1 Days Left to Support a Troper-Created Project : Personal Space (discuss)

History Main / NoobBridge

22nd May '16 1:46:04 PM billybobfred
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* In ''VideoGame/PapersPlease'', on day 3, Jorji will arrive in your booth bearing absolutely no documentation whatsoever. It's plainly obvious that you're supposed to deny him entry, but without anything to use your denial stamp on, it's not so clear ''how''. What the player needs to do is open the rulebook and use the discrepancy highlighter to highlight the rule that states that people trying to enter the country need a passport, and then highlight the empty countertop, which makes the Inspector dismiss Jorji. Highlighting both rules in the rulebook and the countertop is required later on in the game—in particular, once you are required to provide a reason for denial.

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* In ''VideoGame/PapersPlease'', on day 3, Jorji will arrive in your booth bearing absolutely no documentation whatsoever. It's plainly obvious that you're supposed to deny him entry, but without anything to use your denial stamp on, it's not so clear ''how''. What the player needs to do is open the rulebook and use the discrepancy highlighter to highlight the rule that states that people trying to enter the country need a passport, and then highlight the empty countertop, which makes the Inspector dismiss Jorji. The game has received multiple updates attempting to make this clearer. Highlighting both rules in the rulebook and the countertop is required later on in the game—in particular, once you are required to provide a reason for denial.
2nd Mar '16 2:17:48 PM deimos415
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* ''VideoGame/MonsterHunter'' provides a distinct example in that the game as a ''whole'' is this. Charging in and challenging the games' titular monsters like one would for any other action game and just smashing buttons ''will'' get you killed. The action tends to be slower, more purposeful, and actually requires observation as well as patience. The sheer myriad of intricacies and nuances in gameplay mechanics can be incredibly daunting to any player, no matter how many action games they've played.



* ''VideoGame/MonsterHunter'' provides a distinct example in that the game as a ''whole'' is this. Charging in and challenging the games' titular monsters like one would for any other action game and just smashing buttons ''will'' get you killed. The action tends to be slower, more purposeful, and actually requires observation as well as patience. The sheer myriad of intricacies and nuances in gameplay mechanics can be incredibly daunting to any player, no matter how many action games they've played.
2nd Mar '16 2:17:09 PM deimos415
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Added DiffLines:

* ''VideoGame/MonsterHunter'' provides a distinct example in that the game as a ''whole'' is this. Charging in and challenging the games' titular monsters like one would for any other action game and just smashing buttons ''will'' get you killed. The action tends to be slower, more purposeful, and actually requires observation as well as patience. The sheer myriad of intricacies and nuances in gameplay mechanics can be incredibly daunting to any player, no matter how many action games they've played.
1st Mar '16 3:32:57 AM LucaEarlgrey
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* ''VideoGame/DaytonaUSA'' has the third and final turn of the Beginner course in all games, which is a sharp turn that mandates powersliding through it to complete without losing a lot of speed. Unfortunately, new players of the original are not likely aware of how to powerslide and usually end up eating wall; the result is that an overwhelming majority of players [[TimedMission run out of time]] before finishing all 8 laps because they slam into the wall ''every time''. ''Daytona USA 2'' alleviates this a little by showing a powersliding tutorial during the AttractMode.

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* ''VideoGame/DaytonaUSA'' has the third and final turn of the Beginner course in all games, which is a sharp turn that mandates powersliding through it to complete without losing a lot of speed. Unfortunately, new players of the original are not likely aware of how to powerslide and usually end up eating wall; the result is that an overwhelming majority of players [[TimedMission run out of time]] before finishing all 8 the required laps because they slam into the wall ''every time''. ''Daytona USA 2'' alleviates this a little by showing a powersliding tutorial during the AttractMode.
1st Mar '16 3:32:43 AM LucaEarlgrey
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* ''VideoGame/DaytonaUSA'' has the third and final turn of the Beginner course in all games, which is a sharp turn that mandates powersliding through it to complete without losing a lot of speed. Unfortunately, new players of the original are not likely aware of how to powerslide and usually end up eating wall. ''Daytona USA 2'' alleviates this a little by showing a powersliding tutorial during the AttractMode.

to:

* ''VideoGame/DaytonaUSA'' has the third and final turn of the Beginner course in all games, which is a sharp turn that mandates powersliding through it to complete without losing a lot of speed. Unfortunately, new players of the original are not likely aware of how to powerslide and usually end up eating wall.wall; the result is that an overwhelming majority of players [[TimedMission run out of time]] before finishing all 8 laps because they slam into the wall ''every time''. ''Daytona USA 2'' alleviates this a little by showing a powersliding tutorial during the AttractMode.
1st Mar '16 3:31:41 AM LucaEarlgrey
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Added DiffLines:

* ''VideoGame/DaytonaUSA'' has the third and final turn of the Beginner course in all games, which is a sharp turn that mandates powersliding through it to complete without losing a lot of speed. Unfortunately, new players of the original are not likely aware of how to powerslide and usually end up eating wall. ''Daytona USA 2'' alleviates this a little by showing a powersliding tutorial during the AttractMode.
17th Feb '16 3:15:39 PM MegaMarioMan
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* ''VideoGame/LaMulana'' has a similar door that works the same way, and is just as good at tripping up noobs.



* ''VideoGame/LaMulana'' has a similar door that works the same way, and is just as good at tripping up noobs.
17th Feb '16 3:06:05 PM MegaMarioMan
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** ''VideoGame/LaMulana'' has a similar door that works the same way, and is just as good at tripping up noobs.

to:

** Though since the Dash button was described in the manual, the giant drop that required Wall Jumping to escape was a bigger noob bridge for people who started with the SNES game.
** Players who grew up with later ''Metroid'' games are more likely to fall victim to this, as those games don't have a run button.
** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this, and it's not the only way to get into Maridia. However, if one doesn't press start at the title screen, the subsequent montage of clips shows that this is possible, as well as several hidden (but never required) moves.
** An even more basic one is that the series includes doors that are opened by shooting them. The start of ''VideoGame/MetroidPrime3Corruption'' puts the player in the hanger of a friendly space station and door shooting is required to progress. The game assumes that this is obvious but for new players it is not logical to shoot friendly-controlled doors in order to open them.
*
''VideoGame/LaMulana'' has a similar door that works the same way, and is just as good at tripping up noobs.



** Though since the Dash button was described in the manual, the giant drop that required Wall Jumping to escape was a bigger noob bridge for people who started with the SNES game.
** Players who grew up with later ''Metroid'' games are more likely to fall victim to this, as those games don't have a run button.
** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this, and it's not the only way to get into Maridia. However, if one doesn't press start at the title screen, the subsequent montage of clips shows that this is possible, as well as several hidden (but never required) moves.
** An even more basic one is that the series includes doors that are opened by shooting them. The start of ''VideoGame/MetroidPrime3Corruption'' puts the player in the hanger of a friendly space station and door shooting is required to progress. The game assumes that this is obvious but for new players it is not logical to shoot friendly-controlled doors in order to open them.
17th Feb '16 12:28:48 PM MegaMarioMan
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* New ''VideoGame/DanceDanceRevolution'' players often return their feet back to the center tile after each step, not knowing that there is no penalty for leaving one's feet on the panels, something that several of the series' games point out in their respective tutorials. If you don't break out of this habit you will ''never'' clear songs beyond level 4[[labelnote:*]]on the current 1-20 scale, or 3 on the clasic 1-10 scale[[/labelnote]]

to:

* The ''VideoGame/BatmanArkhamSeries'' has a NewGamePlus mode, which removes the onscreen prompts for countering enemy attacks and will seriously kick the butt of anyone who hasn't absolutely familiarised themselves with the surprisingly deep combat system. Seriously, people often find starting again on Hard Mode easier than the NG+ version of Normal Difficulty if only because of how easy it is to fall into the trap of relying too heavily on the onscreen prompts.
* New ''VideoGame/DanceDanceRevolution'' players often return their feet back to the center tile after each step, not knowing that there is no penalty for leaving one's feet on the panels, something that several of the series' games point out in their respective tutorials. If you don't break out of this habit you will ''never'' clear songs beyond level 4[[labelnote:*]]on 4.[[labelnote:*]]on the current 1-20 scale, or 3 on the clasic 1-10 scale[[/labelnote]]scale.[[/labelnote]]



* In ''DonkeyKongCountry3'', people commonly have trouble figuring out how to beat Squirt when playing for the first time. It turns out that as Ellie the elephant, you can suck water by pressing L (or Down+R in the GBA version) while standing next to a waterfall. Next, you can squirt the water back at Squirt's eyes by pressing R. Once you figure that out, the boss becomes easy.

to:

* In ''DonkeyKongCountry3'', ''VideoGame/DonkeyKongCountry3'', people commonly have trouble figuring out how to beat Squirt when playing for the first time. It turns out that as Ellie the elephant, you can suck water by pressing L (or Down+R in the GBA version) while standing next to a waterfall. Next, you can squirt the water back at Squirt's eyes by pressing R. Once you figure that out, the boss becomes easy.



