"The movie ends in a stock movie location I thought had been retired: a steam and flame factory where the combatants stalk each other on catwalks and from behind steel pillars, while the otherwise deserted factory supplies vast quantities of flame and steam."
Industrial complexes in which climactic battles are fought always seem to have been built with a callous disregard for the safety of workers. Inside, you're likely to find narrow catwalks with simple rope/cable (or no) handrails inevitably hung by what might as well be knitting yarn over open bubbling vats of green acid
, massive exposed machinery flailing everywhere without protective covers, safety switches in awkward places far from the machinery they control, blast furnaces glowing fiery red
, and other hazardous conditions so terrifying that any sane person would probably insist on a six-figure danger bonus to even go near the place.
Almost every such complex includes a tower or shaft several dozen feet wide and hundreds of feet tall/deep, ringed with balconies and walkways from which one can easily slip, and at least one retractable bridge that doesn't seem to care
if there is anybody on it before it retracts.
High-pressure/high-temperature pipelines are made of substandard materials that tear or rupture in response to any tap as hard as a mis-aimed punch, spewing superheated steam, flames or some of that bright green acid everywhere. The only surfaces strong enough to withstand a bullet are the ones that will ricochet a shot back at the hero or the villain. Floors and walkways have a nasty tendency to collapse, large sections just falling away
as if the builders ran out of rivets halfway through and hoped no one would notice.
High above, a crane swings round errantly, just waiting to drop random heavy objects on your head
. Billows of smoke and steam belch from every other vent, and unidentified liquids drip unimpeded from somewhere high overhead to lubricate the already tenuous footing on the substandard walkways. Guardrails, if they're present at all, are flimsy and prone to breakage or collapse if anything close to a normal human's weight is put on them, making a Railing Kill
a very real danger.
The factory floor will, of course, be free of any safety equipment; although liberally supplied with lengths of chain, gas canisters and sturdy iron bars. One bright spot in the safety-free environment is that a wall-mounted glass case containing a fire-axe is almost mandatory. It will be about the only thing on site that is in excellent condition.
And oddly enough, for all the lack of safety compliance, the factory's door will be unlocked or easily entered, and there will be not a single night watchman
in the obviously dangerous facility.note
Usually all the crushing, spiking and burning machinery will be left to run unattended; but if this is not the case they will all be activated by a single exposed button or lever switch placed on a bare stretch of wall.
In short, if the United States or European Union's Occupational Safety and Health Administration
ever saw the place, it would be condemned in seconds
. Sometimes, the story will lampshade
this by referring to the factory as "abandoned"; however, it will almost never be explained why an abandoned building has not been demolished at this point (or at least securely boarded up), why it still receives electricity, why all the machinery is present and operable as if it's itching to be the setting of a climactic showdown, or why such an unsafe factory was built in the first place.
O course, this means the hero and the villain will immediately rush into the heart of such a complex to have their final battle, instead of just settling things in the parking lot. On the other hand, this does allow for the frequent accident of the villain falling to his doom
. Any collateral damage in the battle will invariably hit a Big Red Button
, cause Failsafe Failure
, and No One Could Survive That
These environments still exist because they are visually interesting and allow the cowardly villain more opportunities to sneak around behind the hero, or the overmatched hero to find some way to even the scales against the seemingly omnipotent villain. Granted, it's always possible to put together a dramatic fight sequence in a perfectly balanced tournament-style environment, (see the last segment of the first The Karate Kid
movie, or virtually any movie where martial arts is the foundation of the plot), but the ultimate authority on such matters in entertainment is, of course, the Rule of Cool
These facilities are also often referred to as "Smoke and Fire Factories", in reference to the fact that the function of the building is rarely explained, with smoke and fire as its only discernible outputs.
Note that if a villain plants a few explosives in such a place, it transforms from a mundanely unsafe facility into an instant Death Course
. For the video game equivalent, see Eternal Engine
and Malevolent Architecture
. Construction Zone Calamity
will usually employ this trope for laughs. Homicide Machines
is when a horror film does this with everyday household appliances. No Seatbelts
and Railing Kill
Incidentally, OSHA Compliance is not just about construction and design, but also about people in the facility following proper procedures, so the act of having a battle in a workplace is already
non-compliance with OSHA, even without the smoke and flame.
This trope is always present in a Nightmarish Factory
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Anime and Manga
- Lampshaded in the first episode of Code Geass. After Lelouch falls into a hijacked truck, he wonders "Why didn't they stick a ladder on the inside, too?"
- Mahou Sensei Negima!:
- In the manga of Nausicaä of the Valley of the Wind, Kurotowa is sent to investigate the God Warrior being excavated in Pejiti only for his guide to fall a couple hundred feet to his death, and he says "This is why they keep having accidents." Justified in that this is After the End, the OSHA died along with the industrialized world in the seven days of fire.
- In Science Ninja Team Gatchaman there are no seatbelts in the God-Phoenix control room, even though the individual vehicles have them. This in a flying battle ship that regularly gets knocked all over the place. The Jigokiller episode had Dr. Nambu standing over a BIG tank holding the plant of the title, on a narrow catwalk with waist-high rails. The rails are so damaged that he cuts his hand on one. Granted, the plant didn't eat men, but it could move independently and had already been shown to throw G-4 about quite nicely. The rail crosses over with artistic license, since the blood from the cut is what kills the monster. Galactor bases and mechs are no better: They fit the waist-high rails and deep pits to a T, usually, and blow up if looked at wrong. (A bit of exaggeration, but not much.)
- The Old Momentum Reactor in Yu-Gi-Oh! 5Ds, obviously. It caused Zero Reverse, and was still dangerous afterwards. How dangerous? There was a portal to Hell inside it. That's pretty dangerous.
- The Duel Academia in Yu-Gi-Oh! GX, its on an island miles away from the rest of civilization, and is sitting on top of the ruins which hold the spirits of 3 evil monster cards. That's not all, there's an abandoned dorm in which all of the students in it have mysteriously disappeared, and the school has made minimal attempts to cover it up. The whole island is a magnet for evil spirits to manifest themselves in card games in which peoples souls are on the line.
- While Pokémon's anime tends to skip the Gym puzzles, it still has some clear examples — Koga (all kinds of ninja traps), Blaine (a dormant volcano, and later a lava pit), and Clemont (whose stand-in robot literally threw unworthy or losing challengers out of the very high Prism Tower) standing out. The last one was acknowledged and ultimately fixed.
- From Watchmen we have the intrinsic-field subtractor experiment, which vaporizes anything put in the chamber. It comes equipped with a massive steel door to the chamber that closes on a timer without any interference, confirmation or even presence of a human scientist. There are no checks done to see if any personnel is in the chamber at the time, no warning sounds or signs displayed when a timed closing is imminent, despite frequent work being done inside (why else would Dr Manhattan have left his coat inside the chamber?). There's no way to open the door from the outside or inside, and no way to stop the disintegrator-beam from firing after the door has closed. And to top it all off, these are all explained in the comic as safety features. Bear in mind, this experiment was being done back in The Fifties and at the time nuclear safety really was almost this crude.
- One of the origin stories of The Joker in Batman involved falling into a vat of some unspecified acid in the Ace Chemical Processing Plant, staining his skin and hair, giving him his distinctive appearance and driving him insane. Batman: The Man who Laughs suggests that the chemical plant in question was in trouble with OSHA. Some versions of Two Face's origins also involve this trope.
Films — Animated
- In Cloudy with a Chance of Meatballs 2, apparently nobody considered including any rails in Live Corp's new factory. Especially egregious considering that they are present within Live Corp's headquarters shown earlier in the film.
- In WALL•E, while the Buy n Large mega-corporation would be pulverized by the EPA if the company didn't basically own the ENTIRE planet (not even counting the literal mountains of trash, their plan to take care of the garbage as to just incinerate it all), they do have very good safety standards. The Axiom's trash compactor gives ample warning before it sends the garbage into space (even though no human could realistically even get down there, and the doors close before the trash is sent off), the garbage chutes have covers over them, there is a ton of safety features on the escape pod (seat restraints, flares, floatation devices, fire hydrant), and there are manual emergency door overrides that for once actually work.
- BnL really has the opposite problem: babying humans for so long that they've become, well, giant babies. The corporation has taken great pains to create robots for every task, keeping the humans from anything that resembles either work or risk, but also preventing them from accomplishing anything.
- In The Emperor's New Groove, the lever that flips you into Yzma's secret lab is right next to a lever opening a trapdoor to a crocodile pit. Lampshaded when Yzma's henchman pulls the wrong lever. Returning from her trip to the pool, the alligator-encumbered Yzma says, "Why do we even have that lever?" Kuzco would also like to know. This is also played with in the TV series. Every time Yzma goes to her lair in the school, she orders "Pull the lever, Kronk!" followed by something DIFFERENT happening to her each episode. Even Kuzco does this in a secret bunker that he had hidden in the jungle for some reason.
Films — Live-Action
- In The Fellowship of the Ring, the Fellowship has to cross the bridge of Khazad-dűm in Moria, which is right above a huge chasm with no rails or walls, wide enough for just one person. It's justified since the route was just the "back door" and the bridge is a defensive measure against orc or goblin attack. The attacking army would be forced to go single file at snail's pace to avoid tripping, while the dwarves could pelt them with arrows from a safe position. The main entrance has a massive, magically re-enforced gate instead.
- Some parts of the eponymous factory in Roald Dahl's Charlie and the Chocolate Factory are pretty dangerous. Part of the problem is that Willy Wonka is an incredibly eccentric person and is obsessed with attractive aesthetics ("I insist upon my rooms being beautiful!") over safety issues, and it's also possible that he doesn't care that much about the latter given his near-indifference to the accidents his guests get themselves into.
- The Chicago meatpacking industry in Upton Sinclair's novel The Jungle. The whole industry, for the record. Not just a single plant. In fact, it was so graphic about things like this, that when President Theodore Roosevelt read it, he had inspectors investigate and found that Sinclair's claims were true. Roosevelt was so enraged that it led to sweeping safety laws and regulations for the meatpacking industry being passed, which eventually led to the creation of the FDA.
- One steel manufacturing plant also gets its due. In turn-of-the-century Chicago there were very few non-hazardous industrial jobs, since there are few if any capitalist motives to keep low-level employees safe and healthy. As soon as one worker got sick or injured there were hundreds if not thousands of desperate immigrants lined up at the factory gates to take his place.
- Most of the illustrations of machines and architecture in the works of Dr. Seuss are full of tall, rickety buildings as well as staircases and walkways with no guardrails.
- While it's not the site of a fight scene, the eponymous school of the Wayside School series of books exemplifies this trope. The setting is a 30-classroom school "accidentally" built thirty stories high, and missing a nineteenth story. The school can start to sway as a result of high winds (as per the second novel in the series, Wayside School is Falling Down). The main characters, a class of students on the thirtieth floor, are led onto the rooftop by their teacher. A fire drill is also taking place, and the students believe that no one will be able to rescue them. However, it's only a herd of cows that have somehow managed to get onto every floor of the building. Poor planning, at that.
- You can also fall out of the window if you're too close to it and fall asleep. Luckily, the school is so tall that there's plenty of time for Louis the yard teacher to run up and catch you.
- Subversion of the inversion of the "No Seat Belts in Star Trek" issue below, in a Deep Space Nine novel: despite shoddy production standards in the future's future (as the Federation is falling apart and the universe is about to end), the new Phoenix features safety restraints on all the bridge chairs. Captain Nog then uses them to restrain the entire bridge crew in preparation to betray them to the Romulans. It's a time-paradox-enabled Gambit Roulette.
- Death Star the novel by Michael Reaves and Steve Perry. Bureaucratic incompetence and slave labor combine to create a really unsafe Death Star. Are you going to make your evil master's starbase safe?
