Eliminate Down: Difference between revisions

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Eliminate Down is a horizontal scrolling [[Shoot Em Up]] for the Sega Mega Drive developed by Aprinet and published by Soft Vision in 1993. The game gave players immediate access to three directional-based weapons that could all be powered up as they fought strange alien enemies through eight, enormous levels. [[No Export for You|The game was never released outside of Japan]].
Eliminate Down is a horizontal scrolling [[Shoot'Em Up]] for the Sega Mega Drive developed by Aprinet and published by Soft Vision in 1993. The game gave players immediate access to three directional-based weapons that could all be powered up as they fought strange alien enemies through eight, enormous levels. [[No Export for You|The game was never released outside of Japan]].


Reminiscent of Hellfire, the player's space ship, the Steel Pyron, had three firing directional weapons all ready at their disposal: a forward firing blaster, a rear laser attack and diagonal, four-way firing bombs. The forward firing attack also had the Super Crash Shot, a small white straight-firing rocket, that with upgrades would change into a [[Frickin Laser Beams|long white laser beam]] that could [[Armor Piercing Attack|fire through foreground objects]]. Unlike Hellfire however, the game had no checkpoint system, though the game made the players restart a level once they lost all of their lives. [[Every Ten Thousand Points|Extends were set at every 100,000 points]].
Reminiscent of Hellfire, the player's space ship, the Steel Pyron, had three firing directional weapons all ready at their disposal: a forward firing blaster, a rear laser attack and diagonal, four-way firing bombs. The forward firing attack also had the Super Crash Shot, a small white straight-firing rocket, that with upgrades would change into a [[Frickin' Laser Beams|long white laser beam]] that could [[Armor-Piercing Attack|fire through foreground objects]]. Unlike Hellfire however, the game had no checkpoint system, though the game made the players restart a level once they lost all of their lives. [[Every Ten Thousand Points|Extends were set at every 100,000 points]].


