History Main / LadderPhysics

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.
14th May '16 10:30:05 PM valos
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* One of the many, many things that made ''VideoGame/{{Daikatana}}'' so infamous was the wonky ladder physics. Trying to climb down without dropping off a ledge entirely was almost as difficult as trying not to kill yourself by self-inflicted friendly fire. Predictably, the worst of it was in the EarlyGameHell.
25th Apr '16 11:12:42 AM erforce
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* ''ProjectIGI'', a FPS, did third-person, unarmed ladder climbing back in 2000.

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* ''ProjectIGI'', ''VideoGame/ProjectIGI'', a FPS, did third-person, unarmed ladder climbing back in 2000.



* ''VideoGame/TimeSplitters: Future Perfect'' would zoom out to a 3D view of Cortez climbing the ladder realistically, during which you couldn't really do anything except go up or down. You never really need to fire and climb at the same time anyway, so it's more a neat little graphical trick than an attempt at realistic gameplay (this is ''Time Splitters'', after all).

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* ''VideoGame/TimeSplitters: Future Perfect'' ''VideoGame/TimeSplittersFuturePerfect'' would zoom out to a 3D view of Cortez climbing the ladder realistically, during which you couldn't really do anything except go up or down. You never really need to fire and climb at the same time anyway, so it's more a neat little graphical trick than an attempt at realistic gameplay (this is ''Time Splitters'', ''[=TimeSplitters=]'', after all).



* ''FarCry 2'' doesn't have very many ladders, but yes, you climb them pretty realistically and can see your arms grabbing the rungs.

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* ''FarCry 2'' ''VideoGame/FarCry2'' doesn't have very many ladders, but yes, you climb them pretty realistically and can see your arms grabbing the rungs.
17th Feb '16 3:46:33 PM Snipertoaster
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* ''VideoGame/{{Vanquish}}'' takes the same approach to ladders as ''VideoGame/GodHand'' (incidentally, the two games were developed by [[Creator/PlatinumGames the same company]] by having Sam Gideon leap to the top of ladders rather than climb them.
1st Jan '16 4:01:15 AM REV6Pilot
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* The ladders in ''VideoGame/QuakeII'' are like glue: once you're attached to them, there's no way in Hell you're going to get off unless you've reached the top or bottom. Need to jump off? Not bloody likely.

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* The ladders in ''VideoGame/QuakeII'' are like glue: once you're attached to them, there's no way in Hell you're going to get off unless you've reached the top or bottom. Need to jump off? Not bloody likely.likely unless you're playing on a source port.



* ''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.

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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.
23rd Sep '15 10:52:58 AM Korodzik
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Another frequent trope is when a ladder with free space from both sides is only climbable from ''one'' side. This is done to avoid frustration (you don't want to climb a long ladder for ten seconds only to find out at the top that you climbed the wrong side and can't get up on the platform), though it can be annoying if you want to quickly latch onto a ladder to escape something on the ground. Besides, you'd think your character could just move to the other side of the ladder... Maybe they're too afraid to do something that risky?

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Another frequent trope related mechanic is when a ladder with free space from both sides is only climbable from ''one'' side.side, even if it is accessible from both sides. This is done to avoid frustration (you don't want to climb a long ladder for ten seconds only to find out at the top that you climbed the wrong side and can't get up on the platform), though it can be annoying if you want to quickly latch onto a ladder to escape something on the ground. Besides, you'd think Rarely, if ever, is your character could just given the ability to simply move to the other from one side of the ladder... Maybe they're too afraid ladder to do something that risky?the other.
31st Aug '15 6:24:53 AM Lots42
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* ''Videogame/HitmanContracts'': Agent 47 has forgotten his ladder skills. Try and descend a ladder in a rush and the skilled assassin leaps off in grand suicidal swan dive.
29th Aug '15 8:12:18 AM jormis29
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* ''VideoGame/{{Hitman}} 2: Silent Assassin'' takes this to ludicrous extremes: Climbing a ladder forces the camera in to 3rd person perspective, and it doesn't restrict your firing capabilities at all, meaning you can and are ''forced'' to watch Agent 47 run up a ladder in third person while contorting his body so much that he can fire a shotgun directly below and behind him.

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* ''VideoGame/{{Hitman}} 2: Silent Assassin'' ''VideoGame/Hitman2SilentAssassin'' takes this to ludicrous extremes: Climbing a ladder forces the camera in to 3rd person perspective, and it doesn't restrict your firing capabilities at all, meaning you can and are ''forced'' to watch Agent 47 run up a ladder in third person while contorting his body so much that he can fire a shotgun directly below and behind him.
26th Jul '15 6:14:43 PM nombretomado
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* ''MirrorsEdge'' noticeably restricts your ability to turn and look while climbing a ladder. Also, while you can still grab a ladder while falling, it will do a fair bit of damage, and it is possible to die by falling onto a ladder from high enough.

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* ''MirrorsEdge'' ''VideoGame/MirrorsEdge'' noticeably restricts your ability to turn and look while climbing a ladder. Also, while you can still grab a ladder while falling, it will do a fair bit of damage, and it is possible to die by falling onto a ladder from high enough.
25th Jul '15 10:24:47 PM nombretomado
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* Ladders in ''{{Minecraft}}'' are subject to all kinds of weirdness. They seem to simply slow your fall when you occupy the same square as them, and move you upwards at the same rate when you move against them. This means, among other things, moving into a ladder square while falling at terminal velocity will instantly slow you, and it's possible to mine a block while facing away from the ladder you're on. This reaches ridiculous levels when you realize, with a bit of luck, you can place a ladder segment while in freefall, and instantly cancel your momentum with it.

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* Ladders in ''{{Minecraft}}'' ''VideoGame/{{Minecraft}}'' are subject to all kinds of weirdness. They seem to simply slow your fall when you occupy the same square as them, and move you upwards at the same rate when you move against them. This means, among other things, moving into a ladder square while falling at terminal velocity will instantly slow you, and it's possible to mine a block while facing away from the ladder you're on. This reaches ridiculous levels when you realize, with a bit of luck, you can place a ladder segment while in freefall, and instantly cancel your momentum with it.
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