Follow TV Tropes

Following

History Main / Wallbonking

Go To

OR

Added: 315

Changed: 555

Removed: 221

Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


In most media, it's a {{Comedy Trope|s}} where the affliction's caused by the character is being incompetent, misled, etc. and steered into a dead end. And staying in that dead end. Alternately, it may be an overdramatic gesture to bonk one's head against a wall as if punishing oneself for one's mistakes or perceived idiocy; that one can be TruthInTelevision[[note]] but you local skull doctor says you shouldn't put too much strength into it. It hurts. And it scrapes the wallpaper.[[/note]].

to:

In most media, it's a {{Comedy Trope|s}} where the affliction's caused by the character is being incompetent, misled, etc. and steered into a dead end. And staying in that dead end. Alternately, it may be an overdramatic gesture to bonk one's head against a wall as if punishing oneself for one's mistakes or perceived idiocy; that one can be TruthInTelevision[[note]] but you your local skull doctor says you shouldn't put too much strength into it. It hurts. And it scrapes the wallpaper.[[/note]].
wallpaper[[/note]].



* The [=NPCs=] in ''VideoGame/TheElderScrollsVSkyrim'', of the "sliding until a path is found" variety.

to:

* %%* The [=NPCs=] in ''VideoGame/TheElderScrollsVSkyrim'', of the "sliding until a path is found" variety.



* The monsters in id Software's ''VideoGame/{{Doom}}'' series routinely take the shortest path toward the SpaceMarine, even when walls and obstacles impede them. Savvy players can exploit this mechanic by leading a mob of monsters into a cul de sac, then moving toward the access point; the monsters will usually emerge in ones and twos rather than all at once.

to:

* The monsters in id Id Software's ''VideoGame/{{Doom}}'' series series:
** The monsters
routinely take the shortest path toward the SpaceMarine, even when walls and obstacles impede them. Savvy players can exploit this mechanic by leading a mob of monsters into a cul de sac, then moving toward the access point; the monsters will usually emerge in ones and twos rather than all at once.



* ''VideoGame/TeamFortress2'': Bot pathfinding is still a work in progress, and sometimes they can be seen stuck running endlessly against walls; this was especially obvious in Payload maps, since the way most of them are set up it made the RED-aligned bots think that the quickest way to get on the battlefield was through the back wall of RED spawn, and the Medieval map also features RED bots crowding around walls due to a window of RED's starting fort being inaccurately marked as a possible exit.
** Sniper bots exhibit a slight variation where, instead of constantly running into a wall, they spend ages zoomed in staring at a wall, even at point blank range, due to their AI prioritizing aiming rather than movement.

to:

* ''VideoGame/TeamFortress2'': Bot pathfinding is still a work in progress, and sometimes they can be seen stuck running endlessly against walls; this was especially obvious in Payload maps, since the way most of them are set up it made the RED-aligned bots think that the quickest way to get on the battlefield was through the back wall of RED spawn, and the Medieval map also features RED bots crowding around walls due to a window of RED's starting fort being inaccurately marked as a possible exit.
**
exit. Sniper bots exhibit a slight variation where, instead of constantly running into a wall, they spend ages zoomed in staring at a wall, even at point blank range, due to their AI prioritizing aiming rather than movement.



** The series is infamous for its ArtificialStupidity, CPU!Officers (both generic and playable) and {{Mook}}s had always had trouble on ''not'' running into walls to go from point A to point B. They also do things like constantly "change their mind" on whether they should do something or not, like if you swim to the middle of a lake, officers who are supposed to follow you are divided on whether they should swim towards you or "follow you to where you are going" on land, meaning they repeatedly "test the waters" until you actually move back on dry land elsewhere where they will finally follow you. The officers can be so stupid at times they delay important {{Scripted Event}}s by insisting on jumping on a fence with an InvisibleWall instead of going around it. Here's [[https://www.youtube.com/watch?v=rTVxIumLTNc that and a couple more in Dynasty Warriors 8]] (Player!Officers getting stuck on objects and obstacles, the mentioned jumping glitch, stupid horse, etc.).

to:

** The series is infamous for its ArtificialStupidity, CPU!Officers CPU Officers (both generic and playable) and {{Mook}}s had always had trouble on ''not'' running into walls to go from point A to point B. They also do things like constantly "change their mind" on whether they should do something or not, like if you swim to the middle of a lake, officers who are supposed to follow you are divided on whether they should swim towards you or "follow you to where you are going" on land, meaning they repeatedly "test the waters" until you actually move back on dry land elsewhere where they will finally follow you. The officers can be so stupid at times they delay important {{Scripted Event}}s by insisting on jumping on a fence with an InvisibleWall instead of going around it. Here's [[https://www.youtube.com/watch?v=rTVxIumLTNc that and a couple more in Dynasty Warriors 8]] (Player!Officers (Player Officers getting stuck on objects and obstacles, the mentioned jumping glitch, stupid horse, etc.).



** There's also the lack of collision detection for walls and gates in general, which you can exploit in ''VideoGame/DynastyWarriors 6'' at "The Battle of He Fei Castle", Where there's this gate which you have to open which has a ConveyorBeltODoom that pushes people to a moat below it, where you can use your [[SuperSpeed True Speed]] character's infinite dash attack to wail at the gate without worry of falling until it breaks.

to:

** There's also the lack of collision detection for walls and gates in general, which you can exploit in ''VideoGame/DynastyWarriors 6'' ''VideoGame/DynastyWarriors6'' at "The Battle of He Fei Castle", Where there's this gate which you have to open which has a ConveyorBeltODoom that pushes people to a moat below it, where you can use your [[SuperSpeed True Speed]] character's infinite dash attack to wail at the gate without worry of falling until it breaks.



** The same thing happens in the ''Franchise/{{Persona}}'' games.

to:

** %%** The same thing happens in the ''Franchise/{{Persona}}'' games.



* Standard trick in ''Videogame/GrandTheftAuto'' when you have to protect a character from becoming target practice for the enemy. Carry him elsewhere where he can safely wallbonk when you gun down the enemies on your own - his firepower on your side wouldn't have made a difference anyway.

to:

* Standard trick in ''Videogame/GrandTheftAuto'' ''VideoGame/GrandTheftAuto'' when you have to protect a character from becoming target practice for the enemy. Carry him elsewhere where he can safely wallbonk when you gun down the enemies on your own - his firepower on your side wouldn't have made a difference anyway.



* In an episode of ''[[WebVideos/ItSeemsMarisaHasBecomeATaser It Seems Marisa has become a TASer]]'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).

to:

* In an episode of ''[[WebVideos/ItSeemsMarisaHasBecomeATaser ''[[WebVideo/ItSeemsMarisaHasBecomeATaser It Seems Marisa has become a TASer]]'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/ZenoClash'': Ghat remarks that one of the insane Corwids named Oxameter was known for choosing to walk in one direction and not stop for any reason, trampling or breaking anything in his path. You eventually find his corpse where he got stuck on some trees and starved to death.
Is there an issue? Send a MessageReason:
None


* Similarly, automatic vacuum cleaners (usually not made by Roomba themselves, as their pathfinding is fairly robust, but the lower-priced competitors leave much to be desired) can get trapped if trying to navigate a chair whose legs leave a gap just barely big enough for the vacuum cleaner to pass through, as it can get stuck between the "hit an obstacle" and "navigate a chair leg" algorithms.

to:

* Similarly, automatic vacuum cleaners (usually not made by Roomba themselves, as their pathfinding is fairly robust, but the lower-priced competitors leave much to be desired) can get trapped if trying to navigate a chair whose legs leave a gap just barely big enough for the vacuum cleaner to pass through, as it can get stuck between the "hit an obstacle" and "navigate a chair chair/table leg" algorithms.
Is there an issue? Send a MessageReason:
None


* Similarly, automatic vacuum cleaners (usually not made by Roomba themselves, as their pathfinding is fairly robust, but the lower-priced competitors leave much to be desired) can get stuck if trying to navigate a chair whose legs leave a gap just barely big enough for the vacuum cleaner to pass through, as it can get stuck between the "hit an obstacle" and "navigate a chair leg" algorithms.

to:

* Similarly, automatic vacuum cleaners (usually not made by Roomba themselves, as their pathfinding is fairly robust, but the lower-priced competitors leave much to be desired) can get stuck trapped if trying to navigate a chair whose legs leave a gap just barely big enough for the vacuum cleaner to pass through, as it can get stuck between the "hit an obstacle" and "navigate a chair leg" algorithms.
Is there an issue? Send a MessageReason:
None


* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeaTASer'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).

to:

* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeaTASer'', ''[[WebVideos/ItSeemsMarisaHasBecomeATaser It Seems Marisa has become a TASer]]'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).
Is there an issue? Send a MessageReason:
None


* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeATASer'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).

to:

* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeATASer'', ''WebVideos/ItSeemsMarisaHasBecomeaTASer'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).
Is there an issue? Send a MessageReason:
None


* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeATaser'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).

to:

* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeATaser'', ''WebVideos/ItSeemsMarisaHasBecomeATASer'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Similarly, automatic vacuum cleaners (usually not made by Roomba themselves, as their pathfinding is fairly robust, but the lower-priced competitors leave much to be desired) can get stuck if trying to navigate a chair whose legs leave a gap just barely big enough for the vacuum cleaner to pass through, as it can get stuck between the "hit an obstacle" and "navigate a chair leg" algorithms.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/AssassinsCreed'', some characters appear to become... [[SomethingElseAlsoRises a little]] [[CargoShip more than obsessed]] with walls out of nowhere, due to the "pushing" animation appearing on loop. Read about it in Website/{{Cracked}} [[http://www.cracked.com/blog/the-5-most-hilarious-abuses-video-game-glitches/ here]].