- The architect character almost always lampshades this when she's shown at work. It's even implied that the station would be even more of a deathtrap without her input.
- Subverted in Spinneret: the alien facility that the humans are investigating has nice things like safety interlocks on doors to prevent people from entering hazardous areas. Problem is, humans can't read the warning signs, and interlocks don't help if you're on the wrong side of the door before things are turned on...
- The third book of Septimus Heap features a narrow, wobbling bridge without handrails.
- The Great Ship series has very little in the way of OSHA compliance — ships and trains will accelerate at a hundred Earth gravities, turning the passengers into what amounts to a bag of blood and bone dust, until the passenger's Healing Factor kicks in.
- In Foundation, it is mentioned that "some fool tampered with" a large nuclear plant, and, depending on the edition, either leveled or contaminated half a city. An earlier story featured a badly repaired station doing the same to half a planet.
- The issue is averted in Swedish dieselpunk novel Iskriget in which Johnny, a protagonist who usually works in a civilian airship, comments negatively on the cramped crew spaces inside a Russian military ice-cruiser.
- Harry Potter's Hogwarts is a really unsafe school by any standards. There are many well-known spots, such as a disappearing step, constantly shifting staircases, or the giant murder tree on the grounds, around the castle that nobody bothers to fix or at least warn the students about. Potions is done without even the most basic safety equipment, such as aprons or goggles. Not only does a badly made potion have a chance to explode or get in students' eyes, but also cause massive (painful) growths, catch everything on fire, or turn everybody into cats. That's not even getting into Quidditch, a game played hundreds of feet in the air on sticks of wood that has heat seeking cannon balls trying to knock off students from their brooms. Good thing Madame Pomfrey's magical remedies are enough to handle all but the worst injuries. Plus it's right next to a monster infested forest filled with dangerous creatures that include xenophobic centaurs, giant spiders, and possibly werewolves.
- It gets a Lampshade as early as the second book, when the school is in danger of being shut down as a result of students getting petrified. Hagrid says that parents expect injuries at Hogwarts, what with all the underage magic going on in there, but that these particular attacks are too dangerous even for their relaxed standards.
- The wizarding world in general seems to be pretty lax about very weird accidents and rather dangerous beings and artifacts. Somewhat Justified in that magic has a mind of its own and you're not going to be able to plan for all the ways it will go wrong. Also they can heal any injuries with one poke of a wand.
- Animorphs 26, "The Attack", sees the kids transported to an alien world covered in giant super-structures described as the kind of Lego towers gods would make. They're understandably disturbed by the complete lack of railings, but after Jake uses it to take out a Howler he decides it's "a kind of crazy I could get to like."
- Pile-Up from Parellity, a city built by bandits and marauders.
- In one scene from the Lensman novel Galactic Patrol, an insane crewmember destroys himself by vaulting his control panel and landing on a series of high-voltage power distribution circuits. Is he in Engineering? No, he's the Navigator/Pilot and he's on the bridge of his ship.
- The climactic confrontation in Feet of Clay takes place in a screamingly dangerous candle factory, in a medievalesque parody of the factory scene from Terminator. Justified in that Ankh-Morpork laughs in the face of any kind of health or safety regulation.
- The Empire Striketh Back by Ian Doescher (a retelling of The Empire Strikes Back in the style of William Shakespeare) has a scene in which two Mooks discuss this. Apparently, the Empire's building codes require the existence of large, railing-free pits next to pedestrian areas in the middle of all major buildings. They decide it's intended as a giant boast: the Empire has no OSHA compliance because they laugh in the face of death.
- In the Star Wars Rebels prequel novel, A New Dawn, this becomes a notable problem in the Gorse system. Thorilide production and mining weren't exactly safe jobs to begin with (especially the part about baradium-bisulfate being transported between Gorse and its moon, Cynda), but they at least had safety procedures. However, once Count Denetrius Vidian came to the system and started prioritizing efficiency over safety, things got worse (and given the Empire's track record with this trope in both canon and Legends, it's not all that surprising). For instance, in the mostly-abandoned Moonglow mining facility on Gorse, the Count suggests that living beings work around exposed acid pools without safety rails (and note that this is on a planet where earthquakes are frequent) - when Moonglow's comparatively sane boss works around the facility's otherwise blatant lack of safety regulations by having droids work around the vats. There are even protests for better worker safety on Gorse. Ironically, Vidian used to be a safety inspector when he was Lemuel Tharsa, but became disillusioned with the job after being in too many non-OSHA compliant facilities and exposed to many dangerous chemicals that ate away his most of his body. In the two-chapter epilogue, most of the miners leave the Gorse system and Vidian's rival, Baron Lero Danthe decides to just have heat-shielded droids mine the thorilide on Gorse's uninhabitable sunny side.
- Doctor Who
- The episode "The End Of The World" features a space station that has a crucial switch on the other side of a rail-less walkway lined up with and directly underneath three giant rapidly spinning propellers. The only safety measure introduced is a lever that when held down simply slows down the propellers allowing passage. Apparently there will still be no safety regulations five billion years in the future.
- In the episode "42", the Doctor attempts to recall an escape pod, for which the controls are inexplicably on the outside of the ship. Not only that, the handle is just out of arm's reach.
- The episode "Rose" had an underground location that was two parts OSHA compliance handrails, and the rest definitely NOT OSHA compliant, with a nice platform opening up to the Auton controller's pit.
- "The Rebel Flesh" opens with someone playfully shoving their co-worker, who is standing on the rim of a vat of acid. Guess what happens. Justified because these workers are actually mentally controlling flesh clones of themselves, constant use of which has made them somewhat apathetic when it comes to their own safety. They can always just grow a new one.
- Star Trek is the king of unsafe work environments.
- In fact, Stardestroyer.net contains an essay (written by an engineer) specifically about the subject. And a small fanfic about a starship designer being tried for non OSHA compliance. Clearly a case of Hypocritical Humor given that Star Wars is just as bad, if not worse, about such things.
- Computers explode whenever the ship is hit by weapons fire or an inverse tachyon something or other, even though these computers are just terminals that wouldn't require more power than is needed for basic processing power, a network interface, and display.
- There is a real life technical explanation for this. An electrical engineer on a major Trek message board explains the real world reason for "Exploding Consoles of Doom" here. Of course, the engineer seems to be assuming that the consoles are full-blown mainframe computer systems complete with DC power feeds. In reality, they are little more than touchscreen panels for operating systems that reside elsewhere in the ship. Generally-speaking, one does not worry that a PC or an iPad sitting in a charger will explode and send a user hurtling across the room should a bolt of lightning strike their poorly-grounded house.
- In addition, the TNG Technical Manual makes clear than many of the connections are optical. Optics do not conduct electricity.
- In one episode of the series Star Trek: The Next Generation Worf is paralyzed when a barrel of some substance, which is stored high above the floor without proper bracing, falls on him. Not only is the design faulty, in allowing such a container to fall (if you must place such an object in such a dangerous place, at least have it held by straps that are strong enough to withstand anything other than the entire room being destroyed, or at least major damage, rather than the minor shake the room was subjected to), but the fact that there was no inquiry into safety measures and procedures after a major injury to a crew member only heightened the unreality of running a Star Fleet in such a manner. That doesn't mean it didn't happen, just that it wasn't seen in the episode, since that would have been boring. Considering that Worf is Klingon, he would be able to take much more punishment than a human. That barrel would probably have killed a member of any other species, with the possible exception of a Vulcan who are comparably tough.
- In another episode, Geordi and Data are conducting an experiment on a phaser in engineering. Try and count the number of problems, here. First, they remove several vital monitoring consoles to make room. Then, they conduct the experiment right next to the warp core. Next, the experiment involves firing the weapon through a public area with absolutely no warning signs or caution markers. Finally, the setup requires that the weapon be aimed directly at Data, who stands behind a sensor in the path of the beam. It just goes on and on.
- The Honor Harrington series, which has many Trek references, repeatedly shows what would really happen if "inertial compensators" failed even momentarily on a ship accelerating at hundreds of gravities: everyone in the ship gets turned into "strawberry jam". Minor structural damage.
- Federation starships explode if someone sneezes in their general direction. It was stated in one first-season episode of Next Generation that the ship could be destroyed by one man in the engine room with a hand weapon (and it almost happened!). The exposed warp core is because of Rule of Cool in set design. Avoided on some ships (e.g. Defiant-class), which are actually MEANT for shooting stuff as their main purpose rather than one of the things they can do, where they have a force field surrounding their warp core.
- A sane design would isolate the reactor to its own area, not place it in the control room! People are killed needlessly every time the thing springs a leak. There's a reason nuclear reactors aren't designed this way.
- Think about this for a moment. The casing of the warp core is only a couple of metres in diameter, yet is sufficiently tough to be able to withstand a continuous matter-antimatter annihilation going on inside that is millions of times more energetic than the biggest nuclear reactor ever conceived, but it can be breached with a basic standard-issue firearm from the outside.
- The Enterprise-E also got a force field for their warp core. It failed the second the ship was fired upon!
- When the term "warp core breach" was first introduced (in TNG: "Contagion"), it was explicitly justified as an event which was vanishingly rare and astonishing due to all the failsafes, and coming about only because a computer virus caused total systems failure (leaving one to wonder where their physical safeguards were). But once the show's writers learned that "core breach = danger," they began invoking core breaches more and more often and the vanishing rarity of the event was forgotten.
- Made particularly laughable by them introducing the idea that by the TNG era the warp core is ejectable in the event that it starts to explode, but the ejection systems somehow always fail. According to the behind-the-scenes technical manuals this is particularly egregious given that the warp core ejection system is based on electromagnets holding the core in place, and requires power to not work. Think about that next time you see Geordi or Data say "ejection systems are offline"!
- Geordi and Data often perform experiments involving hazardous materials in Engineering. Not only that, the only separation between them and the material is a container (which always breaks) and a force field (that just barely holds).
- Deep Space Nine had many scenes set on the multilevel Promenade. The second floor safety railings went from two bars to one. Neither setting stopped people from falling over and dying (though Jake and Nog got scolded a lot for hanging over them). The elevator to the control center/bridge had no safety cage!
- Also, nearly all entrances of the space station have a raised piece needlessly causing people to trip. This was lampshaded at least once by a woman from a low gravity planet who needs load lifting machines outside of her suit and a cane to walk around.
- More or less justified by the fact that the Cardassians couldn't care less about personal safety standards.
- Holodeck Malfunctions. Statistically, these Virtual Injury/Death Traps have to be at least as dangerous as the Borg, Klingons or Romulans. Despite 'Safety Protocols', these suffer from frequent Failsafe Failure, or better yet, are often disabled by the Senior Officers, leading to the either the main characters being A) trapped B) injured or killed C) nearly injured or killed D) the near-destruction of the Enterprise. However, despite clear evidence that even entering one of these things about as safe as playing Russian roulette with 5 bullets, IT IS NEVER TAKEN OFF-LINE. At the very least you would expect to see a Sign warning 'Enter at your own risk', or 'Safety Protocols Subject to Frequent Random Failures' etc. Evidently The Federation has no product liability laws. That, or they sign the waivers off-screen. Almost a trope unto itself, similar to the equally dangerous and unpredictable 'Teleporter Malfunction'.
- It's rather remarkable that if holodecks existed today they would probably be classified as "thrill rides" due to the potentially exciting nature of the content available. Thrill rides require an operator to watch the ride and stop it in an emergency — even mundane kid's rides! Holodecks have no such thing — the computer doesn't even stop the simulation when it renders a bullet which could kill a user and then fires that bullet at a user!
