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* ''[[http://www.newgrounds.com/portal/view/512407 Madness Accelerant]]''. With keyboard controls, you can only aim in a few directions. A later version added [[GameBreaker mouse aiming]] that allowed you to aim anywhere.

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* ''[[http://www.newgrounds.com/portal/view/512407 Madness Accelerant]]''.''VideoGame/MadnessAccelerant''. With keyboard controls, you can only aim in a few directions. A later version added [[GameBreaker mouse aiming]] that allowed you to aim anywhere.


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* ''VideoGame/ShantaeHalfGenieHero'': Sophia III can only fire in-front or straight above.
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* ''VideoGame/WarioWare'''s ''Pyoro'' minigame twists this trope forty-five degrees. Your tongue/seeds will ''only'' fire diagonally, while the beans you're trying to hit fall from above.

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* ''VideoGame/WarioWare'''s ''VideoGame/WarioWareIncMegaMicrogames'': The ''Pyoro'' minigame twists this trope forty-five degrees. Your tongue/seeds will ''only'' fire diagonally, while the beans you're trying to hit fall from above.
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* ''VideoGame/SuperMarioBros'' has a variant: You can attack diagonally, downward. But anything higher than Mario can't be attacked. Not normally a problem, until you've got Lakitu, FlyingOnACloud at the top of the screen ''constantly'' [[MookMaker spawning Spinies]]. (You can kill him if you stand high enough to hit him, but he just respawns.)

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* ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' has a variant: You can attack diagonally, downward. But anything higher than Mario can't be attacked. Not normally a problem, until you've got Lakitu, FlyingOnACloud at the top of the screen ''constantly'' [[MookMaker spawning Spinies]]. (You can kill him if you stand high enough to hit him, but he just respawns.)
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* ''VideoGame/MissionImpossibleKonami'': Your agents can only attack along eight directions, while the enemies can shoot bullets at you from any angle. Fortunately, Max's bullets travel a lot faster than the enemy's bullets do.
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This is is often part of the GoddamnedBats bag of tricks. One of the main contributing factors in games that are NintendoHard. Not to be confused with grid-based games not allowing diagonal attacks (though they may certainly qualify if this is a source of constant frustration) or with actual Denial of Service Attacks.

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This is is often part of the GoddamnedBats bag of tricks. One of the main contributing factors in games that are NintendoHard. Not to be confused with grid-based games not allowing diagonal attacks (though they may certainly qualify if this is a source of constant frustration) or with actual Denial of Service Attacks.
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This is one of the ClassicVideoGameScrewYous and is often part of the GoddamnedBats bag of tricks. One of the main contributing factors in games that are NintendoHard. Not to be confused with grid-based games not allowing diagonal attacks (though they may certainly qualify if this is a source of constant frustration) or with actual Denial of Service Attacks.

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This is one of the ClassicVideoGameScrewYous and is often part of the GoddamnedBats bag of tricks. One of the main contributing factors in games that are NintendoHard. Not to be confused with grid-based games not allowing diagonal attacks (though they may certainly qualify if this is a source of constant frustration) or with actual Denial of Service Attacks.
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* Sachen's ''SilentAssault''. You can shoot horizontally and vertically, but not diagonally.
* In ''Sküljagger: Revolt of the Westicans'', Storm's non-crouching swings are in an overhead arc, yet only part of the arc will register hits. His crouching attack changes to more of a sideways arc, but can still hit enemies standing slightly lower than him if close enough. Finally, the projectiles granted by red jemeralds only travel horizontally forward.
* ''[[http://www.newgrounds.com/portal/view/512407 Madness Accelerant]]''. With keyboard controlls, you can only aim in a few directions. A later version added [[GameBreaker mouse aiming]] that allowed you to aim anywhere.

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* Sachen's ''SilentAssault''.''VideoGame/SilentAssault''. You can shoot horizontally and vertically, but not diagonally.
* In ''Sküljagger: Revolt of the Westicans'', ''VideoGame/SkuljaggerRevoltOfTheWesticans'', Storm's non-crouching swings are in an overhead arc, yet only part of the arc will register hits. His crouching attack changes to more of a sideways arc, but can still hit enemies standing slightly lower than him if close enough. Finally, the projectiles granted by red jemeralds only travel horizontally forward.
* ''[[http://www.newgrounds.com/portal/view/512407 Madness Accelerant]]''. With keyboard controlls, controls, you can only aim in a few directions. A later version added [[GameBreaker mouse aiming]] that allowed you to aim anywhere.
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** In the SpiritualSuccessor ''VideoGame/AzureStrikerGunvolt'', Gunvolt is limited to only shooting in front of him up until he gets the Technos, Mizuchi, and Orochi bolts. Technos fires a pair of twin shots downwards and diagonally that glides along surfaces, Mizuchi can be fired in five directions from its reticle, and the Orochi deploys an aerial drone that fires in seven directions in a sweeping motion.

