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History Main / ChaosArchitecture

11th May '16 12:40:54 AM Morgenthaler
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* The hospital in ''Series/{{Scrubs}}'' looked completely different between the pilot and second episode. Interestingly, the same building is used in a number of other shows, notably ''ChildrensHospital'' [[note]]Yes, the punctuation is deliberately wrong.[[/note]] at the moment. They've remodeled the inside and avoid shooting rooms in the same way ''Scrubs'' did to avoid it feeling too similar.

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* The hospital in ''Series/{{Scrubs}}'' looked completely different between the pilot and second episode. Interestingly, the same building is used in a number of other shows, notably ''ChildrensHospital'' ''Series/ChildrensHospital'' [[note]]Yes, the punctuation is deliberately wrong.[[/note]] at the moment. They've remodeled the inside and avoid shooting rooms in the same way ''Scrubs'' did to avoid it feeling too similar.
20th Mar '16 8:55:54 PM Kadorhal
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* When a new director took over on TheFilmOfTheBook of ''Film/HarryPotterAndThePrisonerOfAzkaban'', he disregarded everything shown in the first two movies, and Hogwarts' architecture and layout was suddenly wildly changed. While Hogwarts has a mild bit of ChaosArchitecture going for it in-universe, one would think someone might remark on things like the fact that Hagrid's hut is in a ridiculously different location than previously shown. [[TropesAreNotBad Though the majority of the fandom agreed with the changes]] and considered the new, more visually-interesting architecture an indicator of the series GrowingTheBeard. Also, since the rest of the films kept that layout, the architecture of the first two films ended up looking like [[EarlyInstallmentWeirdness early installment blandness]]. A full list of changes:

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* When a new director took over on TheFilmOfTheBook of ''Film/HarryPotterAndThePrisonerOfAzkaban'', he disregarded everything shown in the first two movies, and Hogwarts' architecture and layout was suddenly wildly changed. While Hogwarts has a mild bit of ChaosArchitecture Chaos Architecture going for it in-universe, one would think someone might remark on things like the fact that Hagrid's hut is in a ridiculously different location than previously shown. [[TropesAreNotBad Though the majority of the fandom agreed with the changes]] and considered the new, more visually-interesting architecture an indicator of the series GrowingTheBeard. Also, since the rest of the films kept that layout, the architecture of the first two films ended up looking like [[EarlyInstallmentWeirdness early installment blandness]]. A full list of changes:



** This is somewhat [[JustifiedTrope justified]] in-universe with the explanation that the [[http://masseffect.wikia.com/wiki/Keeper keepers]] on the Citadel will periodically reorganize rooms or alter architecture. Apparently it can sometimes be annoying for the people living on the Citidel, since the keepers do this without notice or explanation.

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** This is somewhat [[JustifiedTrope justified]] in-universe with the explanation that the [[http://masseffect.wikia.com/wiki/Keeper keepers]] on the Citadel will periodically reorganize rooms or alter architecture. Apparently it can sometimes be annoying for the people living on the Citidel, Citadel, since the keepers do this without notice or explanation.


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* ''VideoGame/{{Postal}} 2'' has a bit of this going for it. The expansion, ''Apocalypse Weekend'', starts with the protagonist in the hospital for a self-inflicted gunshot wound, but the hospital he's in is completely different from the one that was in the original game, being much larger; the closest you get to an explanation is that upon exiting the hospital, the map name briefly shown upon loading the next one is given as "Lower Paradise", indicating you're in a different area of the city (although that doesn't answer why said part of the city wasn't at least visible on the map you had your daily errands written on). The next DLC, ''Paradise Lost'', causes some more issues by going back to the original game's maps and gameplay style - for the most part things make sense, with buildings only damaged by the nuclear explosion from the end of ''AW'' rather than somehow completely relocated (and the difference between repurposed buildings and newly-constructed ones is incredibly apparent), but the area the player ends up going to at the end, the "Hell Hole", is explained as the "heart" of the town and supposedly the source of the nuclear explosion - it's actually the exact same spot the player character's trailer had been at in the original game.
20th Mar '16 8:35:54 PM Kadorhal
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** One odd result of this pops up in the [[VideoGame/CastlevaniaChroniclesOfSorrow Chronicles of Sorrow]] duology. As a result of the events of ''Aria of Sorrow'', the Castle is permanently sealed away. In ''Dawn of Sorrow'', the place you explore is stated to be an "exact replica" of Dracula's Castle. How can you build an "exact replica" of something that has no constant, definitive shape? (Other than building an exact replica of how the castle appeared at ''one'' point in time, making this MetaphoricallyTrue, that is)