- There's also the matter of characters purposefully turning off the safety protocols in the holodeck. The first time we see this (TNG's Descent) the computer says that to disable the safety protocols requires the authorization of at least two senior officers and warns about the danger. By Voyager Seven of Nine was able to disable the safety protocol by herself with a vocal command, no authorization needed, no warning from the computer. In addition you would think the system would notify someone that the safety protocols have been disabled given how dangerous the holodeck can be, yet in another Voyager episode B'Elanna Torres was able to engage in various Death Seeker activities with the safeties off and the crew was none the wiser. They only found out by actively searching through the holodeck records after B'Elanna had seriously injured herself.
- All of this raises the bigger question of why the holodeck even does these things. Apparently Federation engineers think it's better to design a system that will actually kill you and then put corks in it rather than just... not design it to actually kill you in the first place (i.e. there is no excuse for holographic bullets ever having any physically dangerous form, outside of modding).
- In an unusual tip of the cap to capitalism, Quark's privately-owned holosuites on Deep Space Nine never endangered anyone's life, and in fact actually saved the lives of the crew in one episode by storing their mental patterns. This is quite sensible, really, since even the greediest Ferengi have to know that killing customers is bad for business. Its usual application appears to be variations on 'brothel' with much fewer potentially dangerous programs, but there were definite exceptions like the battle scenarios that O'Brien and Bashir favored.
- It was also used by a visiting Klingon veteran who wanted to relive a key battle in Klingon history. Strangely, he doesn't appear to mind the safety features, even though a Klingon should laugh in the face of danger.
- Voyager takes this to eleven, then goes to idiotic extremes so it seams that the ship was designed to kill its crew before anything else. Manual door overrides don't work when there isn't power. The only system in the ENTIRE ship that has its own power supply (that is incompatible with the rest of the ship, somehow) isn't the important things like the shields, weapons, or replicators, but the Holodecks (which always where trying to kill the crew as well), in a laughable plot contrivance to allow holodeck episodes to still happen even though power conservation is essential for a ship decades away from proper resupply facilities. Never even remotely explained is how the holodeck's power source can possibly be incompatible with the replicators, given that all holodecks have built-in replicators. Most of the ship wiring is "gel packs," living tissues that they only have a very limited supply of (and can't replicate nor actually grow, missing the one benefit that a biological system would have over a metallic one) that once was poisoned by Neelix's cooking. The one time the ship wasn't on the edge of exploding was when an enemy shot out the "secondary command modules," preventing Janeway from having the ship self destruct when it was boarded (and the computer only informed her of this fact AFTER she tried to initiate a self destruct).
- In the same episode as Neelix poisoning the gel packs, the resultant malfunctions were so bad that the manual override on doors weren't working. This is something that shouldn't happen given manual overrides are usually unconnected with the system they're overriding.
- Night: Voyager lacks battery-backed emergency lighting.
- In an early episode of Star Trek: Enterprise ("Unexpected"), Tucker notes the elevator handrail is a few inches away form a support beam, meaning if someone would to put their hand on it then it would take their fingers clean off. The Red Shirt he's telling this to replies "Why would someone put their hands on it?" Yes, that's right, you're not supposed to use the handrail. Made worse by the fact it was meant to just be Tucker being all hormonal because he's pregnant (long story).
- In the episode "Acquisition" there are two examples: the (unnamed on screen) Ferengi have slipped a canister of knock out gas aboard the Enterprise, which successfully knocks out the crew within minutes without any sort of containment system kicking in, even ones you'd expect on a space ship for a pressure loss emergency. Meanwhile Tucker is unaffected inside the decontamination chamber, but after the gas dispels he is perfectly able to hotwire the chamber door mechanism from the inside. Not a great idea to have the wiring to the door mechanism available to the potentially infectious occupants.
- Well, Trip is the ship's Chief Engineer. It's likely no one else knows how to do it. Still doesn't justify it, though.
- When examined closely, the door of the decontamination chamber is sealed by having two pieces of bare metal press together. You could seal away contaminated material more reliably by sticking it in your refrigerator.
- A low-key example: Jeffries Tubes. Small, enclosed places with limited access and lined with power conduits and other forms of dangerous technology. More often than not, the crewman working in the conduit will be alone without a spotter or any form of safety equipment beyond their communicator. Enclosed space violations like this are one of OSHA's lesser known pet peeves.
- Mystery Science Theater 3000 commented on this trope when the guys riffed on the South African sci-fi flick Space Mutiny, pointing out the numerous "railing kills" during the movie. One of the host segments takes the gag a step further, with Servo installing railings all over the Satellite of Love in order to meet OSHA safety standards. Although at least one of them is a "whisper-quiet, spinning, spiked railing," which doesn't sound very safe.
- And so as not to make the newly-installed railings useless, Servo also installs some holes to put railings around. Mike inevitably trips over a railing and falls into the hole.
- In The X-Files episode "Beyond the Sea," the climactic chase scene takes place in an abandoned brewery that is falling apart. One of the villains steps through a wooden plank bridge and falls several stories to his death.
- In "Roland", there is no emergency shutdown in either the test chamber or the control room except for the enter key on the control computer.
- Oobi At Work is mainly set in the aptly-titled Work Building, a workplace run by foolish Boss. The building's standards for hiring workers are revealed to be "Will they work for any cost?" and the environment is shown to be less-than-appealing (workers can park "anywhere they please," allowing for Oobi to park in front of the main stairs).
- Lampshaded and defied in That Mitchell and Webb Look, where a generic Evil Overlord wants to install a Trap Door underneath a chair, as per the cliché. However, the contractor he hires to do the job insists on following all the requisite safety protocols. When the boss decides one of his minions has failed him, he flips the switch: railings rise from the floor to block off the area, a red siren descends from the ceiling and a voiceover announces that Trapdoor 4 is about to open, and gives a countdown. Eventually, the intended victim figures it out and leaves. In other sketches with the same characters, the bad guy tries to have a Bookcase Passage and a revolving fireplace put in, both of which are either impossible to build or require lots of visible warning signs which would be less theatrical than what the villain wants.
- Lampshaded in Hyperdrive when the Commander and York find themselves on a narrow, rail-less walkway suspended hundreds of feet above a Swirly Energy Thingy.
Cmdr Henderson: Why would anything on this ship have to be so high?
- Stargate variously plays straight and averts this with the gates themselves. The gates have some built in safety measures, but the splash when they activate is very dangerous, and the danger zone is almost never marked off. Also, the gate will happily splat you against a barrier at the far end or dump you into vacuum with no warning. And most users go through without checking conditions on the far side first. The Air Force mostly averts the trope with several added safety features and probes to check out unknown gate addresses.
- Also averted by the fact that, while the gate system has several checks in place to make sure that the other end is safe, Stargate Command lacked a critical piece of the original gate technology and had to reverse-engineer the protocol, missing several of the safety messages.
- It's also been mentioned in at least one episode that the SGC (or at least, Carter) will sometimes override safety protocols built into the Stargate itself. It's a wonder Carter never stopped to ask herself why the safety protocol had to be overridden.
- Stargate Universe has the space ship Destiny which actually has many safety features but the ship is so old and damaged that the crew has to override or bypass them all the time to get the ship working. Often enough this gets someone hurt or killed.
- The ship computer locks out stargate addresses it deems unsafe. Two scientists who override the lock are never seen again after they step through the gate.
- Some of the safety features are designed to protect the ship even if it would put a crewmember in danger. The ship will not let you override the lock on a pressure door if it is passing through a sun at the moment.
- That's more of a subversion. Opening a pressure door while passing through a sun...
- A lot of Goa'uld tech plays the trope dead straight. Lampshaded once by Daniel after SG-1 gets knocked around the cabin while aboard a Goa'uld cargo shuttle:
- Wraith Hive-ships in Stargate Atlantis have fairly thin walkways above giant chasms with nary a guard rail in sight. Partly justified in that the Wraith don't really care about warriors (who are apparently just easily-replaceable drones) falling to their deaths, but their commanders might also fall. Additionally, their "scoop" beams deposit people on any location without checking if it's safe first. Sheppard restored people stored in the buffer (several of whom are his) on one of the above-mentioned walkways with a few of the baddies materializing off the walkway. Naturally, gravity immediately takes over.
- That could just be because Sheppard can't read Wraith tech, and wouldn't know if it was warning him not to use the scoop beam. In any case, it's his fault for doing it blind.
- For the Travelers, No OSHA Compliance is just everyday life. A spacefaring people without the resources to build new ships, it's all they can do to keep the ships they do have at a functional level. Normally that means improvising repairs with salvaged parts and pushing their equipment well past its safe operational limits. It's a good day if they can get something to work at all; making sure it works safely is optional.
- The Pegasus Galaxy also features several Stargates that are in orbit above planets. There is no (shown) warning system to inform people that these gates are in outer space, meaning some people might not know until they step through.
- Atlantis itself is a pretty big one. It's a Manhattan-sized city which the Ancients strapped engines to. That isn't an exaggeration. The city is built like your average city, definitely not waterproof or resistant to vacuum, which giant engines to let it fly through space. It relies solely on a massive shield to protect it during spaceflight, so of course this has proved to be a problem for the cast when Atlantis runs low on power after they've gotten it up there.
- The House episode "Emancipation" started with a factory manager collapsing right on top of a conveyor belt headed towards a metal stamping press and only avoided being squashed because someone pressed the stop button in the nick of time. You'd think they'd have guard rails around the thing.
- The bridge of the biomech spaceship Lexx is a platform jutting out above a 100-story chasm. Many, many guest stars fall to their deaths here. No, there isn't so much as a guardrail. Justified because the Cluster, where it was built, has little to no concern for human life. You have to pay for tardiness with your own organs, for Christ's sake.
- In the original Battlestar Galactica, after much trial and error the Cylon fighters realize they can do more damage to the capital ship by crashing into it than by shooting. They succeed in setting fire to the flight deck, causing much panic before someone remembers that they're in space and can just pump in some vacuum from outside. The problem? This will kill the civilians unless bulkheads can be closed to contain the fire. Where is the switch for the bulkheads? On the outside surface of the ship. Who is the technical crew assigned to performing a dangerous EVA to throw the switch? The two senior combat pilots. One comments on the urgency of their task, to which the other responds, "I know, that's why I disconnected our safety tethers, they'll only slow us down." Predictability ensues.
- Lampshaded in Farscape, after the (admittedly scavenged) Zelbion defence shield explodes, Crichton shouts "Haven't you people ever heard of FUSES?!" And the walkways leading to Pilot's den don't have railings. Yes, this has resulted in at least two lethal falls.
- The Ice Road Truckers spinoff IRT: Deadliest Roads demonstrates real life examples of this on the high-altitude roads of India and Bolivia. One-lane roads with no guardrails, 1000+ foot dropoffs, and tight spots where it's nearly impossible to get through without the dirt crumbling beneath at least one tire, are distressingly common. And that's to say nothing of the near-suicidal local drivers that our heroes encounter.
- It is even worse when you learn how easy it is to get a drivers license in the country.
- The original show averts this with a passion, showing all the various safety equipment and procedures the drivers must have, size limits on cargo (with extra wide ones labelled even though it is blindly obvious), and either the fines the drivers face when the safety procedures are ignored, or the crashed trucks. Driving a semi across the ice roads of Alaska and Canada is an inherently dangerous job, but they take every precaution to manage the risks.
- Six Feet Under The 1st season dough mixer accident seems far-fetched; there simply should have been more safety precautions on a piece of industrial equipment like that.
- A CSI episode had the team investigating a crime at a restaurant and learn of the cooking staff's strange customs. The one about flicking blood around the kitchen whenever any of the staff cut themselves particularly appalls Catherine and Grissom as being ridiculously unsanitary, "Hasn't anyone heard of HIV?"
- The reality TV show Bar Rescue centers around hospitality industry expert Jon Taffer turning around failing bars. Some of these bars have sanitation and/or structural issues that make them just plain dangerous to be in for customers and staff alike.
