Lets Play Blaster Master Blasting Again
Chou Wakusei Senki (Super Planetary War Chronicle) - Metafight is a series of activeness-adventure games originally created by Sunsoft.
It'southward the yr 2052. On the afar planet Sophia the third, located in the Epsilon Galaxy, a flourishing advanced civilization is of a sudden attacked by the evil emperor Goez and his "Invem Nighttime Star Cluster" army of mutants, who have conquered every other planet in outer space. The just survivors of the raid are a small sect of the local Scientific discipline Academy known every bit "Nora Satellite", who escape and decide to build a weapon to defeat the Invem Dark Star Cluster and Goez. With the help of designer Dr. Jennifer Cornet, they create an all-purpose mobile tank known as Metal Attacker, and enlist a immature man by the name of Kane Gardner to pilot Metal Assailant and destroy Goez.
At least, that'due south the Excuse Plot if you lot live in Japan and bothered to read the transmission. If you lived anywhere else, the game was called Blaster Master and followed the (frankly ridiculous) story of Jason Frudnick, a high school senior on (then) modernistic-24-hour interval Earth who finds a frog and names him Fred. I 24-hour interval, Fred escapes from his fish bowl and encounters a crate of radioactive fabric, causing the pet frog to grow several times larger and subsequently autumn downwards a large hole. Jason, in pursuit of Fred, leaps down the hole himself and comes face to face with a behemothic armored vehicle called SOPHIA THE tertiary, which was designed to fight radioactive mutants living Beneath the Earth. Jason, e'er the hero, puts on a combat suit and gets inside the vehicle on his manner to observe Fred and destroy the mutants' leader — the Plutonium Dominate.
While the original Metafight achieved only middling success in its home country, Equalizer Master became far more than pop in the West, and has since been deemed a Cult Archetype for the Nintendo Entertainment System. Sunsoft would later continue the series with multiple sequels (and ane unofficial Brøderbund sequel) of varying quality.
The original Blaster Master series:
- Chou Wakusei Senki — Metafight/Equalizer Master (NES, and Wii and 3DS Virtual Console)
- Blaster Master 2 (Sega Genesis) note Developed by Brøderbund. Due to its lackluster quality, radically different gameplay and the fact that information technology wasn't made by Sunsoft, its being is more often than not ignored past futurity installments, with Enemy Beneath beingness the proper sequel to the original game
- Equalizer Master Boy/Blaster Master Jr. (Game Male child) note This was really the sequel to Robowarrior that was remarketed for international release.
- Metafight EX/Equalizer Master: Enemy Below (Game Boy Color, and 3DS Virtual Console)
- Blaster Master: Diggings Again (PlayStation)
- Blaster Chief Overdrive (WiiWare)
Post-obit the release of Overdrive in 2010, the series went dormant until 2016, when Inti Creates (of Mega Man Cipher and Azure Striker Gunvolt fame) announced that they had acquired the license from Sunsoft. Inti Creates went on to develop and release a trilogy of remakes/reboots of the franchise under the title Blaster Master Zero, pulling elements from across the previous Blaster Chief and Metafight sagas and combining them into one definitive packet.
The Zilch trilogy:
- Blaster Master Aught (2017, Nintendo 3DS / Nintendo Switch / PC)
- Blaster Principal Zero Two (2019, Nintendo Switch / PC)
- Equalizer Chief Zippo Iii (2021, Nintendo Switch / PlayStation 4 / PC)
- Equalizer Master Cypher Trilogy (2021, Nintendo Switch / PlayStation 4)
There was also a Worlds of Ability novelization of the first game, written by Peter Lerangis (nether the pen proper noun A.L. Vocalist). Elements from the novel were used in Diggings Again and Aught, making it the only novel in the serial to get catechism.
Equalizer Main does not, by the way, run Bartertown.
Blaster Master provides examples of:
- Adaptation Expansion:
- The Worlds of Power novel adds Eve, a daughter from another planet, as the original owner of the SOPHIA Iii vehicle. These details would later become catechism in Blasting Again.
- Zero'south reimagining of the original adds a lot more meat to the original Alibi Plot.
- Adaptational Backstory Change: In Diggings Again, the Lightning Beings are entities made of energy who escaped their globe after the Plutonium Boss destroyed it; Eve is a member of their species. In Null 3, the Lightning Beings are deviant mutants who are disobeying the volition of Eve, who has become the Mutant Queen and a being of pure thought that resides in superdimensional infinite.
- Conflicting Invasion: The invading Invem Dark Star Cluster is doing this to planet Sophia in the Metafight continuity.
- All There in the Transmission: The backstory of Blasting Again, specifically the grapheme of Eve and the origin of the Plutonium Boss, does not appear in whatsoever of the previous games. It does, however, appear in the Worlds of Power novelization of the original Blaster Main, making it the only Worlds of Power novel to be catechism.
- Alternating Dimension: A lot of Cypher III deals with superdimensional infinite, an alternate reality overlaid on meridian of "normal" reality that abides by unlike rules and is non habitable to beings from "normal" space. It also happens to be where the mutants live. Jason somewhen deduces that Area nine in Blaster Master Zip is itself a grade of superdimensional space overlaying planet Globe, just compared to superdimensional space on Sophia information technology's actually possible to stay at that place for an extended period of time without the Accel Charger.
- Amphibian at Large: The boss of Area four in the showtime game is a giant frog named Fred that attacks with its long natural language.
- Angst Nuke: In Blasting Over again, the Acceleration Blast is a Wave-Motion Gun version of this, as its power is implied to be derived from Roddy'due south emotions.
- Anti-Frustration Features: In the original game, if you accept to utilise a Proceed against the Final Boss, in one case you reach the boss room, the game skips the Plutonium Boss automatically and goes directly to the final fight.
- Fine art Evolution: While at that place'south almost no stylistic change, in the first Zero game the colors of the central art were somewhat washed out and more than gritty; by Zero II the art looks more full and vibrant.
- Ascended Extra: The Plutonium Boss was upgraded to Big Bad status in the Westward, despite only being the game's penultimate dominate. This was reversed with Zero, which is based largely on Metafight and thus demotes the Plutonium Dominate back to extra while re-elevating the Mutant Lord to Big Bad.
- Eve from Diggings Once again onwards.
- Awesome, but Impractical: The grenades in Diggings Again look great coming out, but they're nigh-useless on mooks that aren't amassed together due to their triangular placement. Enemy Below's grenades also accept a pathetically brusk range, and Zero'southward aren't much better.
- Bag of Spilling: Happens in both Nada II and Nil 3. In both cases information technology's justified for plot reasons; in the former, Jason wrecked the SOPHIA-Zero while looking for a cure for Eve'southward mutant infection and could only bring the cannon over to the G-SOPHIA, while in the latter, the K-SOPHIA is stripped of its upgrades by the Sophia Force after they imprison Jason.
- Big Bad:
- In the Metafight continuity, the Mutant Lord Goez is the Big Bad. This too holds truthful for Cypher, which uses elements of Metafight canon.
- In the Blaster Master continuity, the Plutonium Boss is the Big Bad.
- In Diggings Again, the Large Bad is Kaiser.
- Big Creepy-Crawlies: The series has a lot of maggots itch on the floor.
- Blackground: When you enter a boss fight room, the stage starts flashing before cutting to an open, pitch-black room containing only the boss.
- Boss Warning Siren:
- In the NES game, afterwards entering a Dominate Room, the screen begins to repeatedly flash as an alarm siren stops the music, before fading out the screen completely and revealing the dominate. Interestingly, yous can leave the room just before the screen fades out completely.
- Diggings Over again prefaces boss fights with a "Warning" screen and warning that also doubles as a loading screen.
- The Zero series also has them, and they at present come with Boss Subtitles. Zippo Iii reveals that they actually be in-universe as the tank'south A.I. generates a codename for the target based on a preliminary assay. This is how Jason gets the title of "Blaster Master", since Kane's Metal Assaulter called him as such.
- Broken Span: The layout of the game is nonlinear, but diverse obstacles railroad you through the levels in a specific gild, eg. locked doors (betwixt Stage 4 and 5), gravity barriers (demand Hover, Dive, or Wall powers), insurmountable waist height fences (some barriers are indestructible until you lot're powered up), and beef gates (the Mini-Boss between Stages 1 and 2 is unbeatable until you become the Hyper upgrade).
- Bubble Gun: Hard Shell in both the original and Nil spits bubbles, and fires more as information technology gets low on health.
- Canon Discontinuity: The existence of Blaster Master II is mostly forgotten by futurity games in the original series. Still, it did introduce the Lightning Beings, which were re-canonized in Blasting Again as Eve'southward species and a key antagonistic strength.
- Canon Immigrant: The Worlds of Power Blaster Principal novel is the merely novel in the series to become catechism, Elements from the novel are used in Diggings Once more and Zero, especially Eve, who in the novel is the original pilot of SOPHIA III.
- Compilation Rerelease: Following the release of Zero III, a pack called Equalizer Primary Naught Trilogy was released to commemorate the 33rd anniversary of the franchise. In addition to combining all iii Zero games into a single product, the compilation includes all DLC for Zero and Nil II and adds Japanese voice acting as an exclusive feature.
- Continuity Reboot:
- Overdrive was billed equally a "re-imagining" when announced, but sure details within the game suggest that it's a prequel.
- Zero starts off with a reimagined plot of the first game and diverges into an original story for its sequel, but Zero III retroactively changes it to beingness a Soft Reboot, with III all but confirming that the trilogy is set in the original Metafight series.
- Continuity Snarl: Equalizer Master is known for effectively post-obit at to the lowest degree two different canons that flip-flop depending on which game you're playing and what region version of which game you're playing. This is the outcome of the U.South. localization heavily rewriting the plot and becoming more than popular than its original Japanese version, so sequels only followed the Japanese version if yous played them in Japan upwards to Diggings Once more, when information technology was decided that the U.S. catechism was more favorable. The Zero series starts out dubious since it's a reboot that follows the general plot structure of the Western version, but by the end of Cypher III, the pic is clear: It's part of the Japanese canon only with the U.Due south. catechism injected to it, while likewise managing to weave in elements from ''Blasting Over again'' in the catastrophe.
- Convection Schmonvection: 7th area, 1st game; and the third expanse of Blaster Master 2.
- Cool Motorcar: The SOPHIA, in all of its incarnations.
- Cores-and-Turrets Boss: Photophage, the third boss of the beginning game, which leaves clones of itself effectually the room that speedily become indestructible until they attack again if you lot can't destroy them quickly enough. Zero has multiple ones: in improver to Photophage, there's Remote Blaster, which combines this with Crosshair Aware, and Aboriginal Freeze, which is an unabridged room filled with them, with the latter ii throwing Frictionless Ice into the mix.
- Cutting-and-Paste Environments: Every Area in Overdrive looks almost exactly the same.
- Cutscene Power to the Max: In Blasting Once more, Kaiser is ultimately destroyed with the Dispatch Blast, a function of the SOPHIA J-7 that was never mentioned to exist at any bespeak in the game.
- Damage-Sponge Boss: Bosses in Blasting Again are incredibly fond of having tons of health confined note although each wellness bar is for individual parts, so information technology's non as bad as it seems. To wit, the first boss has eighteen health bar.
- Distant Sequel: Metafight EX takes place 55 years later the original Metafight and stars Kane Gardner'south descendant equally the airplane pilot of SOPHIA-Three.
- Dolled-Up Installment: Blaster Principal Boy is really the localization of the sequel to the game Bomber King, released in the west as Robowarrior.
- Down the Drain: Stage 4 in the first game, Enemy Below, and Null.
- Drill Tank: An upgrade turns SOPHIA into one in both Blaster Master 2 and Overdrive. Likewise, the second boss of stage 2 in Equalizer Master ii.
- Driving Up a Wall: Upgrades allow SOPHIA III to drive up walls and onto ceilings.
- Dub-Induced Plot Hole:
- Whereas the Japanese version of the first game takes place on an alien planet in the distant future, the American version changed the setting to underground. Which doesn't make whatsoever sense because the very start level has visible trees, mountains, a heaven, and clouds in the background, indicating that information technology'southward at least starting out on the planet's surface.
