History Main / CycleOfHurting

13th May '18 4:42:39 PM azul120
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* The original ''[[VideoGame/{{Metroid 1}} Metroid]]'' has a particular area deep inside Norfair where it's possible to fall into lava between two eyeball columns tall enough that you can't jump back out.

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* The original ''[[VideoGame/{{Metroid 1}} Metroid]]'' ''VideoGame/{{Metroid|1}}'' has a particular area deep inside Norfair where it's possible to fall into lava between two eyeball columns tall enough that you can't jump back out.



* The SpikesOfDoom are not immediately lethal in ''VideoGame/CastlevaniaSymphonyOfTheNight'', but some spike pits are arranged so that you can end up bouncing from one spike to another until reduced to LudicrousGibs. This becomes less of a problem later in the game, as you can simply turn to mist, or pause the game and equip the [[ExactlyWhatItSaysOnTheTin Spike Breaker Armor.]]
** The later games don't have this particular problem... but you're still likely to get petrified before landing in spikes, at which point you're pretty much boned. ''VideoGame/CastlevaniaPortraitOfRuin'' actually codes spikes ''specifically'' to ensure that this happens[[note]]normally a character can be broken out of petrification by being hit by their partners attack. But spikes desummon your partner and make them unsummonable for several seconds. And you can't swap characters when petrified, either[[/note]].

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* The ''VideoGame/CastlevaniaSymphonyOfTheNight'':
**
SpikesOfDoom are not immediately lethal in ''VideoGame/CastlevaniaSymphonyOfTheNight'', lethal, but some spike pits are arranged so that you can end up bouncing from one spike to another until reduced to LudicrousGibs. This becomes less of a problem later in the game, as you can simply turn to mist, or pause the game and equip the [[ExactlyWhatItSaysOnTheTin Spike Breaker Armor.]]
**
Armor]]. The later games don't have this particular problem... but you're still likely to get petrified before landing in spikes, at which point you're pretty much boned. ''VideoGame/CastlevaniaPortraitOfRuin'' actually codes spikes ''specifically'' to ensure that this happens[[note]]normally a character can be broken out of petrification by being hit by their partners attack. But spikes desummon your partner and make them unsummonable for several seconds. And you can't swap characters when petrified, either[[/note]].either[[/note]].
** There is a room of rapidly spawning octopi, well known amongst some Muramasa [[PeninsulaOfPowerLeveling power levelers]], that can also be an example of this for anyone unlucky or clumsy enough to land on top of one in the middle of the pack and get tossed like a ragdoll until you die from the damage, or if you're lucky enough to fall outside and recover.
* ''VideoGame/CastlevaniaIISimonsQuest'' is one of the most notable examples ever, really. While most of the noise around the game has been made about the obtuseness of the townspeople leading many people to consider it NintendoHard, the enemies always going into stun-lock whenever hit - which even includes [[TheDragon Death]] and [[BigBad Dracula]] - suggests otherwise, or perhaps just a plain schizophrenically balanced game.






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** In ''VideoGame/{{Vigilante8}}'' and its sequel, outright stunlocks are rare, but Molo's choking exhaust can stall an enemy and deal enough damage to wreck them if you have enough special weapon ammo, though this is very hard to pull off because he's a lumbering bus and the exhaust is at the back. Also, there is an infinite loop on one of the ''Second Offense'' maps where cars that fall into a water hazard respawn right in front of the water where you can repeatedly blow them in again with Convoy's horn blast weapon.

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** In ''VideoGame/{{Vigilante8}}'' ''VideoGame/{{Vigilante 8}}'' and its sequel, outright stunlocks are rare, but Molo's choking exhaust can stall an enemy and deal enough damage to wreck them if you have enough special weapon ammo, though this is very hard to pull off because he's a lumbering bus and the exhaust is at the back. Also, there is an infinite loop on one of the ''Second Offense'' maps where cars that fall into a water hazard respawn right in front of the water where you can repeatedly blow them in again with Convoy's horn blast weapon.
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* Distinctly [[AvertedTrope averted]] in ''VideoGame/{{Splatoon}}.'' Nintendo took great measures to ensure that players will get caught in these as little as possible by having a shielded spawn point for each team as well as a spawn teleport that can get you back into the fight fast without a lot of walking to get there, and the Squid form can go under or over enemies to help get you out of dead ends and exploitable chokepoints on maps. [[JustifiedTrope Justified]], since this game is marketed to a young audience and these sorts of problems are harder for less experienced players to get around.