- It is explicitly stated that the eponymous warehouse in Warehouse 13 does not have OSHA compliance. With M. C. Escher as one of the designers, this is a given.
- That being said, a reasonable amount of precaution is taken. Artifacts are stored in a way that makes them unlikely to activate, away from ones they would negatively react with, and the super dangerous ones are kept even more secure. The agents know they should never touch them, and the warehouse is built in a mountain away from the populace so locals won't wander into it. The general populace also think it's an IRS warehouse, so they really keep their distance.
- Averted briefly in Pawn Stars, where Rick refused to buy a "corn chucker" because it had an open hole that led right to the gears of the things, and the shop could be sued if a kid put a hand in it.
- In the period drama Bomb Girls, it is mentioned that some of the girl's hair colors have changed due to working with chemicals in the munitions factory.
- Made In Canada has a no CCOHSnote compliance example in the episode "Alan's New Studio". The studio in question is built in a converted battery factory. There is no air conditioning, passing trains frequently cause the whole building to shake (ruining sound recording), flakes of asbestos and a mysterious black substance constantly rain down from the ceiling, and one room holds dozens of barrels of chemical waste. Spending just a few hours in the building causes the main characters' hair to start falling out.
Veronica: What do you mean you don't care!? This place practically buzzes! You'll come out of the studio more tan than when you went in!
Victor: Actors look good with a little colour on their face!
Veronica: Not cobalt blue!
- In Exalted this is the unintentional design ethos of Autochthon, the Primordial "god" of technology and progress. Machines practically worship him and are incapable of hurting him, so it never occurs to him to bother with even the most basic safety features. He just doesn't realize that rapidly spinning razor sharp gears, giant slamming pistons, huge arcs of lightning, deadly steam vents, and whipping monofilaments are dangerous to other people. His creations are all of impeccable quality and quite unlikely to break, but he makes no attempts at safety for humans users. Autochthon's inhabited interior isn't any safer.
- Paranoia tabletop role-playing game: Life in the dystopian Alpha Complex is a daily struggle against insane regulations, faulty or untested equipment and impossible odds for most clones (against their fellow clones). Especially if they happen to fall into the food vats. Remember, citizen, happiness is mandatory. The Computer is your friend.
- Not only justified but actively encouraged in Paranoia. Since The Computer is responsible for everything, questioning safety measures means you are questioning The Computer. Which is treason.
- Not bringing potentially dangerous working conditions to the attention of Friend Computer is also treason, but that's a different trope.
- Robo Rally revolves around robots who race for their lives in a factory full of lasers, crushers, Conveyor Belt-O-Doom, and so on...
- Spelljammer setting has "Accelerator", Magitek cannon that pulls into the barrel and shoots anything placed on its reception cup. Which specifically included a torn off hand of any poor sod who failed to drop ammo accurately, or just stumbled and accidentally grabbed the cup.
- Some of the artwork for Warhammer 40,000 utterly embraces this trope (as do certain game mechanics — for example, every tank is a Sherman), in the name of the Rule of Cool. Oddly averted in-universe however, as the Adeptus Mechanicus do follow safety instructions.
- They don't seem to think too much about people tripping on the exposed cables they leave all over the floor in every single piece of art they appear in, though. Repeatedly lampshaded in the Ciaphas Cain series.
- Depending on your average tech priest, Machine Safety may mean making things safe for their operators or making things safe for the machines. Securing the obligatory giant industrial fan may mean putting a grating on top of it... or making it strong enough that it can shear through a human falling into it without ceasing to work.
- The priceless Fairy Castle dollhouse assembled by Hollywood actress Colleen Moore is an invoked example: the professional architect who designed it wanted its layout to be whimsical, not functional. This includes this freestanding staircase in the Great Hall◊ that only winged fairies could ever be expected to risk traversing. given its lack of railings.
- Many RPGs have sheer cliffs, deathtrap scenery, and a general disdain for accidental death protection. This is usually because the developers don't need to worry about the problem of having characters fall off cliffs — they simply add some invisible walls and knee-high fences, and the coding will prevent the character from death by accident... usually.
- The freeware RPG Ara Fell takes place on a floating continent, and there are sheer drop-offs EVERYWHERE, all without guard-rails, to the distant land below, including in the starting village. Even some houses have huge holes in their floors dropping off to the world below.
- In the classic adventure platformer Another World, AKA Out of This World, not only Lester obviously pulled off all safeguards from his particle accelerator when he decided to work with it during a thunderstorm. The aliens in the world where he got teleported as a result seem to never have even heard the word "safety". But then, the game is self-acknowledgingly Nintendo Hard...
- The "Grunty Industries" level of Banjo-Tooie is a giant five-story factory full of dangerous exposed machinery such as giant crushers, frayed wires, exposed grinders, entire floors covered with acid, and air vents full of slime creatures that fart toxic gas. It wouldn't look so bad outside if it weren't surrounded by a moat of purple slime full of hungry mutants.
- The first game also had Rusty Bucket Bay, which was just as dangerous. For starters, the water outside drowns you on the surface. Its engine room is full of rotating walkways, giant exposed gears, and other dangerous machinery. And this is all located above toxic water with no guardrails.
- Witchyworld, a rundown, decrepit theme park with broken, dangerous rides and deranged employees that will attack anyone on sight.
- Donkey Kong 64 had Frantic Factory, which seemed to be a toy factory, complete with wind-up crocodile robots, killer dominoes, dice, blocks and rulers.
- All Donkey Kong Country factories to be honest. Kremkroc Industries in the first had the rather perilous Blackout Basement, where the lights went on and off every few seconds, the second had open vats of what seemed like liquid metal, and a freaking off screen sniper aiming at anyone trying to enter, and Returns has similar dangers to those in the last games plus a area only traversable via ROCKET. Which happens to be straight through the heavy machinery. Also, few hand rails at all, if any.
- The Factory area of Beyond Good & Evil, though inhabited by the Army, would be decidedly unsafe without them. Among other things, it contains rows of grills that do nothing but spew flames, unrailed catwalks several stories above pools of water, substantial rat infestations, and more than a few platforms over pits that would certainly be death if not for Edge Gravity. The Slaughterhouse area, set inside a similar factory area, is equally non-OSHA-compliant.
- Lampshaded in Mass Effect 2's Lair of the Shadow Broker DLC when Shepard notes that the Shadow Broker's ship doesn't have any guardrails in a perpetual storm that has high-velocity winds.
- Even the second Normandy falls into this with the reactor-core having no discernible blast-door, so in the case of a power-surge or overload, the heat-sinks can discharge and end up incinerating people, which one of your squadmates finds out if you didn't upgrade the shields. Even worse, the upper level of the core has windows that lead directly into the crew quarters.
- The reactor venting problem comes up in an almost comical fashion in the third game: not only do the Alliance techs spot the potential malfunction immediately (and slap armour plate over the windows), Engineer Adams is able to create a permanent fix in his spare time with a thousand credits worth of partsnote . He mentions that Cerberus just doesn't care about personnel safety, as if we needed more proof of that.
- Oddly enough, the second Normandy also doesn't have anything like a flight of stairs for the crew to reach the bridge even though the first Normandy didnote . As far as can be told the only way to get to it from the other decks is an incredibly slow elevator or a very small and cramped ladder at the back of the science labs. One has to wonder if the reason why the crew was so easily killed and captured by the Collectors was in part because of the awful interior design.
- Even odder is that the second Normandy was notably larger so it definitely had the space for a stair well.
- The quarian ship Alarei did this deliberately, as Tali's father intentionally ignored safety rules for the sake of the experiments. However they made an even bigger error that was never addressed by giving the Geth access to the same computers that controlled the ship instead keeping them on computers isolated from it.
- Many of the Forerunner structures in Halo lack guardrails and other safety features. And that's not even getting into how easily the Covenant mistakenly released the Flood.
- The Spire map in Halo: Reach is a large tower designed by the Covenant. Problem with this is, the exterior balcony, which runs the perimeter of the building on the top level, has no handrails. Many a Epic Fail has occurred in this area.
- Funnily enough, there is exactly ONE Forerunner structure with guardrails in Halo 4. They line the path to the elevator in the level "Reclaimer", during which there is nothing around to hurt you. In all the other more dangerous areas, this trope is played straight.
- The lack of such safety features on Forerunner structures is Justified however: Forerunners wore advanced armor (some Rates like Lifeworkers and Promethean Warrior-Servants, who were the primary inhabitants of most Forerunner installations encountered so far, even wore armor that allowed them to float) which would negate any clumsiness,, and Forerunner security systems were more than capable of snatching anyone who fell mere seconds afterward.
- Most areas, particularly industrial areas, in the Crusader games fall under this trope, but seeing as how safety precautions would cut into profits, the WEC naturally aren't interested in them.
- Admittedly, Maniac Mansion's Dr. Fred is trying to Take Over the World with a brainwashing device, not run a legitimate business, but he still uses a nuclear reactor to power his machine. Did I mention that he was on a severely limited budget when he built his reactor, and so he had to install it in the basement of his house, while using his swimming pool to cool the fuel rods? No wonder it's so easy for the reactor to blow up if it overheats because the pool is drained, or if it short-circuits because somebody just turned off the power.
- In Day Of The Tentacle Dr. Fred has a machine that does nothing except produce toxic waste, because other mad scientists would laugh at him for running clean experiments. This ends up setting off the entire plot.
- In Donkey Kong, a construction site could be transformed into a maze of death traps by one escaped gorilla jumping up and down on the girders.
- Doom: Barrels of toxic waste strewn all over the place. And the pits of toxic waste, later lava, and blood. The Radiation Suit entry in the Doom II strategy guide calls this trope out almost word-for-word: "OSHA may not like it, but to get the job done, you're going to have to handle a little toxic waste."
- Mocked(?) by the Doom comic, when the Marine falls into a vat of toxic waste. He then climbs out and gives an out-of-nowhere full panel monologue about the world we're leaving for our children.
- Deconstructed in Doom 3. Even during the friendly introduction to the facility, numerous people complain about the dangerous conditions and complete lack of safety standards in their working environment. Somewhat lampshaded by the automatic announcement that the UAC "cares about the safety of its employees".
- There's a room that is sealed off because radiation levels are too high. In order to pass through this room, you need to play a minigame in which you pick up barrels of toxic waste with a crane and drop them into an incinerator. This is ironically the most OSHA-compliant room in the entire game. The EPA (Environmental Protection Agency), on the other hand, would probably want a word with you.
- Dwarf Fortress tends to end up this way, particularly in Succession Games. When one ruler builds a Death Trap, and the next either breaks it, breaks the off switch, or forgets about it entirely, it can only lead to disaster. The words "Why do we even have that lever?" would not be out of place here, either — legendary fortress Boatmurdered had one switch that flooded a siege workshop, for no apparent reason. The real Death Trap was used Exactly As Planned — to cover the world with magma.
- This tends to happen a lot when making large buildings, either far above ground or above one of the nigh-bottomless pits underground. Dwarves don't need handrails or safety ropes; as long as they have their four square feet of stairwell to stand on, they're perfectly capable of constructing buildings with their bare hands... unless they get into a fight for whatever reason and dodge the wrong way, in which case they are likely to fall to their deaths.
- During development, the ability to make minecarts go flying off ramps (and smack into each other mid-air) was implemented before the ability to have Dwarves ride them. Later work made it possible to do both... resulting in a Dwarf riding on a flying minecart having a fistfight with a Goblin on a ledge as he sails by.
