History Main / EmptyRoomPsych

3rd Jun '16 10:04:54 AM nombretomado
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** Also in ''VideoGame/TalesOfSymphonia'': In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the PS2 version).

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** Also in ''VideoGame/TalesOfSymphonia'': In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the PS2 [=PS2=] version).
28th May '16 9:44:29 PM nombretomado
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** The very first revision of TRLR (only available on PS1 and off the UsefulNotes/PlayStationNetwork) was missing a few items from the earlier levels. One egregious example was the 5th secret; the player would climb a ladder and flip a switch to open a door down below, and enter to find...nothing. In later revisions, this area contains ammo for the shotgun.

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** The very first revision of TRLR (only available on PS1 [=PS1=] and off the UsefulNotes/PlayStationNetwork) was missing a few items from the earlier levels. One egregious example was the 5th secret; the player would climb a ladder and flip a switch to open a door down below, and enter to find...nothing. In later revisions, this area contains ammo for the shotgun.
28th May '16 11:31:49 AM nombretomado
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** The very first revision of TRLR (only available on PS1 and off the PlayStation Network) was missing a few items from the earlier levels. One egregious example was the 5th secret; the player would climb a ladder and flip a switch to open a door down below, and enter to find...nothing. In later revisions, this area contains ammo for the shotgun.

to:

** The very first revision of TRLR (only available on PS1 and off the PlayStation Network) UsefulNotes/PlayStationNetwork) was missing a few items from the earlier levels. One egregious example was the 5th secret; the player would climb a ladder and flip a switch to open a door down below, and enter to find...nothing. In later revisions, this area contains ammo for the shotgun.
26th May '16 12:42:30 PM rjd1922
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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' had, not a room, but a hallway. Relating to a TON of fan theories, the "hallway" is in Zora's Domain. It can be seen as both child Link and Adult Link, but it is too far to reach with diving as a child, and as an adult, Zora's Domain is frozen. A certain glitch can get you under the ice and down through the hallway, only to find that it's empty. Before the glitch was common knowledge, many said you could [[UrbanLegendOfZelda obtain the Triforce through this hallway, or access the Unicorn Fountain,]] or achieve some other sort of goal.

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' had, not a room, but a hallway. Relating to a TON of fan theories, the "hallway" is in Zora's Domain. It can be seen as both child Link and Adult Link, but it is too far to reach with diving as a child, and as an adult, Zora's Domain is frozen. A certain glitch can get you under the ice and down through the hallway, only to find that it's empty. Before the glitch was common knowledge, many said you could [[UrbanLegendOfZelda obtain the Triforce through this hallway, or access the Unicorn Fountain,]] Fountain and get the]] SwordBeam, or achieve some other sort of goal.



** The giant egg in ''VideoGame/TheLegendOfZeldaLinksAwakening'' contains an endless series of identical empty rooms. And, strangely, no matter how far you walk in any direction, the exit is always a short distance below you. [[spoiler:By going through the doors in a specific sequence, you can reach a room with a hole in the floor, which leads to the final boss.]]



* This is the reason one spends hours upon hours of exploring every nook and cranny in ''Super {{Metroid}}''. Even though the game tries to throw you off with several apparently meaningless rooms complete with the 'dead end' background music. Sometimes there really is nothing there, but the player remains unconvinced.

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* This is the reason one spends hours upon hours of exploring every nook and cranny in ''Super {{Metroid}}''.''VideoGame/SuperMetroid''. Even though the game tries to throw you off with several apparently meaningless rooms complete with the 'dead end' background music. Sometimes there really is nothing there, but the player remains unconvinced.
22nd May '16 9:59:40 PM Miracle@StOlaf
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* ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a few rooms that lock the door behind you, make you fight tough monsters, then don't give you anything. Basically trap rooms.

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* ''Franchise/TheLegendOfZelda'' has offered plenty of examples over the years:
** ''Videogame/TheLegendOfZeldaI'' rarely does this in the main game, but the [[NewGamePlus second quest]] goes absolutely buck wild with it. You think the game would never force you to clear out a room filled with 12 [[DemonicSpiders blue Darknuts]], only to find no hidden items, pushable blocks, bombable walls or invisible passages? If so, then you have another, 12 blue Darknut-shaped think coming.
**
''VideoGame/TheLegendOfZeldaALinkToThePast'' has a few rooms that lock the door behind you, make you fight tough monsters, then don't give you anything. Basically trap rooms.
16th May '16 6:23:22 AM Korodzik
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** The [[spoiler: Ryu Hayabusa]] room has a fake error message box that falls and kills you.
6th May '16 5:20:53 PM nombretomado
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* In ''GaiaOnline''' ''ZOMG!'' game, there are a number of areas that are empty or have [=NPCs=] that just stand there and don't say or do anything. Usually, this is because of the fact that ''ZOMG!'' is still in its beta testing stage and the gameplay (especially the earlier levels) are still being redone and altered. For example, the Barton Greens stage once had a golfing minigame, but that was scrapped and resulted in a screen with a Scottish NPC that doesn't say or do anything.

