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* LettingTheAirOutOfTheBand: Choosing to sing before solving everything else will sound horribly off key.

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* LettingTheAirOutOfTheBand: Choosing to sing before solving everything else will sound horribly off key.key to your mixer, quickly followed by a push of the "X" button.

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* BigRedButton: Your sound mixer has one hand poised over two buttons connected to a sign inside the studio. A red one sounds a buzzer and shows an "X" if you do poorly, while a blue "O" button makes a doorbell sound and opens the exit door at the endgame.



* LettingTheAirOutOfTheBand: Choosing to sing before solving everything else will not sound pleasant to your sound mixer.

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* LettingTheAirOutOfTheBand: Choosing to sing before solving everything else will not sound pleasant to your sound mixer.horribly off key.
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* WhereItAllBegan: BOAT HOUSE concludes with the main character's escape pod touching down on the same beach where TERMINAL HOUSE ended.

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* LettingTheAirOutOfTheBand: Choosing to sing before solving everything else will not sound pleasant to your mixer.

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* LettingTheAirOutOfTheBand: Choosing to sing before solving DancePartyEnding: If you do everything else will not sound pleasant right, a talking flower and duck randomly join you in singing [[https://www.youtube.com/watch?v=F-Zult8jDu4 "Supercar no Pa-Pa-Pa"]]. Then everyone heads out to your mixer.perform this live on stage while the credits roll.


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* LeftTheBackgroundMusicOn: Inverted. Your song's backing track turns out to come from a CD, which you must insert into a disc player to progress.
* LettingTheAirOutOfTheBand: Choosing to sing before solving everything else will not sound pleasant to your sound mixer.

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* HotDrinkCure: Played with. The way to revive the mysterious woman in GUEST HOUSE is by giving her two cans of Energy-Z drink along with a dose of oxygen, precisely in that order.
* RemoteVitalsMonitoring: The woman in GUEST HOUSE is tucked into a hospital bunk with an EKG next to it, showing a larger heartbeat pulse the more you aid her.



* WhamLine: TERMINAL HOUSE ends with this {{Engrish}} gem: "You have escaped. But TERMINAL HOUSE is not End." Complete with an EvilLaugh.

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* TwoKeyedLock: The exit door in GUEST HOUSE requires two levers to be pulled at the same time, and one of them won't engage until the woman pulls it herself.
* WhamLine: TERMINAL HOUSE ends with this {{Engrish}} gem: gem, complete with an EvilLaugh.
-->
"You have escaped. But TERMINAL HOUSE is not End." Complete with an EvilLaugh.

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* NoPlotNoProblem: Being Room Escape games, few episodes have much in the way of a story.



* EarlyInstallmentWeirdness: TERMINAL HOUSE lacks the ability to save your progress compared to later titles. It's also the only one to have dialogue from the main character.



* HopeSpot: [[spoiler: The first game's ending shows you being dropped out of one of the [=UFOs=] you photographed, only for another to abduct you a few seconds later. If you're fast enough to click [[PixelHunt a certain spot on the beach]], you can throw a rock at the saucer, but it won't do any good.]]
* ShoutOut: The room RENTAL HOUSE takes place in heavily resembles [[VideoGame/CrimsonRoom Veridian Room]].
* WhamLine: TERMINAL HOUSE ends with this {{Engrish}} gem: "You have escaped. But TERMINAL HOUSE is not End." Complete with an EvilLaugh.



* GratuitousEnglish: The translated lyrics for the ending song, mostly describing various racecars.




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* NonHumanSidekick: Starting from URANUS, you're able to revive a strange white....flying tentacle with an eye at one end. This becomes your sidekick for most of the series, and even gains a ''humanoid form'' between SATURN and JUPITER.
* WhamEpisode: [[spoiler: In JUPITER, once you fill a water tank to power a security camera, one of the computers activates and shows an image of the woman from GUEST HOUSE.]]

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reorganized tropes into folders.


* A sequel series, Planetaria, where a pink-haired human boy discovers an alien ship on Earth, with its own set of puzzles.

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* A sequel series, Planetaria, PLANETARIA, where a pink-haired human boy discovers an alien ship on Earth, with its own set of puzzles.



!! TERMINAL HOUSE contains examples of:
* AmazingTechnicolorPopulation: The main character is a bald man with blue skin and matching clothes.

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!! Tropes that appear in this game include:
[[foldercontrol]]

[[folder: Tropes appearing across all games]]
* AsceticAesthetic: The alien ships in
TERMINAL HOUSE contains examples of:
and PLANETARIA have a sterile, compartmentalized design to every room, with white paneling and strange machinery everywhere.
* PowerUpFood: In every game up to CHARISMA, "Energy-Z" energy drinks are often used to solve puzzles, from drinking them to increase your strength to even ''powering machines'' with them. At one point in RENTAL HOUSE, you have to make a new one out of two of them to be able to break down a door.
* MagicSquarePuzzle: One of the two safes in CHARISMA is locked by this, and two locks in NEPTUNE and SATURN open this way.
[[/folder]]

[[folder: TERMINAL HOUSE]]
* AmazingTechnicolorPopulation: The main character is a bald man with blue skin and matching clothes. A woman in GUEST HOUSE appears with light blue skin and red hair as well.



* PowerUpFood: In every game up to CHARISMA, "Energy-Z" energy drinks

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* PowerUpFood: In every FlyingSaucer: A key mechanic to winning the first game up involves taking pictures of [=UFOs=] abducting cows, which change color depending on how many things they've collected. [[spoiler: The ending cinematic shows you being dropped out of one such saucer and then abducted by another. BOAT HOUSE also reveals your shuttle launching out of an ''enormous saucer'' in deep space.]]
[[/folder]]

[[folder: CHARISMA]]
* LettingTheAirOutOfTheBand: Choosing
to CHARISMA, "Energy-Z" energy drinkssing before solving everything else will not sound pleasant to your mixer.
* ScaryShinyGlasses: You and your sound mixer both wear shades, but the latter's gain a noticeable glint in the end scene.
[[/folder]]

[[folder: PLANETARIA]]

[[/folder]]

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* TERMINAL HOUSE
* RENTAL HOUSE
* GUEST HOUSE
* BOAT HOUSE

A spin-off series called Planetaria was created some years later, where a pink-haired human boy discovers an alien ship on Earth, with its own set of puzzles.

* NEPTUNE
* URANUS
* SATURN
* JUPITER

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* [[https://terminalhouse.com/terminal_en.html TERMINAL HOUSE
HOUSE]] (2007)
* [[https://terminalhouse.com/rentalhouse_en.html RENTAL HOUSE
HOUSE]] (2007)
* [[https://terminalhouse.com/guesthouse_en.html GUEST HOUSE
HOUSE]] (2007)
* [[https://terminalhouse.com/boathouse_en.html BOAT HOUSE

HOUSE]] (2008)

Two spin-offs were made later:

* [[https://terminalhouse.com/charisma_en.html CHARISMA]] (2008), as part of a collaboration with J-Pop singer ''MR. KUNK''.
*
A spin-off series called Planetaria was created some years later, sequel series, Planetaria, where a pink-haired human boy discovers an alien ship on Earth, with its own set of puzzles.

* NEPTUNE
* URANUS
* SATURN
* JUPITER
puzzles.
** [[https://terminalhouse.com/neptune_en.html NEPTUNE]] (2009)
** [[https://terminalhouse.com/uranus_en.html URANUS]] (2009)
** [[https://terminalhouse.com/saturn_en.html SATURN]] (2010)
** [[https://terminalhouse.com/jupiter_en.html JUPITER]] (2012)



* ApocalypticLog: The first game includes a journal, presumably written by the player. Among other things, it mentions several attempts to break out and how someone else has written in it before him until it disappeared.

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* ApocalypticLog: The first game includes a journal, presumably written by the player. Among other things, it mentions several attempts to break out and how someone else has written in it before him until it disappeared.disappeared.
* EscapePod: BOAT HOUSE Centers on powering up and launching an escape shuttle to finally return to Earth.
* PowerUpFood: In every game up to CHARISMA, "Energy-Z" energy drinks
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Added example(s), General clarification on work content

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Terminal House, stylized as TERMINAL HOUSE is the first of a Japanese Flash Room Escape game series, created by GUMP.

A nameless blue man has been locked in a strange room for unknown reasons, and the player must find out how to escape. Each entry takes place in a different location, with a unique set of puzzles to go with them.

* TERMINAL HOUSE
* RENTAL HOUSE
* GUEST HOUSE
* BOAT HOUSE

A spin-off series called Planetaria was created some years later, where a pink-haired human boy discovers an alien ship on Earth, with its own set of puzzles.

* NEPTUNE
* URANUS
* SATURN
* JUPITER

!! TERMINAL HOUSE contains examples of:
* AmazingTechnicolorPopulation: The main character is a bald man with blue skin and matching clothes.
* ApocalypticLog: The first game includes a journal, presumably written by the player. Among other things, it mentions several attempts to break out and how someone else has written in it before him until it disappeared.

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