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* NintendoHard: With how fast the game moves, especially at the higher levels, prepare to die ''a lot''. You have unlimited lives, but dying takes you back to the last checkpoint, so prepared to repeat several sections dozens of times.
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Described as "[[{{Tagline}} a rhythm violence game]]", ''Thumper'' is a 2016 [[RhythmGame rhythm-based]] EndlessRunningGame by Drool, with music provided by Brian Gibson, best known as the bassist for Music/LightningBolt. It was first released on [[UsefulNotes/IBMPersonalComputer PC]] via UsefulNotes/{{Steam}} and on UsefulNotes/PlayStation4 on October 10, 2016. UsefulNotes/NintendoSwitch version was released on May 18th, 2017, followed by a UsefulNotes/XboxOne version on August 18th, 2017. It also has VR versions playable through Steam VR, [=PS4=] VR and Oculus Rift.

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Described as "[[{{Tagline}} a rhythm violence game]]", ''Thumper'' is a 2016 [[RhythmGame rhythm-based]] EndlessRunningGame by Drool, with music provided by Brian Gibson, best known as the bassist for Music/LightningBolt. It was first released on [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]] via UsefulNotes/{{Steam}} Platform/{{Steam}} and on UsefulNotes/PlayStation4 Platform/PlayStation4 on October 10, 2016. UsefulNotes/NintendoSwitch Platform/NintendoSwitch version was released on May 18th, 2017, followed by a UsefulNotes/XboxOne Platform/XboxOne version on August 18th, 2017. It also has VR versions playable through Steam VR, [=PS4=] VR and Oculus Rift.
Platform/OculusRift.
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* GameplayGrading: Depending on your score, you will be awarded a letter grade at the end of each level, with C being the lowest, and S being the highest.

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* GameplayGrading: Depending on your score, you will be awarded a letter grade at the end of each level, with C being the lowest, and S being the highest. The Play+ mode adds an S+ grade, which requires perfect play for a given section, or for getting S+ ranks in 50% of the subsections.



* SingleUseShield: The beetle can take only two hits without healing, with first one breaking the metallic wings to reveal more organic ones.

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* SingleUseShield: The beetle can take only two hits without healing, with first one breaking the metallic wings to reveal more organic ones. It is replenished if the player lands a bonus-thump at the checkpoint.
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Up To Eleven is a defunct trope


* CosmicHorrorStory: Whether the game itself qualifies is open to interpretation; however, the visuals take some Lovecraftian cues, including tentacles on many bosses and even [[UpToEleven the track itself]].

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* CosmicHorrorStory: Whether the game itself qualifies is open to interpretation; however, the visuals take some Lovecraftian cues, including tentacles on many bosses and even [[UpToEleven the track itself]].itself.

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* BiggerOnTheInside: [[spoiler:After you enter Crakhed's mouth, there's a while another level to go through before getting outside.]]



** Crakhed seems to become more and more like one of these all the time, getting spikier, more deformed, and having more tentacles each time you face it, until it's more like a giant, flaming, metallic anemone than like a burning, screaming human head. Also, its true form is implied to be a [[BiggerOnTheInside large inexplicable shape]] that serves as a phase of the boss fight.

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** Crakhed seems to become more and more like one of these all the time, getting spikier, more deformed, and having more tentacles each time you face it, until it's more like a giant, flaming, metallic anemone than like a burning, screaming human head. Also, its true form is implied to be a [[BiggerOnTheInside large inexplicable shape]] triangular shape that serves as a phase of the boss fight.

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* EldritchAbomination: All bosses are StarfishAliens in one way or another.
** Crakhed seems to become more and more like one of these all the time, getting spikier, more deformed, and having more tentacles each time you face it, until it's more like a giant, flaming, metallic anemone than like a burning, screaming human head. Also, its true form is implied to be a large inexplicable shape that serves as a phase of the boss fight.

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* EldritchAbomination: EldritchAbomination:
**
All bosses are StarfishAliens in one way or another.
** Crakhed seems to become more and more like one of these all the time, getting spikier, more deformed, and having more tentacles each time you face it, until it's more like a giant, flaming, metallic anemone than like a burning, screaming human head. Also, its true form is implied to be a [[BiggerOnTheInside large inexplicable shape shape]] that serves as a phase of the boss fight.
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Described as a "rhythm violence" game, ''Thumper'' is a 2016 [[RhythmGame rhythm-based]] EndlessRunningGame by Drool, with music provided by Brian Gibson, best known as the bassist for Music/LightningBolt. It was first released on [[UsefulNotes/IBMPersonalComputer PC]] via UsefulNotes/{{Steam}} and on UsefulNotes/PlayStation4 on October 10, 2016. UsefulNotes/NintendoSwitch version was released on May 18th, 2017, followed by a UsefulNotes/XboxOne version on August 18th, 2017. It also has VR versions playable through Steam VR, [=PS4=] VR and Oculus Rift.

