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* In ''VideoGame/DevilMayCry 3'', just as you enter [[spoiler:the Demon Realm]], you might expect a jumping puzzle... and then the oblong FloatingPlatforms slam together to form a path as you approach.

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* In ''VideoGame/DevilMayCry 3'', ''VideoGame/DevilMayCry3DantesAwakening'', just as you enter [[spoiler:the Demon Realm]], you might expect a jumping puzzle... and then the oblong FloatingPlatforms slam together to form a path as you approach.
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* ''VideoGame/{{Bastion}}'' does this from the very beginning all the way to the end. The narrator even mentions it.

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* ''VideoGame/{{Bastion}}'' does this from the very beginning all the way to the end. The narrator even mentions it. When you reach an area's power source and grab it, though, everything starts to collapse again.
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* In ''Franchise/DevilMayCry 3'', just as you enter [[spoiler:the Demon Realm]], you might expect a jumping puzzle... and then the oblong FloatingPlatforms slam together to form a path as you approach.

to:

* In ''Franchise/DevilMayCry ''VideoGame/DevilMayCry 3'', just as you enter [[spoiler:the Demon Realm]], you might expect a jumping puzzle... and then the oblong FloatingPlatforms slam together to form a path as you approach.
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Renamed some tropes.


* In ''VideoGame/TheLegendOfZeldaSkywardSword'', the Timeshift Stones can turn [[QuicksandSucks quicksand]] into traversable ground and make rocky outcrops spring from the ground.

to:

* In ''VideoGame/TheLegendOfZeldaSkywardSword'', the Timeshift Stones can turn [[QuicksandSucks quicksand]] {{quicksand|Sucks}} into traversable ground and make rocky outcrops spring from the ground.



* In ''VideoGame/FinalFantasyXII'', Giruvegan and [[ScrappyLevel the Great Crystal]] are full of walkways that materialize just as you step on them.

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* In ''VideoGame/FinalFantasyXII'', Giruvegan and [[ScrappyLevel [[ThatOneLevel the Great Crystal]] are full of walkways that materialize just as you step on them.



* Happens in reverse in the film version of ''LordOfTheRings''. On two occasions the heroes have to flee via bridges or elevated passages that collapse as they cross them. But the collapse almost seems choreographed to be ''only just'' behind them. Run the film in reverse and it would be this trope to the life.

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* Happens in reverse in the film version of ''LordOfTheRings''.''Literature/TheLordOfTheRings''. On two occasions the heroes have to flee via bridges or elevated passages that collapse as they cross them. But the collapse almost seems choreographed to be ''only just'' behind them. Run the film in reverse and it would be this trope to the life.
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The trope is specifically about when this happens *independently* of the character.


* During the "Let It Go" sequence in ''Disney/{{Frozen}}'', Elsa extends and shapes an ice bridge while running across it, until it reaches the other end of the chasm she wants to cross.
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* Makes an appearance several times, mostly in the Black Throne, in ''VideoGame/{{Darksiders}}''.

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* Makes an appearance several times, mostly in the Black Throne, Throne and the warps, in ''VideoGame/{{Darksiders}}''.
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* Makes an appearance several times, mostly in the Black Throne, in ''DarkSiders''.

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* Makes an appearance several times, mostly in the Black Throne, in ''DarkSiders''.''VideoGame/{{Darksiders}}''.
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* ''{{Ico}}'' has two of these in the reflector buildings.

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* ''{{Ico}}'' ''VideoGame/{{Ico}}'' has two of these in the reflector buildings.



* The rainbow bridge to Asgard in ''VideoGame/ValkyrieProfile 2'' seems to only actually materialize where you're ''actually'' standing. As you run, it materializes under your feet, and disintegrates behind you.
* In ''KingdomHearts 2'', Sora & Co. run into a great chasm within TheVeryDefinitelyFinalDungeon. A shimmering staircase materializes beneath their feet as they cross it, stopping only to do battle at every landing.

to:

* The rainbow bridge to Asgard in ''VideoGame/ValkyrieProfile 2'' ''VideoGame/ValkyrieProfile2Silmeria'' seems to only actually materialize where you're ''actually'' standing. As you run, it materializes under your feet, and disintegrates behind you.
* In ''KingdomHearts 2'', ''VideoGame/KingdomHeartsII'', Sora & Co. run into a great chasm within TheVeryDefinitelyFinalDungeon. A shimmering staircase materializes beneath their feet as they cross it, stopping only to do battle at every landing.



* In ''Videogame/ChronoTrigger'', blue flames appear on either side of the party as they approach Magus' summoning circle in otherwise complete darkness. When they reach Magus, the flames form a circle around the group.
* In ''Videogame/MassEffect3'', during one ''Film/{{Tron}}''-like sequence, Shepard is inserted into a geth server bank to help undo Reaper sabotage. The terrain takes the form of rectangular platforms of all different sizes that fly in from various directions as Shepard approaches and interlock into long, sweeping staircases and irregular landings.

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* In ''Videogame/ChronoTrigger'', ''VideoGame/ChronoTrigger'', blue flames appear on either side of the party as they approach Magus' summoning circle in otherwise complete darkness. When they reach Magus, the flames form a circle around the group.
* In ''Videogame/MassEffect3'', ''VideoGame/MassEffect3'', during one ''Film/{{Tron}}''-like sequence, Shepard is inserted into a geth server bank to help undo Reaper sabotage. The terrain takes the form of rectangular platforms of all different sizes that fly in from various directions as Shepard approaches and interlock into long, sweeping staircases and irregular landings.

Changed: 23

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* ''VideoGame/{{Bastion}}'' does this from the very beginning. The narrator even mentions it.

to:

* ''VideoGame/{{Bastion}}'' does this from the very beginning.beginning all the way to the end. The narrator even mentions it.
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It doesn't have to be a bridge, per se, but it must (a) allow the main character to progress to the next area with no other means of getting there, and (b) occur ''independently'' of the character's own actions, except that he's simply approaching it. So the scene from the ''{{Film/X-Men}}'' movie where Magneto creates his own platforms doesn't count.

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It doesn't have to be a bridge, per se, but it must (a) allow the main character to progress to the next area with no other means of getting there, and (b) occur ''independently'' of the character's own actions, except that he's simply approaching it. So the scene from the ''{{Film/X-Men}}'' ''Film/XMen1'' movie where Magneto creates his own platforms doesn't count.



* The Highways of Iacon City in the Autobot campaign of ''[[TransformersWarForCybertron Transformers: War For Cybertron]]''. Story-wise, they were reactivated offscreen by your allies, but once you're cruising down them, they automatically construct themselves in front of you as you drive.

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* The Highways of Iacon City in the Autobot campaign of ''[[TransformersWarForCybertron Transformers: War For Cybertron]]''.''VideoGame/TransformersWarForCybertron''. Story-wise, they were reactivated offscreen by your allies, but once you're cruising down them, they automatically construct themselves in front of you as you drive.
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* In ''{{Prey}}'', this happens with entire rooms near the end.
* In ''VideoGame/{{Doom}} 3'', in Hell, at one point you're stuck on a floating platform the size of a city block until you kill a bunch of Imps, at which point a bridge creates itself leading to a nearby structure, though that's more an example of "kill all monsters to open the LockedDoor".

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* In ''{{Prey}}'', ''VideoGame/Prey2006'', this happens with entire rooms near the end.
* In ''VideoGame/{{Doom}} 3'', ''VideoGame/Doom3'', in Hell, at one point you're stuck on a floating platform the size of a city block until you kill a bunch of Imps, at which point a bridge creates itself leading to a nearby structure, though that's more an example of "kill all monsters to open the LockedDoor".
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* The last level of ''ShovelKnight'' features blocks that rise from the BottomlessPits to create stable platforms as you approach.

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* The last level of ''ShovelKnight'' ''VideoGame/ShovelKnight'' features blocks that rise from the BottomlessPits to create stable platforms as you approach.
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* The last level of ''ShovelKnight'' features blocks that rise from the BottomlessPits to create stable platforms as you approach.
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* ''TheLastRemnant'' has architecture that shifts around allowing you to advance in The Sacred Lands and beneath Undelwalt.

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* ''TheLastRemnant'' ''VideoGame/TheLastRemnant'' has architecture that shifts around allowing you to advance in The Sacred Lands and beneath Undelwalt.
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* ''{{Halo}}'''s Light Bridges. Pointless, solid, bright, and always off, they are turned on by you.