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** One odd result of this pops up in the [[VideoGame/CastlevaniaChroniclesOfSorrow Chronicles of Sorrow]] duology. As a result of the events of ''Aria of Sorrow'', the Castle is permanently sealed away. In ''Dawn of Sorrow'', the place you explore is stated to be an "exact replica" of Dracula's Castle. How can you build an "exact replica" of something that has no constant, definitive shape? (Other Other than building an exact replica of how the castle appeared at ''one'' point in time, making this MetaphoricallyTrue, that is)is.



** Actually, it had three continents disappear after the first game, with the geography more or less stabilizing by the fourth game. Nevertheless, the mere passage of centuries does not explain how the individual towns do not resemble each other in the slightest. Castle Britannia, for example, is constantly adding and removing floors throughout the games.

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** Actually, it The series had three continents disappear after the first game, with the geography more or less stabilizing by the fourth game. Nevertheless, the mere passage of centuries does not explain how the individual towns do not resemble each other in the slightest. Castle Britannia, for example, is constantly adding and removing floors throughout the games.



* ''VideoGame/KnightsOfTheOldRepublic'' and its [[VideoGame/KnightsOfTheOldRepublicII sequel]]:

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* ''VideoGame/KnightsOfTheOldRepublic'' and its [[VideoGame/KnightsOfTheOldRepublicII [[VideoGame/KnightsOfTheOldRepublicIITheSithLords sequel]]:



** The Valley of the Dark Lords on Korriban changed between game series, too. In ''[[VideoGame/DarkForcesSaga Jedi Academy]]'', chronologically much later, it was in ruins, but that could not explain the changes of layout, especially inside the tomb of Marka Ragnos or that the other tombs around it are not visible. Of course, these games were otherwise unrelated, set thousands of years apart, of different genres, and not made by the same people. A good comparison is on [[http://lparchive.org/Knights-of-the-Old-Republic-II/Update%2036/ this page]] of a ''Knights of the Old Republic II'' LetsPlay.

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** The Valley of the Dark Lords on Korriban changed between game series, too. In ''[[VideoGame/DarkForcesSaga Jedi Academy]]'', ''VideoGame/JediKnightJediAcademy'', chronologically much about four thousand years later, it was in ruins, but that could not explain the changes of layout, especially inside the tomb of Marka Ragnos or that the other tombs around it are not visible. Of course, these games were otherwise unrelated, set thousands of years apart, of different genres, genres (''Academy'' is a FirstPersonShooter), and not made by the same people.people (Creator/BioWare for ''KOTOR'' vs. Raven Software for ''Academy''). A good comparison is on [[http://lparchive.org/Knights-of-the-Old-Republic-II/Update%2036/ this page]] of a ''Knights of the Old Republic II'' LetsPlay.



* Ditto with ''BatenKaitos Origins'' -- same towns and world map as the first game, but most of the dungeons from the first game are inaccessible and new ones can be found in areas that were empty or inaccessible in the first game.
* Averted in ''VideoGame/MetalGearSolid4GunsOfThePatriots''. [[spoiler:Shadow Moses Island]] is largely the same as it was the first time, save for cosmetic makeovers to fit the new generation of consoles, some blocked paths, some expansions, and a couple new areas.

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* Ditto with ''BatenKaitos ''VideoGame/BatenKaitos Origins'' -- same towns and world map as the first game, but most of the dungeons from the first game are inaccessible and new ones can be found in areas that were empty or inaccessible in the first game.
* Averted in ''VideoGame/MetalGearSolid4GunsOfThePatriots''. [[spoiler:Shadow Moses Island]] is largely the same as it was the first time, save for cosmetic makeovers to fit the new generation of consoles, some blocked paths, some expansions, and a couple new areas.areas that Snake simply didn't have any reason to visit the first time through.