The weapons were upgradeable by collecting Power-Up icons; obtaining a certain number of Power-Ups would level-up the size and strength of the player's weapons, but the weapons were upgradable to just 3 Levels. The only other defenses the players had was a shield pick-up called the Barrier that protected the ship for at least two hits. The A and C buttons allowed the player to switch among the three weapons. Players could also change the speed of the ship by pausing the game and adjusting the speed level on the pause screen. Eliminate Down also had a mini-game that was playable at the main menu similar to Concentration where players had to find the right image under a certain time limit.
The weapons were upgradeable by collecting Power-Up icons; obtaining a certain number of Power-Ups would level-up the size and strength of the player's weapons, but the weapons were upgradable to just 3 Levels. The only other defenses the players had was a shield pick-up called the Barrier that protected the ship for at least two hits. The A and C buttons allowed the player to switch among the three weapons. Players could also change the speed of the ship by pausing the game and adjusting the speed level on the pause screen. Eliminate Down also had a mini-game that was playable at the main menu similar to Concentration where players had to find the right image under a certain time limit.
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* [[Body Horror]]: The first [[Mini Boss]] of Stage 6 ([http://www.shmups.com/reviews/elimdown/images/27heap.gif here]). Stage 4's boss counts too [http://www.shmups.com/reviews/elimdown/images/20bosb.gif in its final phase].
* [[Body Horror]]: The first [[Mini Boss]] of Stage 6 ([http://www.shmups.com/reviews/elimdown/images/27heap.gif here]). Stage 4's boss counts too [http://www.shmups.com/reviews/elimdown/images/20bosb.gif in its final phase].
* [[Boss Arena Urgency]]: The [[Mini Boss]] of Stage 4 had tooth-like walls that slowly shut behind your character after a set time passed, limiting your movement space.
* [[Boss Arena Urgency]]: The [[Mini Boss]] of Stage 4 had tooth-like walls that slowly shut behind your character after a set time passed, limiting your movement space.
* [[Continuing Is Painful]]: Your three directional weapons all get downgraded once, but the real pincher is that your regular shot drops all the way down to level one. The energy capsules you needed to get to upgrade your regular shot into a [[Armor Piercing Attack|piercing]] laser aresn't easy to find either.
* [[Continuing Is Painful]]: Your three directional weapons all get downgraded once, but the real pincher is that your regular shot drops all the way down to level one. The energy capsules you needed to get to upgrade your regular shot into a [[Armor-Piercing Attack|piercing]] laser aresn't easy to find either.
* [[Crosshair Aware]]: Stage 5's [[Mini Boss]] will use a green targeting crosshair. Don't stand anywhere in between or else a pulsating lightning beam will attack the entire area [http://www.shmups.com/reviews/elimdown/images/23mid.gif between the boss and the crosshair].
* [[Crosshair Aware]]: Stage 5's [[Mini Boss]] will use a green targeting crosshair. Don't stand anywhere in between or else a pulsating lightning beam will attack the entire area [http://www.shmups.com/reviews/elimdown/images/23mid.gif between the boss and the crosshair].
* [[Every Ten Thousand Points]]: It's 100,000 in this game for an extra life.
* [[Every Ten Thousand Points]]: It's 100,000 in this game for an extra life.
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* [[Nintendo Hard]]: Especially Hard Mode.
* [[Nintendo Hard]]: Especially Hard Mode.
* [[No Export for You]]: The game was only released in Japan, hence its obscurity.
* [[No Export for You]]: The game was only released in Japan, hence its obscurity.
* [[One Hit Point Wonder]]: Although you can get shields to help you survive three extra.
* [[One-Hit-Point Wonder]]: Although you can get shields to help you survive three extra.
* [[Power Up]]: Collect five of the "P" powerups to power up your regular weapons.
* [[Power-Up]]: Collect five of the "P" powerups to power up your regular weapons.
* [[Reflecting Laser]]: The back shot, when fully upgraded, has these. Stage 5's boss uses this with [[Beam Spam]].
* [[Reflecting Laser]]: The back shot, when fully upgraded, has these. Stage 5's boss uses this with [[Beam Spam]].
* [[Roboteching]]: Stage 3 has an enemy and the boss that shoots homing lasers, Stage 5's boss has a arena-circling energy shot that tries to drop on the player as it passes over, Stage 6's boss has a laser that creates crystals, etc.
* [[Roboteching]]: Stage 3 has an enemy and the boss that shoots homing lasers, Stage 5's boss has a arena-circling energy shot that tries to drop on the player as it passes over, Stage 6's boss has a laser that creates crystals, etc.

Revision as of 19:42, 8 January 2014

Eliminate Down is a horizontal scrolling Shoot'Em Up for the Sega Mega Drive developed by Aprinet and published by Soft Vision in 1993. The game gave players immediate access to three directional-based weapons that could all be powered up as they fought strange alien enemies through eight, enormous levels. The game was never released outside of Japan.

Reminiscent of Hellfire, the player's space ship, the Steel Pyron, had three firing directional weapons all ready at their disposal: a forward firing blaster, a rear laser attack and diagonal, four-way firing bombs. The forward firing attack also had the Super Crash Shot, a small white straight-firing rocket, that with upgrades would change into a long white laser beam that could fire through foreground objects. Unlike Hellfire however, the game had no checkpoint system, though the game made the players restart a level once they lost all of their lives. Extends were set at every 100,000 points.

The weapons were upgradeable by collecting Power-Up icons; obtaining a certain number of Power-Ups would level-up the size and strength of the player's weapons, but the weapons were upgradable to just 3 Levels. The only other defenses the players had was a shield pick-up called the Barrier that protected the ship for at least two hits. The A and C buttons allowed the player to switch among the three weapons. Players could also change the speed of the ship by pausing the game and adjusting the speed level on the pause screen. Eliminate Down also had a mini-game that was playable at the main menu similar to Concentration where players had to find the right image under a certain time limit.

Not to be confused with Border Down, a relatively more recent shoot 'em up game made by G.Rev.


Tropes used for this game: