FHBG: Difference between revisions

Everything About Fiction You Never Wanted to Know.
Content added Content deleted
(Collision damage is Kirby-style, and that's also the next trope listed here that I need to crosswick. That and my contributions to Thwaite, One Mario Limit, Who Moved My Cheese?, and Who Cut the Cheese?.)
Line 11: Line 11:
* [[Ascended Glitch]]: Hanging onto walls and jumping. The NES version allowed it all the time due to a collision bug; the Python version makes the edge grab hitbox explicit.
* [[Ascended Glitch]]: Hanging onto walls and jumping. The NES version allowed it all the time due to a collision bug; the Python version makes the edge grab hitbox explicit.
* [[Back Stab]]: Attacking a Sneaker from behind causes it not to crouch into its shell.
* [[Back Stab]]: Attacking a Sneaker from behind causes it not to crouch into its shell.
* [[Collision Damage]]
* [[Collision Damage]]: Both the player and the enemy take a hit.
* [[Context Sensitive Button]]: Up on the Control Pad will climb a ladder if possible or jump if not. (A always jumps.)
* [[Context Sensitive Button]]: Up on the Control Pad will climb a ladder if possible or jump if not. (A always jumps.)
* [[Critical Existence Failure]]: After the player takes five hits, [[Game Over|the game is over]].
* [[Critical Existence Failure]]: After the player takes five hits, [[Game Over|the game is over]].
Line 20: Line 20:
* [[Goomba Springboard]]: Touching a stunned enemy propels the player up.
* [[Goomba Springboard]]: Touching a stunned enemy propels the player up.
* [[Heavily Armored Mook]]: Sneakers often crouch into their shells when threatened.
* [[Heavily Armored Mook]]: Sneakers often crouch into their shells when threatened.
* [[Hub Level]]: Levels are grouped into sets of four, and after all four are completed, the player can enter an elevator to the next set of four.
* [[Hub Level]]: Levels are grouped into sets of four behind doors. After all four are completed, the player can enter an elevator to the next set of four.
* [[Jump Physics]]: Can change direction in mid-air. Arms are not useless; if not holding a block, the player can hang on a ledge and hop up.
* [[Jump Physics]]: Can change direction in mid-air. Arms are not useless; if not holding a block, the player can hang on a ledge and hop up.
* [[Level Editor]]: Enemy sequence only in the NES version, both map and enemy sequence in the Python version.
* [[Level Editor]]
* [[Level Goal]]: The door through which the player entered opens after each level is rid of vermin or after all chips are collected.
* [[Level Goal]]: The door through which the player entered opens after each level is rid of vermin or after all chips are collected.
* [[Life Meter]]: Drawn as hearts in the upper left corner, as in ''[[Super Mario Bros. 2]]: Mario Madness''.
* [[Life Meter]]: Drawn as hearts in the upper left corner, as in ''[[Super Mario Bros. 2]]: Mario Madness''.
Line 28: Line 28:
* [[Magnet Hands]]: Ledge grabbing in the NES version. The Python remake, on the other hand, averts this: it doesn't allow the player to grab ledges with his hands full, forcing the player to choose between agility and attacking.
* [[Magnet Hands]]: Ledge grabbing in the NES version. The Python remake, on the other hand, averts this: it doesn't allow the player to grab ledges with his hands full, forcing the player to choose between agility and attacking.
* [[Mecha-Mooks]]: Sneaker and Spinner
* [[Mecha-Mooks]]: Sneaker and Spinner
* [[Mercy Invincibility]]: For one second after entering a room and after getting hit. The source code calls the timer associated with this "mercy_time".
* [[Mercy Invincibility]]: For one second after entering a room and after getting hit. The source code calls the timer associated with this "<code>mercy_time</code>".
* [[Multi Mook Melee]]: Most rooms have the objective of defeating all enemies.
* [[Multi Mook Melee]]: Most rooms have the objective of defeating all enemies.
* [[No Body Left Behind]]: Destroyed enemies disappear into four little clouds of smoke.
* [[No Body Left Behind]]: Destroyed enemies disappear into four little clouds of smoke.

Revision as of 12:58, 16 July 2014

FHBG (Forehead Block Guy) is a 2013 video game written in Python, a remake of a 2011 homebrew game for the Nintendo Entertainment System.

A public preview is available.

Tropes used in FHBG include: