History Main / DepthPerplexion

19th Mar '17 8:38:44 AM Mineboot45
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* ''VideoGame/LittleRedHood'' is supposedly in a 3/4 overhead view, but if you jump in front of a tree, your head bumps into the trunk. Another AVGN explanation is at the 11 minute mark [[https://www.youtube.com/watch?v=NEwgFmL31RQ here.]]

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* ''VideoGame/LittleRedHood'' ''Little Red Hood'' is supposedly in a 3/4 overhead view, but if you jump in front of a tree, your head bumps into the trunk. Another AVGN [=AVGN=] explanation is at the 11 minute mark [[https://www.youtube.com/watch?v=NEwgFmL31RQ here.]]
2nd Mar '17 6:13:24 AM case
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** Against the FinalBoss in the [[VideoGame/SonicTheHedgehog2 second game]], the giant robot's claws are to the sides of its torso, but if Sonic or Tails try to hit the robot while one of the claws is extended, the claw will kill them.

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** Against the FinalBoss in the [[VideoGame/SonicTheHedgehog2 second game]], the giant robot's claws are to the sides of its torso, but if Sonic or Tails you try to hit the robot while one of the claws is extended, the claw will kill them.you.
2nd Mar '17 6:12:12 AM case
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** Against the FinalBoss in the [[VideoGame/SonicTheHedgehog2 second game]], both of the giant robot's claws can hurt you if either of them are sticking out beyond the torso - both the one logically in front of Sonic and the one logically behind him - even if they're sticking out only a little bit and not enough for the arms to be angled towards the middle, leaving the player with some tricky timings to make if they don't want to wait for the other moves.

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** Against the FinalBoss in the [[VideoGame/SonicTheHedgehog2 second game]], both of the giant robot's claws can hurt you if either of them are sticking out beyond to the torso - both the one logically in front sides of its torso, but if Sonic and or Tails try to hit the robot while one logically behind him - even if they're sticking out only a little bit and not enough for of the arms to be angled towards claws is extended, the middle, leaving the player with some tricky timings to make if they don't want to wait for the other moves.claw will kill them.
25th Oct '16 10:05:45 AM N1KF
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Added DiffLines:

* In ''Franchise/{{Kirby}}'' games, some [[PowerCopying copy abilities]] as well as Kirby's inhale can reach behind walls. Whip can reach items behind walls, and a fully charged Spark (starting with ''VideoGame/KirbysReturnToDreamLand'') or Plasma will always go all the way across the screen. Using this to your advantage is required in a few of the games' puzzles.
27th Aug '16 9:47:23 PM Berrenta
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* ''Equinox'' is an early 2D game that simulates a 3D isometric environment. There is a minor DepthPerplexion glitch that can occur in the game due to the graphic layering that performs the simulation. [[http://www.flyingomelette.com/equinox/glitch.html Read here for a good explanation.]]

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* ''Equinox'' is an early 2D game that simulates a 3D isometric environment. There is a minor DepthPerplexion Depth Perplexion glitch that can occur in the game due to the graphic layering that performs the simulation. [[http://www.flyingomelette.com/equinox/glitch.html Read here for a good explanation.]]
7th Aug '16 6:25:26 AM eroock
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->''There's even enemies that you can barely see, like this tiny mouse on the fence in the background.'' (The tiny mouse somehow hits Dorothy) ''Like are you kidding me? That doesn't even make sense from a perspective view-point. She's like standing in front of the fence.''

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->''There's ->''"There's even enemies that you can barely see, like this tiny mouse on the fence in the background.'' (The tiny mouse somehow hits Dorothy) ''Like are you kidding me? That doesn't even make sense from a perspective view-point. She's like standing in front of the fence.''"''
22nd Jun '16 9:03:29 PM bt8257
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When this trope is in effect, you can throw that thinking out the window. Those GoddamnBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes. If you're lucky, you can use this trope yourself and shoot through walls too, but a lot of the time, [[TheComputerIsACheatingBastard only the enemies]] get that luxury.