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* In ''GaiaOnline''' ''Website/GaiaOnline''' ''ZOMG!'' game, there are a number of areas that are empty or have [=NPCs=] that just stand there and don't say or do anything. Usually, this is because of the fact that ''ZOMG!'' is still in its beta testing stage and the gameplay (especially the earlier levels) are still being redone and altered. For example, the Barton Greens stage once had a golfing minigame, but that was scrapped and resulted in a screen with a Scottish NPC that doesn't say or do anything.
19th Mar '16 5:56:25 AM Hossmeister
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27th Feb '16 2:32:31 PM Prfnoff
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* ''Thief: Deadly Shadows'': The entire ''Shalebridge Cradle'' level. Throughout the game, you overhear people talking about an abandoned building, an [[BedlamHouse asylum]]/[[OrphanageOfFear orphanage]] that became haunted after a fire. Naturally, you eventually have to break in there. At this point in the game, the player has been attuned to carefully listening to their surroundings to discern the whereabouts of enemies. There are no enemies in Cradle, but there are a lot of ghostly sounds, echoes of children and madmen who died in the fire, shifting shadows, subtle poltergeist phenomena and the like. Eventually the player has nowhere else to go but the attic, and at this point loud banging starts coming from behind the door leading there. When the player musters enough courage to open it, they'll find the room empty.

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* ''Thief: Deadly Shadows'': ''VideoGame/ThiefDeadlyShadows'': The entire ''Shalebridge Cradle'' level. Throughout the game, you overhear people talking about an abandoned building, an [[BedlamHouse asylum]]/[[OrphanageOfFear orphanage]] that became haunted after a fire. Naturally, you eventually have to break in there. At this point in the game, the player has been attuned to carefully listening to their surroundings to discern the whereabouts of enemies. There are no enemies in Cradle, but there are a lot of ghostly sounds, echoes of children and madmen who died in the fire, shifting shadows, subtle poltergeist phenomena and the like. Eventually the player has nowhere else to go but the attic, and at this point loud banging starts coming from behind the door leading there. When the player musters enough courage to open it, they'll find the room empty.



* The church in ''ShadowOfMemories''. Exists in every time you travel to, but is nearly always closed off or otherwise unenterable. There is ''nothing'' in there. [[spoiler:Well, you can pick up an energy unit there in medieval times, but that's about it.]]

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* The church in ''ShadowOfMemories''.''VideoGame/ShadowOfDestiny''. Exists in every time you travel to, but is nearly always closed off or otherwise unenterable. There is ''nothing'' in there. [[spoiler:Well, you can pick up an energy unit there in medieval times, but that's about it.]]
24th Feb '16 6:10:46 AM MegaMarioMan
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* Rareware are veritable masters of this. Perhaps the most notable is the empty pillar room in Creepy Castle of ''DonkeyKong64''; a room with a stone pillar in the middle, a hanging light, and what appears to be an open shaft pouring light down. It's only accessible by one character through a series of transport pads, has a balloon for 10 bananas in it, but is otherwise empty and totally functionless. It borders on MindScrew if you try to understand what effing purpose it has.

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* Rareware are veritable masters of this. Perhaps the most notable is the empty pillar room in Creepy Castle of ''DonkeyKong64''; ''VideoGame/DonkeyKong64''; a room with a stone pillar in the middle, a hanging light, and what appears to be an open shaft pouring light down. It's only accessible by one character through a series of transport pads, has a balloon for 10 bananas in it, but is otherwise empty and totally functionless. It borders on MindScrew if you try to understand what effing purpose it has.



* ''Fez'' has a few abandoned houses with absolutely nothing in them but foreboding music. At least the map screen is kind enough to tell you when you've found everything in a given area.

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* ''Fez'' ''VideoGame/{{Fez}}'' has a few abandoned houses with absolutely nothing in them but foreboding music. At least the map screen is kind enough to tell you when you've found everything in a given area.



* ''MonsterParty'' has at least two or three empty rooms per level. Entering and leaving repeatedly would occasionally spawn a same '?' bonus you receive from defeating a boss, though.
* Level 5-6 in ''NewSuperMarioBros2'' has this in the form of a strange series of floating platforms and spikes in the sky, which leads to nothing and has no possible reward for following it. No one seems to know what it was added in for, possibly a DummiedOut secret exit path.

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* ''MonsterParty'' ''VideoGame/MonsterParty'' has at least two or three empty rooms per level. Entering and leaving repeatedly would occasionally spawn a same '?' bonus you receive from defeating a boss, though.
* Level 5-6 in ''NewSuperMarioBros2'' ''VideoGame/NewSuperMarioBros2'' has this in the form of a strange series of floating platforms and spikes in the sky, which leads to nothing and has no possible reward for following it. No one seems to know what it was added in for, possibly a DummiedOut secret exit path.
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