* Mostly averted in ''VideoGame/{{Fallout 2}}'', in which the entire game map is set ''above'' the map for the original ''VideoGame/{{Fallout|1}}'' with only a little overlap; only a handful of locations on the top of the original map reappear here and for the most part they have been justifiably altered since decades have passed between the two games.

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* Mostly averted in ''VideoGame/{{Fallout 2}}'', in which the entire game map is set ''above'' the map for the original ''VideoGame/{{Fallout|1}}'' with only a little overlap; only a handful of locations on the top of the original map reappear here and for the most part they have been justifiably altered since decades have passed between the two games. ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'', and ''[[VideoGame/{{Fallout4}} 4]]'' avoid the issue entirely by being set in entirely different areas (further east into Nevada for ''New Vegas'', and the entire opposite side of the continent for ''3'' and ''4'').



** Actually, there's ''quite a bit'' of Gondowan accesible in both games, just not the same parts. Well, ''mostly'' not the same parts, anyway.[[http://images4.wikia.nocookie.net/goldensun/images/0/03/LohoOverworldComparison.gif The area just west of Tolbi seems to be an exception...wait, that's Angara, too!]]

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** Actually, there's ''quite a bit'' of Gondowan accesible accessible in both games, just not the same parts. Well, ''mostly'' not the same parts, anyway. [[http://images4.wikia.nocookie.net/goldensun/images/0/03/LohoOverworldComparison.gif The area just west of Tolbi seems to be an exception...wait, that's Angara, too!]]



* {{Justified|Trope}} in season two of the ''[[SamAndMaxFreelancePolice Sam and Max]]'' adventure game from Telltale Games. The neighborhood was rearranged violently by a giant robot in the opening scene of episode 1.

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* {{Justified|Trope}} in season two of the ''[[SamAndMaxFreelancePolice ''[[VideoGame/SamAndMaxFreelancePolice Sam and Max]]'' adventure game from Telltale Games. The neighborhood was rearranged violently by a giant robot in the opening scene of episode 1.



* ''PhantasyStar'' 1, 2 and 4 fall under this trope with regards to Motavia and Dezolis. Motavia, though, has a logical explanation: [[spoiler:the introduction and destruction of Mother Brain.]] Subtly averted in ''PS IV'', where [[spoiler:the inner Air Castle is identical in layout to the one in PS I, although it's hard to tell because the dungeon exploration in the first game took place in first person view.]]

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* ''PhantasyStar'' ''VideoGame/PhantasyStar'' 1, 2 and 4 fall under this trope with regards to Motavia and Dezolis. Motavia, though, has a logical explanation: [[spoiler:the introduction and destruction of Mother Brain.]] Subtly averted in ''PS IV'', where [[spoiler:the inner Air Castle is identical in layout to the one in PS I, although it's hard to tell because the dungeon exploration in the first game took place in first person view.]]



** The player can go to Kanto from the first generation (''VideoGame/PokemonRedAndBlue''). Most of the changes are at least somewhat feasible: lots and lots of {{Insurmountable Waist Height Fence}}s are destroyed, for example, as well as a family relocated due to the construction of a bullet train ([[http://en.wikipedia.org/wiki/Shinkansen Shinkansen]]) system. Others, such as Mt. Moon changing from a labyrinth to a path with a single fork and Viridian Forest becoming a ''hedge maze'', are just a little impossible. The most memorable change is perfectly possible, but hilariously crass: Pokémon Tower gets changed from a solemn, haunted graveyard for Pokémon to a ''radio tower''. Apparently the three floors or so of graves were relocated to Mr. Fuji's tiny basement.
** There's also Cinnabar Island. Everything was destroyed in a volcanic eruption; all that's left is a rebuilt Pokémon Center, with the gym relocated to the Seafoam Islands. Cerulean Cave is also entirely inaccessible, though since it's likely the work of the Mewtwo that had been there in Gen I, if you look around where the entrance should be you can find a special item, the Berserk Gene.

