Follow TV Tropes

Following

History Main / NoobBridge

Go To

OR

Is there an issue? Send a MessageReason:
... What? They explain how to do a long jump in Galaxy. And there\'s a TV in Galaxy 2 showing you how to do it. Right next to the point where it\'s first required! How does this count!? I call foul play on this.


* A lot of people forget or never learn the long jump when playing ''VideoGame/SuperMarioGalaxy''. This is due to it never being mentioned in-game (but is in the manual) and never required to finish the game. The long jump became required in ''VideoGame/SuperMarioGalaxy2'' starting in World 4, and these gamers got stuck; some have even accused people who use the long jump on Youtube videos of hacking.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* People new to FinalFantasyTactics, or strategy games, will attempt a battle with just Ramza and Delita...not realizing that you can pick out your new units from a list.
Is there an issue? Send a MessageReason:
None


* ''{{Marathon}}'': You'll be stuck on "Colony Ship for Sale, Cheap!" until you figure out that you can activate switches by shooting them with charged fusion blasts or grenades.

to:

* ''{{Marathon}}'': You'll be stuck on "Colony Ship for Sale, Cheap!" "Cold Fusion" until you figure out that you can activate switches by shooting them with charged fusion blasts or grenades.grenades. The game kind of hints this by giving you a bunch of grenades (which you'll need if you've already fired all of yours), but it's possible some people might not figure it out immediately.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''{{Marathon}}'': You'll be stuck on "Colony Ship for Sale, Cheap!" until you figure out that you can activate switches by shooting them with charged fusion blasts or grenades.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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.
Is there an issue? Send a MessageReason:
added example from ancient Greek mathematics

Added DiffLines:

* Euclid's ''Elements of Geometry'' includes a [[OlderThanDirt surprisingly old]] and surprisingly literal example: the fifth theorem is traditionally known as the "Asses' Bridge," because the diagram looks somewhat bridgelike and the proof is said to be the first one that is complex enough to scare off newbies to the subject.
Is there an issue? Send a MessageReason:
None


Another fairly common example is [[SheatheYourSword Sheathe Your Sword]], whenever it occurs in games that otherwise teach the player to slash/blast/nuke anything that moves (plus any important-looking stuff that does not move). As a result, the average will not even be aware that there is a button for doing so.

to:

Another fairly common example for this is [[SheatheYourSword Sheathe Your Sword]], whenever it occurs in games that otherwise teach the player to slash/blast/nuke anything that moves (plus any important-looking stuff that does not move). As a result, the average player will not even be aware that there is a button for doing so.

Added: 313

Changed: 1

Is there an issue? Send a MessageReason:
None


The TropeNamer is the nickname of a crumbling bridge from ''SuperMetroid''--the first place in that game where use of the unique (even to the series) run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge. The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.

to:

The TropeNamer is the nickname of a crumbling bridge from ''SuperMetroid''--the first place in that game where use of the unique (even to the series) run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge. The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.
game.

Another fairly common example is [[SheatheYourSword Sheathe Your Sword]], whenever it occurs in games that otherwise teach the player to slash/blast/nuke anything that moves (plus any important-looking stuff that does not move). As a result, the average will not even be aware that there is a button for doing so.
Is there an issue? Send a MessageReason:
None


These days, videogames have pretty well-established genre conventions and [[StockControlSettings standardized controls]], so you can pick up most any game and have a general idea of how to play them. However, a lot of games also have their own unique aspects, especially to their control schemes, and their use is sometimes required to pass obstacles. Woe betide those people who just pick up a game and start playing it, though, without knowing about these things...some of which are clearly described in the accompanying manual, even.

to:

These days, videogames video games have pretty well-established genre conventions and [[StockControlSettings standardized controls]], so you can pick up most any game and have a general idea of how to play them. However, a lot of games also have their own unique aspects, especially to their control schemes, and their use is sometimes required to pass obstacles. Woe betide those people who just pick up a game and start playing it, though, without knowing about these things...some of which are [[ReadTheFreakingManual clearly described in the accompanying manual, manual]], even.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*If you've never played ''{{Disgaea}}'' before, the first battle with Mid-Boss can be incredibly difficult because it's the first level where GeoEffects play a large role, as well as being the first level where you're supposed use the throwing mechanic. If you forget that you can toss your troops to the GeoEffects rather than trying to get there normally, most of your team will be dead before you get a second turn.
Is there an issue? Send a MessageReason:
None


** In ''Tomb Raider 2'', there's an area where Lara must make a long jump into a pool of water far below. There is only a small square of space in the pool that isn't so shallow that it would lead to a lethal fall. However, even a perfectly executed running jump cannot reach it. This is the only point in the game where she absolutely must perform a dive while jumping in order to reach the small square of deep water.

to:

** In ''Tomb Raider 2'', there's an area where Lara must make a long jump into a pool of water far below. There is only a small square of space in the pool that isn't so shallow that it would lead to a lethal fall. However, even a perfectly executed running jump cannot reach it. This is the only point in the game where she absolutely must perform a dive while jumping (which previously seemed like only a cosmetic addition) in order to reach the small square of deep water.
Is there an issue? Send a MessageReason:
None