- Zero rectifies this by explaining that humans had built artificial biomes during the time they spent living underground in the aftermath of The End of the World as We Know Information technology, and most of it was preserved even after the surface became habitable once again and the humans moved back aboveground.
- Energy Beings: The Lightning Beings from Blaster Master two and Diggings Again.
- Free energy Weapon: Zero's SOPHIA can obtain a Laser mod for its main weapon, which allows you lot to fire a laser beam as a Charged Attack that travels through walls and terrain. The SOPHIA-Aught gets a vastly superior upgraded version that allows you to instead fire it without charging, making information technology a better normal shot than your bodily normal shot.
- Eternal Engine: Area 3 of the start game and in Enemy Below.
- Evolving Weapon: Jason's gun, SOPHIA's chief cannon with the Hyper and Crusher upgrades.
- Alibi Plot:
- In the original, Jason is simply out to catch his irradiated mutant pet frog and stumbles upon a mobile tank, which he uses to defeat mutants from the underground. The original Japanese version has a plot well-nigh foiling an alien invasion, only it barely comes up in-game.
- In 2, four years after the events of the first game, a new threat emerges, chosen Lightning Beings, which intend to become to the core of the planet and change its axis to destroy the earth. SOPHIA was scrapped when the building information technology was in was struck by lighting and its parts raided by the these new enemies to assistance build their army of machines to reach that end.
- Ditto for Enemy Beneath, whose plot vaguely resembles something along the lines of "lab monster breaks out and sets other monsters free, so Jason has to become kill mutants once again".
- Overdrive does it as well, although the plot is slightly more believable, since information technology involves a virus that has started to infect all life on the planet, the protagonist'due south wife and child are infected and SOPHIA was stripped of its gear by advanced mutants.
- Eyeless Face up: The frog bosses in the first game have mouths, but no eyes.
- Imitation Difficulty: In the first game, in an attempt to curb the lag from having too many enemies on the screen at once, enemies volition despawn if they're too shut to the screen's edge, and will respawn and continue whatsoever they were doing afterward the screen scrolls to wherever they were cut off. This unfortunately leads to cases where enemies volition spawn in places that were clear a 2nd before y'all moved there, resulting in some very inexpensive damage or deaths.
- Falling Damage:
- If Jason falls his own maximum jumping elevation or less, he takes no harm. Ane block more than that deals one bespeak of damage (and adds a hilarious 'bounce'), and one block more than that is fatal (unless he lands in water).
- Averted with the Guest Fighters in Zero.
- Falling into the Cockpit: In Blaster Master (NES), a male child finds an armored tank lying around and is able to drive it.
- Flash of Hurting: Enemies which take multiple hits to kill, tend to briefly change colour when damaged.
- Flunky Dominate: The Final Boss of Overdrive largely fights by summoning other parts that spawn Mooks.
- Foreshadowing: One of the very start enemies you come across in Surface area 1 in the first game will provide you lot with a power-up to fuel your Hover estimate. This would exist a mystery to new players, since Sophia doesn't even have a Hover gauge at this time, and won't go one until the end of Area three. Remembering this fact can help players find the entrance to Area 4 on the cliff above the place they started the game.
- Gaiden Game: Blaster Master Boy, a Dolled-Up Installment of Bomber King 2.
- Gameplay and Story Integration: A major plot point toward the finish of Naught revealed Fred can teleport to a SOPHIA unit of measurement via wormhole. In the sequel, this is used as a gameplay mechanic, allowing Jason to exit dungeons and warp back to the vehicle on the overworld.
- Giant Enemy Crab: The 5th boss of the first game, the third and 6th bosses of the 2nd game, and the 1st and third bosses of Overdrive.
- Giant Infinite Flea from Nowhere: The Terminal Boss boxing in the first game. After y'all defeat the Plutonium Boss, your true final opponent is... some armored knight with a plasma whip. This is Goez, who was retconned out of the plot in the English version, so he'southward only there for no reason unlike his Japanese counterpart.
