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* DarthWiki/{{Idiot Programming}}: An example that was induced by ''the artist's ambitions'' rather than the programmer. The artist prefered to not have the backgrounds rendered with tiles and thus - in a vein similar to [[VideoGame/{{Rage}} Megatextures]] - the stages were simply large images loaded in chunks. You can thank this design choice for the LoadsAndLoadsOfLoading.

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* DarthWiki/{{Idiot Programming}}: DarthWiki/IdiotProgramming: An example that was induced by ''the artist's ambitions'' rather than the programmer. The artist prefered to not have the backgrounds rendered with tiles and thus - in a vein similar to [[VideoGame/{{Rage}} [[VideoGame/Rage2011 Megatextures]] - the stages were simply large images loaded in chunks. You can thank this design choice for the LoadsAndLoadsOfLoading.



* SoBadItsGood: The game is a technical mess and doesn't quite compare to what you could get in [[VideoGame/AlienVsPredatorCapcom arcades]] and [[VideoGame/StreetsOfRage3 consoles]] of 1994, but the weird stuff would keep you going, as long as you can master the combat.

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* SoBadItsGood: The game is a technical mess and doesn't quite compare to what you could get in [[VideoGame/AlienVsPredatorCapcom arcades]] and [[VideoGame/StreetsOfRage3 consoles]] of 1994, but the weird stuff would keep you going, as long as you can master the combat.combat.
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* CultClassic: In it's country of origin it was ''kind of a big deal''.

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* CultClassic: In it's its country of origin it was ''kind of a big deal''.



* PortingDisaster: The IBM PC DOS port - released two years after the Amiga original - is ''not'' the definitive way to play this game. While it features a nicer color palette, shorcuts for few moves (but not all of them, a shortcut for a basic punch and the ever so important grapple is missing) and the lack of load times that plagued the Amiga version, the redrawn backgrounds are sparse compared to the relatively rich in detail originals, to the point that the game lost a bit of it's charm that way. Suffice to say the artist and programmer of the Amiga original[[labelnote:Note]]their input was limited to giving few tips and sending assets to the PC programmer that lived far away from them, and internet connection wasn't that common in Poland at the time.[[/labelnote]] [[DisownedAdaptation weren't too keen on the PC port]].

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* PortingDisaster: The IBM PC DOS port - released two years after the Amiga original - is ''not'' the definitive way to play this game. While it features a nicer color palette, shorcuts for few moves (but not all of them, a shortcut for a basic punch and the ever so important grapple is missing) and the lack of load times that plagued the Amiga version, the redrawn backgrounds are sparse compared to the relatively rich in detail originals, to the point that the game lost a bit of it's its charm that way. Suffice to say the artist and programmer of the Amiga original[[labelnote:Note]]their input was limited to giving few tips and sending assets to the PC programmer that lived far away from them, and internet connection wasn't that common in Poland at the time.[[/labelnote]] [[DisownedAdaptation weren't too keen on the PC port]].
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Mondegreen the trope is In-Universe-Examples Only


* {{Mondegreen}}: The "SPOKO"[[labelnote:Translation]]Chill[[/labelnote]] sound clip that can by heard few times - including whenever you are trying to mash the fire button while getting knocked down - due to it's heavily compressed sample is commonly misheard - especially by foreigners not too versed with the Polish language - as "FUCK OFF"
** There's also the voice sample played when the developers' logo is on (the one with the spider with [[RedEyesTakeWarning red glowing eyes]]) which is supposed to simply be "World Software presents", but the sample quality is so poor it could as well be misheard as "what the fuck was that?", like if Franko was sneaking up to some guy to knee him in the teeth in extreme close-up.
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** There's also the voice sample played when the developers' logo is on (the one with the spider with [[RedEyesTakeWarning red glowing eyes]]) which is supposed to simply be "World Software presents", but the sample quality is so poor it could as well be misheard as "what the fuck was that?", like if Franko was sneaking up to some guy to knee him in the teeth in extreme close-up.
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None