* Several custom levels for ''VideoGame/{{Doom}}'' require the player to use [[DiagonalSpeedBoost straferunning]] to move faster or jump over wide gaps. Straferunning itself is a [[GoodBadBugs glitch in the game's physics]], and new players may not even know about it, or realize that using a glitch is necessary in a serious level.



* In ''{{Eversion}}'', many people get stuck in world 2 and fully learn how the mechanics work only when they reach world 3-4, especially in non-HD versions. That's because eversion points are invisible unless you're standing right on them, and people often ignore the eversion point in 1-1 when they walk over it.

to:

* ''VideoGame/EternalDarkness'' has a room with a giant worm that will trap the player in an illusion and prevent them from progressing, unless they use the sneak button to move without it noticing them. The problem? Unlike most examples, this NoobBridge occurs ''right at the very end of the game'', and the game never required the use of the sneak button before. (And an earlier encounter with the same monster with another character ''suggested an entirely different solution'')
* In ''{{Eversion}}'', ''VideoGame/{{Eversion}}'', many people get stuck in world 2 and fully learn how the mechanics work only when they reach world 3-4, especially in non-HD versions. That's because eversion points are invisible unless you're standing right on them, and people often ignore the eversion point in 1-1 when they walk over it.



* ''VideoGame/GoldenSun'' has [[SandIsWater sand waterfalls]] in the VeryDefinitelyFinalDungeon which you can only cross by running. This is the only time in the game that running is required at all.



* In ''MazeOfGalious'', a gate blocks a corridor in the first dungeon, and it's not obvious how to open gates. (The way to do it is to stand next to the gate and hold down the direction control towards it for a certain amount of time.)

to:

* In ''MazeOfGalious'', ''VideoGame/MazeOfGalious'', a gate blocks a corridor in the first dungeon, and it's not obvious how to open gates. (The way to do it is to stand next to the gate and hold down the direction control towards it for a certain amount of time.))
* ''VideoGame/MegaMan4'' has one in the form of the penultimate boss. Due to the height at which its weak spot is, good luck getting past him unless you know about the Drill Bomb's often overlooked "remote detonation" property (you can make it explode early by pushing B). This property is why the Drill Bomb is one of the best "explosive" weapons in the series.
* ''VideoGame/SuperMetroid'' has the TropeNamer, described above.



* Stealth in ''VideoGame/PAYDAY2'' tends to be a brick wall for newbies. New players tend to forget that walking around with bulky armor and highly visible guns will have them spotted by cameras and guards several yards away. Before the stealth mechanics was changed in an update, players new to stealth would also frequently forget that they couldn't answer more than 2 pagers unless they had the Smooth Talker skill and only ''that'' player with the skill was allowed to answer up to 4 pagers.



* Mastering all the myriad uses of the boxing glove gun in ''VideoGame/RockinKats'' is necessary to get ''anywhere'' in the game. In fact, the player can't even beat the ''first level'' without knowing about being to use it to rebound off the floor and grab and swing from things. Fortunately, if the player leaves the game on the title screen long enough, it shows them all the things that can be done with the boxing glove gun.



* In ''[[VideoGame/StealthBastard Stealth Inc. 2: A Game of Clones]]'', in order to get one of the clothing items, you need to place one teleporter on or near a switch and the other under a block. The problem is getting the teleporter under the block; there's a wall to the right of it, so you can't get on the right side and push it, and the gap is also too small to throw a teleporter between the block and the wall and then push the block onto it. The solution: stand next to the block and hold the "place teleporter" button, and the teleporter will automatically be placed under the block. You aren't told about this, and all other blocks in the game have enough space nearby that you CAN push the block onto the teleporter.



* ''VideoGame/SuperMetroid'' has the TropeNamer, described above.