- Glass Cannon: Jason, in the original and especially Zero. While he'south much more vulnerable when he exits SOPHIA III in the side-scrolling sections, as he takes more than damage from hazards and loses a lot of mobility (too as being unable to descend safely), his shots tin still deal somewhat respectable damage to enemies. Downplayed in the elevation-downwardly sections, equally the enemies there are designed to be exclusively fought past him (or the other DLC pilot characters in "Zero"), and as such he becomes an (potentially) unstoppable One-Human being Army.
- Graphics-Induced Super-Deformed: In both the original and Zero, Jason (and EX Characters in Zero) look like toys compared to their actual designs when in the overworld and in dungeons.
- Grappling-Claw Pistol: The Anchor Kit in Overdrive allows the SOPHIA to burn down a hook that embeds itself into walls and ceilings to navigate high terrain. It's obtained early, but there's a later upgrade called the Ballast Kit 2 that improves the firing distance.
- Grimy Water:
- Present in Blaster Main ii.
- Aerosol and minor pools of h2o volition damage not only Jason but SOPHIA equally well. As an firsthand subversion, Stage five is a completely submerged level that'due south harmless, only all encounters with water after this level are of the grimy multifariousness once again.
- The water in the overhead areas of Phase 4 also counts.
- In Naught, the chief sources of harmful water is the pinkish water seen in phase two/three (dungeons) and area 5'due south dungeons. Water elsewhere merely hinders SOPHIA'south mobility (until getting the swoop upgrade).
- Present in Blaster Main ii.
- Hope Spot: In the ending of Zippo II, Eve'southward mutant infection stabilizes after she fires the Acceleration Blast, with the implication that she is miraculously fully cured due to her newfound Heroic Willpower. Zero 3 reveals that she was never cured, the infection just stopped being malignant, and what actually happened was that when her infection stabilized, she became a mutant with the appearance of a man. This causes a host of new problems since information technology not only results in the events leading upwardly to the showtime of Nix Three, only forces Jason to take fifty-fifty more extreme measures and directly leads into the trilogy's Bittersweet Ending.
- Hubcap Hovercraft: About SOPHIA models across the franchise have the ability to do this with the Hover upgrade.
- Lava Is Boiling Kool-Aid: Both in Blaster Main and in Enemy Below. Expanse vii's overhead stages use recoloured water from the first Blaster Chief game equally lava. Touching it deals ii points of health damage.
- Leap of Faith:
- In Metafight, the final section of Area 4 required you to jump direct off a cliff and endeavour to catch a single tile of ladder you lot can't see until yous're already on the way down in social club to admission the lock needed become to Area 5. Alternately, you could merely aim for the lock, but this kills you in the process. Understandably, this specific room was inverse for Blaster Master into a elementary platforming section involving ladders.
- The Metafight version of the room is brought back for Zero, but is made significantly easier by adding a broken ladder in the background that shows where you should aim and making it slightly longer, in addition to the removal of express lives. There is too a pool of Soft H2o under the ladder that can catch y'all if you fail to catch the ladder during your autumn.
- Lethal Lava Country:
- Area seven in the kickoff game and Zero.
- And in Enemy Below, with recolored water as lava.
- Lightning Bruiser: SOPHIA III, at least in the original and "Zero". From the get-go, it'south already very mobile, tough, and packs impressive firepower. Turned Up to Eleven when fully upgraded.
- Loads and Loads of Loading:
- Blaster Chief 2. On the Genesis. Yes, a cartridge-based game has this problem.
- A recurring theme in Blasting Again.
- Loose Catechism: The exact canonicity of 2 in the western catechism is never addressed, as the events of the game are never mentioned by Blasting Again. However, Diggings Over again uses the Lightning Beings that debuted in 2, which leaves its canon condition as "possible".
- The Lost Woods: Stage 1, get-go game.
- Malevolent Architecture: Spiked pillars in the overhead stages in Enemy Beneath.
- Mana Meter:
- The SOPHIA III's subweapon guess serves as this; it'due south consumed when performing specific deportment such equally using Subweapons and special maneuvers, and refills gradually over time.
- Zero's DLC characters accept Subweapon gauge replacements that role this way. Gunvolt has the EP Meter, Ekoro has the Center Gauge, Shantae has a Magic Meter, and Shovel Knight has Magic Points.
