History Main / TeleportingKeyCardSquad

3rd Feb '16 3:03:45 PM tytoman
Is there an issue? Send a Message
* In an episode of ''Series/TheLibrarians'', Ezekiel finds himself trapped in a GroundhogDayLoop and stumped by a horde of "[[NotUsingTheZWord rage people]]" that shows up every time the gang tries to escape the facility they're trapped in. The fact that a mob shows up out of nowhere with no logical reason the second they open the gate is one of the first clues to what's ''really'' going on: [[spoiler:Thanks to a magical computer meltdown, reality is being overwritten by a ''VideoGame/Left4Dead''-esque survival horror game. Ezekiel is the player trying to escort the others to safety, which is why he reverts to a checkpoint each time someone dies, and there are event-triggered mobs just like any other zombie game]].
to:
* In an episode of ''Series/TheLibrarians'', ''[[Series/TheLibrarians2014 TheLibrarians]]'', Ezekiel finds himself trapped in a GroundhogDayLoop and stumped by a horde of "[[NotUsingTheZWord rage people]]" that shows up every time the gang tries to escape the facility they're trapped in. The fact that a mob shows up out of nowhere with no logical reason the second they open the gate is one of the first clues to what's ''really'' going on: [[spoiler:Thanks to a magical computer meltdown, reality is being overwritten by a ''VideoGame/Left4Dead''-esque survival horror game. Ezekiel is the player trying to escort the others to safety, which is why he reverts to a checkpoint each time someone dies, and there are event-triggered mobs just like any other zombie game]].
3rd Feb '16 3:00:59 PM tytoman
Is there an issue? Send a Message
Added DiffLines:
[[/folder]] [[folder:Non-VideoGameExamples]] * In an episode of ''Series/TheLibrarians'', Ezekiel finds himself trapped in a GroundhogDayLoop and stumped by a horde of "[[NotUsingTheZWord rage people]]" that shows up every time the gang tries to escape the facility they're trapped in. The fact that a mob shows up out of nowhere with no logical reason the second they open the gate is one of the first clues to what's ''really'' going on: [[spoiler:Thanks to a magical computer meltdown, reality is being overwritten by a ''VideoGame/Left4Dead''-esque survival horror game. Ezekiel is the player trying to escort the others to safety, which is why he reverts to a checkpoint each time someone dies, and there are event-triggered mobs just like any other zombie game]].
27th Oct '15 3:35:21 AM timotaka
Is there an issue? Send a Message
** ''Dead Money'' does this after activating the Gala Event; despite the Courier having killed most of the Ghost People throughout the villa, the event triggers the spawning of countless more. [[JustifiedTrope Justified]] in this case as the event includes triggering automated fireworks and recordings on loudspeakers, which attracts the Ghost People.
to:
** ''Dead Money'' does this after activating the Gala Event; despite the Courier having killed most of the Ghost People throughout the villa, the event triggers the spawning of countless more. [[JustifiedTrope Justified]] in this case as the event includes triggering automated fireworks and recordings on loudspeakers, which attracts the Ghost People. Accordingly, they are not specifically concentrated around the player, but appear all throughout the outdoor areas, including sections you are no longer required to travel through.
27th Oct '15 3:29:32 AM timotaka
Is there an issue? Send a Message
** ''Dead Money'' does this after activating the Gala Event; despite the Courier having killed most of the Ghost People throughout the villa, the event triggers the spawning of countless more.
to:
** ''Dead Money'' does this after activating the Gala Event; despite the Courier having killed most of the Ghost People throughout the villa, the event triggers the spawning of countless more. [[JustifiedTrope Justified]] in this case as the event includes triggering automated fireworks and recordings on loudspeakers, which attracts the Ghost People.
12th Sep '15 6:34:40 PM nombretomado
Is there an issue? Send a Message
* In ''NinjaGaiden/Black/Sigma'', enemy ambushes usually spawn when Ryu picks up a map or key item. Sometimes justified by them making a DynamicEntry or appearing unseen around a corner, but other times they just teleport into the room.
to:
* In ''NinjaGaiden/Black/Sigma'', ''VideoGame/NinjaGaiden Black/Sigma'', enemy ambushes usually spawn when Ryu picks up a map or key item. Sometimes justified by them making a DynamicEntry or appearing unseen around a corner, but other times they just teleport into the room.
6th Sep '15 8:43:05 PM wolftickets1969
Is there an issue? Send a Message
* ''VideoGame/SoldierOfFortune''. Enemies can even spawn in plain sight. In at least two levels of the series, an alarm will activate and summon RespawningEnemies after you complete the main objective.
to:
* ''VideoGame/SoldierOfFortune''. Enemies In the ''VideoGame/SoldierOfFortune'' series, enemies can even spawn in plain sight. In at least two levels of the series, an alarm will activate and summon RespawningEnemies after you complete the main objective.
6th Sep '15 8:37:30 PM wolftickets1969
Is there an issue? Send a Message
* Happens in spades in the ''VideoGame/{{Descent}}'' series. Certain {{Mook Maker}}s or monster closets are set to activate when you cross a certain line or retrieve a key . One of the worst examples is at the red key in the first game's Level 6, which is practically impossible to beat without the cloaking device. Another monster closet is placed right at the beginning of Level 9 to ambush you when you respawn. The worst are the ones in rooms that contain nothing else significant, only set up as traps.
6th Sep '15 8:37:01 PM wolftickets1969
Is there an issue? Send a Message
** In the original game's second level, a couple of enemies spawn behind you while you're decoding the LockedDoor to Sector 4. In the fourth level on Perfect Agent, one of the additional objectives is triggered this way. Curiously inverted in the G5 Building, where the enemy carrying the keycard to the second locked door doesn't appear until you examine the door, at which point the previous door locks and he teleports into the room along with two other InvisibilityCloak wearing enemies.
to:
** In the original game's second level, a couple of enemies spawn behind you while you're decoding the LockedDoor to Sector 4. In the fourth level on Perfect Agent, one of the additional objectives is triggered this way. Curiously inverted in the G5 Building, where the enemy carrying the keycard to the second locked door doesn't appear spawn until you examine the door, at which point the previous door locks and he teleports into the room along with two other InvisibilityCloak wearing enemies.
6th Sep '15 8:35:56 PM wolftickets1969
Is there an issue? Send a Message
* In ''VideoGame/PerfectDark'''s second level, a couple of enemies spawn behind you while you're decoding the LockedDoor to Sector 4. In the fourth level on Perfect Agent, one of the additional objectives is triggered this way.
to:
* ''VideoGame/PerfectDark'': ** In ''VideoGame/PerfectDark'''s the original game's second level, a couple of enemies spawn behind you while you're decoding the LockedDoor to Sector 4. In the fourth level on Perfect Agent, one of the additional objectives is triggered this way. Curiously inverted in the G5 Building, where the enemy carrying the keycard to the second locked door doesn't appear until you examine the door, at which point the previous door locks and he teleports into the room along with two other InvisibilityCloak wearing enemies.
5th Jul '15 12:50:55 PM Prfnoff
Is there an issue? Send a Message
Added DiffLines:
* The EliminationPlatformer ''Penguin Brothers'' does this in every normal level: after one player grabs the key disc that appears when the screen is cleared of enemies, the background changes and a new set of enemies spawn.
This list shows the last 10 events of 236. Show all.