* 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 version. That's because eversion points are invisible and people often ignore the eversion point in 1-1 when they walk over it.

to:

* 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 version. 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.
Is there an issue? Send a MessageReason:
None


** In Tomb Raider 2, there's an area where Lara must make a long jump into a pool of water far below. There is only a small square of space in the pool that isn't so shallow that it would lead to a lethal fall. However, even a perfectly executed running jump cannot reach it. This is the only point in the game where she absolutely must perform a dive while jumping in order to reach the small square of deep water.

to:

** In Tomb ''Tomb Raider 2, 2'', there's an area where Lara must make a long jump into a pool of water far below. There is only a small square of space in the pool that isn't so shallow that it would lead to a lethal fall. However, even a perfectly executed running jump cannot reach it. This is the only point in the game where she absolutely must perform a dive while jumping in order to reach the small square of deep water.

Added: 235

Removed: 235

Is there an issue? Send a MessageReason:
None


* 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.)



* 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.)
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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.)

Added: 379

Removed: 379

Is there an issue? Send a MessageReason:
None


* ''SonicAndTheBlackKnight'': The Wisps are glowing blue orbs of energy that explode and can hurt you when hit. You're supposed to use the "kick" mechanic to kick them into things. Thing is, that mechanic is only really used twice in the main game, and those instances are easy to miss, so you might not even know you can when you find the Wisps much more often in the post-game.



* ''SonicAndTheBlackKnight'': The Wisps are glowing blue orbs of energy that explode and can hurt you when hit. You're supposed to use the "kick" mechanic to kick them into things. Thing is, that mechanic is only really used twice in the main game, and those instances are easy to miss, so you might not even know you can when you find the Wisps much more often in the post-game.
Is there an issue? Send a MessageReason:
Consistent Capitalization


* ''SonicAndTheBlackKnight'': The Wisps are glowing blue orbs of energy that explode and can hurt you when hit. You're supposed to use the "kick" mechanic to kick them into things. Thing is, that mechanic is only really used twice in the main game, and those instances are easy to miss, so you might not even know you can when you find the wisps much more often in the post-game.

to:

* ''SonicAndTheBlackKnight'': The Wisps are glowing blue orbs of energy that explode and can hurt you when hit. You're supposed to use the "kick" mechanic to kick them into things. Thing is, that mechanic is only really used twice in the main game, and those instances are easy to miss, so you might not even know you can when you find the wisps Wisps much more often in the post-game.
Is there an issue? Send a MessageReason:
Kicking in Sonic and the Black Knight

Added DiffLines:

* ''SonicAndTheBlackKnight'': The Wisps are glowing blue orbs of energy that explode and can hurt you when hit. You're supposed to use the "kick" mechanic to kick them into things. Thing is, that mechanic is only really used twice in the main game, and those instances are easy to miss, so you might not even know you can when you find the wisps much more often in the post-game.
Is there an issue? Send a MessageReason:
None


The TropeNamer is the nickname of a crumbling bridge from Super Metroid--the first place in that game where use of the unique (even to the series) run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge. The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.

to:

The TropeNamer is the nickname of a crumbling bridge from Super Metroid--the ''SuperMetroid''--the first place in that game where use of the unique (even to the series) run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge. The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.
Is there an issue? Send a MessageReason:
None


* In ''{{Dreamfall}}'', the music puzzle that lets Zoe out of the caves into Marcuria has been known to cause lots of trouble for new players, who didn't realize that a certain item from the previous location could be picked up and used on the wall symbols to reproduce the melody hummed by random encounter enemies on said location.

to:

* In ''{{Dreamfall}}'', the music puzzle that lets Zoe out of the caves into Marcuria has been known to cause lots of trouble for new players, who didn't realize that a certain item from the previous location could be picked up and used on the wall symbols (which only become visible if Zoe holds said item and are located in what looks like a dead end otherwise) to reproduce the melody hummed by random encounter enemies on said location.

Added: 323

Removed: 275

Is there an issue? Send a MessageReason:
None


''Please place examples in alphabetical order.''



* 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 version. That's because eversion points are invisible and people often ignore the eversion point in 1-1 when they walk over it.



* 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 version. That's because eversion points are invisible and people often ignore the eversion point in 1-1 when they walk over it.
Is there an issue? Send a MessageReason:
None


* 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 version. That's because eversion points are invisible.

to:

* 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 version. That's because eversion points are invisible.invisible and people often ignore the eversion point in 1-1 when they walk over it.
Is there an issue? Send a MessageReason:
None


* 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 version. That's because eversion points are invisible.

to:

* In ''{{Eversion}}, ''{{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 version. That's because eversion points are invisible.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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 version. That's because eversion points are invisible.
Is there an issue? Send a MessageReason:
None


* A lot of people forget or never learn the long jump when playing ''SuperMarioGalaxy''. This is due to it never being mentioned in-game (but is in the manual) and never required to finish the game. The long jump became required in Super Mario Galaxy 2 starting in World 4, and these gamers got stuck; some have even accused people who use the long jump on Youtube videos of hacking.
* SuperMetroid: the trope namer, described above.