to:

* In ''VideoGame/AssassinsCreed'', ''Franchise/AssassinsCreed'', some characters appear to become... [[SomethingElseAlsoRises a little]] [[CargoShip more than obsessed]] with walls out of nowhere, due to the "pushing" animation appearing on loop. Read about it in Website/{{Cracked}} [[http://www.cracked.com/blog/the-5-most-hilarious-abuses-video-game-glitches/ here]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The same thing is one of the reasons why it is [[https://www.youtube.com/watch?v=QMbHLF_zwjs so hard to keep great white sharks captive]].
Is there an issue? Send a MessageReason:
None


* in the Core era ''VideoGame/TombRaider'', collision detection works fine on walls for Lara, but enemies still run when in contact to one. Doors are right out though, as Lara will run/walk in front of them until she slides to the wall beside the door. It's even worse in ''[[VideoGame/TombRaiderTheLastRevelation The Last Revelation]]'' (and by extension, levels made with the LevelEditor, which run on the ''TLR'' engine), where only the level geometry causes Lara to stop - she will run in front of urns, sarcophagi, statues, and other non-geometry 3D objects.

to:

* in In the Core era ''VideoGame/TombRaider'', Creator/{{Core|Design}}-era ''Franchise/TombRaider'', collision detection works fine on walls for Lara, but enemies still run when in contact to one. Doors are right out though, as Lara will run/walk in front of them until she slides to the wall beside the door. It's even worse in ''[[VideoGame/TombRaiderTheLastRevelation The Last Revelation]]'' (and by extension, levels made with the LevelEditor, which run on the ''TLR'' engine), where only the level geometry causes Lara to stop - she will run in front of urns, sarcophagi, statues, and other non-geometry 3D objects.
Is there an issue? Send a MessageReason:
None


* This is a common occurrence in ''LetsPlay/TwitchPlaysPokemon'', due to the frequent inability of the viewers to cooperate with each other.

to:

* This is a common occurrence in ''LetsPlay/TwitchPlaysPokemon'', ''WebVideo/TwitchPlaysPokemon'', due to the frequent inability of the viewers to cooperate with each other.
Is there an issue? Send a MessageReason:
None


In video games, however, when it's simply the game designers not bothering with a "unit has detected a wall and is stopping shot" animation, it most often shows up as a common [[ErrorIndex glitch]]. Collision data is complicated -- No matter how smart the AI is, there's bound to be some problems where they forget the location of a wall or a building and just try to run through it, sometimes for hours if the player doesn't intervene somehow. Another, more common variation is that they strangely slide sideways while running until they find a path that they ''can'' run through. This is often caused by TheAllSeeingAI when the player's location is always detected, but in exchange for everything else. As minor instances are pretty common, generally only examples that either affect gameplay or are [[GoodBadBugs interesting to look at]] should be added for this type. If a player's avatar in an online game winds up doing this, lag is usually the culprit. Other times, however, certain types of gamers such as {{Speedrun}}ners can invoke this as sometimes it can, when done [[GoodBadBugs "correctly", allow them to clip through games' boundaries]] so that they may finish them faster or [[SequenceBreaking outright skip huge portions of them]].

to:

In video games, however, when it's simply the game designers not bothering with a "unit has detected a wall and is stopping shot" short" animation, it most often shows up as a common [[ErrorIndex glitch]]. Collision data is complicated -- No matter how smart the AI is, there's bound to be some problems where they forget the location of a wall or a building and just try to run through it, sometimes for hours if the player doesn't intervene somehow. Another, more common variation is that they strangely slide sideways while running until they find a path that they ''can'' run through. This is often caused by TheAllSeeingAI when the player's location is always detected, but in exchange for everything else. As minor instances are pretty common, generally only examples that either affect gameplay or are [[GoodBadBugs interesting to look at]] should be added for this type. If a player's avatar in an online game winds up doing this, lag is usually the culprit. Other times, however, certain types of gamers such as {{Speedrun}}ners can invoke this as sometimes it can, when done [[GoodBadBugs "correctly", allow them to clip through games' boundaries]] so that they may finish them faster or [[SequenceBreaking outright skip huge portions of them]].



* in the Core era ''Videogame/TombRaider'', collision detection works fine on walls for Lara, but enemies still run when in contact to one. Doors are right out though, as Lara will run/walk in front of them until she slides to the wall beside the door. It's even worse in ''[[VideoGame/TombRaiderTheLastRevelation The Last Revelation]]'' (and by extension, levels made with the LevelEditor, which run on the ''TLR'' engine), where only the level geometry causes Lara to stop - she will run in front of urns, sarcophagi, statues, and other non-geometry 3D objects.

to:

* in the Core era ''Videogame/TombRaider'', ''VideoGame/TombRaider'', collision detection works fine on walls for Lara, but enemies still run when in contact to one. Doors are right out though, as Lara will run/walk in front of them until she slides to the wall beside the door. It's even worse in ''[[VideoGame/TombRaiderTheLastRevelation The Last Revelation]]'' (and by extension, levels made with the LevelEditor, which run on the ''TLR'' engine), where only the level geometry causes Lara to stop - she will run in front of urns, sarcophagi, statues, and other non-geometry 3D objects.



