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*** For 2.0, 99-4 and [[spoiler:a9-4]] are also nightmarishly difficult.
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* BreatherLevel: The first episode of a column tend to consist of these. Especially compared to [[ThatOneLevel last episode of a column]].

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* BreatherLevel: The first episode of a column tend tends to consist of these. Especially compared to the [[ThatOneLevel last episode of a column]].
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* GoodBadBugs: Oh so many. Oh so very many. To the point where people try to create levels revolving around them.

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* %% ZCE* GoodBadBugs: Oh so many. Oh so very many. To the point where people try to create levels revolving around them.%%
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** The infamous "Go Fish", a random mess of toggle mines and gold strewn about an open area. While easy to beat, getting all the gold is something else entirely.
** Appropriately titled "The Legend of the Gold on That One Level" is one of the early examples. All the gold is tucked away in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound or two. Then, when you finally get through, you'll find that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.
** "[[WordPureeTitle Schnorgled]]". You have to WallJump between mines through a shaft patrolled by drones ''in both directions''. And if that's not bad enough, the exit and the switch unlocking it are on ''opposite ends of the shaft'', making you traverse it ''twice''.
** Let's just say any final level in the last episode of a column tends to be this.
** [[spoiler:Secret challenges]] can easily make you despise levels that you've never found frustrating before. The classic example is "Prosumer": a relatively chill level built around a grid of gold, with toggles behind each piece. [[spoiler:Now try collecting all that gold without triggering any of the toggles. It's much harder than it sounds]].

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** *** The infamous "Go Fish", a random mess of toggle mines and gold strewn about an open area. While easy to beat, getting all the gold is something else entirely.
** *** Appropriately titled "The Legend of the Gold on That One Level" is one of the early examples. All the gold is tucked away in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound or two. Then, when you finally get through, you'll find that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.
** *** "[[WordPureeTitle Schnorgled]]". You have to WallJump between mines through a shaft patrolled by drones ''in both directions''. And if that's not bad enough, the exit and the switch unlocking it are on ''opposite ends of the shaft'', making you traverse it ''twice''.
** *** Let's just say any final level in the last episode of a column tends to be this.
** *** [[spoiler:Secret challenges]] can easily make you despise levels that you've never found frustrating before. The classic example is "Prosumer": a relatively chill level built around a grid of gold, with toggles behind each piece. [[spoiler:Now try collecting all that gold without triggering any of the toggles. It's much harder than it sounds]].

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** N++ has the infamous "Go Fish", a random mess of toggle mines and gold strewn about an open area. While easy to beat, getting all the gold is something else entirely.
** N++ also has the appropriately named "The Legend of the Gold on That One Level". All the gold is tucked away in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound or two. Then, when you finally get through, you'll find that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.
** Another one from N++: "[[WordPureeTitle Schnorgled]]". You have to WallJump between mines through a shaft patrolled by drones ''in both directions''. And if that's not bad enough, the exit and the switch unlocking it are on ''opposite ends of the shaft'', making you traverse it ''twice''.

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** Naturally, having over ''2 thousand levels total'', N++ has the a lot of examples of this:
** The
infamous "Go Fish", a random mess of toggle mines and gold strewn about an open area. While easy to beat, getting all the gold is something else entirely.
** N++ also has the appropriately named Appropriately titled "The Legend of the Gold on That One Level".Level" is one of the early examples. All the gold is tucked away in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound or two. Then, when you finally get through, you'll find that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.
** Another one from N++: "[[WordPureeTitle Schnorgled]]". You have to WallJump between mines through a shaft patrolled by drones ''in both directions''. And if that's not bad enough, the exit and the switch unlocking it are on ''opposite ends of the shaft'', making you traverse it ''twice''.


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** [[spoiler:Secret challenges]] can easily make you despise levels that you've never found frustrating before. The classic example is "Prosumer": a relatively chill level built around a grid of gold, with toggles behind each piece. [[spoiler:Now try collecting all that gold without triggering any of the toggles. It's much harder than it sounds]].
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* SugarWiki/VisualEffectsOfAwesome: N++'s print-based, sleek art style is a beauty to behold. Especially with the game's [[http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/ custom vector renderer]], which gives an immaculately smooth image equiGvalent to ''256x MSAA''.

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* SugarWiki/VisualEffectsOfAwesome: N++'s print-based, sleek art style is a beauty to behold. Especially with the game's [[http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/ custom vector renderer]], which gives an immaculately smooth image equiGvalent equivalent to ''256x MSAA''.
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Grammar


** Let's just say any final level in the last episode of a column tend to be this.
* SugarWiki/VisualEffectsOfAwesome: N++'s print-based, sleek art style is a beauty to behold. Especially with the game's [[http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/ custom vector renderer]], which gives an immaculately smooth image equivalent to ''256x MSAA''.

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** Let's just say any final level in the last episode of a column tend tends to be this.
* SugarWiki/VisualEffectsOfAwesome: N++'s print-based, sleek art style is a beauty to behold. Especially with the game's [[http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/ custom vector renderer]], which gives an immaculately smooth image equivalent equiGvalent to ''256x MSAA''.
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* VisualEffectsOfAwesome: N++'s print-based, sleek art style is a beauty to behold. Especially with the game's [[http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/ custom vector renderer]], which gives an immaculately smooth image equivalent to ''256x MSAA''.