- F.E.A.R. 2 seems to mostly avert this trope; Armacham Technology Corporation may not have many qualms with destroying peoples' minds and turning them into violent, mindless abominations and mass-cloning people whose only purposes are to act as obedient soldiers with no free will of their own, but at least they ensure that their employees work under safe conditions. The player can find numerous intelligence items which warn employees of proper safety protocols when transporting aforementioned abominations to their cells, the walkways used for traversing the company's Elaborate Underground Base have many rails to prevent people from falling off, and when live-fire tests are being conducted with the Replica soldiers, personnel without high security clearance are not allowed near.
- By contrast, the Origin Facility in First Encounter Assault Recon. Pits with low handrails (if they're there at all), exposed machinery, electrical circuits out in the open... Armacham certainly cut their budget on safety there. Multiple areas which would be difficult to even work in, much less be safe in. One of the worst examples is the cleaning closet with one door that opens onto an elevator shaft, and another that opens onto a standard office area. Both doors are unlocked.
- The first level of the original F.E.A.R. game had employee information signs that read: "Remember it's Quantity, Quality, Safety, in that order."
- The Black Mesa facility in Half-Life would never have passed a safety inspection, even before the aliens invaded. In fact, the opening of the game features a cinematic sequence wherein protagonist Gordon Freeman passes by an open pool of spilled toxic waste on his way to work in the morning, and only one person is working to clean it up. This is somewhat lampshaded however, as during this part the player hears a public announcement which ironically reminds personnel to beware of toxic waste. Most of these issues (at least the ones regarding level design) are averted in Black Mesa, the Fan Remake, which adds a whole different challenge in that you have to deliberately go against all safety guidelines to progress through the machinery.
- Mentioned in episode one of the YouTube series "Freemans Mind." Gordon remarks that "The EPA is going to tear us apart if they find out about this."
- The waste pit gets cleaned up in Opposing Force. Unfortunately, considering what the rest of the facility looks like, it's probably being flushed into the toxic waste river in the original game.
- The whole game would have been a whole lot shorter without this trope. Another quote from "Freeman's Mind," this time episode 6:
I'm not really sure I wanna be going down into the center of the Earth. But then, I don't see an emergency exit!
- "Somewhere, some manager is feeling like less of a man unless he buys more turret guns." And a few seconds later, "At least its non-discriminatory in what it shoots at. All the more reason not to have them in the first place!"
- It's a recurring joke in the series. In every episode, Freeman always complains when he runs into something that really shouldn't fall apart and/or explode, but does anyway, encounters "security" turrets that are designed to shoot anybody on sight, and runs into rooms with architecture and design that just doesn't make any sense at all. He blames it all on the fact that Black Mesa was built and designed by the lowest bidder.
- There's also the giant metal fan blade which has an on/off switch underneath it....meaning the user has to activate it and then climb up through the spinning blades before they start going too fast. Incidentally, it wasn't fixed in Black Mesa.
Jesus Christ, that could have taken my head off! Who the fuck designed this? How are you supposed to turn it on without dying? HOW ARE YOU EVEN SUPPOSED TO TURN IT OFF?
- One of the hazards in the first game is a wet floor which leads right into an elevator shaft simply left open for service. Amusingly, it even has a warning sign about the floor being slippery. You could excuse the elevator being left open due to all the monsters, but not when there's a wet floor.
- This is subverted, however, in the sequel. The malevolent force known as the Combine have conquered and stripped entire worlds, and are in the process of turning ours into a giant, barren death camp — but they go out of their way to put helpful little warning signs on their machinery of doom. ("Please keep your hands away from the headcrab launcher.")
- Also the name of an achievement for killing enemies with a crane.
- Parodied in Iji, where Tasen logbooks contain reports of lifts causing their users being thrown through the ceiling and complaints about the lack of doors near said lifts, while Komato logbooks describe various life-threatening sports games.
- Most of the Jak and Daxter games succumb to this eventually, but the biggest example has to be the Fortress in Jak II: Renegade, which includes such things as an Awesome but Impractical security tank, an insane array of turrets, lightning doors, half-pipes with lightning arcs moving along them, and deep pits with absolutely no railings, anywhere. Including those you have to jump over in order to reach the door.
- Then there's the weapon's factory. At least the Fortress is somewhat justified as they really don't want you to leave since it is a prison, but the weapon's factory is supposed to be an actual (if somewhat top-secret) industrial facility. Yet there are pools of acid everywhere, narrow unfenced bridges that swing out quickly over said pools of acid, killer robot dispensers, electric force fields, and giant conveyor belts with giant saw blades over them! Not to mention armed guards everywhere!
- This is why force push is so good in the Jedi Knight games. Why spend time sabering each stormy when you can just push them all down a Bottomless Pit?
- Which can be done to other players in multiplayer mode as well, although they can use force pull to drag you along with them.
- In Jedi Outcast there are two levels (one on a space station, another on a spaceship) where the player can deactivate the energy shields which keep hangars pressurized. The result? All enemies in the hangar immediately go flying out to meet their swift, unexpected, horrific and honestly quite amusing deaths. But in retrospect, you'd think there would be some kind of deliberate delay time between the pushing of the button and the dropping of the shields, allowing time for people to evacuate the hangar, preventing exactly this sort of thing from happening.
- Actually, there is a delay, at least in the spaceship level — because there are huge metal shutters there in addition to the shields. Of course, the mooks don't tend to use that quite obvious opportunity, but that's a different trope.
- Also there is a level where the player has to reprogram the communications system. For that 3 Glyphs have to be set. You would think that this involves pressing buttons on a console. Actually, no. On imperial ships it involves jumping, using force jump, over a bottomless pit, from bridge without rails to bridge without rails. One wonders how imperial com techs go about reprogramming the com system, or is force jump a prerequisite of manning the com room.
- Well, there are plenty of jetpacks and repulsor platforms in the SW verse.
- And again in Star Wars: Battlefront, this is one of the few ways to kill an unkillable Jedi (or enemy, or yourself if you aren't careful). Many battlefields have pits or platforms with no railings, and it only takes one grenade or missile to send scores of hapless foes (and a pesky Jedi) flying off to their dooms.
- The Force Unleashed was pretty bad about this also. So.. we have a 10,000 foot drop, boxes right next to the edge, and men running everywhere? Take out the railings! Seriously. You wonder why Storm Troopers are so bad at their jobs, it's hard to have morale when you plummet into the void of space when you misstep.
- The eponymous colony spaceship in Marathon was supposed to hold settlers for a period of a good 200 odd years on a voyage to Tau Ceti and it was made from one of Mars' moons, so it's not like they were desperate for space. For example, the craft features a shaft of multiple elevators... that crush you on the ceiling if you are too slow to jump to the next one... and it is the only way up. Narrow, rail-less bridges over deep pits. A series of platforms that must be lined up in the right order, with the switches a long trek away from the room. And a trash compactor with a secret door that must be negotiated. Then again, the AI responsible for doors and other minor stuff is Rampant at the time.
- The original 2D Ninja Gaiden games were full of this, featuring temples, castles, fortresses, and sometimes parts of New York City that could only be traversed by ninjas or people with wings. No wonder most of the enemies just pace back and forth in the same spot.
- Lampshaded by Nintendo Power in their Ninja Gaiden II strategy guide. The guide specifically states that the Tower of Lahja wasn't built for humans to get anywhere past the entrance.
- Oddworld. In approximate order: meat saws, live high-voltage open electrical arcs, trapdoors, trigger-happy guards, live explosives sitting on the floor, grenade dispensers, falling carcasses, more live explosives, snipers, hungry livestock, flying live explosives, horrendously aggressive guard dogs, more (dormant) explosives with 2 second timers and oversized arming buttons, kennels full of dozens of the aforementioned guard dogs, more guards with grenades, brew machines that give you explosive gas, drills running across passageways, crazed guards with motion detectors and lethal tasers. And no railings, no safety guards, no stairs, no ramps (climbing up ledges is required), and bottomless pits everywhere, natch. "Only 1,236 work-related accidents this month! Keep up the good work!" Not only is the facility mind-numbingly dangerous, the CorruptCorporateExecutives are outright planning to kill and market their workers' dead corpses as snack cakes.
- The future in which Oni takes place seems to have plenty of factories with catwalks above vats of corrosive chemicals, air treatment facilities in which a wrong step results in a thousand-feet drop (picture thin, extremely long metal planks with no railings whatsoever suspended over an endless black void), power plants with electrified floors...
- Portal's Aperture Science Enrichment Center is mostly an intentional Death Course, but even the behind-the-scenes parts seem out for blood. After all, it was run by researchers who decided it would be a good idea to empower a malevolent AI Master Computer to release a deadly neurotoxin throughout the facility. The lack of safety of the testing environments themselves is lampshaded repeatedly by GLaDOS.
All subjects intending to handle high-energy gamma leaking portal technology must be informed that they may be informed of applicable regulatory compliance issues. No further compliance information is required or will be provided, and you are an excellent test subject!
The Enrichment Center promises to always provide a safe testing environment. In dangerous testing environments, the Enrichment Center promises to always provide useful advice. For instance, the floor in here will kill you. Try to avoid it.
This next test requires exposure to uninsulated electrical parts. For further instructions, please attend an Aperture Science Electrical Safety Seminar.
- How about the Aperture Science High-Energy Pellet? A sphere of pure energy that flies around in the same room as the test-subject is walking around in... with nothing to prevent the Pellet from hitting and killing the Test Subject!
Alarms and flashing hazard lights have been found to agitate the Pellet, and have been disabled for your safety.
Any contact with the Pellet may result in permanent disabilities, such as vaporization. Good luck.
- Or maybe the Androids in both games?
Due to mandatory scheduled maintenance, the appropriate chamber for this next test is currently unavailable. It has been replaced with a live-fire course, designed for military androids. The Enrichment Center apologizes for this inconvenience and wishes you the best of luck.
- Portal 2 takes this several steps farther. It's justified in the first chapters by the deteriorated state of the Enrichment Center an unspecified number of years after the original game, and to her credit, GLaDOS cleans the place up fairly nicely once she's reactivated. However, test subjects remain exposed to deadly drops, lethally toxic water, high power lasers, and energy fields that, in "semi-rare cases", may vaporize parts of the subject's anatomy.
- Things get worse when the player visits the old Aperture Science labs deep in the bowels of the facility. Cave Johnson, founder of Aperture Science, takes extra care to point out in his recorded messages that safe science is for wusses, and it becomes apparent that the test protocols and materials handling procedures developed by the company resulted in the death of dozens, if not hundreds of test subjects and a significant chunk of Aperture's own personnel. It's clear that even if they had somehow managed to market their inventions successfully, the resulting lawsuits would have been beyond epic.
- The final chapters of the game take the Death Course aspect Up to Eleven, but it's justified there in that the AI now running the place is a complete idiot with no concept of proper test design and, at the end, is in fact trying to kill you.
- This is also lampshaded in one of the deep down levels of the complex when an office has a notice instructing employees to alert their supervisor if they see various authorities. The very first one on the list is an OSHA inspector.
- Warning! Neurotoxin pressure has reached dangerously unlethal levels!
- However, while Aperture Science is otherwise a health and safety nightmare, they do strangely have a sensible number of guardrails.
- Prey is based almost entirely in an enemy Death Star-like planetoid. This place is actually inhabited by the aliens, so they would have an interest in making it at least somewhat safe. Instead it's full of high drops, deadly machinery, gravity-altering devices that have no regard over the height someone will suddenly find himself when they're activated, and more.
- Justified in some levels of Psychonauts, because it all represents the fractured state of the minds that Raz enters. Although Ed Teglee's mental architects are pretty good about installing and maintaining railings, in places where people are meant to go (the really high ledges, you're still on your own).