** Because of the way [[LevelEditor custom stages]] are handled in ''VideoGame/SuperSmashBros Super Smash Bros. Brawl'', the AI would occasionally get confused and do this, but more commonly and more infamously, if a stage had a spike hazard, the computer opponents seemed to do absolutely everything that they could to stay above them and keep getting hit, racking up hundreds of damage to the point where even a weak attack would cause CriticalExistenceFailure.
** A similar problem occurs in ''Super Smash Bros. for Wii U'', where, depending on how a stage is put together, an Amiibo, which attempts to be like a human opponent, may be repeatedly stuck in lava, like in Brawl, or if there's a miniscule gap between two stage pieces, [[GameBreakingBug which is not up to you]], the Amiibo will attempt to continually charge through it as if they thought they could fit.

to:

** Because of the way [[LevelEditor custom stages]] are handled in ''VideoGame/SuperSmashBros Super Smash Bros. Brawl'', ''VideoGame/SuperSmashBrosBrawl'', the AI would occasionally get confused and do this, but more commonly and more infamously, if a stage had a spike hazard, the computer opponents seemed to do absolutely everything that they could to stay above them and keep getting hit, racking up hundreds of damage to the point where even a weak attack would cause CriticalExistenceFailure.
** A similar problem occurs in ''Super ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. for Wii U'', U]]'', where, depending on how a stage is put together, an Amiibo, which attempts to be like a human opponent, may be repeatedly stuck in lava, like in Brawl, ''Brawl'', or if there's a miniscule gap between two stage pieces, [[GameBreakingBug which is not up to you]], the Amiibo will attempt to continually charge through it as if they thought they could fit.



* This is one of the many {{Video Game}} [[{{Cliche}} Cliché Moments]] you can collect in ''VideoGame/TheSimpsonsGame'', uncovered when you find [[TheDitz Ralph Wiggum]] running in a corner like this.

to:

* This is one of the many {{Video Game}} VideoGame [[{{Cliche}} Cliché Moments]] you can collect in ''VideoGame/TheSimpsonsGame'', uncovered when you find [[TheDitz Ralph Wiggum]] running in a corner like this.



* VideoGame/TeamFortress2: Bot pathfinding is still a work in progress, and sometimes they can be seen stuck running endlessly against walls; this was especially obvious in Payload maps, since the way most of them are set up it made the RED-aligned bots think that the quickest way to get on the battlefield was through the back wall of RED spawn, and the Medieval map also features RED bots crowding around walls due to a window of RED's starting fort being inaccurately marked as a possible exit.

to:

* VideoGame/TeamFortress2: ''VideoGame/TeamFortress2'': Bot pathfinding is still a work in progress, and sometimes they can be seen stuck running endlessly against walls; this was especially obvious in Payload maps, since the way most of them are set up it made the RED-aligned bots think that the quickest way to get on the battlefield was through the back wall of RED spawn, and the Medieval map also features RED bots crowding around walls due to a window of RED's starting fort being inaccurately marked as a possible exit.



* ''Videogame/DynastyWarriors''
** The series is infamous for its ArtificialStupidity, CPU!Officers(both generic and playable) and {{Mook}}s had always had trouble on ''not'' running into walls to go from point A to point B. They also do things like constantly "change their mind" on whether they should do something or not, like if you swim to the middle of a lake, officers who are supposed to follow you are divided on whether they should swim towards you or "follow you to where you are going" on land, meaning they repeatedly "test the waters" until you actually move back on dry land elsewhere where they will finally follow you. The officers can be so stupid at times they delay important {{Scripted Event}}s by insisting on jumping on a fence with an InvisibleWall instead of going around it. here's [[https://www.youtube.com/watch?v=rTVxIumLTNc that and a couple more in Dynasty Warriors 8]] (Player!Officers getting stuck on objects and obstacles, the mentioned jumping glitch, stupid horse, etc.).
** summoned horses[[note]]i.e. the horse you chose before the battle which you can call to your side if you leave them "parked" far from you[[/note]] who "autopilot" towards you by teleporting nearby and running to you are also pretty stupid, often getting stuck running through obstacles by going straight towards them as if they can't see.
** There's also the lack of collision detection for walls and gates in general, which you can exploit in ''Videogame/DynastyWarriors 6'' at "The Battle of He Fei Castle", Where there's this gate which you have to open which has a ConveyorBeltODoom that pushes people to a moat below it, where you can use your [[SuperSpeed True Speed]] character's infinite dash attack to wail at the gate without worry of falling until it breaks.