** An even more basic one is that the series includes doors that are opened by shooting them. The start of ''Metroid Prime 3'' puts the player in the hanger of a friendly space station and door shooting is required to progress. The game assumes that this is obvious but for new players it is not logical to shoot friendly-controlled doors in order to open them.

to:

** An even more basic one is that the series includes doors that are opened by shooting them. The start of ''Metroid Prime 3'' ''VideoGame/MetroidPrime3Corruption'' puts the player in the hanger of a friendly space station and door shooting is required to progress. The game assumes that this is obvious but for new players it is not logical to shoot friendly-controlled doors in order to open them.



* The ''VideoGame/BatmanArkhamSeries'' has a NewGamePlus mode, which removes the onscreen prompts for countering enemy attacks and will seriously kick the butt of anyone who hasn't absolutely familiarised themselves with the surprisingly deep combat system. Seriously, people often find starting again on Hard Mode easier than the NG+ version of Normal Difficulty if only because of how easy it is to fall into the trap of relying too heavily on the onscreen prompts.
* MegaMan4 has one in the form of the penultimate boss. Due to the height at which its weak spot is, good luck getting past him unless you know about the Drill Bomb's often overlooked "remote detonation" property (you can make it explode early by pushing B). This property is why the Drill Bomb is one of the best "explosive" weapons in the series.
* Mastering all the myriad uses of the boxing glove gun in RockinKats is necessary to get ''anywhere'' in the game. In fact, the player can't even beat the ''first level'' without knowing about being to use it to rebound off the floor and grab and swing from things. Fortunately, if the player leaves the game on the title screen long enough, it shows them all the things that can be done with the boxing glove gun.
* Stealth in ''VideoGame/PAYDAY2'' tends to be a brick wall for newbies. New players tend to forget that walking around with bulky armor and highly visible guns will have them spotted by cameras and guards several yards away. Before the stealth mechanics was changed in an update, players new to stealth would also frequently forget that they couldn't answer more than 2 pagers unless they had the Smooth Talker skill and only ''that'' player with the skill was allowed to answer up to 4 pagers.
* ''VideoGame/EternalDarkness'' has a room with a giant worm that will trap the player in an illusion and prevent them from progressing, unless they use the sneak button to move without it noticing them. The problem? Unlike most examples, this NoobBridge occurs ''right at the very end of the game'', and the game never required the use of the sneak button before. (And an earlier encounter with the same monster with another character ''suggested an entirely different solution'')
* ''VideoGame/GoldenSun'' has [[SandIsWater sand waterfalls]] in the VeryDefinitelyFinalDungeon which you can only cross by running. This is the only time in the game that running is required at all.
* Several custom levels for ''VideoGame/{{Doom}}'' require the player to use [[DiagonalSpeedBoost straferunning]] to move faster or jump over wide gaps. Straferunning itself is a [[GoodBadBugs glitch in the game's physics]], and new players may not even know about it, or realize that using a glitch is necessary in a serious level.
4th Feb '16 9:36:09 PM Deathhacker
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* Several of the classes in ''VideoGame/TeamFortress2'' have integral aspects to their playstyle that are not readily obvious to new players. So, when you see a soldier who never rocket jumps, a demoman who never charges his stickybombs, a pyro who never airblasts, or a heavy that doesn't jump before revving his minigun, you know the person hasn't played [=TF2=] for very long.

to:

* ''VideoGame/TeamFortress2'':
**
Several of the classes in ''VideoGame/TeamFortress2'' the game have integral aspects to their playstyle that are not readily obvious to new players. So, when you see a soldier who never rocket jumps, a demoman who never charges his stickybombs, a pyro who never airblasts, or a heavy that doesn't jump before revving his minigun, you know the person hasn't played [=TF2=] for very long.long.
** Prior to the Tutorials, there was nothing in-game that told you how to use each class. This was ok for traditional FPS classes like the Soldier but for the Engineer, there was absolutely nothing on how to build buildings, collect metal from ammo, turning the building, and upgrading them by whacking. Compounding this was that since there wasn't a single player mode, you had to jump into a live server, and promptly get kicked when you haven't immediately set up a sentry. Later tutorials mitigated this by not only including an engineer-specific tutorial, but also by including a single-player map that let the player figure things out.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NoobBridge