- Resident Evil series, especially The Very Definitely Final Dungeon areas. The people who designed these labs or factories were obviously out of their gourds. Passage to laboratory guarded by boulder death traps? Check. Flimsy library balcony? Check. Security door requiring four hidden chess pieces? Check. Open vat of molten iron? Check. Lower laboratory floor that can only reached by a long ladder next to a giant plant? Check. Gauntlet of leaking steam pipes? Check. Waste treatment room that locks employees in? Check. Then again, Spencer was an insane aristocrat, so it might make sense.
- The most bizarre example yet has to go to Resident Evil 0 and the Ecliptic Express' emergency braking system: You need to have one person run all the way from the locomotive to the caboose and key in an arithmetic puzzle, then have the other person stay behind and wait for a signal from the first, then key in another arithmetic puzzle in order to stop the train. It bears repeating that this is required to activate the emergency brake. As in, "for use in emergencies." Just try and figure out how that's supposed to work: "Jenkins, we have to stop this train at once or hundreds will die when it derails! Quick, get me a #2 pencil and some scratch paper! No, you fool! That #6 is for sketching! I said a #2, dammit!" CRASH!!
- The exposed vats of molten liquids make a return in Resident Evil 4, where you're encouraged to dispatch mooks with them.
- Averted obnoxiously in Resident Evil 5 with the Ouroburos missile facility. It has handrails everywhere, several of which you'd really want your characters to simply vault because they block the direct route to the exit. Also played horribly straight in the same factory given the exposed conveyer belts transporting barrels of explosive material everywhere, several of which you MUST cross to work your way to the exit. Both 4 and 5 are justified, however, by their out of the way locations, brainwashed workers, and We Have Reserves style villains.
- Resident Evil 6 has it's moments again though. The final battle against Ustanak takes place in a giant lava pit in a research facility deep under the sea, the thermal energy of which being used to power the facility. Despite it's important role, over this giant lava pit are only flimsy metal walkways with absolutely no railings and several fragile pipes filled with lava. Several of these walkways are few mere feet away from the lava pool surface. And you have to navigate it while being chased by the aforementioned boss. Fun.
- Lampshaded in Return to Castle Wolfenstein. A memo in an airbase brags about the installation of railings around ladders, and the subsequent decrease in accidents (these were probably installed only because RtCW's ladders, like those in nearly every FPS, would be practically unusable without them).
- Only some of the game's ladders have such railings, most do not, and are indeed nearly unusable, adding much Fake Difficulty to the game.
- Shadows of the Empire for the N64 asks us to believe the Rebels forgot to install safety railings for much of the basement level of their Hoth base. And it's just one bar where there are railings. Cue Stormtroopers falling to a hideous death when blasted...
- The Imperials aren't much better, with their various installations on Gall built right into cliff faces, expecting personnel to use the existing, highly dangerous walkways along the cliff to get between them.
- Justified in System Shock 2: The Von Braun is awfully badly secured and dangerous for a "state of the art prototype", even considering the horrible mutant infestation, because TriOptimum rushed its construction to beat the other companies to the FTL punch. You find logs complaining about it; they point out the cheapass cameras that don't even have full field-of-view and can be destroyed just by whacking them with a wrench, the unbelievably slow and dimwitted security bots, the ship-wide circuitry and database being so badly protected they could be hacked by a five-year-old with an Etch-A-Sketch, the chemical leaks, the radiation leaks, and the AI that runs the ship failing to prevent someone hijacking him into singing Elvis songs for three hours in a row. All of this is relevant to you, as the player, being forced to navigate/avoid/suffer under/take advantage of/arm yourself against the myriad fuckups.
- In World of Warcraft, the Blackrock Depths dungeon is built inside a volcano, and is populated by evil dwarves. What makes them evil? The handrail-less bridges and walkways that are nothing but giant chains built over pools of lava (which would have been impossible to cross anyway if not for Convection Schmonvection). Even the capital cities feature these.
- Aldor Rise features small open air elevators that go up a huge sheer cliff.
- The dwarven city has pools of lava all over, some of which have grates to stop you falling in.
- The undead city has pools of green glowing liquid all over-not dangerous to players but animals dipped in a similar substance have grown huge and attacked people.
- The Blood Elven Seat of Government is suspended over a Bottomless Pit that is thankfully guarded by invisible walls, though there's a lot of other Malevolent Architecture, with lots of Floating Platforms and no guard rails.
- But the most extreme example has to be Dalaran Underbelly. A tunnel that leads to a 500+ foot drop, strange potions lying everywhere, and a lovely shark swimming around by some shops, waiting to munch on anyone who gets too close.
- The gnomish city Gnomeregan downplays this, abandoned due to having been flooded with radiation... except that there is not only a lack of rails in most places, but an elevator entrance to the subterranean city featuring a heavy lid slamming over the elevator shaft as the platform descends (don't stand too close).
- Tauren capital Thunder Bluff is another offender, with the whole city built on a mesa hundreds of feet tall. The only safety is afforded by fences that are low by human standards, let alone the Tauren who are quite a bit taller. The plains at the foot of Thunder Bluff are frequently littered with the corpses of players who fell or jumped off.
- Or the corpses of Alliance raiders who were sent flying by a spell with a knockback effect.
- This seemed to be a deliberate defensive decision though. Tauren leader Cairne Bloodhoof would punt attackers off the mesa.
- Blackrock Spire is pretty bad in this respect too. The dungeon — supposedly a city inhabited mostly by orcs and dragons — is full of narrow bridges and easily-accessible ledges with no handrails whatsoever. While the bridges may be defensive structures a la Khazad-dűm, where they aren't over lava they're over drops that you need a parachute to survive.
- Which can become frustrating, since it's possible to be knocked off these bridges (or just plain misstep and fall — yay lag!) down into the instance below; from Upper Blackrock Spire down into Lower Blackrock Spire.
- Or if you fall off the stairway leading from the room you enter into the Lower Blackrock Spire part of the instance, you will fall into Blackrock Mountain, near the entrance to Blackrock Caverns.
- Gilneas has several very high bridges with no railings whatsoever.
- Grim Batol (a ruined Dwarven city used as a base by the Twilight Hammer cult) has several holes in the walkways, often on the bridges, and hardly anything resembling safety rails. Unfortunately, you cannot Mind Control the trash and make them fall off the edge.
- Though you can in Vortex Pinnacle. Great way to dispose of the Temple Adepts.
- Almost all elevators in this game are deadly, but special mention goes to the elevator in Serpentshrine Cavern. Jokingly known as "the Elevator Boss", many players have lost their lives to the sudden drop of the elevator and the large gaping hole it leaves at top when the moving platform is descending. It doesn't help that the elevator technically descends faster than falling speed, so if you're even a second late getting on it....
- The "Elevator Boss" returns in Blackwing Descent, which players use to go from the Broken Hall to the Vault of the Shadowflame after defeating the first two bosses, with the added bonus that it's now also possible to fall off the back or sides of the elevator while it's moving.
- The Aldor faction section of Shattrath has an elevator fast and high enough to be an elevator boss of its own. During the height of the Burning Crusade expansion, it was common to see dozens of skeletons piled up at its base.
- And Booty Bay, with its completely demented layout (anywhere from two levels to four, depending on where and how you count), has almost no railings, fences, or similar... except in areas that are already sheltered. It's a good thing the game's weather code doesn't include windstorms.
- How do you know a piece of engineering equipment has a chance to explode? It is labelled "safe". How do you know that a piece of equipment blowing up is the least of your worries? It is labelled "ultrasafe."
- Justified in BioShock, where something like OSHA would be considered a statist plot to infringe on free enterprise. Andrew Ryan specifically built Rapture to get away from pesky things like employee safety laws.
- Infinite has it as well, and without the justification. For starters, there are fences here and there, but they're so low you can effortlessly jump across into the chasm below. Then the roads that connect the various buildings cheerfully end in the air when said buildings aren't docked. And the whole magnetic hook thing. And the skyboats with fully open sides. And the barrels of fireworks nonchalantly left sitting about, close to pools of flammable material. And on, and on, and on.
- Then again, Columbia seceded decades before even the most basic safety laws came into effect, is run half by elitists and half by a Corrupt Corporate Executive, and cares nothing for basic worker safety.
- The Sky-Lines are intended for cargo, and rebellious teenagers created tools to allow them to joyride. The Sky-hooks were originally created for maintenance inspired by such tools, then used by the Police and Vox Populi.
- Older games in the Wipeout anti-gravity racing series had some off the wall environments including a supposed modern industrial complex with broken pipes spewing flames everywhere. Interestingly, its reimagining in a later Wipeout game looks exactly like the original but without the fire and damage. The non-canon spinoff Wipeout 64 for the Nintendo console has a track on an active volcano, built there to provide 'serious background action', but don't worry, there have been no fatalities among racing crew or paying spectators.
- Fire Field in F-Zero GX is this.
- All of F-Zero is this. Race tracks are often suspended seemingly hundreds of feet in the air, sections of track occasionally have no guard rails to prevent racers from careening off the edge to their deaths, and sometimes the road is littered with land mines. All the crazy loops and twists and turns get a pass since there seems to be anti-grav technology to glue machines to the track, but that won't save you from all the crazy jumps that some tracks have. There's even one track in GX positioned in outer space in the middle of a meteor shower.
- Final Fantasy VI has issues with this. Castle Figaro, being able to burrow underground and relocate on the other side of the planet, has no safety measures should it fail. That is, there seems to be no means of getting out in between the two exit locations. This fault gets plot pointed in the World of Ruin where the castle has been stuck underground for a year and the guards are, presumably, dying of asphyxiation, though that depends on the translation.
- The Magitek Research Facility is also pretty bad. The two worst issues are the enemy encounters and the mine cart sequence. Early in the facility, the player will encounter typical guards, but as the player continues through the facility, more monster like enemies appear. Basically, the empire lets magically experimented monsters roam free. The mine cart sequence has monsters everywhere and there seems to be no means to stop the cart. Had there not been that mech at the end of the rail to stop the cart, Locke and the others would have fallen down a pit and probably die.
- Every single mako reactor in Final Fantasy VII. All of them have giant glowing pools of mako at the bottom, thin walkways above said pools of mako (sometimes without guardrails), built in such a way that someone needs to walk on pipes to get to the main valve, holes in the walkways that you need to jump over, and Cloud needs to rescue Jessie when she gets her foot stuck in the walkway grating. When one blows up it goes off like an atomic bomb. It's not surprising that the Big Bad falls to his (supposed) doom into a pool of mako just by using the powers of leverage.
- By extension the entire city of Midgar is a No OSHA Compliance. People have to live in sectors separated by mako reactors, which continuously process a substance known to be harmful to the average human. To put it in real world terms, imagine if your neighbourhood has a nuclear power plant in front and behind it. In addition, each sector consists of a massive triangular mini-metropolis suspended hundreds of yards above ground level by a series of key supports, and a slum of equal size sitting directly underneath it. One of these sectors gets dropped on its respective slum only a couple of hours into the game, killing everybody on both levels. Apparently the support pillars of the sectors have an Emergency Plate Release System. Yes, you heard right. There are explosives designed to drop the plates built in to the support structure, just in case you suddenly need to kill off the population of several small towns at once. Talk about Evil Inc..
- The Shinra Manor in Nibelheim has most of the normal safety features of a big house — railings at staircases and upperfloors... except at the spiral staircase into the deept basement. Considering the basement contains most of the the scientific lab and library, necessary for the scientists working in the manor, you'd think Shinra would stop skimping on the renovation budget.
- Final Fantasy X has a similar example to the Mako Reactor above; during Sin's attack on Zanarkand in the prologue, Tidus and Auron are attacked by a swarm of monsters. The solution? Attack a very exposed and very weak device that supports five incredibly volatile fuel drums over the edge of a bridge. The resulting explosion leveled the massive bridge in seconds and on a non-Sin day would probably have killed hundreds of innocent people.