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* ''{{Halo}}'''s ''Franchise/{{Halo}}'''s Light Bridges. Pointless, solid, bright, and always off, they are turned on by you.
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None

Added DiffLines:

* In ''Videogame/MassEffect3'', during one ''Film/{{Tron}}''-like sequence, Shepard is inserted into a geth server bank to help undo Reaper sabotage. The terrain takes the form of rectangular platforms of all different sizes that fly in from various directions as Shepard approaches and interlock into long, sweeping staircases and irregular landings.
Is there an issue? Send a MessageReason:
Film version

Added DiffLines:

* Happens in reverse in the film version of ''LordOfTheRings''. On two occasions the heroes have to flee via bridges or elevated passages that collapse as they cross them. But the collapse almost seems choreographed to be ''only just'' behind them. Run the film in reverse and it would be this trope to the life.
Is there an issue? Send a MessageReason:
None


* In ''DevilMayCry 3'', just as you enter [[spoiler:the Demon Realm]], you might expect a jumping puzzle... and then the oblong FloatingPlatforms slam together to form a path as you approach.

to:

* In ''DevilMayCry ''Franchise/DevilMayCry 3'', just as you enter [[spoiler:the Demon Realm]], you might expect a jumping puzzle... and then the oblong FloatingPlatforms slam together to form a path as you approach.
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None

Added DiffLines:

** ''VideoGame/AliceMadnessReturns'' has this in ''[[{{Pun}} spades]]'' in Cardbridge. Pretty much everything you walk on is made of playing cards, and sometimes they're not there until you approach where it's supposed to be, whether be walking, sliding, or taking a leap of faith in the direction of an entire card structure.
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* Occurs at one point in ''ElephantsDream'', with small metal platforms on robotic arms rising from the darkness below the characters.

to:

* Occurs at one point in ''ElephantsDream'', ''WesternAnimation/ElephantsDream'', with small metal platforms on robotic arms rising from the darkness below the characters.
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None

Added DiffLines:

* During the "Let It Go" sequence in ''Disney/{{Frozen}}'', Elsa extends and shapes an ice bridge while running across it, until it reaches the other end of the chasm she wants to cross.
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None



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[[/folder]]
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[[folder: Action]]
* ''VideoGame/TheMatrixPathOfNeo'' has two staircases during TheMaze level that just as you walk up, the bits and chunks of stair float back together so that you can cross.
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Compare {{Invisible Block}}s, where the blocks never get to appear, but they can still be used as a bridge.
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* Towards the end of ''VideoGame/BioShockInfinite'', Elizabeth's multiverse-manipulating powers manifest fully and she transports Booker and herself to a space between universes, represented by zillions of lighthouses poking out of the ocean. Walking towards any one of them makes a wooden bridge materialize out of the water right under Booker's feet--even if you change directions half-way.
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Added DiffLines:

* In ''Webcomic/GirlGenius'', the bridge to the library of [[GeniusLoci Castle Heterodyne]] is constructed by the castle whenever someone wants to cross, and deconstructed afterwards. Unfortunately, the [[PsychopathicManchild castle likes to think it has a sense of humor]].

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* Played with in ''VideoGame/{{Antichamber}}''. Some puzzles feature this, and sometimes, the newly created bridges between the start and the destination stop appearing just before the final step, preventing you from reaching the exit, forcing you to find another bridge at a not-so-obvious place that actually brings you to your destination.



* TheLastRemnant has architecture that shifts around allowing you to advance in The Sacred Lands and beneath Undelwalt.

to:

* TheLastRemnant ''TheLastRemnant'' has architecture that shifts around allowing you to advance in The Sacred Lands and beneath Undelwalt.
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** This also appears in the Frog Forest/Lost Jungle stages of ''VideoGame/SonicHeroes'', where you have to find giant treefrogs whose rain makes the plants around you grow, usually resulting in fruit growing massive for you to bounce on or sets of ivy growing out across chasms for you to grind on.

