History Main / MagicalMysteryDoors

14th Apr '16 3:41:36 PM aye_amber
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A recurring {{Stock Video Game Puzzle}} of the eight-bit NES era, it is the PlatformGame equivalent of TheMaze. The player will be placed in a small room littered with doors. Entering a door will lead him to another room packed with doors, or a dead end, or the start of the stage, or a small moon orbiting Jupiter. Generally, only one door in a far-away, hard to reach room will be the "correct" door that leads the player out of the maze. Be sure to keep your eyes open for little pickups to find for HundredPercentCompletion in case several of those are lying somewhere in a dead end.

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A recurring {{Stock Video Game Puzzle}} StockVideoGamePuzzle of the eight-bit NES era, it is the PlatformGame equivalent of TheMaze. The player will be placed in a small room littered with doors. Entering a door will lead him to another room packed with doors, or a dead end, or the start of the stage, or a small moon orbiting Jupiter. Generally, only one door in a far-away, hard to reach room will be the "correct" door that leads the player out of the maze. Be sure to keep your eyes open for little pickups to find for HundredPercentCompletion in case several of those are lying somewhere in a dead end.



Music/TheBeatles song, album and film ''Film/MagicalMysteryTour'' is the TropeNamer. Don't confuse with the ScoobyDoobyDoors, although those are also mysterious.

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Music/TheBeatles song, album and film ''Film/MagicalMysteryTour'' is the TropeNamer.{{Trope Namer|s}}. Don't confuse with the ScoobyDoobyDoors, although those are also mysterious.



** Most {{egregious}}ly in the Psychic Gym in ''VideoGame/PokemonRedAndBlue''/''Yellow'' (and later repeated in ''[=FireRed/LeafGreen=]''), where there are nine rooms, the entrance and the leader have one teleporter each, and the rest have four, each going to a separate room. Oh, and all those other rooms? each has a Jr. Trainer. Strangely, you can brute-force the tiles by just going to the one on the same side as you, avoiding the line-of-sight of each trainer, getting to Sabrina easily.

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** Most {{egregious}}ly in the Psychic Gym in ''VideoGame/PokemonRedAndBlue''/''Yellow'' (and later repeated in ''[=FireRed/LeafGreen=]''), ''[=FireRed= / =LeafGreen=]''), where there are nine rooms, the entrance and the leader have one teleporter each, and the rest have four, each going to a separate room. Oh, and all those other rooms? each has a Jr. Trainer. Strangely, you can brute-force the tiles by just going to the one on the same side as you, avoiding the line-of-sight of each trainer, getting to Sabrina easily.



*** ''[=FireRed/LeafGreen=]'' also have a cave like that,down in the Sevii Islands.

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*** ''[=FireRed/LeafGreen=]'' ''[=FireRed= / =LeafGreen=]'' also have a cave like that,down in the Sevii Islands.



* The final stage of the original ''VideoGame/SuperMarioBros'' has pipes that operate this way: Each area has several pipes, one of which will take you onward, and the rest of which will take you back to the beginning of the level. There's actually a subtle clue there, though...[[spoiler:it's always the pipe after the pool of lava.]]

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* The final stage of the original ''VideoGame/SuperMarioBros'' has pipes that operate this way: Each area has several pipes, one of which will take you onward, and the rest of which will take you back to the beginning of the level. There's actually a subtle clue there, though...[[spoiler:it's [[spoiler: it's always the pipe after the pool of lava.]]



*** The first two games in the series also had this in the final dungeon. Both times there were two floors, and on both sides of each room, there was one door on each floor, making three doors to choose from when you ignore the door you just came out of. The solution was the same in both games: [[spoiler:It's always the door with a lit torch next to it, and it's always on the right side.]]
** Big Boo Battle in SuperMario64 DS was this trope. You had to basically follow King Boo's EvilLaugh to find the right path to his boss arena.

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*** The first two games in the series also had this in the final dungeon. Both times there were two floors, and on both sides of each room, there was one door on each floor, making three doors to choose from when you ignore the door you just came out of. The solution was the same in both games: [[spoiler:It's [[spoiler: It's always the door with a lit torch next to it, and it's always on the right side.]]
** Big Boo Battle in SuperMario64 VideoGame/SuperMario64 DS was this trope. You had to basically follow King Boo's EvilLaugh to find the right path to his boss arena.
13th Feb '16 1:19:27 AM pisoprano
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* In the Videogame/NancyDrew computer game ''Curse of Blackmoor Manor'' you have to navigate a centuries-old maze where ''the rooms move''. The quickest way to solve it involves opening and closing doors without stepping through. Also, one of the rooms can kill you.
7th Dec '15 1:31:44 AM ladytanuki
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* In ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'', there is a very Lost Woods-esque region of the Temple Ruins containing Magical Mystery Paths. In this case you have to talk to a NPC elsewhere in the area who will tell you the correct order of paths to take. To make things trickier, you also need to change to a specific season each time you head down a path.

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* In ''[[VideoGame/TheLegendOfZeldaOracleGames The Legend of Zelda: Oracle of Seasons]]'', there is a very Lost Woods-esque region of the Temple Ruins containing Magical Mystery Paths. In this case you have to talk to a NPC elsewhere in the area who will tell you the correct order of paths to take. To make things trickier, you also need to change to a specific season each time you head down a path.
7th Dec '15 1:30:21 AM ladytanuki
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* In ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'', there is a very Lost Woods-esque region of the Temple Ruins containing Magical Mystery Paths. In this case you have to talk to a NPC elsewhere in the area who will tell you the correct order of paths to take. To make things trickier, you also need to change to a specific season each time you head down a path.
29th Jul '15 4:46:35 PM Magnema
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* The entire point of Lucky Tower.
20th Dec '14 5:24:49 PM LadyJafaria
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Music/TheBeatles song, album and film ''Film/MagicalMysteryTour'' is the TropeNamer.

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Music/TheBeatles song, album and film ''Film/MagicalMysteryTour'' is the TropeNamer. Don't confuse with the ScoobyDoobyDoors, although those are also mysterious.
18th Dec '14 10:43:51 AM Prfnoff
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* In ''VideoGame/{{Faria}}'', the last area before the final tower is a series of Magical Mystery Caves whose interconnected portals span several islands.

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* In ''VideoGame/{{Faria}}'', the last area before the final tower is a series set of no less than thirty Magical Mystery Caves whose seventy-odd interconnected portals span several islands.
17th Dec '14 10:03:08 PM Prfnoff
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* In ''VideoGame/{{Faria}}'', the last area before the final tower is a series of Magical Mystery Caves whose interconnected portals span several islands.
20th Sep '14 4:31:06 PM mr3urious
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* A very simple version of this appears early on in ''VideoGame/CrystalsPonyTale''.
18th Sep '14 5:50:44 AM HeaG
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* ''VideoGame/TheMatrixPathOfNeo'' has the doors in the {{Bizarrchitechture}} TheMaze level, it's really hard.
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