to:

* ''Videogame/DynastyWarriors''
''VideoGame/DynastyWarriors'':
** The series is infamous for its ArtificialStupidity, CPU!Officers(both CPU!Officers (both generic and playable) and {{Mook}}s had always had trouble on ''not'' running into walls to go from point A to point B. They also do things like constantly "change their mind" on whether they should do something or not, like if you swim to the middle of a lake, officers who are supposed to follow you are divided on whether they should swim towards you or "follow you to where you are going" on land, meaning they repeatedly "test the waters" until you actually move back on dry land elsewhere where they will finally follow you. The officers can be so stupid at times they delay important {{Scripted Event}}s by insisting on jumping on a fence with an InvisibleWall instead of going around it. here's Here's [[https://www.youtube.com/watch?v=rTVxIumLTNc that and a couple more in Dynasty Warriors 8]] (Player!Officers getting stuck on objects and obstacles, the mentioned jumping glitch, stupid horse, etc.).
** summoned Summoned horses[[note]]i.e. the horse you chose before the battle which you can call to your side if you leave them "parked" far from you[[/note]] who "autopilot" towards you by teleporting nearby and running to you are also pretty stupid, often getting stuck running through obstacles by going straight towards them as if they can't see.
** There's also the lack of collision detection for walls and gates in general, which you can exploit in ''Videogame/DynastyWarriors ''VideoGame/DynastyWarriors 6'' at "The Battle of He Fei Castle", Where there's this gate which you have to open which has a ConveyorBeltODoom that pushes people to a moat below it, where you can use your [[SuperSpeed True Speed]] character's infinite dash attack to wail at the gate without worry of falling until it breaks.



* In ''Videogame/BattleZone1998'''s original release, [[WorkerUnit Scavengers]] were particularly infamous for plowing over anything in their path (or attempting to), be it [[CarFu squishy little you]] or an immovable BaseOnWheels. The 2013 update rectifies this behavior, though it can result in dogpiles of units that are incapable of moving because it would result in them smashing into each other or buildings. The bug returns with a vengeance in the sequel, where units will often get stuck in the far more densely built bases, and can result in oddities like building-sized Assault Tanks somehow wedging themselves through a 6 foot tall doorway and subsequently getting stuck inside a room that the tank physically cannot fit in.
* In ''Videogame/{{Warframe}}'', [[EscortMission Rescue missions]] usually have the rescue target get stuck on a railing. Luckily, they will teleport if they fall too far behind. The dog-like Kubrow companions with almost inevitably get stuck under a staircase if a room has a staircase. Kubrows and melee enemies are also prone to falling into the BottomlessPits found in Spy datavaults, where they will be teleported back to safety only to run right back into the pit.

to:

* In ''Videogame/BattleZone1998'''s ''VideoGame/BattleZone1998'''s original release, [[WorkerUnit Scavengers]] were particularly infamous for plowing over anything in their path (or attempting to), be it [[CarFu squishy little you]] or an immovable BaseOnWheels. The 2013 update rectifies this behavior, though it can result in dogpiles of units that are incapable of moving because it would result in them smashing into each other or buildings. The bug returns with a vengeance in the sequel, where units will often get stuck in the far more densely built bases, and can result in oddities like building-sized Assault Tanks somehow wedging themselves through a 6 foot tall doorway and subsequently getting stuck inside a room that the tank physically cannot fit in.
* In ''Videogame/{{Warframe}}'', ''VideoGame/{{Warframe}}'', [[EscortMission Rescue missions]] usually have the rescue target get stuck on a railing. Luckily, they will teleport if they fall too far behind. The dog-like Kubrow companions with will almost inevitably get stuck under a staircase if a room has a staircase. Kubrows and melee enemies are also prone to falling into the BottomlessPits found in Spy datavaults, where they will be teleported back to safety only to run right back into the pit.



* In ''Videogame/EliteDangerous'', [=NPCs=] and the docking computer are ''usually'' good with docking at space stations, but it's not uncommon to things to go wrong. The Beluga Liner starship is infamous for getting stuck in the 'mailslot' airlock because of its ginormous tailfuns, whereupon the station will blast it to pieces because [[FelonyMisdemeanor loitering is a crime punishable by death]]. If too many ships attempt to enter or leave the mailslot at once, they'll start grinding against each other, bouncing back and forth until the station murders them all.

to:

* In ''Videogame/EliteDangerous'', ''VideoGame/EliteDangerous'', [=NPCs=] and the docking computer are ''usually'' good with docking at space stations, but it's not uncommon to things to go wrong. The Beluga Liner starship is infamous for getting stuck in the 'mailslot' airlock because of its ginormous tailfuns, whereupon the station will blast it to pieces because [[FelonyMisdemeanor loitering is a crime punishable by death]]. If too many ships attempt to enter or leave the mailslot at once, they'll start grinding against each other, bouncing back and forth until the station murders them all.