* PortingDisaster: The IBM PC DOS port - released two years after the Amiga original - is ''not'' the definite way to play this game. While it features a nicer color palette, shorcuts for few moves (but not all of them, a shortcut for a basic punch and the ever so important grapple is missing) and the lack of load times that plagued the Amiga version, the redrawn backgrounds are sparse compared to the relatively rich in detail originals, to the point that the game lost a bit of it's charm that way. Suffice to say the artist and programmer of the Amiga original[[labelnote:Note]]their input was limited to giving few tips and sending assets to the PC programmer that lived far away from them, and internet connection wasn't that common in Poland at the time.[[/labelnote]] [[DisownedAdaptation weren't too keen on the PC port]].

to:

* PortingDisaster: The IBM PC DOS port - released two years after the Amiga original - is ''not'' the definite definitive way to play this game. While it features a nicer color palette, shorcuts for few moves (but not all of them, a shortcut for a basic punch and the ever so important grapple is missing) and the lack of load times that plagued the Amiga version, the redrawn backgrounds are sparse compared to the relatively rich in detail originals, to the point that the game lost a bit of it's charm that way. Suffice to say the artist and programmer of the Amiga original[[labelnote:Note]]their input was limited to giving few tips and sending assets to the PC programmer that lived far away from them, and internet connection wasn't that common in Poland at the time.[[/labelnote]] [[DisownedAdaptation weren't too keen on the PC port]].
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* RatedMForMoney: To the point the game's credits sequence outright states that the developers wanted to make games "of kind the people like", as in "bloody, brutal, cruel, beastily, nice for the eyes and most of all original, like there's nothing like them!"
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forgot to add in the space there


* DarthWiki/{{Idiot Programming}}: An example that was induced by''the artist's ambitions'' rather than the programmer. The artist prefered to not have the backgrounds rendered with tiles and thus - in a vein similar to [[VideoGame/{{Rage}} Megatextures]] - the stages were simply large images loaded in chunks. You can thank this design choice for the LoadsAndLoadsOfLoading.

to:

* DarthWiki/{{Idiot Programming}}: An example that was induced by''the by ''the artist's ambitions'' rather than the programmer. The artist prefered to not have the backgrounds rendered with tiles and thus - in a vein similar to [[VideoGame/{{Rage}} Megatextures]] - the stages were simply large images loaded in chunks. You can thank this design choice for the LoadsAndLoadsOfLoading.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*CultClassic: In it's country of origin it was ''kind of a big deal''.
*DarthWiki/{{Idiot Programming}}: An example that was induced by''the artist's ambitions'' rather than the programmer. The artist prefered to not have the backgrounds rendered with tiles and thus - in a vein similar to [[VideoGame/{{Rage}} Megatextures]] - the stages were simply large images loaded in chunks. You can thank this design choice for the LoadsAndLoadsOfLoading.
*{{Mondegreen}}: The "SPOKO"[[labelnote:Translation]]Chill[[/labelnote]] sound clip that can by heard few times - including whenever you are trying to mash the fire button while getting knocked down - due to it's heavily compressed sample is commonly misheard - especially by foreigners not too versed with the Polish language - as "FUCK OFF"
*PortingDisaster: The IBM PC DOS port - released two years after the Amiga original - is ''not'' the definite way to play this game. While it features a nicer color palette, shorcuts for few moves (but not all of them, a shortcut for a basic punch and the ever so important grapple is missing) and the lack of load times that plagued the Amiga version, the redrawn backgrounds are sparse compared to the relatively rich in detail originals, to the point that the game lost a bit of it's charm that way. Suffice to say the artist and programmer of the Amiga original[[labelnote:Note]]their input was limited to giving few tips and sending assets to the PC programmer that lived far away from them, and internet connection wasn't that common in Poland at the time.[[/labelnote]] [[DisownedAdaptation weren't too keen on the PC port]].
**It also [[FakeDifficulty seemingly disables gaining extra lives with each 35th kill making it even harder]], as well as [[ArsonMurderAndJaywalking makes the jump kick worse animated.]][[labelnote:Note]] The jump kick in the Amiga game has a slight arc and has a landing animation, on the MS-DOS version the kick just goes on a straight line.[[/labelnote]]
*SoBadItsGood: The game is a technical mess and doesn't quite compare to what you could get in [[VideoGame/AlienVsPredatorCapcom arcades]] and [[VideoGame/StreetsOfRage3 consoles]] of 1994, but the weird stuff would keep you going, as long as you can master the combat.

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