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* VisualEffectsOfAwesome: SugarWiki/VisualEffectsOfAwesome: N++'s print-based, sleek art style is a beauty to behold. Especially with the game's [[http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/ custom vector renderer]], which gives an immaculately smooth image equivalent to ''256x MSAA''.

Added: 138

Changed: 7

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* BreatherLevel: The first episode of a column tend to consist of these. Especially compared to [[ThatOneLevel last episode of a column]].



** Let's just say any final level in the final episode of a column tend to be this.

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** Let's just say any final level in the final last episode of a column tend to be this.
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** Let's just say any final level in the final episode of a column tend to be this.
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** Another one from N++: "[[WordPureeTitle Schnorgled]]". You have to WallJump between mines through a shaft patrolled by drones ''in both directions''. And if that's not bad enough, the exit and the switch unlocking it are on ''opposite ends of the shaft'', making you traverse it ''twice''.
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None


** N++ also has the appropriately named "The Legend of the Gold on [[TropeNamer That One Level]]". All the gold is tucked away in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound or two. Then, when you finally get through, you'll find that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.

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** N++ also has the appropriately named "The Legend of the Gold on [[TropeNamer That One Level]]".Level". All the gold is tucked away in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound or two. Then, when you finally get through, you'll find that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.
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None


** N++ also has the appropriately named "The Legend of the Gold on [[TropeNamer That One Level]]". All the gold is hidden in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound. Then, when you finally succeed, you find out that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.

to:

** N++ also has the appropriately named "The Legend of the Gold on [[TropeNamer That One Level]]". All the gold is hidden tucked away in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound. InASingleBound or two. Then, when you finally succeed, you get through, you'll find out that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.

Added: 478

Changed: 2

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** N++ Has the infamous "Go Fish", a random mess of toggle mines and gold strewn about an open area. While easy to beat, getting all the gold is something else entirely.

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** N++ Has has the infamous "Go Fish", a random mess of toggle mines and gold strewn about an open area. While easy to beat, getting all the gold is something else entirely.entirely.
** N++ also has the appropriately named "The Legend of the Gold on [[TropeNamer That One Level]]". All the gold is hidden in single area in the bottom left of the level. Merely getting to the gold is an exercise in impeccable timing; you have to pass mines, drone trains and a rocket launcher InASingleBound. Then, when you finally succeed, you find out that the gold is ''toggle mined''. Good luck getting out, and then passing those drone trains and rocket launcher ''again''.
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Stating that some consider this to be Platform Hell while others disagree


Some things about N can vary by opinion. But it seems we can all agree that this is Grade A [[PlatformHell Platform Hell]].

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Some things about N can vary by opinion. But For example, some consider it seems we can all agree that this is to be Grade A [[PlatformHell Platform Hell]].Hell]] while others consider it to be a relaxing, easy game.

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Removed: 94

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* ScrappyLevel: 88-4 of the original still haunts some tropers in their sleep.
** 96-4 as well.


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** 88-4 and 96-4 of the original still haunt some tropers in their sleep.
** N++ Has the infamous "Go Fish", a random mess of toggle mines and gold strewn about an open area. While easy to beat, getting all the gold is something else entirely.
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* ThatOneLevel: Mostly depends on the player, but it is flat out guaranteed that there will be at least two per column.

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* ThatOneLevel: Mostly depends on the player, but it is flat out guaranteed that there will be at least two per column.column.
* VisualEffectsOfAwesome: N++'s print-based, sleek art style is a beauty to behold. Especially with the game's [[http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/ custom vector renderer]], which gives an immaculately smooth image equivalent to ''256x MSAA''.
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* DifficultySpike: Despite Metanet's claims of them throughoutly balancing the levels in all the episodes and grids, this happens several times in ''N++''. In particular, the final levels of episodes C-14 and C-18, Polyrhytmic Pit and Earthdate 2264 respectively, are generally considered to be... oddly misplaced in the grid, as dodging a bunch of micro drones in a really tight corridor is actually harder than it sounds. C-14 forces you to do that for 30 seconds straight, without dying. And it's a requirement to just beat the level, gold collection notwithstanding!



* ThatOneLevel: Mostly depends on the player, but it is flat out guaranteed that there will be at least two per column.

to:

* ThatOneLevel: Mostly depends on the player, but it is flat out guaranteed that there will be at least two per column.
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* GoodBadBugs: Oh so many. Oh so very many.

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* GoodBadBugs: Oh so many. Oh so very many. To the point where people try to create levels revolving around them.
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These aren\'t YMMV. Moving.


* BlackComedy: The ragdoll physics can generate lots of this. Like [[BlackComedy getting blown to giblets by a mine, then seeing your remains bounce up and down on a trampoline.]] [[UpToEleven Only for them to be shocked away by a passing robot.]]
* ExcusePlot
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Rename.


* BlackComedy: The ragdoll physics can generate lots of this. Like [[DeadBabyComedy getting blown to giblets by a mine, then seeing your remains bounce up and down on a trampoline.]] [[UpToEleven Only for them to be shocked away by a passing robot.]]

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* BlackComedy: The ragdoll physics can generate lots of this. Like [[DeadBabyComedy [[BlackComedy getting blown to giblets by a mine, then seeing your remains bounce up and down on a trampoline.]] [[UpToEleven Only for them to be shocked away by a passing robot.]]

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