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** The player can go to Kanto from the first generation first-generation games (''VideoGame/PokemonRedAndBlue''). Most of the changes are at least somewhat feasible: lots and lots of {{Insurmountable Waist Height Fence}}s are destroyed, for example, as well as a family relocated due to the construction of a bullet train ([[http://en.wikipedia.org/wiki/Shinkansen Shinkansen]]) system. Others, such as Mt. Moon changing from a labyrinth to a path with a single fork and Viridian Forest becoming a ''hedge maze'', are just a little impossible. The most memorable change is perfectly possible, but hilariously crass: Pokémon Tower gets changed from a solemn, haunted graveyard for Pokémon to a ''radio tower''. Apparently the three floors or so of graves were relocated to Mr. Fuji's tiny basement.
** There's also Cinnabar Island. Everything was destroyed in a volcanic eruption; all that's left is a rebuilt Pokémon Center, with the gym relocated to the otherwise-now-inaccessible Seafoam Islands. Cerulean Cave is also entirely inaccessible, though since it's likely the work of the Mewtwo that had been there in Gen I, if you look around where the entrance should be you can find a special item, the Berserk Gene.



* ''{{Pikmin}}'':

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* ''{{Pikmin}}'':''VideoGame/{{Pikmin}}'':



** Also of note is that in ''{{Pikmin}} 2'', it's made far more blatant that the "Distant Planet" is Earth than it was in the first game. Accordingly, many of the changes seem to be clear signs of human development encroaching on the former wilds. As for the time scale, it's somewhat implied that the Distant Planet is distant enough for the trip to take quite a while.'

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** Also of note is that in ''{{Pikmin}} ''Pikmin 2'', it's made far more blatant that the "Distant Planet" is Earth than it was in the first game. Accordingly, many of the changes seem to be clear signs of human development encroaching on the former wilds. As for the time scale, it's somewhat implied that the Distant Planet is distant enough for the trip to take quite a while.'



** For that matter, Vice City was also a level in the original GTA, it's ''nothing'' like in the [[VideoGame/GrandTheftAutoViceCity eponymous game]]. ''San Andreas'' appeared in the first GTA, too, but that one is obviously not referring to the same place as in ''[[VideoGame/GrandTheftAutoSanAndreas GTA: San Andreas]]'', as the former is a city and the latter is a state. Such naming conflicts are TruthInTelevision. ''VideoGame/GrandTheftAutoV'' takes place in a new Los Santos that, while retaining a few locations from the ''GTA: SA'' version as {{Mythology Gag}}s, is otherwise completely different.
** It's completely justified in the fact that they all take place in different canons.
* Played realistically straight in ''VideoGame/GoldenEye1997''. You visit the same place twice. It's seven years between visits, so naturally they've added extensions to the place, but the old parts of the building remain the same, so much so that when you navigating your way round with relative ease, your companion asks if you have been there before.

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** For that matter, Vice City was also a level in the original GTA, it's ''nothing'' like in the [[VideoGame/GrandTheftAutoViceCity eponymous game]]. ''San Andreas'' San Andreas appeared in the first GTA, too, but that one is obviously not referring to the same place as in ''[[VideoGame/GrandTheftAutoSanAndreas GTA: San Andreas]]'', as the former is a city and the latter is a state. Such naming conflicts are TruthInTelevision. ''VideoGame/GrandTheftAutoV'' takes place in a new Los Santos that, while retaining a few locations from the ''GTA: SA'' version as {{Mythology Gag}}s, is otherwise completely different.
** It's completely justified in the fact that they all take place in different canons.
canons; the next four games after ''III'' having explicit ties to that one and to each other was the exception for the series at that point.
* Played realistically straight in ''VideoGame/GoldenEye1997''. You visit the same place twice. It's seven years between visits, so naturally they've added extensions to the place, but the old parts of the building remain the same, so much so that when you are navigating your way round around with relative ease, your companion asks if you have been there before.



** The exception is door missions, which are assigned a random map each visit. You can exit part one of a two-door mission, turn around, and enter THE SAME DOOR to access a completely different map.

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** The exception is door missions, which are assigned a random map each visit. You can exit part one of a two-door mission, turn around, and enter THE SAME DOOR the ''same door'' to access a completely different map.



* The 'underground Church', a notorious location in the television show ''Series/BuffyTheVampireSlayer'' is far, far different in [[VideoGame/BuffyTheVampireSlayer the video game]]. Of course, video games don't have a special effects budget but... its canon earthquakes screw with the place all the time (it is in California).