to:

Described as "[[{{Tagline}} a "rhythm violence" game, rhythm violence game]]", ''Thumper'' is a 2016 [[RhythmGame rhythm-based]] EndlessRunningGame by Drool, with music provided by Brian Gibson, best known as the bassist for Music/LightningBolt. It was first released on [[UsefulNotes/IBMPersonalComputer PC]] via UsefulNotes/{{Steam}} and on UsefulNotes/PlayStation4 on October 10, 2016. UsefulNotes/NintendoSwitch version was released on May 18th, 2017, followed by a UsefulNotes/XboxOne version on August 18th, 2017. It also has VR versions playable through Steam VR, [=PS4=] VR and Oculus Rift.

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%%[[caption-width-right:350:some caption text]]



* AntiFrustrationFeatures: In the boss runs, you will not have to worry about dodging obstacles while the energy shot is traveling up the rail to the boss.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
In the boss runs, levels, you will not have to worry can stop worrying about dodging obstacles while the energy shot is traveling up the rail to the boss.
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Added DiffLines:

** If you're going for [[NoDamageRun all S ranks]] on a stage, you don't need to do it all in one go; if you mess up, you can simply go back to the last checkpoint, and your score up to that point will be preserved. This goes out the window in Play+ due to [[OneHitPointWonder that mode's]] [[CheckpointStarvation unique mechanics]] effectively requiring a single-run S rank just to beat each stage.
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* NintendoHard: With how fast the game moves, especially at the higher levels, prepare to die ''a lot''. You have unlimited lives, but dying takes you back to the last checkpoint, so prepared to repeat several seconds dozens of times.

to:

* NintendoHard: With how fast the game moves, especially at the higher levels, prepare to die ''a lot''. You have unlimited lives, but dying takes you back to the last checkpoint, so prepared to repeat several seconds sections dozens of times.times.
Is there an issue? Send a MessageReason:
None


* NintendoHard: With how fast the game moves, especially at the higher levels, prepare to die ''a lot''. You have unlimited lives, but dying takes you back to the last checkpoint, so prepared to repeat several seconds many times.

to:

* NintendoHard: With how fast the game moves, especially at the higher levels, prepare to die ''a lot''. You have unlimited lives, but dying takes you back to the last checkpoint, so prepared to repeat several seconds many dozens of times.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoPlotNoProblem: There is no background for why a beetle is flying along a railway at high speed while being confronted by eldritch horrors left and right and avoiding getting killed by obstacles.
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None

Added DiffLines:

* NintendoHard: With how fast the game moves, especially at the higher levels, prepare to die ''a lot''. You have unlimited lives, but dying takes you back to the last checkpoint, so prepared to repeat several seconds many times.
Is there an issue? Send a MessageReason:
None


* ArrangeMode: Play+ mode, basically a hard mode. Tutorial messages are removed, the ScoreMultiplier can now [[HardModePerks go up to 4x]] however [[DynamicDifficulty higher multipliers]] will [[DifficultyByAcceleration increase the game speed]], and [[FinalDeathMode if you die, the level ends]] and you get taken to the ScoreScreen immediately.

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* ArrangeMode: Play+ mode, basically a hard mode. Tutorial messages as well as some mechanic-tutorial sections are removed, the ScoreMultiplier can now [[HardModePerks go up to 4x]] however [[DynamicDifficulty higher multipliers]] will [[DifficultyByAcceleration increase the game speed]], and [[FinalDeathMode if you die, the level ends]] and you get taken to the ScoreScreen immediately.



* FinalDeathMode: Doing a NewGamePlus reduces 2 health points to OneHitPointWonder and removes checkpoints.

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* FinalDeathMode: Doing a NewGamePlus reduces the beetle's 2 health hit points to OneHitPointWonder and removes checkpoints.

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* BossCorridor: Boss stages start with an empty tunnel. The last corridor though is an actual level that uses DifficultyByAcceleration.



* EldritchAbomination: Crakhed seems to become more and more like one of these all the time, getting spikier, more deformed, and having more tentacles each time you face it, until it's more like a giant, flaming, metallic anemone than like a burning, screaming human head. Also, its true form is implied to be a large inexplicable shape that serves as a phase of the boss fight.

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* EldritchAbomination: All bosses are StarfishAliens in one way or another.
**
Crakhed seems to become more and more like one of these all the time, getting spikier, more deformed, and having more tentacles each time you face it, until it's more like a giant, flaming, metallic anemone than like a burning, screaming human head. Also, its true form is implied to be a large inexplicable shape that serves as a phase of the boss fight.fight.
* EvilEvolves: Crakhed gradually turns from a flaming head to a multi-eyed tentcale monster.