[[folder:Web Comics]]

to:

[[folder:Web Comics]][[folder:Webcomics]]
Tabs MOD

Changed: 16

Is there an issue? Send a MessageReason:
YMMV


* One of the symptoms of the "[[FanNickname auto-pillock]]" in the ''[[VideoGame/{{X}} X-Universe]]'' series is that ships have trouble maneuvering around large objects. They fly straight towards their destination, detect something in their path, turn and fly away from it for a bit, turn back towards their destination, and repeat until they either get around it or crash into something. This is (sort of) fixed in ''VideoGame/XRebirth'' with a rewritten pathfinding algorithm, though it's not uncommon to find a SpaceFighter wedged between some storage tanks on a space station, bouncing back and forth endlessly, though collision damage is far less deadly than it was in previous games.

to:

* One of the symptoms of the "[[FanNickname auto-pillock]]" "auto-pillock" in the ''[[VideoGame/{{X}} X-Universe]]'' series is that ships have trouble maneuvering around large objects. They fly straight towards their destination, detect something in their path, turn and fly away from it for a bit, turn back towards their destination, and repeat until they either get around it or crash into something. This is (sort of) fixed in ''VideoGame/XRebirth'' with a rewritten pathfinding algorithm, though it's not uncommon to find a SpaceFighter wedged between some storage tanks on a space station, bouncing back and forth endlessly, though collision damage is far less deadly than it was in previous games.
Is there an issue? Send a MessageReason:
None


* ''Webcomic/BrawlInTheFamily'' made [[http://brawlinthefamily.keenspot.com/comic/505-comicreviewpikmin3/ a comic review]] for ''VideoGame/{{Pikmin}} 3'', illustrating that some Pikmin tend to get stuck because of this trope, and gives it a 9/10 rating [[BrickJoke because the 10th Pikmin was still behind that wall]].

to:

* ''Webcomic/BrawlInTheFamily'' made has [[http://brawlinthefamily.keenspot.com/comic/505-comicreviewpikmin3/ a comic review]] for ''VideoGame/{{Pikmin}} 3'', ''VideoGame/Pikmin3'', illustrating that some Pikmin tend to get stuck because of this trope, and gives it a 9/10 rating [[BrickJoke because the 10th Pikmin was still behind that wall]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Web Animation]]
The finale of [[https://www.youtube.com/watch?v=OhQhZ4rcJdU Sexy Robots]] by [[WebAnimation/WeeblAndBob Weebl]] gives off the impression that the "male" bot has glitched and is just repeatedly bumping into the table which the "she-computer" rests on.
[[/folder]]
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* Early on in ''VideoGame/SuperSmashFlash2'''s development, the [[Manga/{{Naruto}} Hidden Leaf Village]] stage was impossible to play a solo match on, as the wall of the building on the right proved to be stupidly irresistable. The computer players would do nothing but keep trying to run into it, even under vicious attack by the player.

to:

* Early on in ''VideoGame/SuperSmashFlash2'''s development, the [[Manga/{{Naruto}} Hidden Leaf Village]] stage was impossible to play a solo match on, as the wall of the building on the right proved to be stupidly irresistable.irresistible. The computer players would do nothing but keep trying to run into it, even under vicious attack by the player.



** The series is infamous for its ArtificialStupidity, CPU!Officers(both generic and playable) and {{Mook}}s had always had trouble on ''not'' running into walls to go from point A to point B. They also do things like constantly "change their mind" on whether they should do something or not, like if you swim to the middle of a lake, officers who are supposed to follow you are divided on whether they should swim towards you or "follow you to where you are going" on land, meaning they repeatedly "test the waters" until you actually move back on dry land elsewhere where they will finally follow you. The officers can be so stupid at times they delay important {{Scripted Event}}s by insisting on jumping on a fence with an InvisibleWall instead of going around it. here's [[https://www.youtube.com/watch?v=rTVxIumLTNc that and a couple more in Dynasty Warriors 8]] (Player!Officers getting stuck on objects and obstacles, the mentioned jumping glitch, stupid horse, etc).

to:

** The series is infamous for its ArtificialStupidity, CPU!Officers(both generic and playable) and {{Mook}}s had always had trouble on ''not'' running into walls to go from point A to point B. They also do things like constantly "change their mind" on whether they should do something or not, like if you swim to the middle of a lake, officers who are supposed to follow you are divided on whether they should swim towards you or "follow you to where you are going" on land, meaning they repeatedly "test the waters" until you actually move back on dry land elsewhere where they will finally follow you. The officers can be so stupid at times they delay important {{Scripted Event}}s by insisting on jumping on a fence with an InvisibleWall instead of going around it. here's [[https://www.youtube.com/watch?v=rTVxIumLTNc that and a couple more in Dynasty Warriors 8]] (Player!Officers getting stuck on objects and obstacles, the mentioned jumping glitch, stupid horse, etc).etc.).