- Metroidvania: Information technology was this type of game before the subgenre became popular.
- Mission-Pack Sequel: Enemy Below has new maps, weapons, gameplay, and bosses, but similar graphics and music to the NES game.
- Mirror Matches: A Boss Battle in Overdrive, which ends in a shout out to the Gaiden Game in a Make My Monster Grow moment.
- More than Dakka: Blaster Lv. 5 in Overdrive causes your gun to literally spew bullets non-cease like a gatling gun. Blaster Level 4 in Zero does the same.
- Mutant: The enemies that Jason fights in the Blaster Primary continuity are created or mutated by the radioactive chest. In Metafight and Zero, though, they're a Horde of Alien Locusts; Jason calling them "Mutants" is a misnomer.
- Nintendo Hard:
- The original NES game is notoriously hard. Nine lives max, with no passwords or save points. If you get a game over, have fun starting from the very showtime in a Metroidvania.
- Aught added Destroyer Way in Version 1.two, unlocked after completing the game, which profoundly increases difficulty: Energy Guard is useless, Life Ups are functionally redundant and only refill you to max health, enemies are overall tankier, overworld enemies fire expiry bullets at you lot when you impale them, and dungeon enemies tin can only exist destroyed with specific Guns or with Subweapons. Equally an added bonus, dungeon enemies with projectile attacks can now shoot through walls.
- Novelization: Scholastic Publishing wrote a book based on the game every bit part of its Worlds of Power series. While information technology takes several liberties with the plot of the get-go game, parts of it were elevated into canon in future games, particularly the character of Eve, whose novel backstory as the possessor of the SOPHIA-Three was written into the series.
- Nuclear Nasty: The enemies that Jason fights in the Equalizer Master continuity are created or mutated by the radioactive breast.
- Once an Episode: In the Null trilogy, y'all fight a version of the Skeleton Boss in each game, and in each game you lot can Ane-Hit Kill it with the game's ultimate weapon. It's most obvious in the first game where the game outright encourages yous to practice so, just it still works with the Total Accel Burst and Final Accel Charge.
- Palette Bandy:
- Bosses two and vi in the first game are similar in appearance, as are bosses four and seven (which may explain why the
grenade glitch (see Intermission Scumming below) only seems to piece of work on them). - In Zero, playing every bit EX Characters will modify the SOPHIA III's appearance to match the grapheme being played. For example, when playing as Gunvolt, the SOPHIA III becomes yellow and blue. Destroyer Mode likewise gives SOPHIA and Jason a grey colour palette.
- Bosses two and vi in the first game are similar in appearance, as are bosses four and seven (which may explain why the
- Break Scumming: In the outset game, it's possible to beat out some of the bosses by hitting them with grenades and pausing at the right moment. If you do it correct,
the boss will keep taking damage while paused. Be conscientious, however, as this too works in reverse. - Power Upwardly Letdown:
- In the original Blaster Master and Metafight, several gun levels are these in ane way or the other.
- Gun levels 4-5 cause the gun to pseudorandomly alternating between firing direct shots and shots that arc to the left or right of Jason/Kane and and so go backside him.
- Gun levels 6-vii travel in sinusoidal waves. The chief trouble is that the mode the bullets travel make it hard to hit some objects in front of Jason/Kane, and that they are absorbed by walls and so firing these when Jason/Kane is next to one is useless. Attempts to shoot some bosses' tiny weak points can exist frustrated by the moving ridge pattern and the bullets' assimilation when they hitting some other part of the boss.
- Gun level eight is like gun levels 6-7, but its shots pierce walls instead of getting absorbed past walls. It is great at clearing out rooms of Mooks, but terrible at precision targeting. Attempts to shoot some bosses' tiny weak points tin can be frustrated past the wave pattern.
- The upgrades for Jason'due south gun in Enemy Below. He can only collect three, but good luck collecting more than i due to losing them quickly to enemy attacks.
- And in Diggings Again, where the max weapon upgrade transforms Roddy's gun into a powerful simply extremely brusque-range flamethrower. The 2nd-highest upgrade is far more applied.
- In the original Blaster Master and Metafight, several gun levels are these in ane way or the other.
