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* In CaveStory, you can only fire in four directions. However, since the game is so well made, this is rarely a problem.
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* In CaveStory, you can only fire in four directions. However, since the game is so well made, and the player's cherecter is short, this is rarely a problem.
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** Played straight in fortress mode by ballista, which can only fire in cardinal direction. This is less of an issue than it could be because you control [[MalevolentArchitecture the layout of the fortress]] and can easily bottle-neck many foes into a straight line direction in front of one.
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* In ''DwarfFortres'', not only can you attack in all 8 direction (and projectiles can be fire toward any square in view), the game currently has 3 dimensions [[GoodBadBugs but altitude has no effect on ability to attack]]: a fish in a river and a dwarf on the surrounding cliff face are perfectly capable of exchanging blows so long as they are horizontally adjacent. In adventure mode, you can even attack units ''underground'' if you happen to be directly above the 3x3 tile square that unit in is the center of.
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* In ''DwarfFortres'', ''DwarfFortress'', not only can you attack in all 8 direction (and projectiles can be fire toward any square in view), the game currently has 3 dimensions [[GoodBadBugs but altitude has no effect on ability to attack]]: a fish in a river and a dwarf on the surrounding cliff face are perfectly capable of exchanging blows so long as they are horizontally adjacent. In adventure mode, you can even attack units ''underground'' if you happen to be directly above the 3x3 tile square that unit in is the center of.
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* In ''DwarfFortres'', not only can you attack in all 8 direction (and projectiles can be fire toward any square in view), the game currently has 3 dimensions [[GoodBadBugs but altitude has no effect on ability to attack]]: a fish in a river and a dwarf on the surrounding cliff face are perfectly capable of exchanging blows so long as they are horizontally adjacent. In adventure mode, you can even attack units ''underground'' if you happen to be directly above the 3x3 tile square that unit in is the center of.
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* ''{{Purple}}'' lets you aim only in four directions. What's worse, during the development process, the author promised the finished version to let you aim in eight directions, but that never came to be.
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** Fully averted once more by none other than [[BadassGrandpa Julius Belmont]] in ''[[CastlevaniaHarmonyOfDespair Harmony Of Despair]]'', where he can whip in all directions this time, and he has a variety of sub-weapons as well when that doesn't quite cut it.
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* In CaveStory, you can only fire in four directions. However, since the game is so well made, this is rarely a problem.
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** MMX5 and X6 allowed you to crouch, partially averting this.
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* Mario has a variant: The game's DemonicSpider: Lakitu! You can attack diagonally, downward. But anything higher than Mario can't be attacked. Not normally a problem, until you've got a guy ''constantly'' spawning mooks. (You can kill him, but he just respawns.)
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* Mario {{Mario}} has a variant: The game's DemonicSpider: Lakitu! You can attack diagonally, downward. But anything higher than Mario can't be attacked. Not normally a problem, until you've got a guy ''constantly'' [[MookMaker spawning mooks. mooks]]. (You can kill him if you stand high enough to hit him, but he just respawns.)
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* ''[[TheLegendOfZeldaIITheAdventureOfLink Zelda II: The Adventure of Link]]'' averts this trope both by allowing Link's range of attacks to cover most of the area in front of his body and by giving him the down-stab and up-stab abilities.
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* ''[[TheLegendOfZeldaIITheAdventureOfLink Zelda ''[[TheLegendOfZelda Zelda]] [[ZeldaIITheAdventureOfLink II: The Adventure of Link]]'' averts this trope both by allowing Link's range of attacks to cover most of the area in front of his body and by giving him the down-stab and up-stab abilities.
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----
<<|VideoGameDifficultyTropes|>>
<<|VideoGameDifficultyTropes|>>
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<<|VideoGameDifficultyTropes|>>
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* ''The original Game/TheLegendOfZelda'': also an example of Denial of Diagonal ''Movement''.
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* ''The The original Game/TheLegendOfZelda'': ''Game/TheLegendOfZelda'': also an example of Denial of Diagonal ''Movement''.
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* ''Game/TheLegendOfZelda'': also an example of Denial of Diagonal ''Movement''.
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* ''Game/TheLegendOfZelda'': ''The original Game/TheLegendOfZelda'': also an example of Denial of Diagonal ''Movement''.
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** Averted in the 3D Zeldas.