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Sorting examples


[[foldercontrol]]

[[folder:Action Adventure]]



* In ''DevilMayCry 3'', just as you enter [[spoiler:the Demon Realm]], you might expect a jumping puzzle... and then the oblong FloatingPlatforms slam together to form a path as you approach.

to:

* In ''DevilMayCry 3'', just as you enter [[spoiler:the Demon Realm]], you might expect ''VideoGame/AmericanMcGeesAlice'' does a jumping puzzle... and then the oblong FloatingPlatforms slam together variant on this in a couple of rooms. A path over infinity leapfrogs over to form you, making a path as you approach.go. And behind you, the path is disintegrating at a somewhat alarming pace!
* ''{{Ico}}'' has two of these in the reflector buildings.
* In ''VideoGame/TheLegendOfZeldaSkywardSword'', the Timeshift Stones can turn [[QuicksandSucks quicksand]] into traversable ground and make rocky outcrops spring from the ground.
[[/folder]]

[[folder:First Person Shooter]]



* In ''VideoGame/SuperMarioGalaxy'', a jumping puzzle involves this in the Space Junk Galaxy, as Mario moves around an invisible maze that appears as he goes while collecting star fragments on a timer.
** There's a much bigger puzzle of this variety for Space Junk Galaxy's Purple Comet. Ten groups of Purple Coins scattered across a huge field with more complex paths. And the black hole below it appears to be bigger, but like the first puzzle, as long as you don't fall off, you're fine.
** And in the final level, during one of the 2D gameplay segments, there will also be blocks being summoned up that you'll have to make use of. Mind you, they also disappear again if you're not moving fast enough.
** ''VideoGame/SuperMarioGalaxy2'' also has the Space Junk example on one of the [[ScrappyMechanic rolling balls]], which are very difficult to stop when the materializing path takes an unexpected corner.
* In ''VideoGame/PrinceOfPersia1'', after [[spoiler:merging with the Shadow]], you are faced with a gap that would appear to be insurmountable even with a running jump. Run across it, and floor tiles will instantly appear.



* In ''VideoGame/FinalFantasyXII'', Giruvegan and [[ScrappyLevel the Great Crystal]] are full of walkways that materialize just as you step on them.
* ''VideoGame/AmericanMcGeesAlice'' does a variant on this in a couple of rooms. A path over infinity leapfrogs over to you, making a path as you go. And behind you, the path is disintegrating at a somewhat alarming pace!
* The rainbow bridge to Asgard in ''VideoGame/ValkyrieProfile 2'' seems to only actually materialize where you're ''actually'' standing. As you run, it materializes under your feet, and disintegrates behind you.



* In ''KingdomHearts 2'', Sora & Co. run into a great chasm within TheVeryDefinitelyFinalDungeon. A shimmering staircase materializes beneath their feet as they cross it, stopping only to do battle at every landing.
* ''{{Ico}}'' has two of these in the reflector buildings.
* TheLastRemnant has architecture that shifts around allowing you to advance in The Sacred Lands and beneath Undelwalt.



* Starlight Carnival Zone from ''VideoGame/SonicColors'', in certain areas.
* The Highways of Iacon City in the Autobot campaign of ''[[TransformersWarForCybertron Transformers: War For Cybertron]]''. Story-wise, they were reactivated offscreen by your allies, but once you're cruising down them, they automatically construct themselves in front of you as you drive.
* One sub-mission in ''VideoGame/MondoAgency'' has a maze of floating tiles that appear when approached by the player or laser indians.



* Occurs at one point in ''ElephantsDream'', with small metal platforms on robotic arms rising from the darkness below the characters.
* ''VideoGame/{{Bastion}}'' does this from the very beginning. The narrator even mentions it.



* In ''VideoGame/TheLegendOfZeldaSkywardSword'', the Timeshift Stones can turn [[QuicksandSucks quicksand]] into traversable ground and make rocky outcrops spring from the ground.

to:

[[/folder]]

[[folder:Hack and Slash]]
* In ''VideoGame/TheLegendOfZeldaSkywardSword'', ''DevilMayCry 3'', just as you enter [[spoiler:the Demon Realm]], you might expect a jumping puzzle... and then the Timeshift Stones can turn [[QuicksandSucks quicksand]] into traversable ground and oblong FloatingPlatforms slam together to form a path as you approach.
[[/folder]]

