Cool Spot: Difference between revisions

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* [[Book Ends]]: The game begins and ends on the beach. In fact, most of the game's level types are distributed symmetrically around the middle level: The second and second-to-last levels are the same type, as are the third and third-to-last levels and the fifth and fifth-to-last levels.
* [[Bottomless Pits]]: Present in the each of the two pier levels. Some versions of the game also have one at the end of the train in the Loco Motive level.
* [[Cap]]: You can have no more than nine spare lives.
* [[Chaos Emeralds]]: The UNCOLA letters mentioned under [[Bonus Stage]].
* [[Check Point]]: Takes the form of flagpoles; walking past one raises a flag with your face on it.
* [[Cool Shades]]: Present on every Spot. Also seen on some of the toys in the background of the toy-themed levels.
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** [[All There in the Manual|The actual story is described in the manual]].
* [[Flying Saucer]]: Are present not as enemies, as you might expect in this sort of game, but as platforms.
* [[Hollywood Science]]: Leaving aside for the moment the fact that this is a game starring a piece of a logo, it features bubbles popping underwater. (Oror rather, undersoda).)
* [[Hyperactive Metabolism]]: You regain health by drinking (appropriately sized) bottles of the beverage whose (regularly sized) bottle you adorn.
* [[Incendiary Exponent]]: The [[Goddamned Bats]] of the final level are sand fleas that inexplicably shoot fireballs.
* [[Let's Meet the Meat]]: Possibly. See the example for [[Hyperactive Metabolism]] above.
* [[Luck-Based Mission]]: If you're really good at not getting hit, this trope doesn't necessarily apply, but for the most part, you can only earn life-energy power-ups by defeating enemies. But they don't appear in any kind of regular pattern. Sometimes you might find two in a row; sometimes you might defeat 20 with no power-up.
** Unless you're playing on the hardest difficulty setting, in which downed enemies will NEVER belch out these items.
* [[Macro Zone]]: Since you're the spot off the logo on a regular-sized soda bottle, all areas in the game are like this. A folding chair, for instance, takes up a large segment of the final level.
* [[Merchandise-Driven]]: Um... duh.
* [[Palmtree Panic]]: The first and last levels are set on a beach.
* [[Pixel Hunt]]: Sort of. It can sometimes not be obvious that certain hazards will actually hurt you and are not part of the background.
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* [[Totally Radical]]: Omnipresent.
* [[Toy Time]]: There are two levels that are strictly toy-themed, and toys form an important part of several other levels.
* [[Video Game Settings]]: Played with. The first level is a sunny, pleasant beach, but so is the final level. In fact, in general the game's levels form a very nearly symmetrical pattern: Thethe first and last levels are on the beach, the second and second-to-last are on a pier, the third and third-to-last are inside the walls of a house, and the fifth and fifth-to-last levels are both on a shelf with toys on it. The only levels that break the symmetry are the fourth and fourth-to-last levels, which are a kiddie pool and a model train set respectively.
* [[White Gloves]]: Found on all the Spots, and also present as pointers directing toward the end of the level and holding a timer as the item that gives you more time.
=== And notably [[Averted Trope|averts]]: ===