- A deleted area of Soul Reaver was a literal smoke and fire factory; its purpose, as explained in the backstory in the manual, was to belch out smoke to blot out the sun. Which makes sense considering sunlight is lethal to younger vampires.
- The Legend of Zelda: Ocarina of Time does this. You have to wonder why the worshipers would build their Temple in an active volcano in the first place, forget the deadly, sprawling dungeon they built in it. There are no places that even so much as hint at serving the purpose of worship, other than the Temple of Time, which has an altar and the Triforce symbol. Apparently the natives just wanted to build a deadly place, because that's what all the architecture seems to work toward.
- The Fire Temple makes sense, since it would presumably be attended by Gorons, who don't have a problem being in and around lava. The same is true of the Water Temple, which would have been used by the Zoras. Others are more questionable, such as the Shadow Temple; it's not made clear exactly what sort of religious worship requires giant torture devices...
- It's implied that the Shadow Temple is an elaborate tomb built by the Sheikah. That doesn't exactly explain the giant torture devices, but the temple was never really a place of worship. In fact, none of the temples of Ocarina of Time (apart from the Spirit Temple and Temple of Time) remotely resemble places of worship at all.
- Ganondorf used dark magic to infest the temples with monsters and to summon/create/revive a boss monster in each, so it's not a far fetch to say he also went ahead and turned the temples into death traps. The temples could have been normal, safe places of worship until Ganondorf decided to stuff them full with booby traps to halt Link's progress. Why he didn't just blow up the temples to prevent the Sages' revival entirely is anyone's guess.
- In The Godfather: The Game, you gain the Watch Your Step Execution Style by pushing an opponent off a railing to a minimum one-story drop, whether it's by physically pushing them over or by making them stumble back from a shot.
- The Kanto Power Plant in Generations I and III of Pokémon is a maze-like abandoned factory with generators around the place, explosive Pokémon all over and just a single path. The problem is, even if we admit that it is abandoned, it still doesn't explain why they built it in such a nonsensical way, specially seeing how there are no torn down walls anywhere to explain the maze structure and there is only one emergency exit◊, (so if there's a fire when you're in the southeast zone, you're screwed). That would explain why the place was completely rebuilt when the plant was made functional in Generations II and IV.
- Look at some of the gyms in Pokémon, especially Gen V. Frictionless Ice over Bottomless Pits, roller coasters on very thin tracks, elevators over massive drops with no handrails, and the daddy of them all, shooting the trainer out of fricking cannons to get to the Leader. Skyla is trying to kill us. (Plus Claire's lava-filled gym in Gen II, Morty's bottomless pit floor in the same [though OSHA might not have a regulation against violating the laws of physics], Juan/Wallace's gym that sends you plummeting through thin ice, and to a lesser extent, any gym filled with water [no lifeguard on duty]).
- Probably justified: none of these locations are any more dangerous than letting ten-year-olds run around with incredibly dangerous monsters. Assuming the authorities are okay with that, there's no reason to worry about lava-filled gyms. Your pokemon will protect you!
- Also, a trainer in Brycen's gym actually lampshades some of the dangerous things you have to do in gyms.
- Skyla's remodeled gym in Pokémon Black 2 and White 2 is no better (it involves high-powered wind that can slam you into the walls). Pryce and Candice from Gen. 2 and Gen. 4, respectively, also have Frictionless Ice in their gyms, though at least they don't have Bottomless Pits.
- Generation VI has a few glaring examples: Grant's gym has challengers scale rock climbing walls with no safety gear whatsoever, Korrina has you in the middle of a rollerblading derby, and grinding rails over seemingly bottomless pits, and Ramos has ropes that you have to climb and swing on (alhough that can be forgiven because under the swinging vines are safety nets).
- Duke Nukem comments on the villian Morphix's lack of safety twice in the first factory level in Duke Nukem: Manhattan Project.
- Early in the level: "Looks like Morphix puts worker safety first. Right after everything else."
- Near the end of the level: "Something tells me this won't pass any safety inspections..."
- The Punisher; many 'special kills' sections involves jamming people into hideously dangerous 'normal' contraptions. License plate machines with head-crushing devices just inches away from the hands. Knife-holding racks that drop knives like rain when you shake them. Even Tony Stark's HQ has laser etching machines people can trip into. Oh and doors that somehow end up open when enemies attack.
- Possibly the crowning example of this in the game is in the lobby of Stark Enterprises, which has two interlocking constantly turning huge gears on the wall with absolutely nothing to keep people away from them. Despite apparently being purely decorative they are sturdy enough and driven with enough force to completely crush a human skull between them.
- Area 51 subverts this. Many of the puzzles you have to solve are all about subverting safety regulations so you can advances to the next area. Or defeat an enemy. Thank goodness random explosions manage to smash through the safety railings in efficient ways. And bonus content the player can collect describes how to safely handle various devices so you don't accidentally destroy your fingers/the continent.
- In The Elder Scrolls IV: Oblivion, the keeps on the Planes of Oblivion. It may be a hellish netherworld but come on, elevators that come down on spikes? Stairways made out of spikes? Doorframes that would tear bits off you if you bumped them? Justified in that 1) the normal denizens are immortal, 2) they are pocket dimensions created and designed by an Anthromorphic Personification of Destruction, 3) it's trying to kill you anyway.
- The mines in the Harvest Moon series — from HM DS onwards — are full of random pitfalls that can knock you out for the rest of the day. The one in Sunshine Islands has that plus the fact that it's located at the base of a volcano.
- The weather factory in Pajama Sam: Thunder and Lightning Aren't So Frightening is set high in the clouds with many exposed catwalks.
- Justified in Unreal Tournament where the various industrial buildings were shut down for ignoring various safety protocols, but were then repurposed by Liandri and are intentionally kept as dangerous as possible for entertainment purposes.
- Played straight in Unreal, the expansion lampshades it at one point in a Skaarj facility with a run through spiked doors near a message:
"0 days since last accident"
- The Dead Space games seem to hint that all of human construction in the future conforms to this trope. The doors throughout the series are particularly bad, replacing simple handles with needlessly high tech locks and automatic opening mechanisms no manual override.
- The first Dead Space is itself an affront to employee safety. Even if you take out the necromorphs, the traitor, and the black ops cleaning squad; the Ishimura is built like a meat grinder aimed squarely at turning the crew into hamburger. The "rescue" government ship has a drive room built like a nuclear easy-bake oven. Good luck getting that critical drive core!
- And an odd one early on where a necromorph trying to attack you gets broken in half by the elevator doors you're behind. This means is to say not only does that elevator have none of the safety measures that keeps an obstructed door from closing that every modern elevator has, but is for some unknown reason powered to be strong enough to break bone clean through.
You know it just occured to me that that situation was beneficial to me
, but people must get killed by those things like every fucking day.
- Dead Space 2 has a few smoke and fire factories, like a "processing plant" that supposedly treats air and contains various corkscrews at unequal intervals, electric arcs and alternating bursts of flame. Then there's a building that contains two unexplained steel towers with rings going up and down them belching flames. And it isn't even an obstacle!
- There are also several posters stating giant moving fan blades and other machinery are "safe enough" when under the effect of stasis.
- Then there are the windows leading right into the vacuum of space. Not only do they shatter ridiculously easily, to activate the emergency shutters you have to hit a brightly marked box right next to the window. Anyone who manages to do that by hand without getting sucked into space also risks losing body parts as the shutters close at the worst possible moment.
- Obviously, Ultor's mining operation on Mars in Red Faction. The Commonwealth in 2 is also guilty of it.
- The Sawmill maps in Team Fortress 2 feature saw blades so large, they can fling ragdolls upwards of twenty feet.
- Other maps feature bottomless pits (fatal), trains running at full speed (fatal), cauldron full of molten metal (you get the idea). If the backstory is to be believed, these are supposed to be ordinary business fronts (or intelligence agency office buildings, depending on the map) so one has to wonder if the infestation of mercenaries isn't actually an improvement.
- The "Mannworks" map features a number of warning signs from Mann Co. One of them simply says, "WARNING: We do not care about your safety."
- In Scream Fortress 2014, Merasmus has everyone in his non-OSHA-compliant carnival, which includes playing on bumper cars each match. The lack of OSHA-compliance is lampshaded:
Merasmus: I don't want to scare you, but bumper cars aren't meant to go this fast! (laughter) That's right, they're non-OSHA-compliant!
- Anchorhead's paper mill is extremely unsafe, being built in a Town with a Dark Secret by a descendant of the Big Bad. The maintainance tunnel you use to enter is periodically flooded with superheated steam. The machinery itself runs unattended, also shoots out steam, and includes a mixing vat without a good railing, resulting in a Nightmare Fuel death scene. A Dungeon Bypass is a good idea.
- The Power Plant Posse in Jett Rocket has this as their whole raison d'etre, and their motivation is mostly just building huge, dangerous, resource-sucking factories on peaceful planets. Probably the worst of the lot is Jungle level 3, "The Jungle Garrison."
- Due to ridiculous budget cuts, Dr. Eggman's Incredible Interstellar Amusement Park in Sonic Colors is very unsafe. Eggman even warns you, for example, not to peel off the
duct SPACE tape that holds the starships together.
"Please note that this ride is not safe for children under 12, or over 13. It is also not safe for 13-year-olds."
- The theme park Whoopie World in Rocket: Robot on Wheels seems pretty darn unsafe. Although some of its less-safe features can probably be attributed to it being taken over by an evil raccoon, why are there deep pits of unrailed water? Why does the funhouse contain bottomless pits? Why is it only possible to climb through matinence areas by swinging on tiny, constantly-moving poles?
- Scarface: The World is Yours. The construction site has huge ramps leading over large drops to the road below. One snapped break line and a construction worker is gone.
- Grand Theft Auto: San Andreas. The meat locker in Las Venturas has no unlocking mechanism from inside.
- In Thief: Deadly Shadows, Garrett mentions that more people have been killed by the gears of the city's clock tower than the blade of the city's guillotine. There are at least two places in that tower where lack of safety precautions can be lethal.
- City of Heroes has Grandville, the Big Bad's fortress city. Incredibly tall, catwalks everywhere, and not a railing in sight. The soldiers who have to patrol the area comment on this.
- The Mega Man series often has this:
- The first game had Fire Man's stage — a steel mill flooded with lava, filled with fire bars and fire streams, precarious jumping over said lava and enemies surrounded in fire falling down from the sky. Elec Man's is no better, with bottomless pits and frequent bursts of exposed electricity. Could be Justified as them simply messing the place up, though. Dr. Wily's Robot Manufacturing Plant, however, takes the cake.
- Metal Man's stage in Mega Man 2.
- Spark Man's stage in Mega Man 3, with death spikes and pink blocks that rise into said spikes.
- Sky Town in Mega Man Battle Network 6. The only way to get into it is by elevator, because it's built on pathways supported by rockets 30,000 feet above sea level. And there aren't any handrails anywhere, or any regard for the fact that it'd be hard to breathe because it's so high up and you have no time to get acclimated to the reduced air pressure.
- The Fallout series, though justifiably unsafe since it's set After the End, has the player visit several Pre-War buildings which obviously have issues with OSHA compliance. There are robot workers who "punish" disobedience by starving the offenders to death (or straight-up murder them), turrets that fire on anyone they don't recognise (including employees who have forgotten their ID cards) and security systems that summon dozens of heavily armed sentry bots (missile-equipped, at that) to deal with a single intruder indoors. The first half of the Dead Money DLC for Fallout: New Vegas takes place in a Villa that was constructed with the strength of a sandcastle, according to various logs — the huge cloud of poisonous gas isn't fallout, it's residue from the air conditioning. The Sierra Madre Casino nearby, in response to the war happening, locked the guests inside and shot anyone who tried to leave.
