelite is used to power certain aircraft and spacecraft (whose remains are themselves vendor trash collectibles), but Freylium is a MacGuffin.

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* {{Unobtainium}}: Among the VendorTrash items are "Thaelite" and "Raw Freylium Ore". Thaelite is used to power certain aircraft and spacecraft (whose remains are themselves vendor trash collectibles), but Freylium is a MacGuffin.wholly unexplained.
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* ArtisticLicensePhysics: While some of the enemy aircraft [[note]]([[https://gamicus.fandom.com/wiki/Raptor:_Call_of_the_Shadows/Enemy_Ships_%26_Bosses here is a webpage]] with images of most of the enemies)[[/note]] are recognisably aeroplanes or rotorcraft and can believably be flying based on ordinary aerodynamic principles, others just aren't, especially the bosses. Also, many of the Outer Regions stages are very clearly meant to look like the surfaces of solar system bodies which either do not have atmospheres at all or have atmospheres too thin to sustain flight. Also, [[AcceptableBreaksFromReality almost certainly for the sake of gameplay]], the aircraft move very slowly.

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* ArtisticLicensePhysics: While some of the enemy aircraft [[note]]([[https://gamicus.fandom.com/wiki/Raptor:_Call_of_the_Shadows/Enemy_Ships_%26_Bosses here is a webpage]] with images of most of the enemies)[[/note]] are recognisably aeroplanes or rotorcraft and can believably be flying based on ordinary aerodynamic principles, others just aren't, especially the bosses. Also, many of the Outer Regions stages are very clearly meant to look like the surfaces of solar system bodies which either do not have atmospheres at all or have atmospheres too thin to sustain flight.flight (and the Final Wave is explicitly on the outside of some kind of spaceship). Also, [[AcceptableBreaksFromReality almost certainly for the sake of gameplay]], the aircraft move very slowly.



* VendorTrash: Certain power-up sheds/ships have items which are automatically sold when you collect them, and have no other utility to the player than to be sold for money.

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* VendorTrash: Certain power-up sheds/ships have items which are automatically sold give you money when you collect them, justified in the in-game manual as a bounty for collecting them, and have no other utility to the player than to be sold earn a reward for money.collecting them.
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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, it is harder to predict attacks from enemies, whose presence is usually announced by shadows near the top of the screen; 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 (respectively Wave 8 and Wave 3) that takes place entirely at night and has a correspondingly chilling music track to accompany it. In this level, it is harder to predict attacks from enemies, whose presence is usually announced by shadows near the top of the screen; 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.



* CoresAndTurretsBoss: One end-of-level boss each in Bravo and Tango Sector (wave 5 in both cases) and most of the end-of-level bosses in Outer Regions, including the FinalBoss, as well as a [[SkippableBoss skippable mid-boss]] in Outer Regions.

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* CoresAndTurretsBoss: One end-of-level boss each in Bravo and Tango Sector (wave 5 in both cases) and most of the end-of-level bosses in Outer Regions, including the FinalBoss, as well as a [[SkippableBoss skippable mid-boss]] in wave 7 of Outer Regions.

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* ArtisticLicensePhysics: While some of the enemy aircraft [[note]]([[https://gamicus.fandom.com/wiki/Raptor:_Call_of_the_Shadows/Enemy_Ships_%26_Bosses here is a webpage]] with images of most of the enemies)[[/note]] are recognisably aeroplanes or rotorcraft and can believably be flying based on ordinary aerodynamic principles, others just aren't, especially the bosses. Also, many of the Outer Regions stages are very clearly based on other solar system bodies which either do not have atmospheres at all or have atmospheres too thin to sustain flight. Also, [[AcceptableBreaksFromReality almost certainly for the sake of gameplay]], there is nowhere near a realistic amount of relative velocity between the player ant the enemies.

to:

* ArtisticLicensePhysics: While some of the enemy aircraft [[note]]([[https://gamicus.fandom.com/wiki/Raptor:_Call_of_the_Shadows/Enemy_Ships_%26_Bosses here is a webpage]] with images of most of the enemies)[[/note]] are recognisably aeroplanes or rotorcraft and can believably be flying based on ordinary aerodynamic principles, others just aren't, especially the bosses. Also, many of the Outer Regions stages are very clearly based on other meant to look like the surfaces of solar system bodies which either do not have atmospheres at all or have atmospheres too thin to sustain flight. Also, [[AcceptableBreaksFromReality almost certainly for the sake of gameplay]], there is nowhere near a realistic amount of relative velocity between the player ant the enemies.aircraft move very slowly.


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* {{Unobtainium}}: Among the VendorTrash items are "Thaelite" and "Raw Freylium Ore". Thaelite is used to power certain aircraft and spacecraft (whose remains are themselves vendor trash collectibles), but Freylium is a MacGuffin.