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** In the SpiritualSuccessor ''VideoGame/AzureStrikerGunvolt'', ''VideoGame/AzureStrikerGunvoltSeries'', Gunvolt is limited to only shooting in front of him up until he gets the Technos, Mizuchi, and Orochi bolts. Technos fires a pair of twin shots downwards and diagonally that glides along surfaces, Mizuchi can be fired in five directions from its reticle, and the Orochi deploys an aerial drone that fires in seven directions in a sweeping motion. {{Averted}} in ''VideoGame/AzureStrikerGunvolt3'', where Gunvolt gets no new guns but can now aim diagonally up and down. Similarly, [[{{Miko}} Kirin]] can throw her talismans in diagonal directions and can unlock [[PlayAsABoss Kirin XX]] who can not only aim diagonally but fires multiple talismans in a spreadshot.
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** Completely averted in ''VideoGame/MegaManXDive'', where all characters equipped with shooting weapons can fire in any direction.
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** X was a GameBreaker in ''[[VideoGame/MegaManX7 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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** X was a GameBreaker in ''[[VideoGame/MegaManX7 X7]]'' because he would actually aim at his target instead of blindly shooting forward. Floor, ceiling, [[PolygonCeiling Z-axis]] Z-axis be damned, you were dead meat once X fired.
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* ''VideoGame/GoldenEye1997'' is an [[IncrediblyLamePun odd]] example where this [[InvokedTrope trope's invocation]] is the result of one specific character/enemy and not a glaring, inherent flaw in the game controls: if you're playing multiplayer and your friend picks Oddjob, just declare him the winner and play something else. You could crouch in ''[=GoldenEye=]'', but it wasn't a simple button press, so quite a few players (especially those new to the game) had no idea how. Combine this with a crouching Oddjob and it was physically impossible to target him at point blank range. Normally the Oddjob would karate chop you to death in amusement.

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* ''VideoGame/GoldenEye1997'' is an [[IncrediblyLamePun [[{{Pun}} odd]] example where this [[InvokedTrope trope's invocation]] is the result of one specific character/enemy and not a glaring, inherent flaw in the game controls: if you're playing multiplayer and your friend picks Oddjob, just declare him the winner and play something else. You could crouch in ''[=GoldenEye=]'', but it wasn't a simple button press, so quite a few players (especially those new to the game) had no idea how. Combine this with a crouching Oddjob and it was physically impossible to target him at point blank range. Normally the Oddjob would karate chop you to death in amusement.
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* ''Cyber-Lip'' for the UsefulNotes/NeoGeo doesn't allow players to aim their shots diagonally.

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* ''Cyber-Lip'' for the UsefulNotes/NeoGeo ''VideoGame/CyberLip'' doesn't allow players to aim their shots diagonally.
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* Yes and no in ''VideoGame/TheBindingOfIsaac''; the main player (and a few monsters) can only nominally shoot up, down, left, and right, but the player can whip shots by firing while moving. There are many items that changes how Isaac can shoot tears, like in a spread pattern, only diagonally, around him, in any direction, or even fully controllable.

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* Yes and no in ''VideoGame/TheBindingOfIsaac''; the main player (and a few monsters) can only nominally shoot up, down, left, and right, but the player can whip shots by firing while moving. There are many items that changes how Isaac can shoot tears, like in a spread pattern, only diagonally, around him, in any direction, or even fully controllable. Mom's Knife is one of the few items, if not the ''only'' item, that can actually be aimed and fired in 8 directions.
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* ''VideoGame/RealmsOfArkania'': Blade of Destiny had this issue with magic and missile weapons, which meant that your enemies would always have a straight open line towards your mages and archers. Diagonal aiming was added for the sequels.