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* The 'underground Church', a notorious location in the television show ''Series/BuffyTheVampireSlayer'' is far, far different in [[VideoGame/BuffyTheVampireSlayer the video game]]. Of course, video games don't have a special effects budget but... its it's canon that earthquakes screw with the place all the time (it is in California).



** The DragonBorn expansion did this with Solstheim in a number of respects. There are significant differences in the architecture of the Barrows (which were largely simple stone caves with exteriors composed of megaliths in Bloodmoon), the terrain has become much different, in ways that can't simply be explained by the eruption of red mountain and glaciers, and the Thirsk mead hall has completely lost its second floor. The Skaal village has also moved in between Skyrim and Bloodmoon, and there are now Dwemer ruins on Solstheim when there weren't any before. (which is especially strange in the case of Nchardak, which is at sea and could not have reasonably been hidden underground)
* ''{{Starcraft}}''

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** The DragonBorn Dragonborn expansion did this with Solstheim in a number of respects. There are significant differences in the architecture of the Barrows (which were largely simple stone caves with exteriors composed of megaliths in Bloodmoon), the terrain has become much different, in ways that can't simply be explained by the eruption of red mountain and glaciers, and the Thirsk mead hall has completely lost its second floor. The Skaal village has also moved in between Skyrim and Bloodmoon, and there are now Dwemer ruins on Solstheim when there weren't any before. (which is especially strange in the case of Nchardak, which is at sea and could not have reasonably been hidden underground)
* ''{{Starcraft}}''''VideoGame/{{Starcraft}}''
9th Mar '16 4:40:28 AM StFan
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* The second ''JakAndDaxter'' game established the layout of [[WretchedHive Haven City]] and the location and layout of Haven Forest. The third game left the dock the same, radically redesigned the rest of the city in ways you can't justify with the massive destruction going on (come on, a relatively pleasant area with canals suddenly materialising?), and moved Haven Forest right up next to the city with significant redesign. Although it may simply be a different area of the forest, this doesn't explain how the center of the city was given a massive urban beautification program in the middle of a three-way war, while chunks of the palace were ''still falling''.

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* The second ''JakAndDaxter'' ''VideoGame/JakAndDaxter'' game established the layout of [[WretchedHive Haven City]] and the location and layout of Haven Forest. The third game left the dock the same, radically redesigned the rest of the city in ways you can't justify with the massive destruction going on (come on, a relatively pleasant area with canals suddenly materialising?), and moved Haven Forest right up next to the city with significant redesign. Although it may simply be a different area of the forest, this doesn't explain how the center of the city was given a massive urban beautification program in the middle of a three-way war, while chunks of the palace were ''still falling''.



* Mostly averted in ''[[BanjoTooie Banjo-Tooie]]''. Spiral Mountain and Gruntilda's Lair from [[BanjoKazooie the first game]] are accessible and remain mostly the same. The only difference is that an earthquake caused by Gruntilda's sisters plowing through a wall in the Hag 1 and also their troops ravaging the area have added a lot of debris and caused a cave-in in the lair, making sure the game-designers didn't have to recreate the entire overworld from the first game.

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* Mostly averted in ''[[BanjoTooie Banjo-Tooie]]''. ''VideoGame/BanjoTooie''. Spiral Mountain and Gruntilda's Lair from [[BanjoKazooie [[VideoGame/BanjoKazooie the first game]] are accessible and remain mostly the same. The only difference is that an earthquake caused by Gruntilda's sisters plowing through a wall in the Hag 1 and also their troops ravaging the area have added a lot of debris and caused a cave-in in the lair, making sure the game-designers didn't have to recreate the entire overworld from the first game.
25th Feb '16 12:19:08 PM johnsmithxxi
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* ''Series/Mama'sFamily'':

