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* In ''VideoGame/MyHouse'', attempting to warp to "[=sllahrednU=]", the MirrorWorld version of "Underhalls", [[NoFairCheating via console commands]] instead places you in its version of WebOriginal/TheBackrooms, which, unlike the Backrooms reached by no-clipping out of the main map, are inescapable.
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* In ''VideoGame/{{INFRA}}'', unlocking door B2 in the first level of the Bergmann Water Tunnels leads to a lengthy dark corridor where all the doors are locked with no means of opening them. After wandering and trying doors for a few minutes, [[ThingsThatGoBumpInTheNight Mörkö]] appears in a JumpScare and knocks out Mark, who awakens two levels later.
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* In the Platform/ColorComputer maze game ''A Mazing World of Malcolm Mortar'', the player can trap themselves in a dead end or block off the path to the level exit with an improperly placed permanent brick wall, both of which cause a NonStandardGameOver.

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* In the Platform/ColorComputer maze game ''A Mazing World of Malcolm Malcom Mortar'', the player can trap themselves in a dead end or block off the path to the level exit with an improperly placed permanent brick wall, both of which cause a NonStandardGameOver.
NonStandardGameOver. A player can also be [[CycleOfHurting pinned in a dead-end by a Fuzzy until their score/HP is depleted]].
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* "Out Of This Dimension" from the original SNES ''VideoGame/StarFox1'' is a truly bizarre version of this. By shooting a specific asteroid in the third route's Asteroid Belt stage, a bird will hatch from it. Flying your arwing into the bird results in Fox being sent into a bizarre alternate dimension filled with paper planes attacking him and a slot machine for a boss. Once you enter this level, you can't leave it until you restart the game. Even defeating the boss traps you on a screen with the words "THE END".

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* "Out Of This Dimension" from the original SNES ''VideoGame/StarFox1'' is a truly bizarre version of this. By shooting a specific asteroid in the third route's Asteroid Belt stage, a bird will hatch from it. Flying your arwing into the bird results in Fox being sent into a bizarre alternate dimension filled with paper planes attacking him and a slot machine for a boss. Once you enter this level, you can't leave it until you restart the game. Even defeating the boss traps you on a screen with the words "THE END".an UnendingEndCard screen.
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* In the Color Computer maze game ''A Mazing World of Malcolm Mortar'', the player can trap themselves in a dead end or block off the path to the level exit with an improperly placed permanent brick wall, both of which cause a NonStandardGameOver.

to:

* In the Color Computer Platform/ColorComputer maze game ''A Mazing World of Malcolm Mortar'', the player can trap themselves in a dead end or block off the path to the level exit with an improperly placed permanent brick wall, both of which cause a NonStandardGameOver.
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to:

* In the Color Computer maze game ''A Mazing World of Malcolm Mortar'', the player can trap themselves in a dead end or block off the path to the level exit with an improperly placed permanent brick wall, both of which cause a NonStandardGameOver.
Is there an issue? Send a MessageReason:
None


* "Out Of This Dimension" from the original SNES ''VideoGame/StarFox'' is a truly bizarre version of this. By shooting a specific asteroid in the third route's Asteroid Belt stage, a bird will hatch from it. Flying your arwing into the bird results in Fox being sent into a bizarre alternate dimension filled with paper planes attacking him and a slot machine for a boss. Once you enter this level, you can't leave it until you restart the game. Even defeating the boss traps you on a screen with the words "THE END".

to:

* "Out Of This Dimension" from the original SNES ''VideoGame/StarFox'' ''VideoGame/StarFox1'' is a truly bizarre version of this. By shooting a specific asteroid in the third route's Asteroid Belt stage, a bird will hatch from it. Flying your arwing into the bird results in Fox being sent into a bizarre alternate dimension filled with paper planes attacking him and a slot machine for a boss. Once you enter this level, you can't leave it until you restart the game. Even defeating the boss traps you on a screen with the words "THE END".
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* In ''VideoGame/FalloutNewVegas: Dead Money'', if you read the "[[SchmuckBait Sinclair"s Personal Accounts]]" message on the vault terminal, the door permanently seals and you die in a NonStandardGameOver. Of course, the intended purpose wasn't for ''you'' to die in there [[spoiler: and that doesn't mean you can't abuse this knowledge]].

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* In ''VideoGame/FalloutNewVegas: Dead Money'', if you read the "[[SchmuckBait Sinclair"s Sinclair's Personal Accounts]]" message on the vault terminal, the door permanently seals and you die in a NonStandardGameOver. Of course, the intended purpose wasn't for ''you'' to die in there [[spoiler: and [[spoiler:and that doesn't mean you can't abuse this knowledge]].



* ''VideoGame/NeonWhite'': One of [[CuteAndPsycho Neon Violet's]] sidequest stages titled, "Hellevator" has you [[GroundPound Stomping]] through a series of breakable floors down a shaft towards the goal, however if you don't pay attention to the floor numbers and go too far past the floor limit, you'll end up on a small speck of land with nothing but a sign that reads [[TakeThatAudience "Idiot Island"]] with no way off except dying or resetting. Doing this unlocks the [[AchievementMockery "Idiot" achievement.]]

