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  • Crowning Moment of Awesome: Blowing up Dr. Disc's tower in the first game, floor by floor.
    • Also in the first game, defeating Hunter's Golden Sunny.
    • In the second game, taking out the Battleship.
  • Crowning Moment of Funny: In the first game, encountering a toilet Robopon named Johnny.
  • Crowning Moment of Heartwarming: The end of the alien storyline in the second game.
  • Crowning Music of Awesome: Not so much awesome as relaxing, but the Poro Village music from the first game can lull you to sleep.
    • Also from the first game, the music in caves, and the music when you're riding Cycool or Speedy.
    • The Battery Clatter music in the second game, and the regular trainer battle music.
  • Evil Is Cool: Dr. Zero. Just look at him.
  • Fridge Brilliance: After unlocking rematches with the Legends in the first game, Dr. Zero is the only one not present. As fully revealed in the second game, he died in his collapsed tower, so he wouldn't be around for a rematch.
  • Game Breaker: In the first game, Golden Sunny/Silver C-Cell, which can only be obtained in a Fetch Quest, and the hidden Robopon Scar, which is found only in the game's toughest dungeon.
    • Golden Sunny knows the Alpha moves, which are extremely strong. Dr. Zero's Robopon know them, too.
  • Hilarious in Hindsight: One of Pokémon Black and White's genre-deconstructing tropes was in the ending, where a villain is the final boss instead of the proper champion. Robopon did that years earlier, in the first game.
    • In Pokémon Ruby and Sapphire, a new feature was the ability to dive underwater. You used this to track down the villains. In the first Robopon, you can dive underwater as well--there's no bad guys there, but there's a health spa!
  • Most Annoying Sound: In the second game, a particular "song" is nothing but distorted synthesizers and a constant drumline, seemingly calculated to be as annoying as possible. While only played in a few, short scenes normally, it becomes a huge problem if the RNG hates you. Why? The mushroom spirit that changes the battle music changes it to this, for 33 battles.
  • Nightmare Fuel: Illusion Village, in the first game, only appears for a few hours every day. The inhabitants all speak backwards or in roundabout ways. And what would happen if you were in it when it vanished?
    • In the second game, the Robopon Graveyard.
    • Also in the second game, the music in sad situations. At first it's tear-jerkingly sad, but then the sound effects come in....
  • Surprisingly Improved Sequel: Robopon 2 did a much better job of breaking away from the Pokemon mold by making battles four on four, and introducing the love/hate oil system, in which Robopon of a specific oil type (either A, B, AB, O, or ?) "liked" Robopon of certain oil types and "hated" Robopon of other types. Using this system in tandem with any software on hand made it possible to teach almost any Robopon skills that could target every enemy on the field, or every one of your allies, and is an integral part of the Metagame.
  • Tear Jerker: What happens to Princess Darcy in the first game, but more so its effect on Prince Tail.
    • Also in the first game, the music in Poro Village. Even more so when you remember Underwater Creatures are an endangered species.
    • In the second game, the music played in sad situations, which also doubles as the music for all fights with Nick D., and the alien storyline.
  • That One Boss: Mr. Wild and Prince Tail in the first game, Circe and Insector in the second.
    • Dr. Zero, both games.
    • In the first game, Kamat's army. Without being familiar with or good at the minigames that were optional up until this point, some players may have a hard time getting past the challenges, particularly the Jumper minigame, since it revolves solely around the Speed stat.
    • Optional boss Hunter. He has Golden Sunny.
    • Dr. Zero. Senior. Even if you thrashed Zero, Jr., Zeke, and the Bonus Bosses, he can kill you quite easily.
  • That One Level: In the first game, Grease Mountain is the proverbial brick wall. Things only get harder from there.
    • In the second game, the Galileo Windmills, Dreamless Island, the burning Waffle Tower, the post-crash Box Tower, the Neon City sewers, and the Pond Garden tend to frustrate players very thoroughly, due to either a) the enemies, b) the layout, c) bosses, or d) all three at once.
  • That One Sidequest: Averted in the first game's Elite 8 quest for Golden Sunny/Silver C-Cell. You'd think getting one of the game's Olympus Mons would be difficult, but all it is is a trading game. The Robopon you start the trade with, Gidget, is easy to find and catch, too.
    • Played straight with the Brownie sidequest. You go to a specific forest at around 5:00 p.m., and you have to arrange rocks to make several numbers. You're told which ones to make, but only a few rocks can be moved at all. And you do this while being attacked by wild Robopon.
  • Unintentionally Sympathetic: Dr. Zero in the second game, as he wonders how he lost, and when you realize his goal of world domination stemmed from his childhood dreams, which may or may not have come from seeing his future self fighting Cody. This may have been done on purpose to make Dr. Zero, Sr. even more evil.
  • The Woobie: Prince Tail, in the first game. First Dr. Zero kidnaps Princess Darcy. Then Tail loses to Dr. Zero, losing his Legend1 title to the evil scientist. After training at Cherry Hill to win her back, Tail loses to Cody, losing the title of Legend2 to him. Then Zero traps Princess Darcy in a mirror because Tail lost to him and you. Cue Heroic BSOD. To top it off, even after you beat the game, you don't have to save Darcy.
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 Tail: I lost to Cody and lost everything that matters to me...

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