Thwaite: Difference between revisions

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cat: NES
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The ROM is [[Freeware Games|freeware]], available from [//pineight.com/nes/#thwaite the developer's web site].
 
{{tropelist}}
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==Tropes used==
 
* [[Aerith and Bob]]: NPCs like Tilda, Meg, and Justin next to Gnivad, Isca, and Briar.
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* [[Co-Op Multiplayer]]: In single-player, the player can fire from either of two missile silos with the two buttons on a controller or mouse. In 2-player, each player has his own cursor and can fire from one of the silos.
* [[Critical Existence Failure]]: Even if all ten villagers have to crowd into a single house, the game goes on.
* CrowdPanic[[Crowd Panic]]: Normally, the villagers inside a house that's threatened (see AlertnessBlink"Alertness Blink" above) head for another house. This happens in the faster levels where almost every house is threatened.
 
* DestructibleProjectiles[[Destructible Projectiles]]: The goal is to protect the village by destroying incoming ballistic missiles.
<pre>
* DoubleTap[[Double Tap]]: The best option when dealing with a balloon or MIRV that just split into three missiles is to destroy two with one of your missiles and the third with another.
* CrowdPanic: Normally, the villagers inside a house that's threatened (see AlertnessBlink) head for another house. This happens in the faster levels where almost every house is threatened.
* [[Do Well, But Not Perfect]]: The ending for a [[No Damage Run]] is not [[Canon Ending|canon]].
* DestructibleProjectiles: The goal is to protect the village by destroying incoming ballistic missiles.
* DummiedOut[[Dummied Out]]: The cutscenes were originally supposed to have characters walking around. Graphics for this are still present in the tile sheet.
* DoubleTap: The best option when dealing with a balloon or MIRV that just split into three missiles is to destroy two with one of your missiles and the third with another.
* EveryTenThousandPoints[[Every Ten Thousand Points]]: One destroyed house is rebuilt after each day that the player survives.
* DoWellButNotPerfect: The ending for a NoDamageRun is not [[CanonEnding canon]].
* ExpositionBreak[[Exposition Break]]: Before a 1- or 2-player game begins, a short, skippable {{[[cutscene}}]] is shown explaining the game's object. During the game, each five waves represent one early morning, and after them, there's a short dialogue during the day.
* DummiedOut: The cutscenes were originally supposed to have characters walking around. Graphics for this are still present in the tile sheet.
* GameOver[[Game Over]]: If all ten houses are destroyed, or both missile silos are destroyed, the game ends.
* EveryTenThousandPoints: One destroyed house is rebuilt after each day that the player survives.
* GeneralGamingGamepads[[General Gaming Gamepads]]: In addition to a standard NES controller, the game accepts a [[VideoGame/MarioPaintMario Paint|Super NES Mouse]] that is plugged through a Super NES to NES controller adapter or into a "famiclone" console with Super NES controller ports.
* ExpositionBreak: Before a 1- or 2-player game begins, a short, skippable {{cutscene}} is shown explaining the game's object. During the game, each five waves represent one early morning, and after them, there's a short dialogue during the day.
* GimmickLevel[[Gimmick Level]]: The levels with unusually fast missiles to test reaction time and the levels with all splitty things (balloons and [=MIRVs=]).
* GameOver: If all ten houses are destroyed, or both missile silos are destroyed, the game ends.
* HintSystem[[Hint System]]: a two-line hint is displayed for the first five seconds of early levels.
* GeneralGamingGamepads: In addition to a standard NES controller, the game accepts a [[VideoGame/MarioPaint Super NES Mouse]] that is plugged through a Super NES to NES controller adapter or into a "famiclone" console with Super NES controller ports.
* HoldTheLine[[Hold the Line]]: Each round has a specific number of enemy missiles, and the round ends once all those have spawned and either been destroyed or destroyed something.
* GimmickLevel: The levels with unusually fast missiles to test reaction time and the levels with all splitty things (balloons and [=MIRVs=]).
* MacrossMissileMassacre[[Macross Missile Massacre]]: What the player must destroy.
* HintSystem: a two-line hint is displayed for the first five seconds of early levels.
* MrExposition[[Mr. Exposition]]: In the opening cut scene, Pino [[{{Infodump}}Info Dump|instructs]] Milo and Staisy on how to operate the fireworks as a missile defense system.
* HoldTheLine: Each round has a specific number of enemy missiles, and the round ends once all those have spawned and either been destroyed or destroyed something.
* MultipleEndings[[Multiple Endings]]: The culprit is never discovered if [[NoDamageRunNo Damage Run|no buildings ever get blown up]].
* MacrossMissileMassacre: What the player must destroy.
* MyNaymeIs[[My Nayme Is]]: Player 2's character is named Staisy.
