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** This fact is ''critical'' for the proper use of the king in pretty much all endgames. Which makes it critical for playing the game well, period.
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* Some [[RacingGame Racing Games]] have an unintentional technique called "snaking" in which zig-zagging left and right across a straightaway causes the vehicle to move faster than if it just went in a straight line. This is due to to how these games give out boosts for drifting in certain ways. The MarioKart series and FZeroGX are examples of games with snaking.

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* Some [[RacingGame Racing Games]] have an unintentional technique called "snaking" in which zig-zagging left and right across a straightaway causes the vehicle to move faster than if it just went in a straight line. This is due to to how these games give out boosts for drifting in certain ways. The MarioKart series and FZeroGX ''[[FZero F-Zero GX]]'' are examples of games with snaking.
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* Some [[RacingGame Racing Games]] have an unintentional technique called "snaking" in which zig-zagging left and right across a straightaway causes the vehicle to move faster than if it just went in a straight line. This is due to to how these games give out boosts for drifting in certain ways. The MarioKart series and FZeroGX are examples of games with snaking.
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* GalacticCivilizations

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* GalacticCivilizations''[[GalacticCivilizations Galactic Civilizations II]]''
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* GalacticCivilizations
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*Oddly present in {{Halo}} 3 and Reach. Picking up a turret causes you to move slower, but moving diagonally is slightly faster than walking straight ahead.
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*** Naturally, all versions of ''Battlezone 2'''s unofficial 1.3 patch take flying out, [[BrokenBase to much rage from the veteran players]].
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** ''{{Battlezone}}'', on the other hand, retains this. In fact, going forward, strafing, pitching your hovertank forward (auto-stabilizing needs to be turned off or the tank will try to level out by itself) and using the jump thrusters all at once gives much faster movement - to say nothing of an engine glitch (?) that allows hovertanks to float high enough to be out of range for most weapons.
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* This troper develops games as a hobby and has experienced a version of this when the diagonal movement of a character is a literal addition of the Vertical and Horizontal vectors (I move 3 to the left and 4 up, my overall distance of travel is 5, basic trigonometry). The result is that diagonal movement is faster. The solution is to define the speed of travel seperately from the direction.
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** ''{{Quake}}'' stopped the boost for most ground-pounding FPS games, by keeping player movement a maximum distance. However, a second limitation affects objects that move very fast (but this won't happen in normal gameplay).

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** ''{{Quake}}'' stopped the boost for most ground-pounding FPS games, by keeping player movement a maximum distance. However, the fix they applied for that doesn't apply immediately, meaning that if you do this for a short time then jump, you can keep your speed. However, a second limitation affects objects that move very fast (but this won't happen in normal gameplay).
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unclear and difficult to read the first time


* This troper develops games as a hobby and has experienced a version of this when the diagonal movement of a character is a literal addition of the forwards/backwards and the Left/Right vectors. the result is that diagonal movement is faster. the solution is to define the speed of travel seperately from the direction.

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* This troper develops games as a hobby and has experienced a version of this when the diagonal movement of a character is a literal addition of the forwards/backwards Vertical and Horizontal vectors (I move 3 to the Left/Right vectors. the left and 4 up, my overall distance of travel is 5, basic trigonometry). The result is that diagonal movement is faster. the The solution is to define the speed of travel seperately from the direction.
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* This troper develops games as a hobby and has experienced a version of this when the diagonal movement of a character is a literal addition of the forwards/backwards and the Left/Right vectors. the result is that diagonal movement is faster. the solution is to define the speed of travel seperately from the direction.
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Not just a problem with grids; most older first-person games implement diagonal movement in the same way.

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Not just a problem with grids; most older first-person games implement diagonal movement in a similar way: moving forward in any direction gives normal speed, while a combined sideways movement adds to the same way.
speed.

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* ''{{Doom}}'': Strafing and running forward at the same time is faster than just moving forward or strafing.

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* ''{{Doom}}'': Strafing and running forward at the same time is faster than just moving forward or strafing. It is also possible for a further speed boost known as "Strafe50", where you try using Strafe On + Turning + Strafe Right while moving forward.


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** ''{{Quake}}'' stopped the boost for most ground-pounding FPS games, by keeping player movement a maximum distance. However, a second limitation affects objects that move very fast (but this won't happen in normal gameplay).
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* ''DungeonsAndDragons'': Played straight in 4th edition. Mostly averted in earlier editions by increasing the movement cost for every other diagonal tile to 2, i.e. a diagonal move counts as 1.5 squares (making diagonal movement about +6% faster rather than +41%).

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* ''DungeonsAndDragons'': Played straight in 4th edition. Mostly averted in earlier editions by increasing the movement cost for every other diagonal tile to 2, i.e. a diagonal move counts as 1.5 squares (making diagonal movement about +6% faster slower rather than +41%).+41% faster).
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* ''{{Deadly Towers}}'': Played straight in the first place, but their is also an item (called the Hyper Shoes) that increases your move speed...but only if you're moving diagonally.