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* Distinctly [[AvertedTrope averted]] {{averted|Trope}} in ''VideoGame/{{Splatoon}}.'' ''VideoGame/{{Splatoon}}''. Nintendo took great measures to ensure that players will get caught in these as little as possible by having a shielded spawn point for each team as well as a spawn teleport that can get you back into the fight fast without a lot of walking to get there, and the Squid form can go under or over enemies to help get you out of dead ends and exploitable chokepoints on maps. [[JustifiedTrope Justified]], since this game is marketed to a young audience and these sorts of problems are harder for less experienced players to get around.
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7th May '18 12:34:43 AM Loekman3
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* In ''[[VideoGame/DragonBallZLegacyOfGoku Dragon Ball Z: Buu's Fury]]'' if you return to Hercule City after beating the game you can still fight the enemies around the carnival area. There's also a golden tank in front of the tent. Even though any of the characters can destroy it in a few punches, if it pushes one against a wall they constantly take damage and can't move from being stuck in the flinch motion. At this point in the game, everyone's defense is so high that the tank only does 1 point of damage on every touch. Plus most of the characters' HP is well over 1000, so watching them die could take a while. The only way to escape is to restart, and God forbid you have a Lazarus crystal...

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* In ''[[VideoGame/DragonBallZLegacyOfGoku ''[[VideoGame/DragonballZTheLegacyOfGoku Dragon Ball Z: Buu's Fury]]'' if you return to Hercule City after beating the game you can still fight the enemies around the carnival area. There's also a golden tank in front of the tent. Even though any of the characters can destroy it in a few punches, if it pushes one against a wall they constantly take damage and can't move from being stuck in the flinch motion. At this point in the game, everyone's defense is so high that the tank only does 1 point of damage on every touch. Plus most of the characters' HP is well over 1000, so watching them die could take a while. The only way to escape is to restart, and God forbid you have a Lazarus crystal...
7th May '18 12:32:34 AM Loekman3
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* In ''Dragon Ball Z: Buu's Fury'' if you return to Hercule City after beating the game you can still fight the enemies around the carnival area. There's also a golden tank in front of the tent. Even though any of the characters can destroy it in a few punches, if it pushes one against a wall they constantly take damage and can't move from being stuck in the flinch motion. At this point in the game, everyone's defense is so high that the tank only does 1 point of damage on every touch. Plus most of the characters' HP is well over 1000, so watching them die could take a while. The only way to escape is to restart, and God forbid you have a Lazarus crystal...

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* In ''Dragon ''[[VideoGame/DragonBallZLegacyOfGoku Dragon Ball Z: Buu's Fury'' Fury]]'' if you return to Hercule City after beating the game you can still fight the enemies around the carnival area. There's also a golden tank in front of the tent. Even though any of the characters can destroy it in a few punches, if it pushes one against a wall they constantly take damage and can't move from being stuck in the flinch motion. At this point in the game, everyone's defense is so high that the tank only does 1 point of damage on every touch. Plus most of the characters' HP is well over 1000, so watching them die could take a while. The only way to escape is to restart, and God forbid you have a Lazarus crystal...
3rd May '18 11:47:35 AM ZuTheSkunk
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* In ''VideoGame/RavenswordShadowlands'', the enemies are capable of stun-locking you if enough of them are beating you at the same time.
25th Mar '18 8:03:07 PM TSBasilisk
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* ''VideoGame/MonsterHunterWorld'' has the potential for this due to monster attacks knocking down and potentially stunning or otherwise incapacitating players. It's possible for a chain of attacks to wear away a player's entire health bar without ever giving them the ability to move.
** Players can inflict this on monsters if they put out enough damage. Once a monster crosses a damage threshold it becomes temporarily downed and unable to defend themselves. If enough damage is dealt during this phase or a vital body part is broken, the monster can trigger another downed phase before they can get up.
** The Tobi-Kadachi has a self-inflicted version of this due to its AI design. Periodically it will jump onto a tree in preparation for a leaping attack, but if attacked while on the tree it can be downed easily. Once it regains its footing, the monster is then likely to jump back onto the tree only to be downed again.
4th Mar '18 8:35:35 PM nombretomado
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** Though some of those pits have a way out hidden inside, or even some bonus items as a reward for taking the plunge (good thing falling doesn't actually hurt you). Both ''VideoGame/{{Hexen}}'' and ''{{Strife}}'' include falling damage to avert having to endure a slow death via damaging floorspace.