[[folder:Platform]]
* In ''VideoGame/SuperMarioGalaxy'', a jumping puzzle involves this in the Space Junk Galaxy, as Mario moves around an invisible maze that appears as he goes while collecting star fragments on a timer.
** There's a much bigger puzzle of this variety for Space Junk Galaxy's Purple Comet. Ten groups of Purple Coins scattered across a huge field with more complex paths. And the black hole below it appears to be bigger, but like the first puzzle, as long as you don't fall off, you're fine.
** And in the final level, during one of the 2D gameplay segments, there will also be blocks being summoned up that you'll have to
make rocky outcrops spring use of. Mind you, they also disappear again if you're not moving fast enough.
** ''VideoGame/SuperMarioGalaxy2'' also has the Space Junk example on one of the [[ScrappyMechanic rolling balls]], which are very difficult to stop when the materializing path takes an unexpected corner.
* In ''VideoGame/PrinceOfPersia1'', after [[spoiler:merging with the Shadow]], you are faced with a gap that would appear to be insurmountable even with a running jump. Run across it, and floor tiles will instantly appear.
* Starlight Carnival Zone
from ''VideoGame/SonicColors'', in certain areas.
[[/folder]]

[[folder:Puzzle]]
* One sub-mission in ''VideoGame/MondoAgency'' has a maze of floating tiles that appear when approached by
the ground.player or laser indians.


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[[/folder]]

[[folder:RPG]]
* In ''VideoGame/FinalFantasyXII'', Giruvegan and [[ScrappyLevel the Great Crystal]] are full of walkways that materialize just as you step on them.
* The rainbow bridge to Asgard in ''VideoGame/ValkyrieProfile 2'' seems to only actually materialize where you're ''actually'' standing. As you run, it materializes under your feet, and disintegrates behind you.
* In ''KingdomHearts 2'', Sora & Co. run into a great chasm within TheVeryDefinitelyFinalDungeon. A shimmering staircase materializes beneath their feet as they cross it, stopping only to do battle at every landing.
* TheLastRemnant has architecture that shifts around allowing you to advance in The Sacred Lands and beneath Undelwalt.
* ''VideoGame/{{Bastion}}'' does this from the very beginning. The narrator even mentions it.


Added DiffLines:

[[/folder]]

[[folder:Third Person Shooter]]
* The Highways of Iacon City in the Autobot campaign of ''[[TransformersWarForCybertron Transformers: War For Cybertron]]''. Story-wise, they were reactivated offscreen by your allies, but once you're cruising down them, they automatically construct themselves in front of you as you drive.
[[/folder]]

[[folder:Other Media]]
* Occurs at one point in ''ElephantsDream'', with small metal platforms on robotic arms rising from the darkness below the characters.
[[/folder]]
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Namespaces


* In the first ''PrinceOfPersia'' game, after [[spoiler:merging with the Shadow]], you are faced with a gap that would appear to be insurmountable even with a running jump. Run across it, and floor tiles will instantly appear.
* This also happens in ''CliveBarkersUndying'', in the floating city of Oneiros. At several points you will see a floating platform of some sort, far out of reach of any jump, and a path on your current platform seemingly leading off into oblivion. Walk towards the end of it and, just as you reach the edge, floating tiles will appear.

to:

* In the first ''PrinceOfPersia'' game, ''VideoGame/PrinceOfPersia1'', after [[spoiler:merging with the Shadow]], you are faced with a gap that would appear to be insurmountable even with a running jump. Run across it, and floor tiles will instantly appear.
* This also happens in ''CliveBarkersUndying'', ''VideoGame/CliveBarkersUndying'', in the floating city of Oneiros. At several points you will see a floating platform of some sort, far out of reach of any jump, and a path on your current platform seemingly leading off into oblivion. Walk towards the end of it and, just as you reach the edge, floating tiles will appear.



* ''AmericanMcGeesAlice'' does a variant on this in a couple of rooms. A path over infinity leapfrogs over to you, making a path as you go. And behind you, the path is disintegrating at a somewhat alarming pace!
* The rainbow bridge to Asgard in ''ValkyrieProfile 2'' seems to only actually materialize where you're ''actually'' standing. As you run, it materializes under your feet, and disintegrates behind you.

to:

* ''AmericanMcGeesAlice'' ''VideoGame/AmericanMcGeesAlice'' does a variant on this in a couple of rooms. A path over infinity leapfrogs over to you, making a path as you go. And behind you, the path is disintegrating at a somewhat alarming pace!
* The rainbow bridge to Asgard in ''ValkyrieProfile ''VideoGame/ValkyrieProfile 2'' seems to only actually materialize where you're ''actually'' standing. As you run, it materializes under your feet, and disintegrates behind you.

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