History Main / InsurmountableWaistHeightFence

22nd Oct '17 8:40:14 PM MikeD
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* Integral to much of the level design in ''VideoGame/{{Doom}}'' 1 and 2, where any protrusion above knee height might be Mount Everest until you find the right button to lower it. A number of source ports have since added jumping to the game, which allows players to skip huge swaths of some of the classic levels by simply hopping over these obstacles.

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* Integral to much of the level design in ''VideoGame/{{Doom}}'' 1 and 2, where any protrusion above knee height might as well be Mount Everest until you find the right button to lower it. A number of source ports have since added jumping to the game, which allows players to skip huge swaths of some of the classic levels by simply hopping over these obstacles.
13th Oct '17 9:23:56 AM MikeD
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** The fourth ''[[ Doom2016 Doom]]'' game subverts this entirely by adding [[DoubleJump double jumping]] and ledge catching to the player's repertoire...which you will need in order to navigate the game's many treacherous jump puzzles.

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** The fourth ''[[ Doom2016 ''[[Doom2016 Doom]]'' game subverts this entirely by adding [[DoubleJump double jumping]] and ledge catching to the player's repertoire...which you will need in order to navigate the game's many treacherous jump puzzles.
13th Oct '17 9:23:11 AM MikeD
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** The fourth ''Doom'' game subverts this entirely by adding [[DoubleJump double jumping]] and ledge catching to the player's repertoire...which you will need in order to navigate the game's many treacherous jump puzzles.

to:

** The fourth ''Doom'' ''[[ Doom2016 Doom]]'' game subverts this entirely by adding [[DoubleJump double jumping]] and ledge catching to the player's repertoire...which you will need in order to navigate the game's many treacherous jump puzzles.
13th Oct '17 9:16:56 AM MikeD
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Added DiffLines:

** The fourth ''Doom'' game subverts this entirely by adding [[DoubleJump double jumping]] and ledge catching to the player's repertoire...which you will need in order to navigate the game's many treacherous jump puzzles.
13th Oct '17 9:10:20 AM MikeD
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* Integral to much of the level design in ''VideoGame/{{Doom}}'', where any protrusion above knee height might be Mount Everest until you find the right button to lower it. A number of source ports have since added jumping to the game, which allows players to skip huge swaths of some of the classic levels by simply hopping over these obstacles.

to:

* Integral to much of the level design in ''VideoGame/{{Doom}}'', ''VideoGame/{{Doom}}'' 1 and 2, where any protrusion above knee height might be Mount Everest until you find the right button to lower it. A number of source ports have since added jumping to the game, which allows players to skip huge swaths of some of the classic levels by simply hopping over these obstacles.
13th Oct '17 9:09:34 AM MikeD
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* Integral to much of the level design in ''VideoGame/{{Doom}}'', where any protrusion above knee height might as well have been Mount Everest until you found the right button to lower it. A number of source ports have since added jumping to the game, which allows players to skip huge swaths of some of the classic levels by simply hopping over these obstacles.

to:

* Integral to much of the level design in ''VideoGame/{{Doom}}'', where any protrusion above knee height might as well have been be Mount Everest until you found find the right button to lower it. A number of source ports have since added jumping to the game, which allows players to skip huge swaths of some of the classic levels by simply hopping over these obstacles.
12th Oct '17 10:57:13 PM Abodos
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* In the ''VideoGame/MetroidPrime'' series, there are some ''just too high'' cliffs that, if you exploit some cheap tricks (like jumping onto inch-thick vines) you can actually get over (and into glitch worlds, in order to do some sequence breaking).

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* In the ''VideoGame/MetroidPrime'' series, ''VideoGame/MetroidPrimeTrilogy'', there are some ''just too high'' cliffs that, if you exploit some cheap tricks (like jumping onto inch-thick vines) you can actually get over (and into glitch worlds, in order to do some sequence breaking).
24th Sep '17 12:02:49 PM nombretomado
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* Referenced in [[TheBestPageInTheUniverse Maddox's]] [[http://www.thebestpageintheuniverse.net/c.cgi?u=signs review of]] ''Film/{{Signs}}'':

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* Referenced in [[TheBestPageInTheUniverse [[Website/TheBestPageInTheUniverse Maddox's]] [[http://www.thebestpageintheuniverse.net/c.cgi?u=signs review of]] ''Film/{{Signs}}'':
29th Aug '17 6:42:58 PM nombretomado
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* ''AgarestSenki'' plays with this trope. Instead of just climbing or going around it, Leo makes a RousingSpeech [[http://www.youtube.com/watch?v=Zl6YDBqSE3A to get a rock out of his way.]]

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* ''AgarestSenki'' ''VideoGame/AgarestSenki'' plays with this trope. Instead of just climbing or going around it, Leo makes a RousingSpeech [[http://www.youtube.com/watch?v=Zl6YDBqSE3A to get a rock out of his way.]]
2nd Aug '17 12:23:10 PM Kotomikun
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Added DiffLines:

** A similar [[MemeticMutation memetic gif]] shows a dog anxiously waiting in front of an empty sliding-glass-door frame; the dog doesn't attempt to run outside until the owner mimes opening the nonexistent door.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.InsurmountableWaistHeightFence