* MrExposition: In the opening cut scene, Pino [[{{Infodump}} instructs]] Milo and Staisy on how to operate the fireworks as a missile defense system.
* NoFairCheating: [[spoilerNo Fair Cheating]]: {{spoiler|The NoDamageRun[[No Damage Run]] ending [[BreakingTheFourthWallBreaking the Fourth Wall|breaks the fourth wall]] to thank the player for performing a [[{{Speedrun}}Speed Run|tool-assisted superplay]], assuming that no player can accomplish this NintendoHard[[Nintendo Hard]] feat legitimately.]]}}
* MultipleEndings: The culprit is never discovered if [[NoDamageRun no buildings ever get blown up]].
* NoPronunciationGuide[[No Pronunciation Guide]]: One of the [=NPCs=] is named Gnivad, and the manual doesn't give any hints on how to pronounce this.
* MyNaymeIs: Player 2's character is named Staisy.
* NotAGame[[Not a Game]]: In a NoDamageRun[[No Damage Run]] in progress, one of the villagers thinks the action is [[AllPartOfTheShowAll Part of the Show|just an elaborate fireworks show]], and another has a hard time convincing him otherwise.
* NoFairCheating: [[spoiler:The NoDamageRun ending [[BreakingTheFourthWall breaks the fourth wall]] to thank the player for performing a [[{{Speedrun}} tool-assisted superplay]], assuming that no player can accomplish this NintendoHard feat legitimately.]]
* [[Old Format, New Work]]: Not only was this game made for NES, but it was also on the smallest widely used memory size for NES cartridges (24 KiB).
* NoPronunciationGuide: One of the [=NPCs=] is named Gnivad, and the manual doesn't give any hints on how to pronounce this.
* OneHitPolykill[[One-Hit Polykill]]: Blowing up multiple missiles is essential especially in the fifth round of each morning, where the enemy has more ammo than you.
* NotAGame: In a NoDamageRun in progress, one of the villagers thinks the action is [[AllPartOfTheShow just an elaborate fireworks show]], and another has a hard time convincing him otherwise.
* RecursiveAmmo[[Recursive Ammo]]: MIRV missiles and balloons.
* OneHitPolykill: Blowing up multiple missiles is essential especially in the fifth round of each morning, where the enemy has more ammo than you.
* ScoringPoints[[Scoring Points]]: Played with. Blowing up incoming missiles scores no points; conserving ammo and keeping houses protected at the end of each round does, as the ScoreScreen[[Score Screen]] after each round explains. Because of this, there is only one score even in co-op.
* RecursiveAmmo: MIRV missiles and balloons.
* ShoutOut[[Shout-Out]]: The game's aesthetics and ending recall ''VideoGame/AnimalCrossing[[Animal Crossing]]'' series.
* RidiculouslyFastConstruction: It takes only one day to rebuild a destroyed house.
* ScoringPoints: Played with. Blowing up incoming missiles scores no points; conserving ammo and keeping houses protected at the end of each round does, as the ScoreScreen after each round explains. Because of this, there is only one score even in co-op.
* ShoutOut: The game's aesthetics and ending recall ''VideoGame/AnimalCrossing'' series.
** Balloons carrying missiles resemble those that carried presents in ''Animal Crossing''.
** The AlertnessBlink[[Alertness Blink]] references ''VideoGame/MetalGear[[Metal Gear]]'' series.
** One of the cut scenes in the NoDamageRun[[No Damage Run]] track quotes lines from the {{[[Engrish}}]] intro to ''VideoGame/ZeroWing[[Zero Wing]]''.
** The CanonEnding[[Canon Ending]] references [[{{spoiler:|an EasterEgg[[Easter Egg]] shared by ''Mario Paint'', ''VideoGame/TheLegendOfZeldaLinksAwakening[[The Legend of Zelda: Link's Awakening]]'', and]]}} ''Animal Crossing''.
* SoundtrackDissonance[[Soundtrack Dissonance]]: The game's peaceful, subdued soundtrack sounds like tunes that might be played in a laid-back social sim. It doesn't fit with the frantic blowing-things-up action.
* StandardSnippet[[Standard Snippet]]: After each round, a snippet of "[[WestminsterChimesWestminster Chimes|Westminster Quarters]]" plays.
* [[Stuff Blowing Up]]
* StuffBlowingUp
* [[Sugar Apocalypse]]
* SugarApocalypse
* [[Suspiciously Similar Song]]:
* SuspiciouslySimilarSong:* The music for 2 AM is a parody of the music for 2 AM in ''Wild World'', showing that song's own similarity to the second movement of ''Pathetique'' by LudwigVanBeethoven[[Ludwig Van Beethoven]].
* UnstableEquilibrium: After a missile silo is blown up, it's out of commission for the remainder of that round and until either sunrise or the player completes a round without a single building being destroyed. At this point, the player has fewer missiles to work with, and one strategy is to ignore half the buildings.
** 5 AM is the 5 AM music in ''Animal Crossing'' for GameCube recreated with cut-up pieces of the third movement of ''Pathetique''.
</pre>
* UnstableEquilibrium[[Unstable Equilibrium]]: After a missile silo is blown up, it's out of commission for the remainder of that round and until either sunrise or the player completes a round without a single building being destroyed. At this point, the player has fewer missiles to work with, and one strategy is to ignore half the buildings.
 
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[[Category:{{BASEPAGENAME}}]]
{{reflist}}
[[Category:Freeware Games]]
[[Category:Nintendo Entertainment System]]
[[Category:Troper Works]]