Added DiffLines:

* FinalDeathMode: Doing a NewGamePlus reduces 2 health points to OneHitPointWonder and removes checkpoints.
* FinalExamBoss: Every boss requires you to follow the pattern or it will loop, and Crakhed combines previous gimmicks.


Added DiffLines:

* GuideDangIt: You'll be forgiven to never figure out how to fly while turning since it's not a required mechanic, but if you want to hit the air bars for the S rank, the explanation is in the manual with other scoring tips.
* HealingCheckpoint: A shiny square at each checkpoint restores your health if you were hit, and if you don't miss it.
* InterfaceScrew: Level 7-7 Boss's speciality is to bend the rail at sharp angles, which in turn rotates the camera all over the place at high speed, in an already "epilepsy fuel" game.
* LuckilyMyShieldWillProtectMe: From level 3 some bosses have shields that can only be broken by a shockwave.
* MercyInvincibility: Getting hit produces a HitStop and makes the beetle invulnerable for a second.
* RandomlyGeneratedLevels: Level 6-9 Boss is the ''only'' level that has multiple possible patterns, the rest of the game is pre-made.


Added DiffLines:

* SceneryPorn: The game's selling point is being in some mix of space and hell. A new player is likely to die at least once for being distracted by the surroundings.


Added DiffLines:

* SingleUseShield: The beetle can take only two hits without healing, with first one breaking the metallic wings to reveal more organic ones.
* SpikesOfDoom: Starting from Level 2 that introduces flying.
* TimeMaster: The FinalBoss can speed up and slow down the tempo, completely confusing the player.
* TrialAndErrorGameplay: Levels are divided into a lot of sections, and dying brings you back to the beginning of the current section. Considering [[NintendoHard this is going to happen a lot]] at later levels, you may end up relying on memory more than on reaction time.


Added DiffLines:

* WarmupBoss: A triangular boss appears at the start of multiple levels to introduce a new gimmick.
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Per thread, this is just listing every use of the name "Thumper", and smacks of Fan Myopia.


And no, [[JustForFun/IThoughtItMeant this game has absolutely nothing to do]] with [[WesternAnimation/{{Bambi}} the rabbit named Thumper]], [[WesternAnimation/ABugsLife the bug named Thumper]], [[WesternAnimation/ThomasTheTankEngine the quarry machine named Thumper]], [[Film/DiamondsAreForever the lady named Thumper]], [[Literature/{{Dune}} The Thumper]], [[VideoGame/TwistedMetal the racer named Thumper]], or [[Series/VeronicaMars Eduardo "Thumper" Orozco]], nor with the [[SimilarlyNamedWorks equally unrelated]] 2017 film called ''Thumper''.
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Moving YMMV trope to YMMV page, adding another trope, and removing unnecessary Buffy Speak.


* DifficultySpike: The game hits one in level Infinity , where the speed of the game changes constantly in addition to dealing with the obstacles.
* EldritchAbomination: Crakhed seems to become more and more like one of these all the time, getting spikier, more deformed, and more [[BuffySpeak tentacle-y]] each time you face it, until it's more like a giant, flaming, metallic anemone than like a burning, screaming human head. Also, its true form is implied to be a large inexplicable shape that serves as a phase of the boss fight.
* {{Expy}}: At least visually, the Final Boss in phase one looks a LOT like classical depictions of Azathoth.

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* DifficultySpike: The game hits one in level Infinity , where the speed of the game changes constantly in addition to dealing with the obstacles.
* EldritchAbomination: Crakhed seems to become more and more like one of these all the time, getting spikier, more deformed, and having more [[BuffySpeak tentacle-y]] tentacles each time you face it, until it's more like a giant, flaming, metallic anemone than like a burning, screaming human head. Also, its true form is implied to be a large inexplicable shape that serves as a phase of the boss fight.
* {{Expy}}: At least visually, the Final Boss FinalBoss in phase one looks a LOT like classical depictions of Azathoth.Azathoth.
* GameplayGrading: Depending on your score, you will be awarded a letter grade at the end of each level, with C being the lowest, and S being the highest.
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* SinisterGeometry: Everything that isn't you or the rail falls into this category; the walls, the spikes, the rods, and ''especially'' the bosses. [[spoiler: [[SubvertedTrope Subverted]] with the Omega bosses, as while they do appear to be made of geometric shapes they are meant to evoke the design of a screaming human face. Not that it makes them any less sinister.]]

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* SinisterGeometry: Everything that isn't you or the rail falls into this category; the walls, the spikes, the rods, and ''especially'' the bosses. [[spoiler: [[SubvertedTrope Subverted]] with the Omega bosses, Crakhed, as while they do appear to be made of geometric shapes they are meant to evoke the design of a screaming human face. Not that it makes them any less sinister.]]

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