History Main / LeapOfFaith

14th Jan '17 10:26:18 AM nombretomado
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** The LucasArts computer game version had the same leap of faith test; in the game, you passed if you [[spoiler: didn't hesitate before crossing. If you waited too long, any later attempt simply resulted in a fall to your death.]]

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** The LucasArts Creator/LucasArts computer game version had the same leap of faith test; in the game, you passed if you [[spoiler: didn't hesitate before crossing. If you waited too long, any later attempt simply resulted in a fall to your death.]]





















30th Dec '16 6:33:45 PM MiddleEighth
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[[folder: Fan Works]]
*In ''Fanfic/TheKeysStandAlone: The Soft World'', Shaamforouz's majordomo blandly invites the four to step onto what appears to be empty space at the top of the staircase in the wizard's luxurious tower. Being both rather GenreSavvy and NighInvulnerable, Paul just smiles at him and proceeds forward along what he guessed was an invisible floor. And George says to the quite flustered majordomo, “Pretty stupid. Did you think we'd think you'd let us fall and make a mess in this posh place, or land on someone and hurt them? Do we really look like idiots to you?”
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12th Dec '16 5:44:31 AM WanderingTedium
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[[quoteright:350:[[VideoGame/SuperMarioMaker http://static.tvtropes.org/pmwiki/pub/images/exmajt6.jpg]]]]
[[caption-width-right:350:Is there a safe spot to jump onto that's offscreen? Only one way to find out.]]
11th Aug '16 6:23:44 AM Morgenthaler
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* This was one of ''VideoGame/KidKool'''s many [[NintendoHard difficulty-inducing]] [[ScrappyMechanic game mechanical]] sins�SevenDeadlySins to be precise, [[http://cinemassacre.com/2011/08/03/avgn-kid-kool/ according to]] WebVideo/TheAngryVideoGameNerd. This one in particular was referred to as "Free Falling Fuckballs".

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* This was one of ''VideoGame/KidKool'''s many [[NintendoHard difficulty-inducing]] [[ScrappyMechanic game mechanical]] sins�SevenDeadlySins sins-SevenDeadlySins to be precise, [[http://cinemassacre.com/2011/08/03/avgn-kid-kool/ according to]] WebVideo/TheAngryVideoGameNerd. This one in particular was referred to as "Free Falling Fuckballs".
11th Aug '16 6:23:03 AM Morgenthaler
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* This was one of ''VideoGame/KidKool'''s many [[NintendoHard difficulty-inducing]] [[ScrappyMechanic game mechanical]] sins—SevenDeadlySins to be precise, [[http://cinemassacre.com/2011/08/03/avgn-kid-kool/ according to]] WebVideo/TheAngryVideoGameNerd. This one in particular was referred to as "Free Falling Fuckballs".

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* This was one of ''VideoGame/KidKool'''s many [[NintendoHard difficulty-inducing]] [[ScrappyMechanic game mechanical]] sins—SevenDeadlySins sins�SevenDeadlySins to be precise, [[http://cinemassacre.com/2011/08/03/avgn-kid-kool/ according to]] WebVideo/TheAngryVideoGameNerd. This one in particular was referred to as "Free Falling Fuckballs".



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** Even without said scientist the player could be confident they won't get hurt, since NOTHING outside of battle can hurt you in the Pokémon games.

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** Even without said scientist the player could be confident they won't get hurt, since NOTHING outside of battle can hurt you in the Pokémon games.



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21st Jul '16 10:50:19 AM morenohijazo
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* ''VideoGame/TheTalosPrinciple'': In the Messenger Island from World C, it's possible to find a statue on an isolated island and a bust of a man. There is a Uriel message stating that love overcomes all obstacles. [[spoiler:While standing in front of the bust, walking straight for the statue reveals that there is an invisible path leading to the island.]]



* In WesternAnimation/MyLittlePonyFriendshipIsMagic, when stuck between a long drop onto jagged rocks and a hungry, furious hydra, Twilight Sparkle panics. Pinkie Pie uses these exact words to coax her friend to make the jump. She actually misses the ledge, but a [[DeusExMachina well-timed swamp bubble]] saves Twilight from drowning.

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* In WesternAnimation/MyLittlePonyFriendshipIsMagic, ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', when stuck between a long drop onto jagged rocks and a hungry, furious hydra, Twilight Sparkle panics. Pinkie Pie uses these exact words to coax her friend to make the jump. She actually misses the ledge, but a [[DeusExMachina well-timed swamp bubble]] saves Twilight from drowning.
15th Jun '16 8:07:41 AM erforce
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* The ''VideoGame/DonkeyKongCountry'' game for the SNES absolutely ''reveled'' in this; there is absolutely no way to [[HundredPercentCompletion find all of the hidden areas]] without systematically jumping, diving, and falling into every conceivable [[BottomlessPits hole on the screen]] (of which there were many). Such an effort will take quite a while, but most of the secrets are based on patterns of details. ''e.g.'', when a barrel's sitting on the ground (as opposed to the floating DK Barrels), look for a nearby destructible wall or an enemy blocking a path. The sequel eased off on this a bit, thankfully.
** A careful analysis of ''VideoGame/DonkeyKongCountry 2'''s use of this trope is available [[http://www.sirlin.net/articles/the-secrets-of-donkey-kong-country-2.html/ here]].
** In a couple of them, you can just see the top of a barrel, but not often. However, the port to the GBA made several of them more obvious, and removed a couple, such as the one at the start of the first minecart level.
* ''ConquestOfTheCrystalPalace'' has two such levels where falls don't kill you; instead, you get bumped back to a checkpoint near where the series of pits was. In one case, you can actually fall into a pit and discover an easy-to-defeat BonusBoss that coughs up a one-of-a-kind Moon Mirror, which destroys all non-boss enemies (but ItOnlyWorksOnce).
* ''SuperPrincessPeach'' handles this in an odd way. In early stages, there are no bottomless pits; falling into every hole is the only way to find all of the collectable items in each stage. And then later stages add the bottomless pits, punishing the player for using his conditioned reckless exploration skills.