- Real Is Brownish: In Overdrive.
- Recurring Boss: Despite not existence a main antagonist like in the Western Blaster Master games, the Plutonium Dominate'due south Zero counterpart, the Skeleton Boss, appears twice in every game in the series. Outset as the Skeleton Boss, so as Cerbeboss (Skeleton Dominate with 3 heads), and finally equally Metal Cerbeboss (Cerbeboss with the main caput becoming a cyborg).
- Recurring Chemical element: The Acceleration Smash appears in every game in the Zero serial, even in the sequels where information technology has "successors" in the form of new upgrades. While it it serves the role of the SOPHIA-III's superweapon in the first game, it serves a plot critical part in the 2nd game, and is a undercover optional upgrade that can exist found during The Very Definitely Final Dungeon in the third game. This retroactively makes sense given the trilogy'due south ties to Blasting Again, which introduced the original Dispatch Blast.
- Recycled Championship: Averted with Blasting Again in Japan, which is just chosen Equalizer Principal like the Western counterpart of the first game, but it is the showtime game in the franchise to utilise the "Blaster Master" name in Japan since all previous titles diameter the Metafight proper noun.
- Revisiting the Roots: This was Overdrive'south take after the mixed handbag that was Diggings Again, which attempted 3D conversion of the traditional formula. Inti Creates tried this again with Nix and was on the whole more successful than Overdrive.
- Sequel Claw: Overdrive ends with the epitome of a comet approaching Earth, followed by the phrase "...the battle has but begun...".
- Shapeshifting: Blasting Again reveals that the Lightning Beings are Eve'south species; survivors from when the Plutonium Boss destroyed their world.
- Shared Universe: Luminous Avenger iX 2 reveals that the Blaster Master Zippo trilogy has approved ties to the Azure Striker Gunvolt Series. Copen acquires Roddy's Blaster Rifle from the events of Zero II due to the efforts of The Creator, and Jason later hops over to the parallel universe of iX ii to spar with Copen.
- Shielded Core Boss: The Surface area 6 boss in Overdrive. Damaging the dominate'south feet eventually disables information technology, leaving its core vulnerable to assail for a short time.
- Shout-Out: The protagonist and his frog are named Jason and Fred...
- Slippy-Slidey Water ice World: Area half-dozen in the original, Zip, and Overdrive. Aught throws some twists into the formula, though: almost rooms in the area start off normal, simply you demand to use command panels inside caves to freeze them over in order to proceed further in the area, and Jason can use his flamethrower weapon to melt icy floors inside dungeons, which also restricts the movement of some of the enemies.
- Soft Water: On land, Jason is subjected to Falling Damage when outside SOPHIA III. However, he'due south perfectly safe if he lands in water, fifty-fifty from heights far exceeding what would normally be fatal.
- Spikes of Doom: Everywhere in the last surface area in the original and in Enemy Beneath.
- Stealth Sequel: The Blaster Main Zero trilogy is one to Metafight, set up ten years in the time to come. This is strongly hinted by the Golden Ending of the first game and later confirmed by the third game.
- The Stinger: Overdrive has one in which a comet ominously approaches Earth, accompanied by the Sequel Hook text "The battle has just begun..."
- Super Not-Drowning Skills: In the "overworld" sections, Jason has no problem swimming through h2o — much more so than SOPHIA until it gets the "Swoop" upgrade. Inverted in the "on-foot" sections of Areas 4 and seven, where falling into h2o/lava ways instant death. In Zero, falling into water or lava only amercement you.
- Super Image: The Purposefully Overpowered Sword of Plot Advancement from the offset Goose egg, SOPHIA-Nothing, is revealed to be one in Zero Ii. Although vastly superior compared to the normal tank, being built on such short notice means information technology came loaded with design flaws, and the tank is ultimately pushed beyond its limits by the fourth dimension Nil 2 rolls effectually. Jason ends upwards scrapping it for parts and using its cannon on his new tank, the GAIA-SOPHIA, which isn't quite as potent every bit the previous tank but makes upwards for it with its own unique capabilities.