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* The first ''Metroid'' game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''Metroid II'' averted this a bit by allowing you to duck. ''Super Metroid'' and beyond averted this further by also allowing you to shoot diagonally and straight down, and allowing you to keep and combine beams instead of replacing them.
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* The first ''Metroid'' ''{{Metroid}}'' game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''Metroid II'' averted this a bit by allowing you to duck. ''Super Metroid'' and beyond averted this further by also allowing you to shoot diagonally and straight down, and allowing you to keep and combine beams instead of replacing them.
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* ''{{Metroid}}'':
** The first game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''Metroid II'' averted this a bit by allowing you to duck. ''Super Metroid'' and beyond averted this further by also allowing you to shoot diagonally and straight down, and allowing you to keep and combine beams instead of replacing them.
** The first game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''Metroid II'' averted this a bit by allowing you to duck. ''Super Metroid'' and beyond averted this further by also allowing you to shoot diagonally and straight down, and allowing you to keep and combine beams instead of replacing them.
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* ''{{Metroid}}'':
**The first ''Metroid'' game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''Metroid II'' averted this a bit by allowing you to duck. ''Super Metroid'' and beyond averted this further by also allowing you to shoot diagonally and straight down, and allowing you to keep and combine beams instead of replacing them.
**
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* ''{{Metroid}}'': the first two games only - ''Super Metroid'' and beyond averted this by allowing you to crouch and shoot diagonally. The Screw Attack was awesome enough to possibly qualify for partial aversion, but crotch monsters remained difficult for even a fully-powered Samus to deal with in the first game.
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* ''{{Metroid}}'': the ''{{Metroid}}'':
** The firsttwo games game only - let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''Metroid II'' averted this a bit by allowing you to duck. ''Super Metroid'' and beyond averted this further by also allowing you to crouch and shoot diagonally. The Screw Attack was awesome enough diagonally and straight down, and allowing you to possibly qualify for partial aversion, but crotch monsters remained difficult for even a fully-powered Samus to deal with in the first game. keep and combine beams instead of replacing them.
** The first
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Bass can't shoot straight down.
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** Bass (and later [[MegaManX Axl]]) could fire in 8 directions, although they [[DoNotRunWithAGun could not run at the same time.]]
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** Bass (and could fire in 7 directions and later [[MegaManX Axl]]) Axl]] could fire in 8 directions, 8, although they [[DoNotRunWithAGun could not run at the same time.]]
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Added an entry for Recettear
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!!Inversions:
* ''{{Recettear}}'': Many enemies have ranged attacks which can only fire in the main 4 directions, so if you approach from a diagonal they are unable to defend themselves. You can then become the GoddamnedBats you so despise.
* ''{{Recettear}}'': Many enemies have ranged attacks which can only fire in the main 4 directions, so if you approach from a diagonal they are unable to defend themselves. You can then become the GoddamnedBats you so despise.
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* ''[=~Yoshi's Island~=]'' and ''[=~Yoshi's Story~=]'' completely avert this with eggs, which can be thrown at many varying angles - in fact, it's ''easier'' to throw them at a diagonal than straight forward! (Watermelon seeds and Baby Bowser's flames, on the other hand...)
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** That's why you entered turn-based mode. In regular full-speed mode the [[TheComputerIsACheatingBastard AI was given a rather large advantage]].
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** Apollo, the leader of the main cast, instead of fighting melee like his companions (and therefore [[GoodBadBugs flying]]) uses a crossbow. [[MostTriumphantExample This gives him a tiny vertical range that is too high for every single enemy in his two stages]]. Virtually the only thing you can attack with him that doesn't randomly spawn flying at your own height is the final boss.
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* ''MegaMan'': the series as a whole is a ''horrible'' offender of this trope. More often than not, you can't even shoot up or down, with the exception of certain special weapons. This trope is one of the main reasons the Metal Blades, which ''could'' be shot in all eight directions, were such a GameBreaker.
** It wasn't until ''Mega Man 5'' that the charged shot gained extra vertical spread, finally putting an end to crotch monsters.
** It wasn't until ''Mega Man 5'' that the charged shot gained extra vertical spread, finally putting an end to crotch monsters.