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When this trope is in effect, you can throw that thinking out the window. Those GoddamnBats GoddamnedBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes. If you're lucky, you can use this trope yourself and shoot through walls too, but a lot of the time, [[TheComputerIsACheatingBastard only the enemies]] get that luxury.
27th May '16 8:51:12 AM case
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This is like DepthDeception minus the logic. The enemy or object in question isn't actually especially big or small... it just somehow affects you even though it shouldn't actually be crossing your path. It's very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.

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This is like DepthDeception minus the logic. The enemy or object in question isn't actually especially big or small... it just somehow affects you even though it shouldn't actually be crossing your path. Depth Perplexion allows developers added flexibility when creating enemy code, allowing them to do things that aren't actually possible, but work intuitively from the game's perspective.

Most of the time, it's a form of FridgeLogic as only blatant examples are likely to be noticed as they're happening.
It's very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.
13th May '16 9:18:09 PM ImmenentStallion
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* ''VideoGame/LittleRedHood'' is supposedly in a 3/4 overhead view, but if you jump in front of a tree, your head bumps into the trunk. Another AVGN explanation is at the 11 minute mark [[http://www.gametrailers.com/video/angry-video-screwattack/59650 here.]]

to:

* ''VideoGame/LittleRedHood'' is supposedly in a 3/4 overhead view, but if you jump in front of a tree, your head bumps into the trunk. Another AVGN explanation is at the 11 minute mark [[http://www.gametrailers.com/video/angry-video-screwattack/59650 [[https://www.youtube.com/watch?v=NEwgFmL31RQ here.]]
5th Feb '16 9:17:12 PM case
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Before the days of 3D graphics, gamers were only concerned with three layers: the background, the foreground, and the "main layer" in between that the player actually resided on. This is the only layer that is supposed to matter. Sometimes the foreground might [[ObstructiveForeground block your view]], and [[BackgroundBoss some]] [[InvincibleMinorMinion guys]] may attack from the background, but that's it.

When this trope is in effect, you can throw all the rules of background vs. foreground out the window. Those GoddamnBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes. If you're lucky, you can shoot through walls too.

The most common instance of this is enemies and bullets (''[[TheComputerIsACheatingBastard their]]'' bullets) that go through walls by overlapping them. Most gamers just take this for granted, as it has been happening since ''VideoGame/SuperMarioBros'' with Bullet Bills, if not earlier than that.

This is like DepthDeception except with any semblance of logic removed. The enemy or object in question isn't actually especially big or small... it just somehow affects you despite the fact that it logically shouldn't be anywhere near you. It's very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.

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Before the days of 3D graphics, gamers were only concerned with games had three layers: the background, the foreground, and the "main layer" in between that the player actually resided on. This is Logically, the only main layer that is supposed to matter.where the action happens. Sometimes the foreground might [[ObstructiveForeground block your view]], and [[BackgroundBoss some]] [[InvincibleMinorMinion guys]] may attack from the background, but that's it.

When this trope is in effect, you can throw all the rules of background vs. foreground that thinking out the window. Those GoddamnBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes. If you're lucky, you can use this trope yourself and shoot through walls too.

The most common instance
too, but a lot of this is enemies and bullets (''[[TheComputerIsACheatingBastard their]]'' bullets) the time, [[TheComputerIsACheatingBastard only the enemies]] get that go through walls by overlapping them. Most gamers just take this for granted, as it has been happening since ''VideoGame/SuperMarioBros'' with Bullet Bills, if not earlier than that.

luxury.

This is like DepthDeception except with any semblance of logic removed.minus the logic. The enemy or object in question isn't actually especially big or small... it just somehow affects you despite the fact that even though it logically shouldn't actually be anywhere near you.crossing your path. It's very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.
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