- Sword of Plot Advancement:
- While it has no meaningful gameplay stardom, it is stated in the setting of the Zero trilogy that Blaster Rifles are required to operate Metal Attackers by inserting the gun into the tank like you would an actual key, hence their key-shaped designs (until Jason'due south Yard-SOPHIA, which has a more gun-shaped Blaster Burglarize). This is appropriately reflected in the Japanese translation, which calls them "Key Rifles".
- The SOPHIA-Cipher is a Tank of Plot Advancement, every bit it is a super-powerful variant of the SOPHIA 3 sent by Kane Gardner and Jennifer Gardner to assistance Jason rescue Eve and save the Earth at its most dire 60 minutes.
- Temple of Doom: Stage 2 of the original.
- Lawn tennis Dominate: Venom Master in Destroyer Mode can only be damaged by reflecting shots back into him, whether his ain or those of his flunky minions, which thankfully drib gun upgrades when killed in case you get hit to the bespeak where you lot lose Reflect.
- This Is a Drill: The Drill Kit in Overdrive equips a large drill to the front of SOPHIA that tin can be used to destroy enemies with a Dash Attack and bore through certain blocks.
- Fourth dimension Skip: According to Kane Gardner's contour in Zero Three, the Zip trilogy takes place roughly 10 years after Metafight.
- Turns Red: The crab boss from the first game fires more and more bullets at yous equally you damage it, and the Photophage's turrets move faster as more are destroyed.
- Under the Sea: The fifth areas in the first and 2nd games, as well every bit the 'Water' expanse in Blasting Once more.
- Underwater Ruins: Area 5 of both the original and Zero. In the original, it was represented by simple turquoise pillars, but in Zilch, going far down plenty volition reveal actual ruins in the background.
- Unintentionally Unwinnable: You lot go a weapon upgrade for your tank which allows you to accident away certain walls, which will respawn after a couple of seconds. Withal, should y'all become out of your tank and walk through the passage, once it respawns, you have no way to get back to your tank. Too, since y'all can't shoot downwards, yous won't exist able to go back in any case when blocks respawn below y'all. At that place are a number of places where yous also can't kill yourself, leaving you totally trapped, forcing y'all to reset.
- Utility Weapon:
- Subweapons in the series typically also serve puzzle-solving roles that may or may not involve bravado things upwardly.
- Shovel Knight'due south Shovel Blade covers a wide range of functions that are typically relegated to special weapons, such every bit beingness able to break walls and destroy ice rocks.
- Video Game Flamethrowers Suck: Played directly in Blasting Once more with Roddy's max gun upgrade. While it is powerful, unfortunately information technology's besides much also short-range to be practical against annihilation stronger than
Goddamn Bats. Averted in Zero, where its principal flaw is being overshadowed by the Moving ridge Axle, only it's a perfectly usable weapon otherwise and is the simply weapon that can destroy specific walls in Area 5 and melt icy floors in Area 6. - Wake-Up Call Boss:
- The offset boss of Overdrive. Simply Alex'south grenade launcher can reliably strike its weak point, and it has barely enough range to avoid touching the dominate in the procedure.
- Enemy Below's 2d boss teaches you why dodging is useful.
- Same for the first boss of the original.
- Wall Clamber: In the first game, yous tin can get two "Wall" upgrades — one that lets you cling to and bulldoze up walls, and another that lets you lot transfer from walls to ceilings. This makes the Hover powerup well-nigh useless outside of very specific situations where there are no walls nearby to climb. The two upgrades accept been merged into a single upgrade in Goose egg.
- Wave-Motility Gun: The recurring Acceleration Blast subweapon, which debuted in Blasting Over again (via New Powers equally the Plot Demands in a cutscene). It is merely really usable in i game it appears in, where it is the epitome of Awesome, but Impractical, only damn, if information technology doesn't make for good Cutscene Bosses.
- Womb Level: The concluding stage of the offset game, may appear in others.
- Xanthous Lightning, Bluish Lightning: The lightning attack in Blaster Main is definitely the yellow diversity. Subsequent games have moved directly to blue lightning.
- Zerg Rush:
- The Last Boss of Overdrive.
- Some of the Dungeon "bosses" in Null, which crave y'all to dispatch multiple mooks.
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Source: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/BlasterMaster
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