History Main / LadderPhysics

26th Aug '17 4:40:38 PM nombretomado
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* In ''LaTale'', ladders can be grabbed while jumping or falling. Due to a graphical glitch, the character's hands and feet never quite line up with the rungs, either.

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* In ''LaTale'', ''VideoGame/LaTale'', ladders can be grabbed while jumping or falling. Due to a graphical glitch, the character's hands and feet never quite line up with the rungs, either.
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15th Apr '17 12:58:37 PM nombretomado
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* Ladders aren't subject to many unusual movement styles in the ''SmackdownVsRaw'' games, or the earlier Smackdown ones. Aside from being OK to dive off them onto someone and being able to walk away, or being able to smash someone with it and have the victim be able to walk away.

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* Ladders aren't subject to many unusual movement styles in the ''SmackdownVsRaw'' ''VideoGame/SmackdownVsRaw'' games, or the earlier Smackdown ones. Aside from being OK to dive off them onto someone and being able to walk away, or being able to smash someone with it and have the victim be able to walk away.
23rd Jan '17 12:00:39 PM ZombieAladdin
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** In addition, because the Smash Bros. series has jumping, double jumping, and triple jumping being such an integral part of the game, they have to provide a reason why you'd climb a ladder instead of simply jumping right up: Characters climb up and down ladders ''really, really fast'', faster than if you had leaped all the way to the top. This quirk was carried over into ''Super Smash Bros. for Wii U'' and ''3DS'' and is a key way to quickly travel across the Wrecking Crew stage, which is vertically-oriented and heavy on ladders.
1st Nov '16 12:07:56 AM StacheMan
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18th Sep '16 4:08:37 AM Morgenthaler
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* ''VideoGame/FirstEncounterAssaultRecon'' takes the most realistic approach to the ladders in its thirst for averting FirstPersonGhost: your character is shown mounting the ladder from either up or down, you can see your arms and legs gripping it as you climb. As you might expect, even looking any further than 60º away from the ladder's vertical axis is essentially impossible. However, you can harmlessly break a fall by grabbing on to one, and your character will simply place himself on it just like if you'd grabbed it while standing on the ground - this is rarely noticeable aside from a certain bit at the end of ''Extraction Point'', the first game's first expansion pack.

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* ''VideoGame/FirstEncounterAssaultRecon'' takes the most realistic approach to the ladders in its thirst for averting FirstPersonGhost: your character is shown mounting the ladder from either up or down, you can see your arms and legs gripping it as you climb. As you might expect, even looking any further than 60º away from the ladder's vertical axis is essentially impossible. However, you can harmlessly break a fall by grabbing on to one, and your character will simply place himself on it just like if you'd grabbed it while standing on the ground - this is rarely noticeable aside from a certain bit at the end of ''Extraction Point'', the first game's first expansion pack.



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18th Sep '16 2:45:57 AM Morgenthaler
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* ''LegacyOfTheWizard'', where it was a matter of course just to jump up all those zillions of long ladders you face, since it's faster than just pressing Up.

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* ''LegacyOfTheWizard'', ''VideoGame/LegacyOfTheWizard'', where it was a matter of course just to jump up all those zillions of long ladders you face, since it's faster than just pressing Up.
7th Aug '16 1:40:30 PM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}'': In ''VideoGame/HaloCombatEvolved'', your character runs up ladders instead of climbing them (similar to the ''VideoGame/HalfLife'' example). Which means not only can you climb and shoot, you can let go and climb back up, so long as your character's looking up. The developers realized the inherent silliness of this trope, but originally had no real way of fixing the ladders without breaking the pace. Solution? They replaced almost every ladder in the game with gravity lifts in ''VideoGame/{{Halo 2}}''. The ladders made a few reappearances in the ''VideoGame/{{Halo 3}}'', but have been absent ever since.

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* ''Franchise/{{Halo}}'': In ''VideoGame/HaloCombatEvolved'', your character runs up ladders instead of climbing them (similar to the ''VideoGame/HalfLife'' example). Which means not only can you climb and shoot, you can let go and climb back up, so long as your character's looking up. The developers realized the inherent silliness of this trope, but originally had no real way of fixing the ladders without breaking the pace. Solution? They replaced almost every ladder in the game with gravity lifts in ''VideoGame/{{Halo 2}}''. The ladders made make a few reappearances in the ''VideoGame/{{Halo 3}}'', 3}}'' campaign, but have been absent ever since.
7th Aug '16 1:39:53 PM UmbrellasWereAwesome
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* Similar to the ''VideoGame/HalfLife'' example, in ''Franchise/{{Halo}}'', Master Chief and the Arbiter run up ladders, not climb them. Which means not only can you climb and shoot, you can let go and climb back up, so long as your character's looking up. The developers realized the inherent silliness of this trope, but have no real way of fixing the ladders without breaking the pace. Solution? They've replaced practically every ladder in the game with gravity lifts. The ladders make a reappearance in the ''Halo 3'' campaign.

