History Main / InterchangeableAntimatterKeys

19th Feb '17 3:12:41 PM MyFinalEdits
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* ''VideoGame/LuigisMansion'' has door specific keys for the whole mansion and never to be used again.
** In [[VideoGame/LuigisMansionDarkMoon the sequel]], keys explicitly disintegrate when used. Early dev versions featured door locks that [[RuleOfFunny ATE the keys]].

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* ''VideoGame/LuigisMansion'' has door specific keys for the whole mansion and never to be used again.
**
again. In [[VideoGame/LuigisMansionDarkMoon the sequel]], keys explicitly disintegrate when used. Early dev versions featured door locks that [[RuleOfFunny ATE the keys]].
19th Feb '17 3:11:26 PM MyFinalEdits
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* Keys and locked doors appear in several ''Franchise/SuperMarioBros'' games, including ''VideoGame/SuperMarioBros2'', ''VideoGame/SuperMarioWorld'' and ''VideoGame/MarioVsDonkeyKong''; and in all of them the keys can only be used once each. A post-release update for ''VideoGame/SuperMarioMaker'' allows the player to introduce keys and locked doors in their levels, where the trope is present as well.

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* Keys and locked doors appear in several ''Franchise/SuperMarioBros'' games, including ''VideoGame/SuperMarioBros2'', ''VideoGame/SuperMarioWorld'' ''VideoGame/SuperMarioWorld'', the ''VideoGame/YoshisIsland'' and ''VioeoGame/WarioLand'' series, and ''VideoGame/MarioVsDonkeyKong''; and in all of them the keys can only be used once each. A post-release update for ''VideoGame/SuperMarioMaker'' allows the player to introduce keys and locked doors in their levels, where the trope is present as well.
19th Feb '17 7:43:30 AM Steven
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* Played straight with the Small Key items in Leon's scenario of ''VideoGame/ResidentEvil2''. The keys are used to open two small desks in the police station, and are gone from your inventory after use. Same with Chris's scenario in ''VideoGame/ResidentEvil1''. While [[MasterOfUnlocking Jill]] starts with a Lockpick that can be used indefinitely, Chris has to search for Small Keys that disappear after one use.

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* Played straight with Zig-zagged throughout the Small Key items in Leon's scenario of ''VideoGame/ResidentEvil2''. ''Franchise/ResidentEvil'' games. The first two games have small keys that are used to open two small desks in unlock desk drawers and the police station, like and are gone from your inventory after they vanish upon use. Same with Chris's scenario in ''VideoGame/ResidentEvil1''. While [[MasterOfUnlocking Jill]] starts with a Lockpick There are also keys that can be used indefinitely, Chris has to search for Small Keys unlock several doors and once all the doors associated with that disappear after one use.key is unlocked, they key has no purpose and you can discard it if you want to.
9th Feb '17 9:42:50 PM DarkHunter
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** Dad's Key is an unlockable, rechargeable item that, when used, will open ''any'' closed door in the room it's used in. No matter what kind of door this may be. This even includes the Giant Golden Door that leads to the TrueFinalBoss, which otherwise needs a very specific key that must be found in two parts to open.
14th Jan '17 6:55:49 PM nombretomado
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* ''Franchise/{{Lufia}}'':

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* ''Franchise/{{Lufia}}'':''VideoGame/{{Lufia}}'':
29th Dec '16 1:45:15 PM Xtifr
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* In the PuzzlePlatformer ''{{Castlequest}}'', a lot of the strategy is finding various colored keys and not wasting them on the wrong doors.

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* In the PuzzlePlatformer ''{{Castlequest}}'', ''VideoGame/{{Castlequest}}'', a lot of the strategy is finding various colored keys and not wasting them on the wrong doors.
14th Dec '16 6:41:53 AM MyFinalEdits
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* ''VideoGame/{{Faxanadu}}'' not only has this trope in effect, but the keys (with [[PlotCoupon one exception]]) have to be bought from a village locksmith. There are, however, five different types of keys.

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* ''VideoGame/{{Faxanadu}}'' ''VideoGame/{{Faxanadu}}'':
** The game
not only has this trope in effect, but the keys (with [[PlotCoupon one exception]]) have to be bought from a village locksmith. There are, however, five different types of keys.
14th Dec '16 12:01:18 AM Xtifr
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* The ''Franchise{{Atelier}} series'' often uses a common form of this trope with color-coded chests that require keys, with the rarest chest type needing a key you'll only have access to near the end of the game. Using the key will cause it to vanish, but once you have the key's recipe you can alchemize as many as needed.

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* The ''Franchise{{Atelier}} ''Franchise/{{Atelier}} series'' often uses a common form of this trope with color-coded chests that require keys, with the rarest chest type needing a key you'll only have access to near the end of the game. Using the key will cause it to vanish, but once you have the key's recipe you can alchemize as many as needed.
13th Dec '16 2:58:40 PM Xtifr
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* The ''{{Atelier}} series'' often uses a common form of this trope with color-coded chests that require keys, with the rarest chest type needing a key you'll only have access to near the end of the game. Using the key will cause it to vanish, but once you have the key's recipe you can alchemize as many as needed.

to:

* The ''{{Atelier}} ''Franchise{{Atelier}} series'' often uses a common form of this trope with color-coded chests that require keys, with the rarest chest type needing a key you'll only have access to near the end of the game. Using the key will cause it to vanish, but once you have the key's recipe you can alchemize as many as needed.
4th Nov '16 8:35:43 AM Dinjoralo
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** ''Xanadu Next'' uses a similar system; Standard keys are actually magical skeleton keys carved from monster bones. Most of your keys are going to be bought from a store at your home base, but you need to sell him more bones that the shopkeep can carve keys out of, or he'll have to drive the price up with each one you buy. You can also carve your own keys when you find a carving knive.
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