History Main / InvisibleWall

9th Apr '16 8:20:01 AM gophergiggles
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** LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
14th Mar '16 7:25:41 AM Someoneman
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* These are plot-relevant in ''VideoGame/Persona4Arena''. The main characters run into invisible walls while exploring the TV World Yasogami High School, which trap them and prevents them from exploring further. The only way to pass these walls is to beat another person who is trapped within the same room.



** ''Catching Fire'' also has one that traps [[spoiler:Katniss and Finnick]] with the jabberjays sounding off the cries of their loved ones in pain. CrowningMomentOfHeartwarming ensues when [[spoiler:Katniss and Peeta stand on opposite sides of the wall, pressing their hands to the glass.]]

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** ''Catching Fire'' also has one that traps [[spoiler:Katniss and Finnick]] with the jabberjays sounding off the cries of their loved ones in pain. CrowningMomentOfHeartwarming ensues when [[spoiler:Katniss and Peeta stand on opposite sides of the wall, pressing their hands to the glass.]]
8th Mar '16 8:51:46 AM radiaki
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* This is justified in ''VideoGame/TheWorldEndsWithYou'' - the Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers - everything from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz.

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* This is justified in ''VideoGame/TheWorldEndsWithYou'' - the uses invisible walls in a very FourthWall-nudging way. The Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers - everything from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing you to cheat your way out of the game-within-a-game.



* Justified in ''VideoGame/SpaceStationSiliconValley'', as the invisible walls are the glass walls of the station.
3rd Mar '16 9:30:45 AM Morgenthaler
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* The key challenge of ''SuperMonkeyBall'' and its sequels is the ''lack'' of an InvisibleWall; one slip and you fall off into oblivion.
* ''MotocrossMadness'' has both a visible wall (in the form of [[GravityBarrier high cliffs]] surrounding the arena) and an invisible ''cannon''. Should you manage to scale the cliffs, you see an endless flat expanse, but driving more than a few feet into it gets you a free trip into the sky... for a few seconds. (Then you crater back into the arena)

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* The key challenge of ''SuperMonkeyBall'' ''VideoGame/SuperMonkeyBall'' and its sequels is the ''lack'' of an InvisibleWall; one slip and you fall off into oblivion.
* ''MotocrossMadness'' ''VideoGame/MotocrossMadness'' has both a visible wall (in the form of [[GravityBarrier high cliffs]] surrounding the arena) and an invisible ''cannon''. Should you manage to scale the cliffs, you see an endless flat expanse, but driving more than a few feet into it gets you a free trip into the sky... for a few seconds. (Then you crater back into the arena)



* Invisible Walls keep you from plummeting to your death in any of ''{{Drakengard}}'s'' dangerous looking chasms. You can fly over them with the dragon, but you sadly can't dismount into them.

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* Invisible Walls keep you from plummeting to your death in any of ''{{Drakengard}}'s'' ''VideoGame/{{Drakengard}}'s'' dangerous looking chasms. You can fly over them with the dragon, but you sadly can't dismount into them.



** In ''TotalAnnihilation'' the player's inability to move the mouse pointer outside the world limit makes it impossible to order units off it. However, should you order bomber planes to attack an enemy object that's close to the limit, they'll cheerfully fly off it and come back raining death. They can't land outside the world, though; tell them to stop and they'll first come back, and then land.

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** In ''TotalAnnihilation'' ''VideoGame/TotalAnnihilation'' the player's inability to move the mouse pointer outside the world limit makes it impossible to order units off it. However, should you order bomber planes to attack an enemy object that's close to the limit, they'll cheerfully fly off it and come back raining death. They can't land outside the world, though; tell them to stop and they'll first come back, and then land.



** In ''RiseOfNations'', the edge of the map is ''literally'' the edge of a map.
** ''EuropaUniversalis'' has a variation of this: The map is spherical (but you can't travel to the poles) but certain areas are designated as "Permanent Terra Incognita" and cannot be explored (includes the interiors of Africa, Australia and the Americas.)

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** In ''RiseOfNations'', ''VideoGame/RiseOfNations'', the edge of the map is ''literally'' the edge of a map.
** ''EuropaUniversalis'' ''VideoGame/EuropaUniversalis'' has a variation of this: The map is spherical (but you can't travel to the poles) but certain areas are designated as "Permanent Terra Incognita" and cannot be explored (includes the interiors of Africa, Australia and the Americas.)



* In the N64 game ''SnowboardKids'', you could do a jump and veer off to the side of the track, then hit an invisible wall in the middle of the sky and slide right back down.

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* In the N64 game ''SnowboardKids'', ''VideoGame/SnowboardKids'', you could do a jump and veer off to the side of the track, then hit an invisible wall in the middle of the sky and slide right back down.
26th Feb '16 10:20:13 AM KamenRiderOokalf
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* In the early ''SilentHill'' games, invisible walls prevent you from falling into BottomlessPits. Not so starting with ''VideoGame/SilentHill3''.

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* In the early ''SilentHill'' ''Franchise/SilentHill'' games, invisible walls prevent you from falling into BottomlessPits. Not so starting with ''VideoGame/SilentHill3''.
24th Feb '16 6:15:24 AM MegaMarioMan
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* ''DonkeyKong64'' is very guilty of this in its hub area, set in the ocean. Trying to swim past the limits of the world just end up with your monkey wading at the same spot over and over.
* ''NiGHTS Into Dreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to go on it or over it results in Claris or Elliot being flung back a large distance.
** Annoyingly, ''NiGHTS: Journey of Dreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer... Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.

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* ''DonkeyKong64'' ''VideoGame/DonkeyKong64'' is very guilty of this in its hub area, set in the ocean. Trying to swim past the limits of the world just end up with your monkey wading at the same spot over and over.
* ''NiGHTS Into Dreams'' ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to go on it or over it results in Claris or Elliot being flung back a large distance.
** Annoyingly, ''NiGHTS: ''[=NiGHTS=]: Journey of Dreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer... Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
17th Jan '16 3:01:50 PM nombretomado
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* ''StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.

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* ''StarControlII'' ''VideoGame/StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.away.



7th Jan '16 6:25:53 PM nombretomado
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* In ''SpaceQuest I'', the town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.

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* In ''SpaceQuest I'', ''VideoGame/SpaceQuestITheSarienEncounter'', the town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
25th Nov '15 7:38:28 AM HighCrate
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* In ''VideoGame/StarFox64'', during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.

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* * ''VideoGame/StarFox'':
**
In the SNES original, all stages consist of a linear corridor. Approaching the edge will display a triple arrow guiding you back where you're supposed to be, and your ship will drift back in to the corridor unless you continue to push against the edge of the screen.
** In addition to the corridor levels in
''VideoGame/StarFox64'', during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
29th Aug '15 5:33:04 PM ScorpiusOB1
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* ''StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
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