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* Yes and no in ''VideoGame/TheBindingOfIsaac''; the main player (and a few monsters) can only nominally shoot up, down, left, and right, but the player can whip shots by firing while moving.
** There are also certain items that give Isaac a spreadshot pattern, which can negate the need for a true diagonal shot, and some extremely powerful items will let you shoot diagonally.

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* Yes and no in ''VideoGame/TheBindingOfIsaac''; the main player (and a few monsters) can only nominally shoot up, down, left, and right, but the player can whip shots by firing while moving.
**
moving. There are also certain many items that give changes how Isaac can shoot tears, like in a spreadshot spread pattern, which can negate the need for a true diagonal shot, and some extremely powerful items will let you shoot diagonally. only diagonally, around him, in any direction, or even fully controllable.
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* ''VideoGame/HollowKnight'' plays this quite straight. Your primary melee attack can only strike directly left, right, up or down, and spells and Nail Arts only let you attack in the same directions at greater distances and in wider arcs.

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* ''VideoGame/HollowKnight'' plays this quite straight. Your primary melee attack can only strike directly left, right, up or down, and spells and Nail Arts only let you attack in the same directions at greater distances and in wider arcs. Needless to say, enemies are not bound to this rule, especially many common flying enemies which can and will charge into or spit at you along diagonal lines.

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Fridge Logic doesn't belong here. Also removed an unnecessary bullet point.


* ''VideoGame/{{Iji}}'' can't fire while crouched, and more damningly, can't fire while jumping. However, the [[BenevolentArchitecture game was designed around these limitations]]; there's really never a point where you NEED to be able to do these things. There are a few weapons that can fire in a spread or hit things not on your horizontal level, but aside from a few secret bits, the spread isn't all that useful.
** Also explained by the game - Iji's nanogun is [[HugeGunTinyGirl so large]] she can only hold it properly while standing straight - trying to fire while crouched or airborne would result in the recoil knocking her over.
*** [[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. 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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* ''VideoGame/{{Iji}}'' can't fire while crouched, and more damningly, can't fire while jumping. However, the [[BenevolentArchitecture game was designed around these limitations]]; there's really never a point where you NEED to be able to do these things. There are a few weapons that can fire in a spread or hit things not on your horizontal level, but aside from a few secret bits, the spread isn't all that useful.
** Also
useful. This is also explained by the game - -- Iji's nanogun is [[HugeGunTinyGirl so large]] she can only hold it properly while standing straight - trying to fire while crouched or airborne would result in the recoil knocking her over.
*** [[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. 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!
over.
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The removed segment is entirely a matter of YMMV


A common issue, mostly in older games (though starting to make a comeback with the advent of FPS games with horrible controls) where your weapon can fire along only a fixed point on the horizontal axis (i.e., no aiming your shots higher or lower to hit something just out of reach). While some games may let you crouch for lower shots, others won't even let you do that. If you're lucky, your character may eventually upgrade to a weapon capable of targeting enemies outside your initial weapon's range of fire, but you will inevitably begin with something that will fire only along a specific point on the X-axis.

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A common issue, mostly in older games (though starting to make a comeback with the advent of FPS games with horrible controls) where your weapon can fire along only a fixed point on the horizontal axis (i.e., no aiming your shots higher or lower to hit something just out of reach). While some games may let you crouch for lower shots, others won't even let you do that. If you're lucky, your character may eventually upgrade to a weapon capable of targeting enemies outside your initial weapon's range of fire, but you will inevitably begin with something that will fire only along a specific point on the X-axis.
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* ''VideoGame/HollowKnight'' plays this quite straight. Your primary melee attack can only strike directly left, right, up or down, and spells and Nail Arts only let you attack in the same directions at greater distances and in wider arcs.
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** Bass could fire in 7 directions and later [[VideoGame/MegaManX Axl]] could fire in ''X8'', although they [[DoNotRunWithAGun could not run at the same time.]]
** ''X2'' has the Magnet Mine which can be guided up and down.
** X was a GameBreaker in ''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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** Bass could fire in 7 directions and later [[VideoGame/MegaManX Axl]] could fire in any direction in ''X8'', although they [[DoNotRunWithAGun could not run at the same time.]]
** ''X2'' ''[[VideoGame/MegaManX2 X2]]'' has the Magnet Mine which can be guided up and down.
** X was a GameBreaker in ''X7'' ''[[VideoGame/MegaManX7 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.