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* ''{{Deadly Towers}}'': Played straight in the first place, but their there is also an item (called the Hyper Shoes) that increases your move speed...but only if you're moving diagonally.
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** The ''PokemonMysteryDungeon'' series.
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* {{Youju Senki AD 2048}} has an odd variation: moving one space diagonally is considered the same as moving one space vertically or horizontally (counted as one space of movement), but the characters cannot move like this if the spaces next to them are occupied by enemies or obstructions (to put it simply, if you can't move there without diagonal movement, you can't move there period). However, this limitation does not affect attacks (meaning that even if a character can't move diagonally into a space, they can still shoot that space if they're in range).

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* {{Youju Senki AD 2048}} has an odd variation: moving one space diagonally is considered the same as moving one space vertically or horizontally (counted as one space of movement), when moving or shooting), but the characters cannot move like this if the spaces next to them are occupied by enemies or obstructions (to put it simply, if you can't move there without diagonal movement, you can't move there period). However, this limitation does not affect attacks (meaning that even if a character can't move diagonally into a space, they can still shoot that space if they're in range).
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* {{Pretty Soldier Wars 2048}} has an odd variation: moving one space diagonally is considered the same as moving one space vertically or horizontally (counted as one space of movement), but the characters cannot move like this if the spaces next to them are occupied by enemies or obstructions (to put it simply, if you can't move there without diagonal movement, you can't move there period). However, this limitation does not affect attacks (meaning that even if a character can't move diagonally into a space, they can still shoot that space if they're in range).

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* {{Pretty Soldier Wars {{Youju Senki AD 2048}} has an odd variation: moving one space diagonally is considered the same as moving one space vertically or horizontally (counted as one space of movement), but the characters cannot move like this if the spaces next to them are occupied by enemies or obstructions (to put it simply, if you can't move there without diagonal movement, you can't move there period). However, this limitation does not affect attacks (meaning that even if a character can't move diagonally into a space, they can still shoot that space if they're in range).
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* {{Pretty Soldier Wars 2048}} has an odd variation: moving one space diagonally is considered the same as moving one space vertically or horizontally (counted as one space of movement), but the characters cannot move like this if the spaces next to them are occupied by enemies or obstructions (to put it simply, if you can't move there without diagonal movement, you can't move there period). However, this limitation does not affect attacks (meaning that even if a character can't move diagonally into a space, they can still shoot that space if they're in range).
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** Speed runs of GoldenEye pretty much require you to strafe-run everywhere.

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** Speed runs of GoldenEye ''GoldenEye'' and its SpiritualSuccessor ''PerfectDark'' pretty much require you to strafe-run everywhere.
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* The first ''{{Diablo}}'' averted this trope, and managed to replace it with invulnerability to missiles when walking in a certain direction.
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** Civilization II mitigated the effect by setting the world grid diagonally. Straight NESW movements were automatically on the Diagonal Speed Boost while oblique movements were used for secondary adjustments and/or closing-in actions.
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* {{Chess}}: Averted for the bishop since it can't turn while moving so it takes two *turns to get to a position that the rook could reach in one. Played straight for the king.

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* {{Chess}}: Averted for the bishop since it can't turn while moving so it takes two *turns turns to get to a position that the rook could reach in one.one (although it can be vice versa in other situations). Played straight for the king.

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Added proper name, added Nethack reference, do NOT call the chess rook a \"castle\".


TheOtherWiki calls this [[http://en.wikipedia.org/wiki/Chebyshev_distance Chebyshev distance]].



* {{Chess}}: Averted for the bishop since it can't turn while moving so it takes two *turns to get to a position that the castle could reach in one. Played straight for the king.

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* {{Chess}}: Averted for the bishop since it can't turn while moving so it takes two *turns to get to a position that the castle rook could reach in one. Played straight for the king.


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** One of the earliest enemies in [[NetHack NetHack]], the [[MeaningfulName grid]] bug, cannot take advantage of the diagonal speed boost. The "grid bug conduct" is an unofficial SelfImposedChallenge to voluntarily apply the same limitation to your character, which is much more important and potentially lethal than it sounds.
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* The online RPG program [=MapTool=] is variable; the GM can choose the movement metric, which lets one play the trope straight, avert it, or outright invert it (the "No Diagonals" metric, which forces movement along straight axes). It also lets you use hexes instead, just avoiding the whole issue altogether.
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* ''{{Civilization}}'': The first four games. Civilization V fixed this by changing squares to hexagons.

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* ''{{Civilization}}'': The first four games. ''[[{{Civilization}} Civilization V I-IV]]'': The fifth game fixed this by changing squares to hexagons.
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* ''{{Civilization}}'': Though 5 is changing to hexagons so it's not quite as bad.

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* ''{{Civilization}}'': Though 5 is The first four games. Civilization V fixed this by changing squares to hexagons so it's not quite as bad.hexagons.
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* ''DungeonsAndDragons'': Played straight in 4th edition. Mostly averted in earlier editions by increasing the movement cost for every other diagonal tile to 2, i.e. a diagonal move counts as 1.5 squares (making diagonal movement about +6% faster rather than +100%).

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* ''DungeonsAndDragons'': Played straight in 4th edition. Mostly averted in earlier editions by increasing the movement cost for every other diagonal tile to 2, i.e. a diagonal move counts as 1.5 squares (making diagonal movement about +6% faster rather than +100%).+41%).
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Adding another example

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*"Zig-zagging" is the best way to run in the open field in ''TecmoSuperBowl'' and its sequels because you don't lose speed when rushing diagonally.

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