* Most of the main games in the ''Franchise/ShinMegamiTensei'' series have grid-based movement,so you will end up being very good friends with the walls,especially if you're running. ''VideoGame/ShinMegamiTenseiStrangeJourney'' even gives you achievements for this, with some snarky side text to boot.

to:

* Most of the main games in the ''Franchise/ShinMegamiTensei'' series have grid-based movement,so movement, so you will end up being very good friends with the walls,especially walls, especially if you're running. ''VideoGame/ShinMegamiTenseiStrangeJourney'' even gives you achievements for this, with some snarky side text to boot.



* ''Webcomic/BrawlInTheFamily'' made [[http://brawlinthefamily.keenspot.com/comic/505-comicreviewpikmin3/ a comic review]] for ''VideoGame/{{Pikmin}} 3'', illustrating that some pikmin tend to get stuck because of this trope, and gives it a 9/10 rating [[BrickJoke because the 10th pikmin was still behind that wall]].

to:

* ''Webcomic/BrawlInTheFamily'' made [[http://brawlinthefamily.keenspot.com/comic/505-comicreviewpikmin3/ a comic review]] for ''VideoGame/{{Pikmin}} 3'', illustrating that some pikmin Pikmin tend to get stuck because of this trope, and gives it a 9/10 rating [[BrickJoke because the 10th pikmin Pikmin was still behind that wall]].



* Pebbles in ''WesternAnimation/TheFlintstones'' frequently crawls into a wall like an errant roomba, only to have her doting mother pick her up and preposition her heading into a different direction.

to:

* Pebbles in ''WesternAnimation/TheFlintstones'' frequently crawls into a wall like an errant roomba, Roomba, only to have her doting mother pick her up and preposition her heading into a different direction.



* In a more sinister example, cats and dogs occasionally display similar behaviour, where they'll stand/sit with their faces pressed against a wall. It can be a sign of damage to the nervous system or some other severe illness, so if you see your pet doing this, get them to a vet ASAP.

to:

* In a more sinister example, cats and dogs occasionally display similar behaviour, behavior, where they'll stand/sit with their faces pressed against a wall. It can be a sign of damage to the nervous system or some other severe illness, so if you see your pet doing this, get them to a vet ASAP.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder: Advertising]]
* One advert for Challenge TV had office workers act out their favourite game shows. The ''Series/{{Knightmare}}'' reference was a man with a waste paper bin on his head being repeatedly told to walk forward by his co-workers and keeps banging into the wall.
[[/folder]]
Is there an issue? Send a MessageReason:
None


* A possible bug in almost any VideoGame/LegoAdaptationGame is for characters you're not controlling at the time to constantly run into a wall or other obstacle. Sometimes it's because they can't follow the active character, other times it seems to be for no reason at all.

to:

* A possible bug in almost any VideoGame/LegoAdaptationGame is for characters you're not controlling at the time to constantly run into a wall or other obstacle. Sometimes it's because they can't follow the active character, character (due to [[PlotTailoredToTheParty not having the required power or equipment]]), other times it seems to be for no reason at all.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Less unnervingly, pet bearded dragons left to run free will [[https://www.youtube.com/watch?v=uDtD2z9KIJ0 repeatedly and reliably run into walls, trying to lick them like they can't believe they're there]]. Being creatures native to vast deserts without ''anything'' resembling a wall, they simply aren't made to process their existence.
Is there an issue? Send a MessageReason:
None


* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeATASer'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).

to:

* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeATASer'', ''WebVideos/ItSeemsMarisaHasBecomeATaser'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In an episode of ''WebVideos/ItSeemsMarisaHasBecomeATASer'', Marisa ends up stuck endlessly walking against a wall because she was attempting to console verify her run but it desynced (i.e. the timing of the button presses doesn't match up with the timing of the actual console).
Is there an issue? Send a MessageReason:
None


In video games, however, it most often shows up as a common [[ErrorIndex glitch]]. Collision data is complicated -- No matter how smart the AI is, there's bound to be some problems where they forget the location of a wall or a building and just try to run through it, sometimes for hours if the player doesn't intervene somehow. Another, more common variation is that they strangely slide sideways while running until they find a path that they ''can'' run through. This is often caused by TheAllSeeingAI when the player's location is always detected, but in exchange for everything else. As minor instances are pretty common, generally only examples that either affect gameplay or are [[GoodBadBugs interesting to look at]] should be added for this type. If a player's avatar in an online game winds up doing this, lag is usually the culprit. Other times, however, certain types of gamers such as {{Speedrun}}ners can invoke this as sometimes it can, when done [[GoodBadBugs "correctly", allow them to clip through games' boundaries]] so that they may finish them faster or [[SequenceBreaking outright skip huge portions of them]].

to:

In video games, however, when it's simply the game designers not bothering with a "unit has detected a wall and is stopping shot" animation, it most often shows up as a common [[ErrorIndex glitch]]. Collision data is complicated -- No matter how smart the AI is, there's bound to be some problems where they forget the location of a wall or a building and just try to run through it, sometimes for hours if the player doesn't intervene somehow. Another, more common variation is that they strangely slide sideways while running until they find a path that they ''can'' run through. This is often caused by TheAllSeeingAI when the player's location is always detected, but in exchange for everything else. As minor instances are pretty common, generally only examples that either affect gameplay or are [[GoodBadBugs interesting to look at]] should be added for this type. If a player's avatar in an online game winds up doing this, lag is usually the culprit. Other times, however, certain types of gamers such as {{Speedrun}}ners can invoke this as sometimes it can, when done [[GoodBadBugs "correctly", allow them to clip through games' boundaries]] so that they may finish them faster or [[SequenceBreaking outright skip huge portions of them]].



* VideoGame/TeamFortress2: Bot pathfinding is still a work in progress, and sometimes they can be seen stuck running endlessly against walls.

to:

* VideoGame/TeamFortress2: Bot pathfinding is still a work in progress, and sometimes they can be seen stuck running endlessly against walls. walls; this was especially obvious in Payload maps, since the way most of them are set up it made the RED-aligned bots think that the quickest way to get on the battlefield was through the back wall of RED spawn, and the Medieval map also features RED bots crowding around walls due to a window of RED's starting fort being inaccurately marked as a possible exit.
Is there an issue? Send a MessageReason:
None


-->"Ran into walls 255 times! Fear not: the demonica's superior build quality won't get so much as a scratch. The most advanced materials were used to create it, and can take any punishment. ...Even so, 255 times is a bit much. calm down spaz."
** The same thing happens in ''Franchise/ShinMegamiTenseiPersona''.

to:

-->"Ran -->'''Strange Journey:''' Ran into walls 255 times! Fear not: the demonica's superior build quality won't get so much as a scratch. The most advanced materials were used to create it, and can take any punishment. ...Even so, 255 times is a bit much. calm down spaz."
spaz.
** The same thing happens in ''Franchise/ShinMegamiTenseiPersona''.the ''Franchise/{{Persona}}'' games.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/KingdomHeartsBirthBySleep'' is known for this glitch during a fight with Vanitas Remnant. There is a particular rock you can run behind but Vanitas will keep running into the rock as if he's chasing you. The glitch also allows for you to throw your Keyblade through the rock and deal damage to your ever wallbonking opponent.
Is there an issue? Send a MessageReason:
None


* ''Disney/WreckItRalph'' calls out to the Video Game form when Markowski, the [[ShellShockedVeteran Shell-Shocked]] SpaceMarine Ralph meets at [[LocalHangout Tapper's]], gets a case of the "sliding until a path is found" variant, muttering a SurvivalMantra until Ralph interrupts him.

to:

* ''Disney/WreckItRalph'' ''WesternAnimation/WreckItRalph'' calls out to the Video Game form when Markowski, the [[ShellShockedVeteran Shell-Shocked]] SpaceMarine Ralph meets at [[LocalHangout Tapper's]], gets a case of the "sliding until a path is found" variant, muttering a SurvivalMantra until Ralph interrupts him.

Added: 213

Changed: 1030

Is there an issue? Send a MessageReason:
None


* In the ''Literature/{{Discworld}}'' novel ''Discworld/{{Mort}}'', the hapless Mortimer of the title becomes apprentice to Death. An attribute of Death is that he can walk through walls as if they were not there. In theory, any authorized subordinate, carrying out the Duty on behalf of the anthropomorphic personification of Death, should inherit this ability. But it's all a bit hit-and-miss for Mort, who sometimes attempts to walk through walls only to be brought back to Disc with a dull thump and a few bruises...
** In ''Discworld/GoingPostal'' Mr. Tiddles, an extremely old cat, is so set in his ways that if one of the chairs in the Post Office ''isn't'' moved as he comes in, he'll stand there bonking his head against it.

to:

* ''Literature/{{Discworld}}'':
**
In the ''Literature/{{Discworld}}'' novel ''Discworld/{{Mort}}'', ''Literature/{{Mort}}'', the hapless Mortimer of the title becomes apprentice to Death. An attribute of Death is that he can walk through walls as if they were not there. In theory, any authorized subordinate, carrying out the Duty on behalf of the anthropomorphic personification of Death, should inherit this ability. But it's all a bit hit-and-miss for Mort, who sometimes attempts to walk through walls only to be brought back to Disc with a dull thump and a few bruises...
** In ''Discworld/GoingPostal'' ''Literature/GoingPostal'' Mr. Tiddles, an extremely old cat, is so set in his ways that if one of the chairs in the Post Office ''isn't'' moved as he comes in, he'll stand there bonking his head against it.

Top