** ''[=MMX5=]'' and ''X6'' allowed you to crouch, partially averting this.
** Legends, Zero and ZX series averts this to some extent. Legends has lock-on features, ZX has Model F (who can not only shoot directly up, but has a Buster Edit where you can change the paths of your guns' bullets) and Model P (who can [[BladeSpam spam kunai knives that spread out]] until everything in front of you is getting stabbed), ZXA has a number of forms you can use, some of which shoot in 3-way or have {{Homing Projectile}}s and Zero had a Buster Mod that allowed him to fire in a V, as well as making use of the Rod-type weapons (Including the ones he could rip from his enemies.
** Ironically he is one of the few exceptions to this rule in [[VideoGame/SuperSmashBros Smash Bros.]] thanks to retaining the Metal Blade. Almost every other character must shoot and throw their projectiles in a single direction (albeit in a small arc once gravity kicks in).
** ''VideoGame/StreetfighterXMegaMan'' has Yoga Inferno which can be aimed up and down.

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** ''[=MMX5=]'' ''[[VideoGame/MegaManX5 MMX5]]'' and ''X6'' ''[[VideoGame/MegaManX6 X6]]'' allowed you to crouch, partially averting this.
** Legends, Zero
this. Some enemies are also on the receiving end of this, as the classic series' slide and ZX series the ''X'' series' dash allow you to consistently slip under their projectiles.
** ''VideoGame/MegaManLegends'', ''[[VideoGame/MegaManZero Zero]]'' and ''[[VideoGame/MegaManZX ZX]]''
averts this to some extent. Legends ''Legends'' has lock-on features, ZX features; ''ZX'' has Model F (who can not only shoot directly up, but has a Buster Edit where you can change the paths of your guns' bullets) and Model P (who can [[BladeSpam spam kunai knives that spread out]] until everything in front of you is getting stabbed), ZXA stabbed); ''ZX Advent'' has a number of forms you can use, some of which shoot in 3-way or have {{Homing Projectile}}s Projectile}}s; and Zero ''Zero'' had a Buster Mod that allowed him to fire two shots at once in a V, V formation, as well as making use of the Rod-type weapons (Including and many of the ones he could weapons you can rip from his enemies.
off of enemies in ''[[VideoGame/MegaManZero4 Zero 4]]''.
** Ironically he Ironically, Mega Man is one of the few exceptions to this rule in [[VideoGame/SuperSmashBros Smash Bros.]] ''VideoGame/SuperSmashBros'' thanks to retaining the Metal Blade. Almost every other character must shoot and throw their projectiles in a single direction (albeit in a small arc once gravity kicks in).
** ''VideoGame/StreetfighterXMegaMan'' ''VideoGame/StreetFighterXMegaMan'' has Yoga Inferno which can be aimed up and down.



** ''Mega Man''[='=]s other spiritual successor, ''VideoGame/MightyNo9'', Beck's primary ArmCannon shoots in front of him, but he also has a downwards backshot he can perform by pressing the Action Shift+Attack buttons to shoot at the ground. Using Dynatron's [=ReXelection=] form allows him to shoot multiple electrical bits in a sweeping fan-like spread. Aviator's [=ReXelection=] allows Beck to toss propeller boomerangs that zig-zags during its trajectory. Guest DLC character Tenzou from the ''VideoGame/GalGun'' is only character who can crouch and attack enemies while ducking, partially averting this before getting the diagonal attack module.

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** In ''Mega Man''[='=]s other spiritual successor, ''VideoGame/MightyNo9'', Beck's primary ArmCannon shoots in front of him, but he also has a downwards backshot he can perform by pressing the Action Shift+Attack buttons to shoot at the ground. Using Dynatron's [=ReXelection=] form allows him to shoot multiple electrical bits in a sweeping fan-like spread. Aviator's [=ReXelection=] allows Beck to toss propeller boomerangs that zig-zags during its trajectory. Guest DLC character Tenzou from the ''VideoGame/GalGun'' is only character who can crouch and attack enemies while ducking, partially averting this before getting the diagonal attack module.

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** SpiritualSuccessor ''VideoGame/TwentyXX'' has something similar for Nina's basic N-Buster, although by cracking open a weapon crate you can get the Scatterblast, Forkalator or Wave Beam to bypass that.

