The only currently planned game in the PSC Series, Perilous Space Cruise is about the adventures of the Plasma Sentinels in their first interplanetary excursion as they scour local star system looking for Dr. Tracy, the mad roboticist looking to Take Over the World.
Tropes relating to Perilous Space Cruise include:
- Action Commands
- Affectionate Parody: Of the Paper Mario series.
- A God Am I: Dr. Tracy descends into this during the final moments of the game.
- Aliens Speaking English: Lampshaded by Phoenix every time the Sentinels encounter a new civilization, who gets progressively more confused at how so many civilizations that have had no contact with each other are speaking the exact same language. This is averted for written languages, however, and Chapter Six's new additions speak an incomprehensible tongue.
- Balance, Power, Skill, Gimmick:
- Bird People: Chapter One features them extensively, and one becomes an ally of the Sentinels.
- Bomb-Throwing Anarchists: Colonel Bulwark, the boss of Chapter One, and his followers are cybernetically enhanced ones.
- Deal with the Devil: Dr. Tracy makes these with the antagonists of the various planets visited, providing them with bionics and weapons in exchange for serving him and stopping the Plasma Sentinels by any means necessary.
- Drunk with Power: After acquiring Odin's Heart, Dr. Tracy goes mad with power and suffers from Motive Decay, wanting to conquer everything he sees. After knocking him around he starts to come back to his senses.
- Energy Beings: Chapter Seven has intangible lifeforms inhabiting jackal-like sculptures serving as both NPCs and enemies.
- Humongous Mecha: Titanium Breaker Mk.III, a massive fighting machine and the boss of Chapter Seven.
- Interface Screw: The Final Boss invokes this extensively on phase 2, switching the prompts for your action commands, temporarily locking out certain tactics, and rendering their bestiary log unreadable.
- Lazy Backup: If the PC and their partner are KO'ed, it's Game Over regardless of the condition of your other partners. Semi-justified in that the player character is carrying a teleporter to swap out allies, and the rest of them are back on the ship... which the Big Bad is now able to access after his mooks take the teleporter off of the player.
- Luckily, My Shield Will Protect Me: Colonel Bulwark uses a shield to attack in his battle.
- MacGuffin: Starting with Chapter Five, the Doc is looking for Odin's Heart, the most powerful reactor in the galaxy.
- Mechanical Lifeforms: Chapter Four takes place on a world full of sentient insectoid robots.
- Mini-Mecha: Titanium Breaker Mk.I and Mk.II, a mini-boss for Chapters Two and Five.
- Monumental Theft: The game starts with Dr. Tracy stealing an entire orbital space station.
- No Cure for Evil: Averted, as there are enemies that can heal themselves or others at any time, including two bosses.
- One-Winged Angel: Played with. Dr. Tracy appears to go into an impressive-looking super-powered form, but it's really just a projection that has no attacks and only 1 HP. The Final Boss proper is his regular self.
- Sequential Boss: The end-of-chapter bosses are almost always these, but Titanium Breaker Mk.III has the most phases at four.
- Video Game Settings: Most of the planets visited consist of two themes mixed.
- The Prologue: Space Zone.
- Chapter One: Green Hill Zone that leads into a Graffiti Town.
- Chapter Two: Alternates between Under the Sea and Palmtree Panic.
- Chapter Three: Jungle Japes with an Amusement Park of Doom.
- Chapter Four: Lethal Lava Land with some Urban Ruins.
- Chapter Five: Skyscraper City mixed with Death Mountain.
- Chapter Six: Derelict Graveyard that is also a Remilitarized Zone.
- Chapter Seven: Build Like an Egyptian and Abandoned Laboratory.
- Chapter Eight: Eternal Engine in the form of an Ominous Orbiting Castle.
- Villainous BSoD: Tracy gets one once he realizes just how much he's lost it, to the point where he surrenders himself out of sheer horror of his own Sanity Slippage, and destroys his own fortress soon after.