to:

* A lot of people forget or never learn the long jump when playing ''SuperMarioGalaxy''.''VideoGame/SuperMarioGalaxy''. This is due to it never being mentioned in-game (but is in the manual) and never required to finish the game. The long jump became required in Super Mario Galaxy 2 ''VideoGame/SuperMarioGalaxy2'' starting in World 4, and these gamers got stuck; some have even accused people who use the long jump on Youtube videos of hacking.
* SuperMetroid: * ''SuperMetroid'': the trope namer, described above.
Is there an issue? Send a MessageReason:
None


Differs from GuideDamnIt in that the required information is often readily available but just neglected, rather than left to the player to figure out. Differs from MoonLogicPuzzle in that these situations depend strongly on (albeit neglected) basic information. Generally a subtrope of AllThereInTheManual, and partly caused by players being spoiled by in-game tutorials and not [[ReadTheFreakingManual reading the freaking manual]]. NoobBridge refers to an addition to a standard control scheme; for when the standard scheme itself is altered, see DamnYouMuscleMemory.

to:

Differs from GuideDamnIt in that the required information is often readily available but just neglected, rather than left to the player to figure out. Differs from MoonLogicPuzzle in that these situations depend strongly on (albeit neglected) basic information. Generally a subtrope of AllThereInTheManual, and partly caused by players being spoiled by in-game tutorials and not [[ReadTheFreakingManual reading the freaking manual]]. NoobBridge refers to When it happens with control schemes (which is the most common occurrence of noob bridge), the noob bridge involves an unusual addition to a standard control scheme; for when the standard scheme itself is altered, see DamnYouMuscleMemory.DamnYouMuscleMemory. Designers can frequently avoid introducing noob bridges by including game mechanics in [[VideoGameTutorial tutorials]].
Is there an issue? Send a MessageReason:
Expanding the trope for when it\'s not just the control scheme but some other assumption.


These days, videogames have pretty standardized controls, so you can pick up most any game and have a general idea of how to play them. However, a lot of games also have their own unique aspects to their control schemes, and their use is sometimes required to pass obstacles. Woe betide those people who just pick up a game and start playing it, though, without knowing about these things...some of which are clearly described in the accompanying manual, even.

to:

These days, videogames have pretty well-established genre conventions and [[StockControlSettings standardized controls, controls]], so you can pick up most any game and have a general idea of how to play them. However, a lot of games also have their own unique aspects aspects, especially to their control schemes, and their use is sometimes required to pass obstacles. Woe betide those people who just pick up a game and start playing it, though, without knowing about these things...some of which are clearly described in the accompanying manual, even.

Added: 4

Changed: 68

Removed: 100

Is there an issue? Send a MessageReason:
None






Examples:

* ''DoomTroopers'' has the Waterfall in level 1. ''(Editor's note: Please elaborate this example.)''

to:

\nExamples:\n\n!!Examples:

* ''DoomTroopers'' has the Waterfall in level 1. ''(Editor's note: Please elaborate this example.)''



** In Tomb Raider 2, there's an area where Lara must make a long jump into a pool of water far below. There is only a small square of space in the pool that isn't so shallow that it would lead to a lethal fall. However, even a perfectly executed running jump cannot reach it. This is the only point in the game where she absolutely must perform a dive while jumping in order to reach the small square of deep water.

to:

** In Tomb Raider 2, there's an area where Lara must make a long jump into a pool of water far below. There is only a small square of space in the pool that isn't so shallow that it would lead to a lethal fall. However, even a perfectly executed running jump cannot reach it. This is the only point in the game where she absolutely must perform a dive while jumping in order to reach the small square of deep water.water.
----
Is there an issue? Send a MessageReason:
None


The name for this proposed trope is the nickname of a crumbling bridge from Super Metroid--the first place in that game where use of the unique (even to the series) run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.

to:

The name for this proposed trope TropeNamer is the nickname of a crumbling bridge from Super Metroid--the first place in that game where use of the unique (even to the series) run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.
bridge. The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.
Is there an issue? Send a MessageReason:
None


Differs from GuideDamnIt in that the required information is often readily available but just neglected, rather than left to the player to figure out. Differs from MoonLogicPuzzle in that these situations depend strongly on (albeit neglected) basic information. Generally a subtrope of AllThereInTheManual, and partly caused by players being spoiled by in-game tutorials and not [[ReadTheFreakingManual reading the freaking manual]].

to:

Differs from GuideDamnIt in that the required information is often readily available but just neglected, rather than left to the player to figure out. Differs from MoonLogicPuzzle in that these situations depend strongly on (albeit neglected) basic information. Generally a subtrope of AllThereInTheManual, and partly caused by players being spoiled by in-game tutorials and not [[ReadTheFreakingManual reading the freaking manual]].
manual]]. NoobBridge refers to an addition to a standard control scheme; for when the standard scheme itself is altered, see DamnYouMuscleMemory.

Top