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* ''MegaMan'': ''Game/MegaMan'': the series as a whole is a ''horrible'' offender of this trope. More often than not, you can't even shoot up or down, with the exception of certain special weapons. This trope is one of the main reasons the Metal Blades, which ''could'' be shot in all eight directions, were such a GameBreaker.
** It wasn't until''Mega Man 5'' ''5'' that the charged shot gained extra vertical spread, finally putting an end to crotch monsters.
** It wasn't until
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** X was a GameBreaker in Mega Man X 7 because he would actually aim at his target instead of blindly shooting forward. Floor, ceiling, [[PolygonCeiling Z-axis]] be damned, you were dead meat once X fired.
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** X was a GameBreaker in Mega Man X 7 ''X7'' because he would actually aim at his target instead of blindly shooting forward. Floor, ceiling, [[PolygonCeiling Z-axis]] be damned, you were dead meat once X fired.
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** Megaman 10 uses this heavily to make certain boss and mini-boss fights "challenging." Downloading Bass reveals just how much of a game design crutch this is, as he can shoot up and will destroy these bosses almost instantly.
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** Megaman 10 ''10'' uses this heavily to make certain boss and mini-boss fights "challenging." Downloading Bass reveals just how much of a game design crutch this is, as he can shoot up and will destroy these bosses almost instantly.
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* Mario has a variant: The game's DemonicSpider: Lakitu! You can attack diagonally, downward. But anything higher than Mario can't be attacked. Not normally a problem, until you've got a guy ''constantly'' spawning mooks. (You can kill him, but he just respawns.)
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* {{GunstarHeroes}} allows you to choose between two modes: Fixed Shot and Free Shot. Free Shot gives you a shooting scheme straight out of {{Contra}}, whereas Fixed Shot makes you stand still and aim in the direction you press the D-pad while firing.
** Its remake/sequel Gunstar Super Heroes expands on this by assigning those two to separate buttons (instead of making the player pick one) and adding the ability to move freely while continuously aiming in one direction.
** Its remake/sequel Gunstar Super Heroes expands on this by assigning those two to separate buttons (instead of making the player pick one) and adding the ability to move freely while continuously aiming in one direction.
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* ''[[Game/{{ptitlelpt9xvh0}} GoldenEye]]'': is an [[IncrediblyLamePun odd]] example where this trope's invocation is the result of one specific character/enemy and not a glaring, inherent flaw in the game controls.
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* ''[[Game/{{ptitlelpt9xvh0}} GoldenEye]]'': is an [[IncrediblyLamePun [[AWorldwidePunomenon odd]] example where this trope's invocation is the result of one specific character/enemy and not a glaring, inherent flaw in the game controls.
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*** [[FridgeLogic Which becomes ridiculous]] when you realize that Iji will happily fire a weapon which knocks her over with recoil even while she ''is'' standing. Not to mention that you get knocked over frequently anyway with all the rockets flying around, and that blasting yourself across the room with recoil would actually be ''useful'' in some instances. In fact, it's required to get some of the secrets!
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** Later games avoided this by making the sword slash in an arc, and introducing the spinning attack. However, most ranged attacks still only fire four directions.
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* ''NinjaGaiden'': is another example of the flying/forehead variant of this trope, notable if only for the fact that the game's Goddamn Bats are more deadly than a bazooka blast to the face.
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* ''NinjaGaiden'': is another example of the flying/forehead variant of this trope, notable if only for the fact that the game's Goddamn Bats GoddamnedBats are more deadly than a bazooka blast to the face.
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* ''{{Castlevania}}'': the flying/forehead variety is present at all times in the earlier games, and walking on stairs effectively removes your ability to deal with crotch monsters.
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* ''{{Castlevania}}'': the flying/forehead variety is present at all times in the earlier games, and walking on stairs effectively removes your ability to deal with crotch monsters. monsters.
* ''ESwat'' Especially annoying in the very first mission of the game where in one spot you have to jump from this one platform to another with some guy above you shooting straight down at you.
* ''ESwat'' Especially annoying in the very first mission of the game where in one spot you have to jump from this one platform to another with some guy above you shooting straight down at you.
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*** ''PerfectDark'' thankfully avoided this, because the game automatically aims at stuff lower than yourself. Maid fighting short characters like Elvis much easier.
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*** ''PerfectDark'' thankfully avoided this, because the game automatically aims at stuff lower than yourself. Maid Made fighting short characters like Elvis much easier.