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** In the SpiritualSuccessor ''VideoGame/TwentyXX'' ''VideoGame/AzureStrikerGunvolt'', Gunvolt is limited to only shooting in front of him up until he gets the Technos, Mizuchi, and Orochi bolts. Technos fires a pair of twin shots downwards and diagonally that glides along surfaces, Mizuchi can be fired in five directions from its reticle, and the Orochi deploys an aerial drone that fires in seven directions in a sweeping motion.
** ''Mega Man''[='=]s other spiritual successor, ''VideoGame/MightyNo9'', Beck's primary ArmCannon shoots in front of him, but he also has a downwards backshot he can perform by pressing the Action Shift+Attack buttons to shoot at the ground. Using Dynatron's [=ReXelection=] form allows him to shoot multiple electrical bits in a sweeping fan-like spread. Aviator's [=ReXelection=] allows Beck to toss propeller boomerangs that zig-zags during its trajectory. Guest DLC character Tenzou from the ''VideoGame/GalGun'' is only character who can crouch and attack enemies while ducking, partially averting this before getting the diagonal attack module.
** The spin-off game ''[[VideoGame/MightyGunvolt Mighty Gunvolt Burst]]'' has characters limited to only shooting in front of them until they can pick up and equip a late-game module that enables diagonal shots, and the angle of the shots can be adjusted.
* ''VideoGame/TwentyXX'', a ''Mega Man X''-inspired roguelike,
has something similar for Nina's basic N-Buster, although by cracking open a weapon crate you can get the Scatterblast, Forkalator or Wave Beam to bypass that.
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** Averted in the 3D Zeldas.

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** Averted in the 3D Zeldas.Zeldas, including the top-down ones. Of course, the enemies can freely rotate too, so you can't simply come at them diagonally.

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* The [[VideoGame/{{Metroid1}} very first]] ''{{Franchise/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. ''VideoGame/MetroidIIReturnOfSamus'' put a downplay on it by allowing you to duck and fire straight down if you're in midair, and also improving the Screw Attack so it can destroy small monsters at ground level. ''VideoGame/SuperMetroid'' and beyond averted this further by also allowing Samus to both shoot diagonally and combine collected beam power-ups instead of having them as mutually exclusive. The ''VideoGame/MetroidPrimeTrilogy'', being 3D {{First Person Shooter}}s, got rid of this problem entirely -- as did ''VideoGame/MetroidSamusReturns'', the first 2D game in the series to offer a complete free-aim mode.

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* ''Franchise/{{Metroid}}'':
**
The [[VideoGame/{{Metroid1}} very first]] ''{{Franchise/Metroid}}'' first ''VideoGame/Metroid1'' 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. bombs.
**
''VideoGame/MetroidIIReturnOfSamus'' put a downplay on it by allowing you to duck and fire straight down if you're in midair, and also improving the Screw Attack so it can destroy small monsters at ground level. level.
**
''VideoGame/SuperMetroid'' and beyond averted this further by also allowing Samus to both shoot diagonally and combine collected beam power-ups instead of having them as mutually exclusive. The ''VideoGame/MetroidPrimeTrilogy'', being 3D {{First Person Shooter}}s, got rid of this problem entirely -- as did ''VideoGame/MetroidSamusReturns'', the first 2D game in the series to offer a complete free-aim mode.
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* The original ''VideoGame/TheLegendOfZeldaI'': also an example of Denial of Diagonal ''Movement''.
** Somewhat averted with the boomerang, however.

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* The ''Franchise/TheLegendOfZelda'':
** In the
original ''VideoGame/TheLegendOfZeldaI'': also an example of Denial of Diagonal ''Movement''.
** Somewhat averted with
''VideoGame/TheLegendOfZeldaI'', Link is only able to move in four directions and his main attack is a straight-forward stab, which makes it difficult to attack things that you'd rather not be standing directly in front of. With a little finesse, you can throw the boomerang, however.boomerang diagonally, but that's it.
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Some games [[TropesAreTools account for the limitations of the controls and make it part of the gameplay and challenge]]. Others... [[FakeDifficulty are not quite so consciously designed]].

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Some games [[TropesAreTools [[Administrivia/TropesAreTools account for the limitations of the controls and make it part of the gameplay and challenge]]. Others... [[FakeDifficulty are not quite so consciously designed]].
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* The original ''VideoGame/TheLegendOfZelda'': also an example of Denial of Diagonal ''Movement''.