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** Though some of those pits have a way out hidden inside, or even some bonus items as a reward for taking the plunge (good thing falling doesn't actually hurt you). Both ''VideoGame/{{Hexen}}'' and ''{{Strife}}'' ''{{VideoGame/Strife}}'' include falling damage to avert having to endure a slow death via damaging floorspace.
27th Jan '18 2:10:01 AM jormis29
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* At least one ''Literature/FightingFantasy'' book (specifically ''Creature of Havoc'') does this, bouncing you around the same references in an endless cycle. One instance is against an unending army where you have to fight the next soldier the minute you kill the previous one, whilst another features an immortal enemy who returns to life every time you won, meaning you either run out of STAMINA from the infinite number of battles or eventually figure out what's going on.

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* At least one ''Literature/FightingFantasy'' book (specifically ''Creature of Havoc'') ''Literature/CreatureOfHavoc'') does this, bouncing you around the same references in an endless cycle. One instance is against an unending army where you have to fight the next soldier the minute you kill the previous one, whilst another features an immortal enemy who returns to life every time you won, meaning you either run out of STAMINA from the infinite number of battles or eventually figure out what's going on.
19th Jan '18 5:04:35 PM cdcdrr
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Added DiffLines:

** Firelords and Molten Giants in Molten Core have silence and knockdown attacks that recover about as fast as their duration. Once again, solo players who rely on magic can be prevented from attacking completely if these get too close.
21st Nov '17 11:46:44 AM SolidSonicTH
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* Because of the way new characters enter the fight following a down in ''VideoGame/MarvelVsCapcom'' (unlike a tag, there is no entry attack so the character simply jumps into the battle defenseless), aggressive opponents can lord over the entry point and meet the new character with a mixup or a combo setup, which means the player who just lost a character has to contend with potentially eating another combo just because they lost their first character. The similarly-structured ''VideoGame/DragonBallFighterZ'' remedies this by having a short cinematic of the replacement character hitting the battle and clashing with the opponent in the middle of the stage before both characters jump backwards and stand as they were at the beginning of the fight, thus protecting the entering character from being mixed up on start.

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* Because of the way new characters enter the fight following a down in ''VideoGame/MarvelVsCapcom'' (unlike a raw tag, there is no [[DynamicEntry entry attack attack]] so the character simply jumps into the battle defenseless), aggressive opponents can lord over the entry point and meet the new character with a mixup or a combo setup, which means the player who just lost a character has to contend with potentially eating another combo just because they lost their first character. The similarly-structured ''VideoGame/DragonBallFighterZ'' remedies this by having a short cinematic of the replacement character hitting the battle and clashing with the opponent in the middle of the stage before both characters jump backwards and stand as they were at the beginning of the fight, thus protecting the entering character from being mixed up on start.
21st Nov '17 11:45:44 AM SolidSonicTH
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* Because of the way new characters enter the fight following a down in ''VideoGame/MarvelVsCapcom'' (unlike a tag, there is no entry attack so the character simply jumps into the battle defenseless), aggressive opponents can lord over the entry point and meet the new character with a mixup or a combo setup, which means the player who just lost a character has to contend with potentially eating another combo just because they lost their first character. The similarly-structured ''VideoGame/DragonBallFighterZ'' remedies this by having a short cinematic of the replacement character hitting the battle and clashing with the opponent in the middle of the stage before both characters jump backwards and stand as they were at the beginning of the fight, thus protecting the entering character from being mixed up on start.
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