Added DiffLines:

* VendorTrash: Certain power-up sheds/ships have items which are automatically sold when you collect them, and have no other utility to the player than to be sold for money.
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None

Added DiffLines:

* ArtisticLicensePhysics: While some of the enemy aircraft [[note]]([[https://gamicus.fandom.com/wiki/Raptor:_Call_of_the_Shadows/Enemy_Ships_%26_Bosses here is a webpage]] with images of most of the enemies)[[/note]] are recognisably aeroplanes or rotorcraft and can believably be flying based on ordinary aerodynamic principles, others just aren't, especially the bosses. Also, many of the Outer Regions stages are very clearly based on other solar system bodies which either do not have atmospheres at all or have atmospheres too thin to sustain flight. Also, [[AcceptableBreaksFromReality almost certainly for the sake of gameplay]], there is nowhere near a realistic amount of relative velocity between the player ant the enemies.
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None


* CoresAndTurretsBoss: One end-of-level boss each in Bravo and Tango Sector (wave 5 in both cases) and most of the end-of-level bosses in Outer Regions, including the FinalBoss, as well as a [[SkipableBoss skippable mid-boss]] in Outer Regions.

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* CoresAndTurretsBoss: One end-of-level boss each in Bravo and Tango Sector (wave 5 in both cases) and most of the end-of-level bosses in Outer Regions, including the FinalBoss, as well as a [[SkipableBoss [[SkippableBoss skippable mid-boss]] in Outer Regions.
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None


* CoresAndTurretsBoss: Most of the end-of-level bosses in Outer Regions, including the FinalBoss, are this.

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* CoresAndTurretsBoss: Most One end-of-level boss each in Bravo and Tango Sector (wave 5 in both cases) and most of the end-of-level bosses in Outer Regions, including the FinalBoss, are this.as well as a [[SkipableBoss skippable mid-boss]] in Outer Regions.

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NGO Superpower is currently a Zero Context Example; commented out since I cannot provide an explanation. De-commented Ace Pilot, however, since I CAN provide an explanation for that.


%%* AcePilot:

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%%* AcePilot:* AcePilot: Of the "steamroller" kind—as a mercenary pilot hired by Mega-Corps, you single-handedly blast your way through all the defences of their competitors to strike at their largest assets using a small, high-tech fighter.



* GiantMook: Some waves in Bravo Sector feature a massive vessel that has two smaller mooks attached to it. This ship can survive one hit from the most powerful weapon in the game and, when rammed into, can deplete a full shield bar before expiring.

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* GiantMook: GiantMook:
**
Some waves in Bravo Sector feature a massive vessel that has two smaller mooks attached to it. This ship can survive one hit from the most powerful weapon in the game and, when rammed into, can deplete a full shield bar before expiring.expiring.
** Among the many ships that appear in the final wave of Outer Regions are several large red vessels that can absorb a lot of damage; ramming them takes off around half a full bar of shields.



** Starting with the fourth wave in Tango Sector until the end of Wave 6, 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.

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** Starting with the fourth wave in Between Tango Sector until the end of Wave Waves 4 to 6, you will encounter large, red-coloured helicopters that fire big salvos of missiles.
missiles and take considerably more firepower to destroy.
** Near the end of the game (Outer Regions), you start encountering From Outer Regions Wave 7 to 9, many red-coloured units.ships will start to appear. They have ''tons'' of armour and firepower.



* MadeOfIron: Your ship, which starts out with 75 regular shield points out of a maximum 100. The only weapon strong enough to deplete that amount all at once is a constant laser, which few enemies use, or if you fly into a GiantMook or boss ship. Other shots will only do from 3 (slow, yellow spherical projectiles) to 20 (fast, reddish or blueish teardrop-shaped fireballs like the ones your purchaseable Plasma Cannon fires) shield damage. In addition, you can purchase up to five secondary shields, each of which can take the same amount of damage as your regular shields. And you will need all of them.

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* MadeOfIron: Your ship, which starts out with 75 regular shield points out of a maximum 100. The only weapon strong enough to deplete that amount all at once is a constant laser, which few enemies use, or if you fly into collide with a GiantMook or boss ship. Other shots will only do anywhere from 3 (slow, yellow spherical projectiles) to 20 (fast, reddish or blueish red teardrop-shaped fireballs like similar to the blue ones your purchaseable fired by the Plasma Cannon fires) Cannon) shield damage. In addition, you can purchase up to five secondary shields, each of which can take the same amount of damage as your regular shields. And you will need all of them.



* MultipleLifeBars: Applicable to the ''player'' instead of the enemies. Each set of shields effectively gives you an extra life bar.

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* MultipleLifeBars: Applicable to the ''player'' instead of the enemies. Each set of shields Phase Shield you buy effectively gives you an extra life bar.full bar of regular shields.



* NGOSuperpower: The Mega-Corps appear to be one.