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* The original ''VideoGame/TheLegendOfZelda'': ''VideoGame/TheLegendOfZeldaI'': also an example of Denial of Diagonal ''Movement''.
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* This is a problem in ''{{VideoGame/Pokemon}}'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target your attack at the opponent Pokemon on the far other side from you unless you are using certain attacks (most of which are flying).

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* This is a problem in ''{{VideoGame/Pokemon}}'' ''{{Franchise/Pokemon}}'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target your attack at the opponent Pokemon on the far other side from you unless you are using certain attacks (most of which are flying).
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** Legends, Zero and ZX series averts this to some extent. Legends has lock-on features, ZX has Model-F and Model-P, ZXA has a number of forms you can use, some of which shoot in 3-way or have {{Homing Projectile}}s and Zero had a Buster Mod that allowed him to fire in a V, as well as making use of the Rod-type weapons (Including the ones he could rip from his enemies.

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** Legends, Zero and ZX series averts this to some extent. Legends has lock-on features, ZX has Model-F Model F (who can not only shoot directly up, but has a Buster Edit where you can change the paths of your guns' bullets) and Model-P, Model P (who can [[BladeSpam spam kunai knives that spread out]] until everything in front of you is getting stabbed), ZXA has a number of forms you can use, some of which shoot in 3-way or have {{Homing Projectile}}s and Zero had a Buster Mod that allowed him to fire in a V, as well as making use of the Rod-type weapons (Including the ones he could rip from his enemies.
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If we're not going to list "Inversions" and "Exceptions" for this trope, DON'T leave the examples under those headings!