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* Similar ''Franchise/{{Halo}}'': In ''VideoGame/HaloCombatEvolved'', your character runs up ladders instead of climbing them (similar to the ''VideoGame/HalfLife'' example, in ''Franchise/{{Halo}}'', Master Chief and the Arbiter run up ladders, not climb them.example). Which means not only can you climb and shoot, you can let go and climb back up, so long as your character's looking up. The developers realized the inherent silliness of this trope, but have originally had no real way of fixing the ladders without breaking the pace. Solution? They've They replaced practically almost every ladder in the game with gravity lifts. lifts in ''VideoGame/{{Halo 2}}''. The ladders make made a reappearance few reappearances in the ''Halo 3'' campaign.''VideoGame/{{Halo 3}}'', but have been absent ever since.
26th Jul '16 11:17:52 PM Karxrida
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* Climbing up a ladder in ''Jak3Wastelander'' works pretty much exactly like in real life. If you walk up to one you automatically put your weapon away to grip the sides with both hands.

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* Climbing up a ladder in ''Jak3Wastelander'' ''VideoGame/Jak3Wastelander'' works pretty much exactly like in real life. If you walk up to one you automatically put your weapon away to grip the sides with both hands.
9th Jun '16 7:56:24 AM StFan
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* The earlier ''Franchise/{{Castlevania}}'' games, while lacking in ladders, had stairs that behaved rather frustratingly: you couldn't jump on or off of them (until the SNES ones), and often you were attacked by GoddamnedBats as soon as you were situated atop them (though they at least couldn't [[LedgeBats make you fall to your doom]] while you were "glued" to the stairs). Even in the SNES games, it's still possible to fall ''through'' the stairs if you don't explicitly press Up or Down to climb them; this often results in death.
** ''VisualNovel/{{Snatcher}}'' on the Sega CD firmly lampshades this with a conversation between the main characters about teenage suicide rates in regards to ''Castlevania'''s stairs.
* ''VideoGame/{{La-Mulana}}'' has very frustrating ladders: while you can use your weapons (main weapons, at least) while on ladders, you have to start climbing them from the bottom or the top; you can't jump or even ''walk'' onto the middle of ladders. You can't jump off ladders, either, but taking any hit while on a ladder, usually from [[CollisionDamage colliding]] with GoddamnedBats, sends you falling to the bottom. You also can't climb down a ladder if its top is the foot of the screen above it, which makes it easy to get caught in traps.
** ''MazeOfGalious'', which ''La-Mulana'' is largely derived from, is much the same way with ladders.

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* The earlier ''Franchise/{{Castlevania}}'' games, while lacking in ladders, had stairs that behaved rather frustratingly: you couldn't jump on or off of them (until the SNES ones), and often you were attacked by GoddamnedBats as soon as you were situated atop them (though they at least couldn't [[LedgeBats make you fall to your doom]] while you were "glued" to the stairs). Even in the SNES games, it's still possible to fall ''through'' the stairs if you don't explicitly press Up or Down to climb them; this often results in death.
**
death. ''VisualNovel/{{Snatcher}}'' on the Sega CD firmly lampshades this with a conversation between the main characters about teenage suicide rates in regards to ''Castlevania'''s stairs.
* ''VideoGame/{{La-Mulana}}'' ''VideoGame/LaMulana'' has very frustrating ladders: while you can use your weapons (main weapons, at least) while on ladders, you have to start climbing them from the bottom or the top; you can't jump or even ''walk'' onto the middle of ladders. You can't jump off ladders, either, but taking any hit while on a ladder, usually from [[CollisionDamage colliding]] with GoddamnedBats, sends you falling to the bottom. You also can't climb down a ladder if its top is the foot of the screen above it, which makes it easy to get caught in traps.
** ''MazeOfGalious'', * ''VideoGame/MazeOfGalious'', which ''La-Mulana'' is largely derived from, is much the same way with ladders.
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