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* ''VideoGame/NeonWhite'': One of [[CuteAndPsycho Neon Violet's]] sidequest stages titled, "Hellevator" stages, titled "Hellevator", has you [[GroundPound Stomping]] through a series of breakable floors down a shaft towards the goal, however if you don't pay attention to the floor numbers and go too far past the floor limit, you'll end up on a small speck of land with nothing but a sign that reads [[TakeThatAudience "Idiot Island"]] with no way off except dying or resetting. Doing this unlocks the [[AchievementMockery "Idiot" achievement.]]
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* ''VideoGame/VoidStranger'' normally allows you to reset a room by picking out a floor tile and then walking into the {{Bottomless Pit|s}} that results. However, [[spoiler:if the room you're in doesn't have a wall separating the dungeon and the HUD, you can sometimes actually pick out and place floor tiles until they connect to the HUD, then walk over to the floor counter and pick out a tile from that. This "glitches" out the game and dumps you onto an error screen surrounded by an infinite void. With nothing else to do, the only option is to exit the game and retry the floor.]]

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* ''VideoGame/VoidStranger'' normally allows you to reset a room by picking out a floor tile and then walking into the {{Bottomless Pit|s}} that results. However, [[spoiler:if the room you're in doesn't have a wall separating the dungeon and the HUD, you can sometimes actually pick out and place floor tiles until they connect to the HUD, then walk over to the floor counter and pick out a tile from that. This "glitches" out the game and dumps you onto an error screen surrounded by an infinite void. With You can walk around, but nothing else to do, the only option is to exit the game and retry the floor.]]
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* ''VideoGame/VoidStranger'' normally allows you to reset a room by picking out a floor tile and then walking into the {{Bottomless Pit|s}} that results. However, [[spoiler:if the room you're in doesn't have a wall separating the dungeon and the HUD, you can sometimes actually pick out and place floor tiles until they connect to the HUD, then walk over to the floor counter and pick out a tile from that. This "glitches" out the game and dumps you onto an error screen surrounded by an infinite void. With nothing else to do, the only option is to exit the game and retry the floor.]]
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Added DiffLines:

If the game has a "regular" GameOver state, this effectively doubles as a NonStandardGameOver.
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* The first edition of ''VideoGame/SuperMarioBros2'' had a notorious bug that could cause the player to be trapped in Fryguy's chamber; if they hit one of the mini-Fryguys with a Mushroom Block while under the influence of MercyInvincibility from being touched by another, the former would fall offscreen rather than disintegrating and still be registered as alive, preventing the exit door from spawning. Later versions fixed this bug. A similar softlock can occur in the FinalBoss room, where if you're too far to the left when Wart is defeated, which locks the screen scrolling, you won't be able to reach the exit.

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* The first edition of ''VideoGame/SuperMarioBros2'' had a notorious bug that could cause the player to be trapped in Fryguy's chamber; if they hit one of the mini-Fryguys with a Mushroom Block while under the influence of MercyInvincibility from being touched by another, the former would fall offscreen rather than disintegrating and still be registered as alive, preventing the exit door from spawning. Later versions fixed this bug. A similar softlock can occur in the FinalBoss room, where if you're too far to the left when Wart is defeated, which locks the screen scrolling, you won't be able to reach the exit.
exit. Unlike the prior bug, this one wasn't fixed until ''Super Mario Advance''.
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* The first edition of ''VideoGame/SuperMarioBros2'' had a notorious bug that could cause the player to be trapped in Fryguy's chamber; if they hit one of the mini-Fryguys with a Mushroom Block while under the influence of MercyInvincibility from being touched by another, the former would fall offscreen rather than disintegrating and still be registered as alive, preventing the exit door from spawning. Later versions fixed this bug.

to:

* The first edition of ''VideoGame/SuperMarioBros2'' had a notorious bug that could cause the player to be trapped in Fryguy's chamber; if they hit one of the mini-Fryguys with a Mushroom Block while under the influence of MercyInvincibility from being touched by another, the former would fall offscreen rather than disintegrating and still be registered as alive, preventing the exit door from spawning. Later versions fixed this bug.
bug. A similar softlock can occur in the FinalBoss room, where if you're too far to the left when Wart is defeated, which locks the screen scrolling, you won't be able to reach the exit.
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Added DiffLines:

** In the scenario ''The Collective'', the first level becomes UnintentionallyUnwinnable on Total Carnage difficulty, since your OxygenMeter will run out before the SlowDoors in the first room retract low enough for you to shoot the second switch.

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Removed: 961

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Not an example. This is a psychological/mental barrier, not a physical one.


[[AC:RealLife]]
* At London Heathrow Airport Terminal 5, the entrance to the Underground station appears to have been designed on the principle that anyone with a good enough head for heights to fly, is also capable of walking across a translucent glass floor with a clearly-visible 50-foot drop beneath.[[note]]This of course ignores the possibility that the person isn't there to fly, but to transfer to or from one of the many long-distance bus routes that serve the airport.[[/note]] For those who find walking across such a floor psychologically impossible, the escalator down to the Underground is an example of this trope; it does not lead directly to the station, but to a mezzanine floor from which there is no way back up, and where the only way down is to cross one of those glass floors (or to be rescued by a kind employee opening the emergency staircase to allow the person down that way). Since the terminal opened, at least two people have been caught this way.

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[[AC:RealLife]]
* At London Heathrow Airport Terminal 5, the entrance to the Underground station appears to have been designed on the principle that anyone with a good enough head for heights to fly, is also capable of walking across a translucent glass floor with a clearly-visible 50-foot drop beneath.[[note]]This of course ignores the possibility that the person isn't there to fly, but to transfer to or from one of the many long-distance bus routes that serve the airport.[[/note]] For those who find walking across such a floor psychologically impossible, the escalator down to the Underground is an example of this trope; it does not lead directly to the station, but to a mezzanine floor from which there is no way back up, and where the only way down is to cross one of those glass floors (or to be rescued by a kind employee opening the emergency staircase to allow the person down that way). Since the terminal opened, at least two people have been caught this way.
%% [[AC:RealLife]]

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