De Blob/YMMV


 * Adaptation Displacement: Now that the Wii version has come out, try to find someone who has heard of the original PC tech demo, let alone played it.
 * Awesome Music: Admit it, the soundtrack KICKS ASS. Especially since every track starts out slow and simple when you enter a level, and gradually gets more complex and up-tempo as color returns to the world. Some tracks even change from a minor to a major key.
 * Ear Worm: Consider yourself dared to not dance, bob your head, whistle, beatbox, hum or snap your fingers to the music in this game. Go on. It's impossible. It's also impossible to get out of your head.
 * Justified in that the soundtrack consists of constantly looping jazz standards which grow and adapt to the amount of colour in the environment, with instrumental solos coming in for every building painted. Aaaaaand, cue Tetris Effect.
 * Fridge Logic: Rescuing from the Prison Zoo results in each of them grabbing a rope and climbing up to the blimp. Except you haven't rescued the blimp yet.
 * Maybe Pinky has a function that allows her the drop ropes from her arms so that the others can climb them?
 * Also, how in the HELL does jumping into a building and painting it in the first game transform it, of all things? Shouldn't it have exploded?
 * Why does Blob have a skeleton? He's a blob of paint!
 * High Octane Nightmare Fuel:
 * Moment of Awesome: Being at the highest point in the Dam level with a certain soundtrack on does feel like a genuinely enriching experience thanks to the colourful Scenery Porn.
 * For this one, it's when you defeat the Final Boss...
 * Tastes Like Diabetes: The Raydians, fitting with the brightly-coloured side of the game's aesthetic.
 * Waggle: Particularly Egregious; the game maps its jump function to shaking the Wiimote, and requires a degree of precision when walljumping that is nearly impossible to achieve with this control scheme. The sequel fixes this by moving the jump function to a button, though this also takes out the satisfaction of using it to slam enemies.
 * For this one, it's when you defeat the Final Boss...
 * Tastes Like Diabetes: The Raydians, fitting with the brightly-coloured side of the game's aesthetic.
 * Waggle: Particularly Egregious; the game maps its jump function to shaking the Wiimote, and requires a degree of precision when walljumping that is nearly impossible to achieve with this control scheme. The sequel fixes this by moving the jump function to a button, though this also takes out the satisfaction of using it to slam enemies.