* In ''VideoGame/RecettearAnItemShopsTale'', 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.
** The player's projectiles are bound by the same rule, though. The diagonal reach of melee attacks is used as a balancing factor between adventurers, from Louie's wide sword swing covering a broad arc, to Nagi's spear paying for it's huge reach with a very narrow attack.
* In ''VideoGame/DwarfFortress'', not only can you attack in all eight directions (and projectiles can be fired toward any square on the screen), the game currently has three 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 and have at least one visible target in range.
** 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.
* In the tactical strategy ''VideoGame/{{Odium}}'', your weapons' range is arbitrarily limited; this was criticized in several reviews. Melee weapons cannot be used to attack diagonally, and most firearms can only shoot horizontally and vertically as well. The rifle is special in that it can also shoot diagonally, but if an enemy happens to stand a [[TabletopGame/{{Chess}} knight's move]] away from you, you cannot even graze them. The shotgun's firing range is something of a thick plus sign, with your gunner standing in the middle.
* ''VideoGame/IndianaJonesAndHisDesktopAdventures'': Melee enemies can attack you diagonally. You cannot do the same to them (unless you use the machete, which you swing in a wide arc.)
* Tanks in ''Videogame/TreadMarks'' can freely spin and fire their turret in 360 degrees, but they cannot aim up or down in order to encourage players to get into the fray. Since it's a chaotic ''[[MultiTrackDrifting tank racing]]'' game, up-close combat is common.
* All games in the ''VideoGame/{{Contra}}'' series allow you to aim in all eight directions and shoot while prone, and the famous SpreadShot. You have to be moving to shoot diagonally, though.
* ''VideoGame/ZeldaIITheAdventureOfLink'' 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.
* The ''VideoGame/DonkeyKongCountry'' series as a whole averts this trope by providing the characters with full body attacks, as well as by giving projectiles an effective range of coverage, as well as allowing you to launch the projectiles at an angle from ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest DKC2]]'' onwards (strangely enough, this ability was absent in ''Returns'').
* In ''VideoGame/IceClimber'', a hammer swing will take out anything that's even remotely close to you, and simply jumping will even deal with baddies directly above/behind you.
* ''VideoGame/SuperCastlevaniaIV'' was the only one of the older 2-D titles to have 8-way whipping thus reducing a bit of the annoyance [[GoddamnBats Medusa Heads and Bats]] cause.
** ''VideoGame/CastlevaniaBloodlines'' and ''VideoGame/CastlevaniaChronicles'' too, to an extent; the player character can only hit diagonally or when in the air (as well as downwards in ''Chronicles''), and can't hit straight up at all.
** Most of the {{Metroidvania}} games gave you enough options to deal with enemies to properly avert this trope, as well.
** Fully averted once more by none other than Julius Belmont in ''[[VideoGame/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.
* In the original ''VideoGame/{{Doom}}'', although you can't aim the gun up or down yourself, if you fire at an enemy who is above or below your sights, the game aims the shot towards the enemy. Even if the game didn't do that, if you're above the enemy you'd still score a hit due to the enemies' [[HitboxDissonance cylinder-of-infinite-height hitboxes]]. This behavior can come back to bite you in the ass when dealing with monsters on a ledge high above but close to you, as ''your'' infinitely-high hitbox now becomes a liability and lets them scratch you from twenty feet above.
* ''Matt Hazard: Blood, Bath, and Beyond'' lets you stop and aim, which can be handy when dealing with enemies that are crouching or standing on a ledge above you. Unfortunately, you ''have'' to stop and stand still to aim like this, in a game where everyone else is aiming for your current position.
** Ditto for the ''VideoGame/ResidentEvil'' series.
* ''VideoGame/{{Abuse}}'' (sometimes called “''Doom'' the [[SideView side scroller]]”) lets you use the mouse for aiming and shooting while walking with the keyboard.
* ''VideoGame/GunstarHeroes'' allows you to choose between two modes: Fixed Shot and Free Shot. Free Shot gives you a shooting scheme straight out of ''VideoGame/{{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.
* ''VideoGame/YoshisIsland'' and ''VideoGame/YoshisStory'' 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, can only be fired at a straight angle. ''VideoGame/SuperSmashBros'' also allowed a surprisingly great deal of control over both the direction and distance of Yoshi's egg throw, decided only by the position of the analog stick.
* The titular hero of ''VideoGame/DynamiteHeaddy'' can fire his head in five directions while standing, in eight directions while in midair, and diagonally downward or low and to the side while ducking. If a target is within firing radius, it can be hit. The game even gives you overkill with Lotsa Heads, a three-head spread shot, War Head, which automatically fires projectiles in all eight directions along with being able to be fired normally, and Pig Head, which cannot itself be fired but which allows you to fire two homing projectiles at a time.
* In ''VideoGame/DeadlyTowers'', Prince Myer can throw swords in 8 directions.
* The Creator/{{Toaplan}} shmup ''Hellfire'' allows you to select between forward fire, backward fire, 2-way vertical fire and 4-way diagonal fire.
* ''VideoGame/DungeonCrawl'' not only allows you to attack in all 8 directions, but you can aim ranged attacks at pretty much any square within your line of sight, though you generally need to have a clear path to your target for your attack to hit. Of course, this applies to your enemies as well.
* Creator/{{Capcom}}'s ''Eco Fighters'' allows full 360-degree rotation for secondary weapon aiming.
* ''VideoGame/SigmaStarSaga'' also mostly averts this trope, since you upgrade to weapons capable of multi-directional fire very early in the game and never have to look back beyond that point.
* The main character Ares (and later Tarus in the UpdatedRerelease) in ''[[VideoGame/{{Ares}} A.R.E.S. Extinction Agenda]]'' allows players to shoot in any direction with either the mouse or the right stick of the Xbox 360 controller.
* ZigZagged in some older {{RPG}}s such as the ''VideoGame/{{Ultima}}'' series, depending on which version it is. For example, it's played straight in most of the early ''Ultimas'', but some of the ports that natively supported mice allowed for diagonals, while the NES version of ''VideoGame/UltimaIV'' averted it entirely, allowing you to select a target and aim directly instead of picking a vector.
* The ''VideoGame/DirtyHarry'' NES game both subverts and plays this trope straight at the same time. Harry ''can'' fire diagonally, but only upwards (unless he's standing up off the ground, when he can fire diagonally downward.) Combine this with the fact that he can't crouch, and crotch monsters are ''still'' a major problem.
* ''VideoGame/DeadlyRoomsOfDeath'' allows the player (and most monsters) to move and attack in all eight directions. Serpents can only move orthogonally, and taking advantage of diagonal movement is often required to outwit them. There is a floor type that restricts everything on it to orthogonal movement -- but Beethro can still ''attack'' in any direction.
* ''VideoGame/{{hets}}'' subverts it, by giving you ''one'' diagonal shot if you press up and left/right at the same time when firing. Maintaining this is impossible, though, apparently due to recoil. Gaining the split shot upgrade, however, will let you target some enemies diagonally just by shooting at a wall near them for long enough.

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