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* ''Series/Mama'sFamily'':''Series/MamasFamily'':
25th Feb '16 12:18:12 PM johnsmithxxi
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* ''Series/Mama'sFamily'':
** The number of bedrooms in the Thelma's house shrinks between the second and third seasons:
*** In the first two seasons, Thelma's house has three bedrooms, an attic that functioned as a fourth bedroom, and a basement that was a combination den/fifth bedroom. Thelma had the Master Bedroom, her sister Fran had the second bedroom. Thelma gave the smallest bedroom to granddaughter (Vinton's daughter) Sonya. Grandson Buzz (Vinton's son) was given the attic. Vinton got the basement, and was later joined there by his second wife Naomi.
*** When the show went to domestic syndication, Thelma's gave grandson Bubba (Eunice's son) her now deceased sister Fran's room. Vinton and Naomi complain about remaining in the basement and not getting an upstairs bedroom. Considering [[PutOnABus Sonya and Buzz left for college]], their bedroom and attic room should have be open for Vinton and Naomi (or Bubba).
** The basement room also changes between the second and third seasons. In the first two seasons it's an entirely finished room, with wood paneled walls. As of the third season, it's only partially finished with only framing separating the bedroom from the furnace and hot water heater.
25th Feb '16 12:07:16 PM johnsmithxxi
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* ''Radio/OurMissBrooks'': In the [[TheMovie theatrical]] [[GrandFinale series finale]], most of the Warner Brother's sets are ''similar'' to those previously used on the Desilu produced television episodes. The sets are, however, more elaborate as befitting the concluding film's theatrical release. The one major difference is Mr. Boynton's biology lab. Shown previously as essentially a small office with some cages and posters, it is seen as an enormous darkened classroom with ''many'' cages and aquariums.
25th Feb '16 12:06:24 PM johnsmithxxi
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Added DiffLines:

* ''Radio/OurMissBrooks'': In the [[TheMovie theatrical]] [[GrandFinale series finale]], most of the Warner Brother's sets are ''similar'' to those previously used on the Desilu produced television episodes. The sets are, however, more elaborate as befitting the concluding film's theatrical release. The one major difference is Mr. Boynton's biology lab. Shown previously as essentially a small office with some cages and posters, it is seen as an enormous darkened classroom with ''many'' cages and aquariums.
6th Feb '16 8:35:10 AM Koveras
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* ''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' more-or-less avert this; the sequel takes place in an entirely separate part of the world, pretty much a kingdom and a half away. ''VideoGame/DragonAgeII'' features not one but two timeskips, and most of Kirkwall stays the same with just minor changes (for instance, a manor that had the north wing blocked off now has the south wing blocked off, etc.) This includes certain things you'd EXPECT to change... Fenris, for instance, never bothers to so much as pick up the scattered debris -- or even corpses -- from "his" house's previous owner's hasty exit.
** Played straight in DragonAgeInquisition, however. The two returning locations from Origins, Haven and Redcliffe village, look entirely different from their depictions in Origins. Not only have buildings changed places and moved around, the geography is completely different as well. Haven at least might be justified as the Chantry moving in after the dragon cultists from Origins cleared out and rebuilt the place as a sanctuary for pilgrims traveling to the Temple of Sacred Ashes. Redcliffe, however, has no explanation

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* ''Franchise/DragonAge'':
**
''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' more-or-less avert this; the sequel takes place in an entirely separate part of the world, pretty much a kingdom and a half away. ''VideoGame/DragonAgeII'' features not one but two timeskips, and most of Kirkwall stays the same with just minor changes (for instance, a manor that had the north wing blocked off now has the south wing blocked off, etc.) This includes certain things you'd EXPECT to change... Fenris, for instance, never bothers to so much as pick up the scattered debris -- or even corpses -- from "his" house's previous owner's hasty exit.
** Played straight in DragonAgeInquisition, ''VideoGame/DragonAgeInquisition'', however. The two returning locations from Origins, ''Origins'', Haven and Redcliffe village, look entirely different from their depictions in Origins.''Origins''. Not only have buildings changed places and moved around, the geography is completely different as well. Haven at least might be justified as the Chantry moving in after the dragon cultists from Origins cleared out and rebuilt the place as a sanctuary for pilgrims traveling to the Temple of Sacred Ashes. Redcliffe, however, has no explanation
9th Jan '16 10:28:47 AM nombretomado
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* [[SpongebobSquarepants Spongebob's]] pineapple, Squidward's Easter Island home, and Patrick's rock are constantly subject to change depending on the episode. Patrick's rock is justified on account of Patrick making most of the furniture out of sand.

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* [[SpongebobSquarepants [[WesternAnimation/SpongebobSquarepants Spongebob's]] pineapple, Squidward's Easter Island home, and Patrick's rock are constantly subject to change depending on the episode. Patrick's rock is justified on account of Patrick making most of the furniture out of sand.
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