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* ''VideoGame/DonkeyKongCountry''
**
The ''VideoGame/DonkeyKongCountry'' first ''VideoGame/DonkeyKongCountry1'' game for the SNES absolutely ''reveled'' in this; there is absolutely no way to [[HundredPercentCompletion find all of the hidden areas]] without systematically jumping, diving, and falling into every conceivable [[BottomlessPits hole on the screen]] (of which there were many). Such an effort will take quite a while, but most of the secrets are based on patterns of details. ''e.g.'', when a barrel's sitting on the ground (as opposed to the floating DK Barrels), look for a nearby destructible wall or an enemy blocking a path. The sequel eased off on this a bit, thankfully.
** A careful analysis of ''VideoGame/DonkeyKongCountry 2'''s ''VideoGame/DonkeyKongCountry2DiddysKongQuest'''s use of this trope is available [[http://www.sirlin.net/articles/the-secrets-of-donkey-kong-country-2.html/ here]].
** *** In a couple of them, you can just see the top of a barrel, but not often. However, the port to the GBA made several of them more obvious, and removed a couple, such as the one at the start of the first minecart level.
* ''ConquestOfTheCrystalPalace'' ''VideoGame/ConquestOfTheCrystalPalace'' has two such levels where falls don't kill you; instead, you get bumped back to a checkpoint near where the series of pits was. In one case, you can actually fall into a pit and discover an easy-to-defeat BonusBoss that coughs up a one-of-a-kind Moon Mirror, which destroys all non-boss enemies (but ItOnlyWorksOnce).
* ''SuperPrincessPeach'' ''VideoGame/SuperPrincessPeach'' handles this in an odd way. In early stages, there are no bottomless pits; falling into every hole is the only way to find all of the collectable items in each stage. And then later stages add the bottomless pits, punishing the player for using his conditioned reckless exploration skills.
20th Mar '16 11:58:19 PM sarysa
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* ''VideoGame/AngryVideoGameNerdAdventures'' both subverts and plays it straight in a fantasy-themed level. It's subverted when the first useful ladder down to the lower level has a pit right next to it. Fall into the pit and you die. Go down the ladder, and the camera will adjust to allow free vertical scrolling for the remainder of the level, and also revealing what could have been a safe landing below said pit. The rest of the level has numerous typical leaps of faith, including one that contains a useful checkpoint right before a parody of the ''VideoGame/MegaMan3'' disappearing block sections.
24th Feb '16 6:31:04 PM MegaMarioMan
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* Several hidden areas in ''VideoGame/RatchetAndClank'', usually leading to special bolts, would be hidden in places that seemed likely to kill you. Oftentimes they would if you weren't expressly trying to press Ratchet in the direction of a hidden tunnel or somesuch.
** ''RatchetAndClankFutureACrackInTime'' adds a story-relevant leap of faith in Krell Canyon on Lumos. Alistair mentions that he and Ratchet's father enjoyed hoverbooting there as kids, and Kaden was never afraid to jump into the inky blackness (despite breaking his arm at least once). Naturally, as Kaden's son, Ratchet is expected to jump just as bravely.

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* Several hidden areas in ''VideoGame/RatchetAndClank'', ''Franchise/RatchetAndClank'', usually leading to special bolts, would be hidden in places that seemed likely to kill you. Oftentimes they would if you weren't expressly trying to press Ratchet in the direction of a hidden tunnel or somesuch.
** ''RatchetAndClankFutureACrackInTime'' ''VideoGame/RatchetAndClankFutureACrackInTime'' adds a story-relevant leap of faith in Krell Canyon on Lumos. Alistair mentions that he and Ratchet's father enjoyed hoverbooting there as kids, and Kaden was never afraid to jump into the inky blackness (despite breaking his arm at least once). Naturally, as Kaden's son, Ratchet is expected to jump just as bravely.
14th Dec '15 1:49:14 PM hamza678
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* The ''EmpireStrikesBack'' game for the GameBoy consisted of nothing but this. With floor traps on virtually every level that were almost always one hit kills and no guide or maps available at the time, to beat the game required taking a never ending chain of leaps of faith until the player memorized the layout and learned when it was safe to jump into the abyss and when it would kill you. This is also an example of [[TrialAndErrorGameplay trial and error.]]

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* The ''EmpireStrikesBack'' ''Film/TheEmpireStrikesBack'' game for the GameBoy consisted of nothing but this. With floor traps on virtually every level that were almost always one hit kills and no guide or maps available at the time, to beat the game required taking a never ending chain of leaps of faith until the player memorized the layout and learned when it was safe to jump into the abyss and when it would kill you. This is also an example of [[TrialAndErrorGameplay trial and error.]]
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