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* %%* NGOSuperpower: The Mega-Corps appear to be one.



* OvershadowedByAwesome: The Deathray may be devastating and all, but why bother buying it when you can wield '''''two''''' at one go?

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* OvershadowedByAwesome: The Deathray may be devastating and all, but why bother buying it when the Twin Laser gives you can wield '''''two''''' at one go?the stopping power of ''two'' Deathrays?



* 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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* 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 {{Cores and Turrets Bosses]], Boss}}es, however.
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* NGOSuperpower: The Mega-Corps appear to be one.
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Not related to animal raptors, and probably not related to the real-world F-22 Raptor.

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Not related to animal bird of prey raptors, and probably not related to the real-world F-22 Raptor.
Raptor, as the name was actually inspired by velociraptors.



* WaveMotionGun: Any laser weapon. Not surprisingly, they hurt ''a lot''.

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* WaveMotionGun: Any laser weapon. Not surprisingly, they hurt ''a lot''.lot'' when used by both the player and the enemies.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* BeamSpam: The Twin [[FrickinLaserBeams Laser]]. Via ZergRush, many of the enemies near the end of the game also use this on you.

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* BeamSpam: The Twin [[FrickinLaserBeams [[EnergyWeapon Laser]]. Via ZergRush, many of the enemies near the end of the game also use this on you.



* EnergyWeapon: The Deathray, Laser Turret and the [[InfinityPlusOneSword Twin Laser]] are [[{{hitscan}} instant-hit]] weapons.



* FrickinLaserBeams: Averted. The Deathray, Laser Turret and the [[InfinityPlusOneSword Twin Laser]] are [[{{hitscan}} instant-hit]] weapons.
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* FrickinLaserBeams: Averted. The Deathray, Laser Turret and the [[InfinityPlusOneSword Twin Laser]] are [[HitScan instant-hit]] weapons.

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* FrickinLaserBeams: Averted. The Deathray, Laser Turret and the [[InfinityPlusOneSword Twin Laser]] are [[HitScan [[{{hitscan}} instant-hit]] weapons.

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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, it is harder to predict attacks from enemies; 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, it is harder to predict attacks from enemies; enemies, whose presence is usually announced by shadows near the top of the screen; 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.



* BoringButPractical: The machine gun, the Plasma Cannon and the Micro Missiles may not seem all that impressive, but the fact that they're always equipped make them highly useful.



* DeathCourse: The entire Outer Regions episode is a gauntlet of DemonicSpiders and malevolent ground defenses ready to rip your craft apart. Even on the easiest difficulty, you ''will'' lose much of your shields. On Elite difficulty, it becomes NintendoHard. Thus, it is highly recommended that you are fully stacked on shields and equipped with the [[InfinityPlusOneSword Twin Laser]] in order to play through this episode, and that you must be swimming in credits if you want to progress. Even Tango Sector on Elite difficulty is considered tame against Outer Regions.

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* DeathCourse: The entire Outer Regions episode is a gauntlet of DemonicSpiders and malevolent ground defenses ready to rip your craft apart. Even on the easiest difficulty, you ''will'' lose much of your shields. On Elite difficulty, it becomes NintendoHard. Thus, it is highly recommended that you are fully stacked on shields and equipped with the [[InfinityPlusOneSword Twin Laser]] in order to play through this episode, and that you must be swimming in credits if you want to progress. Even Tango Sector on Elite difficulty is considered tame against compared to Outer Regions.



* MiniBoss: In the latter half of each sector, you will often face a previously encountered boss as an enemy midway through the level. You have a short window of opportunity to destroy said boss before the enemies start coming again.



* SkippableBoss: The MiniBoss of Outer Regions Wave 7 is a stationary CoresAndTurretsBoss, which can easily be avoided. In fact, it's very difficult to destroy it before it scrolls off the screen, even with the Twin Laser.



** A few levels have buildings taller than the screen. Blow them up, and they will continually explode as new parts scroll in.

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** A few levels have buildings taller than that extend past the visible area of the screen. Blow them up, and they will continually explode as new parts scroll in.
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* LaterInstallmentWeirdness: The third episode, Outer Regions, takes place in space, whereas Bravo and Tango Sectors take place in relatively realistic island and jungle environments. The bosses in Outer Regions are often [[CoresAndTurretsBoss Cores And Turrets Bosses]], whereas the others had mobile bosses.


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* OddNameOut: The three episodes are titled "Bravo Sector," "Tango Sector," and "Outer Regions."
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* 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.

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* 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. A good indication of this is that when you destroy them, their explosion particles are light blue instead of the usual orange-red effects that the other AirborneMooks leave off.
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Those are aimed, not homing. It only counts as homing if they change their trajectory and chase after you even if you move out of their direction.


* HomingProjectile: The orange flak balls that are shot towards you are a quasi-example.

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