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Fixing indentation
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* GuideDangIt: Sliding down walls is intuitive, but you also can adjust the sliding speed with your control stick to try and sneak around traps, which the game originally did not indicate. It was later added in the in-game tips.
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* GuideDangIt: GuideDangIt:
** Sliding down walls is intuitive, but you also can adjust the sliding speed with your control stick to try and sneak around traps, which the game originally did not indicate. It was later added in the in-game tips.
** Sliding down walls is intuitive, but you also can adjust the sliding speed with your control stick to try and sneak around traps, which the game originally did not indicate. It was later added in the in-game tips.
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* LuckBasedMission: What items you can place every round are random. If you need an explosive item to remove an obstacle that makes the level unwinnable, or you want to utilize portals (which only function in pairs), this trope is in full effect. Each individual item's spawn frequency can be adjusted in settings. Determined players can defy this trope by only allowing one item type to spawn.
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* LuckBasedMission: LuckBasedMission:
** What items you can place every round are random. If you need an explosive item to remove an obstacle that makes the level unwinnable, or you want to utilize portals (which only function in pairs), this trope is in full effect. Each individual item's spawn frequency can be adjusted in settings. Determined players can defy this trope by only allowing one item type to spawn.
** What items you can place every round are random. If you need an explosive item to remove an obstacle that makes the level unwinnable, or you want to utilize portals (which only function in pairs), this trope is in full effect. Each individual item's spawn frequency can be adjusted in settings. Determined players can defy this trope by only allowing one item type to spawn.
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No need for TWO sections clarifying that coins coint for points.
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* DoWellButNotPerfect: If everyone lives[[note]]Too Easy! No Points! (except coins)[[/note]] or everyone dies[[note]] No Winners! No Points![[/note]], no-one gets any points, save for any coins that were collected and dragged to the end of the level.
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* DoWellButNotPerfect: If everyone lives[[note]]Too Easy! No Points! (except coins)[[/note]] Points![[/note]] or everyone dies[[note]] No Winners! No Points![[/note]], no-one gets any points, save for any coins that were collected and dragged to the end of the level.
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Created by Clever Endeavour in 2015, Ultimate Chicken Horse is a party PlatformGame where the aim of the game is to build a course then jump your way to the goal. Up to four players contribute to building a course by each adding objects that can help, hinder, or both on each player's quest to reach it.
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!! This game provides examples of:
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* AutomaticCrossbows: One of the "Shooty" traps, they have the shortest cooldown.
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* AutomaticCrossbows: One of the "Shooty" traps, traps is a crossbow that fires automatically, and they have the shortest cooldown.
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* DamnedByFaintPraise: You can enable point rewards for completing a course third quickest, which, at best, entails outspeeding one opponent and being outsped by two. Comically, rewarding for ''fourth'' place is an option in this four player-max game. At least you completed the course?
** The game lampshades this trope with its trumpet sound effects for placing rewards. First gets a triumphant three-note fanfare. Second gets a more subdued but still positive two-note sound. Third gets two mockingly deflated notes. Fourth gets an extended four-note riff, the longest of the set, to rub in the insult.
* DancePartyEnding: Downplayed since it's just the ending of a run, but player characters automatically start dancing once they reach the goal. Even if they were dead at the time.
** The game lampshades this trope with its trumpet sound effects for placing rewards. First gets a triumphant three-note fanfare. Second gets a more subdued but still positive two-note sound. Third gets two mockingly deflated notes. Fourth gets an extended four-note riff, the longest of the set, to rub in the insult.
* DancePartyEnding: Downplayed since it's just the ending of a run, but player characters automatically start dancing once they reach the goal. Even if they were dead at the time.
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* DamnedByFaintPraise: You can enable point rewards for completing a course third quickest, which, at best, entails outspeeding one opponent and being outsped by two. Comically, rewarding for ''fourth'' place is an option in this four player-max game. At least you completed the course?
**course? The game also lampshades this trope with its trumpet sound effects for placing rewards. First gets a triumphant three-note fanfare. Second gets a more subdued but still positive two-note sound. Third gets two mockingly deflated notes. Fourth gets an extended four-note riff, the longest of the set, to rub in the insult.
* DancePartyEnding: Downplayed since it's just the ending of a run, but player characters automatically start dancing once they reach the goal. Even if they were dead at the time. The winner also dances when they reach the goal.
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* DancePartyEnding: Downplayed since it's just the ending of a run, but player characters automatically start dancing once they reach the goal. Even if they were dead at the time. The winner also dances when they reach the goal.
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* PlatformHell: Except [[AnInteriorDesignerIsYou you and your friends design it!]] And then you have to run through it...
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* PlatformHell: Except [[AnInteriorDesignerIsYou you You and your friends design it!]] a level to be as hard as possible.]] And then you have to run through it...
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* MockingMusic: If a round awards no points from being too easy or too difficult.
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%% * MockingMusic: If a round awards no points from being too easy or too difficult.
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* NoAntagonist: Other than [[VideoGameCrueltyPotential each other]].
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* NoAntagonist: Other than [[VideoGameCrueltyPotential each other]].your friends]], there's no bad guy.
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* SawBladesOfDeath: Buzzsaws that rotate around act as a deadly hazard.
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* SuddenDeath: If two players were to win at the same time, those players have 60 seconds to finish the level again. First one to reach the goal wins.
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* TiebreakerRound: If two players were to win at the same time, those players have 60 seconds to finish the level again. First one to reach the goal wins.
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* BottomlessPit: In most levels, there's no floor at the bottom to catch you if you fall.
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* BottomlessPit: BottomlessPits: In most levels, there's no floor at the bottom to catch you if you fall.
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* MortonsFork: Sometimes happens when enabling and using Dance Invincibility. If a meteor is pushing you off a platform into a [[BottomlessPits Bottomless Pit]], you can either stop dancing, letting the meteor kill you, or keep dancing and let it push you to your demise. If you dance to survive the wave in The Pier, it may push you past the final wall into a near-inescapable compartment. Near-inescapable, that is, unless you happened to put an escape portal there.
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* MortonsFork: Sometimes happens when enabling and using Dance Invincibility. If a meteor is pushing you off a platform into a [[BottomlessPits Bottomless Pit]], {{Bottomless Pit|s}}, you can either stop dancing, letting the meteor kill you, or keep dancing and let it push you to your demise. If you dance to survive the wave in The Pier, it may push you past the final wall into a near-inescapable compartment. Near-inescapable, that is, unless you happened to put an escape portal there.
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* KillEmAll: A common ending for when a level has become too hard or outright {{Unwinnable}}.
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Seldom Seen Species is no longer a trope.
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* SeldomSeenSpecies: The unlockable axolotl. Downplayed with the uncommon red panda and skunk.