Deadly Towers: Difference between revisions

tropelist and updated link
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(tropelist and updated link)
 
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Even as one of the earliest NES titles, quite a few gamers have labeled it one of the worst games available for the system. One of the main points of criticism is its obtuse navigational structure, as to proceed through the game, you will sometimes find yourself entering rooms with no clearly marked entry or exit point. In addition, the rooms in some of the dungeons [[Copy and Paste Environments|look the same]], with only a difference in color palette setting them apart.
 
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{{tropelist}}
== Deadly Towers uses the following tropes: ==
 
* [[Another Dimension]]: The "Parallel Zones", and inarguably the most annoying thing about the game. [http://www.gamefaqs.com/nes/587219-deadly-towers/faqs/41789 Just look at how big the very first one is.]
* [[Anticlimax Boss]]: If you collect all the power-ups, Rubas goes down in about four seconds.
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* [[Respawning Enemies]]: When you enter and leave a room, the enemies will be right at the same positions they were when you first entered it. This can lead to an unfortunate situation in one instance when you can accidentally reenter a room on top of a ''dragon''. And since there's no [[Mercy Invincibility]]...
* [[RPG Elements]]
* [[Speed Run]]: [http://tasvideos.org/503M2655M.html Tool-assisted] and [http://speeddemosarchive.com/DeadlyTowers.html regular] runs are available. Shockingly, both of these are improvements on previous runs.
* [[Throwing Your Sword Always Works]]: Myer's main method of attack is to lob his sword at foes. However, he can't stab with it, which leaves him defenseless until the sword he's already thrown hits something. Even the manual says that "you have no confidence in this sword."
* [[Treasure Is Bigger in Fiction]]: However, due to protagonist's [[Hyperspace Arsenal]], lots of ludder coins can be carried around despite them being very large.