- In the main game itself, you can enter an iron works factory where the insane robot workers have been at work for the past 200 years, and will attack and kill anyone that enters. Also, there are no covers or rails to prevent workers, or players, from walking right up and touching white hot metal beams.
- In the pre-war backstory, part of the reason the world became so terrible is because OSHA just plain did not exist. Factories had horrible safety records at best, nuclear power was so ubiquitous that people were slowly poisoning themselves every day with everything from their vehicles all the way down to their soft drinks (deliberately spiked with radiation for flavor), and nuclear waste was treated with such cavalier incompetence that entire convoys of the stuff would go missing, crash, get lost, end up in the wrong places, or dump their contents alarmingly close to human settlements. Rad poisoning was so wide-spread someone had to invent a cure-all, Rad Away, and it seems people pretended that was all that was needed to cure the rad poisoning (and its side-effects, and its long-term effects). Finally, crappy programming safeguards made computers and robots, with their poor shielding from interference and damage to their server banks, go Crush. Kill. Destroy! so often you could set your watch by them.
- All robots have combat inhibitors. If these are destroyed, the robot will frenzy and attack everyone and everything nearby. Think about that. The default state of all robots is Crush. Kill. Destroy!. They need to be actively prevented from killing everything. Even the Mister Handy line of domestic helper robots.
- Dragon Age II has some really absurd examples of this. Gameplay wise, nothing changes, but most of Kirkwalls railings are JAGGED METAL SPIKES, they also seem to be rusty too, and are everywhere. The Biggest cause of death (next to Hawke) would probably be tetanus, they're even on the windowsills!
- Star Wars: The Old Republic retains the classic Star Wars bottomless pits with no railings in Imperial facilities, and adds elevator platforms with no railings and no guards to prevent people from simply walking into an empty elevator shaft.
- In The Perils Of Akumos, one workroom actually has a forewoman and safety regulations. But in the mines, accidents are rampant and result from total unregulation.
- 50 Cent: Blood on the Sand actually has one of the G-Unit mention this trope, right down to name-dropping OSHA.
- An old, Donkey Kong-esque game for the Apple ][, titled Hard Hat Mack, features a guy on a construction site, dodging flying nails, deadly conveyor belts, intimidating vandals, fires, crushers, and other horrible occupational hazards. Oddly enough, there is an OSHA representative wandering about, but he's a deadly enemy for some reason.
- Averted in X-Men 2: Clone Wars for the Sega Genesis. The second level is a Sentinel factory and along the way you'll notice an emergency exit. Once you set the place to explode, it's the fastest way to leave.
- The GULF facility in Win Back not only is maze-like and has the usual work safety violations (high catwalks, few guardrails, awkward ladders, ill-placed control switches), but has instant-kill laser booby traps and Exploding Barrels strewn all over the place.
- The Strogg homeworld in Quake II and Quake IV obviously has no safety regulations, given the death traps it is strewn with, including rail-less walkways, acid and lava pits, exposed ventilation fans and other machinery, retractable bridges over bottomless pits or lava, gauntlets of crushing hallway traps, out-of-place conveyor belts, and so on.
- Averted in the futuristic sports game Pararena. Your armor cushions you from all injury, the transporter is flawless at recovering players flung into space, and there's a helpful "Caution!" sign above the ball return (even though it's impossible for anything to go wrong there in-game).
- Often found in Minecraft as a result of player-created mines and buildings. In the name of efficiency, players often won't design anything that will last any longer than is necessary for them to use it. Tunnels are quite often extremely thin and marginally well lit, with no hint that the player has lazily blocked up lava in a wall or the ceiling with just some dirt. Bridges are rarely wider than a block and rarer still made of anything that can resist an explosion, even in the Nether when they're built over lava oceans while Ghasts shoot Made of Explodium fireballs everywhere. And this is just a few of the many hazards, all created (or at least left behind) by other players (excluding the natural generation of the world).
- Industrialcraft, a conversion for Mincraft features nuclear reactors. Safe reactor designs use heat sinks and vents to manage the heat level. High capacity reactors skirt the dangerous levels where stuff surrounding it can catch fire and even turn blocks around into lava blocks.
- Invoked by Starcraft. Terran buildings are generally built haphazardly and have a large number of tanks and lines containing various volatile and/or flammable materials. When the buildings take damage, those tanks can rupture and start fires in the building. Heavily damaged buildings can see chain reactions as the spreads to more tanks, eventually causing the entire building to explode.
- In Beneath a Steel Sky, the factory you start in, as well as the standard lack of guard rails, has an emergency exit that leads to what used to be a catwalk, but is now basically a 500 story drop. When speaking to an engineer at the factory, you can point out how dangerous it is. His response: "Well, that's why the door's locked!"
- The Old Clockworks in Luigi's Mansion: Dark Moon. Unsafe pieces of machinery and gears everywhere, an ancient egyptian set of ruins underneath the creaky floor, plus a clock tower in which Luigi actually fights the boss on the clock face make it one hell of a dangerous location. Same deal with the Secret Mine and its machinery, like the cable car system with no seats and the only way across being to hang on to a tiny pole above an endless abyss in blizzard conditions.
- The factories and industrial levels in the Wario Land series (as mentioned on Eternal Engine). Lots of dangerous drops, psycho robots, giant smashers, spikes, fire, electricity and water (sometimes mixed in the same location). Same with the train levels. The first games one had giant drops above dangerously electrified rails that instantly killed anything on contact, the ones in Shake It are filled with fire spewing pipes, are hurtling out of control down the track and are apparently 'scheduled to derail at 4am'.
- Five Nights at Freddy's has the eponymous pizza place, which rather than deathtraps in the ballpits or things like that, it instead has insanely faulty and/or evil animatronic puppets that roam the place at night, and will kill anyone they find. And you're the only one that seems to give a crap about this fact, and even get fired if you fix them in the last night.
- The background reveals that there was already and incident were one of the mascots bit off part of a patrons head in 87. And the place is still open even though there was a case of a 5 children being murdered, and stuffed in the mascots. Fortunately the place is set to close by years end.
- And then it didn't close. Five Nights at Freddy's 2 shows they're still playing it straight, as they haven't gotten rid of the old, murder-happy bots, and they have added gigantic airvents where even one of the large, old animatronics can fit. Oh, and their idea of added security seems to have been giving the new bots facial recognition systems, complete with criminal database connections, and they can be fooled by putting a empty animatronic head on (well, some can be fooled anyway). Though with the reveal that it's a prequel, this ironically means that they buffed up the night watchman's defenses for the first game. Just, you know, not enough to let them live if they mess up or anything.
- Five Nights at Freddy's 3 continues the trend with Fazbear's Fright: The Horror Attraction. In addition to the killer animatronic which has a long dead corpse inside of it, the barely functional equipment, and the ventilation shafts that go offline and cause hallucinations due to lack of oxygen, there's also purposefully old wiring that is stated in game to be likely to cause a fire. Which is exactly what happens in the good ending.
- Space Station 13 has the eponymous space station. It's powered by a black hole and nobody understands how it works; bombs are produced and detonated inside of it; the air system is prone to flooding the entire place with poisonous flammable gasses; experiments are carried out on dangerous aliens and deadly viruses are tested on monkeys that are prone to escape. Its still safer than the mining asteroid.
- In Batman: Arkham Origins, people leave unsecured propane tanks lying around places Batman is likely to have Predator encounters in. Most of these are places there is no logical reason to have propane tanks lying around in at all.
- The Undead Parish in Dark Souls is rather inadequately railed given its high-rise altitude. Take the patchwork bridge near the Undead Church, for instance. The Church itself compounds this factor by being placed right at the very edge of the burg itself, which means falling off the rooftop or the belltower means a the equivalent of falling off a mansion on top of a skyscraper all at once. And that's not taking into account all the other safety-less drops like the ladder tower connecting the upper and lower Undead Burg.
- Grineer facilities in Warframe have exposed reactors, arcing generators, and lethal drops with no guardrails. Possibly justified; the Grineer are clones produced in industrial quantities, and it may be better to weed out the dumb clones who fall to their death before they waste ammunition on the battlefield. Surprisingly averted with the Corpus, One Nation Under Copyright, who always have guardrails and warning signs around their dangerous equipment, and detune their weapons to prevent them from being dangerous to the user.
- The spaceship that the main character explores in the white chamber has an easily accessible (deadly) rotating fan and doors leading right out into space. Made it quite easy for Sarah to kill the other crewmembers.
- Played with in Factorio. Despite building a huge factory out of scavenged and refined machinery, none of it can hurt you, except for the Diesel Locomotive. The train lacks an AI controller and will blindly follow switch signals on the track, meaning that it's easy to get run over by your own train if you don't Look Both Ways, or have two trains plow into each other head on at terminal velocity destroying both trains' cargo if the signals are not properly set up. Players often use the train's ability to run over anything as a perimeter defense against the Big Creepy-Crawlies, by having an endless loop of trains spinning around the factory.
- Hadriex: From time to time he gets a good jab in when he encounters these sorts of areas, but this scene takes the cake.
- A Let's Play of The Legend of Zelda Parallel Worlds had some fairly funny discussion of this trope. Including a short parody of Stairway to Heaven.
- OSHA is mentioned by name in #6 of Cracked's 6 Sci-Fi Movie Conventions (That Need to Die).
- The SCP Foundation plays with this. At the top of every article is an explanation on how to keep the various dangerous objects locked away, and how to handle the things safely, with all safety precautions that MUST be taken when testing the objects... for the scientists. The class-D's get no such comforts, doing jobs that have extremely high fatality rates, being just the test subjects to see what SCPs do (and all of them are terminated after a month if they somehow survive). Also, it is very clear that the Foundation is above many regulations of any country, OSHA, EPA, or otherwise, just to keep the horrors they deal with contained.
- Many of the organizations that create SCPs don't make these things safe for anyone that goes near the objects. Dr. Wondertainment's toy robot's (Robo-Dude) only safety feature is the long winded warning it gives to anyone who tries to use it. The toy's features include "Fire Drill", "Ultra Plasma Rifle", and "Atomic Grenade." The Factory is even worse, proudly producing products that seem designed to kill anyone who even touches their products, such as a bouncy ball that increases in power each time it bounces (only stopping when it lands in water or leaves Earth orbit), destroying any building it is in.
- Having said that, we get this little gem from Agent Lombardi:
Agent Lombardi: Who here is willin' to die rather than give up on the mission? One, two, three, four… Okay, you five fail. Counter to what some dingbats will tell you, the latter is actually the preferred option.
- It's explicitly mentioned in In Golden Waters that a lot of the seasteads were built with little in the way of safety measures and oversight. Inevitably, this gets a lot of people killed both during construction (mention of dead construction workers is frequent) and after it (when things inevitably start breaking down).
- Defied in Ruby Quest. That giant room with the deadly spinning fans? They have guardrails. Pretty tall guardrails, coming up to an average human's chest. They're explicitly stated to be at least regulation height, if not higher. Thus, that blind patient "Stitches" still ended up getting killed by the fans was very suspicious to the staff (also because Stitches was "very familiar with the area"), which in turn tips them off to the fact that Ruby was a murderous psycho.
- Played straight with most of the automatic doors, especially the "Z-hatch", which close with enough force to decapitate.
- The Rifftrax for The Avengers mentions this trope by name by pointing out how lousy Loki's makeshift headquarters is.
- This typically tends to bug the Yogscast when they play Minecraft together:
- Ridgedog's efforts to build a working nuclear reactor with a third of the needed materials work... but it isn't wise to stand right next to.
- In Moonquest, featuring Lewis Brindley, Simon Lane and Duncan Jones, the trio managed to (deep breath) use a pool of lava as a light source on the moon and nearly burn to death (the episode in which this happened was even named "Health and Safety Nightmare"), fall into the smelter a few times which resulted in at least one death, put electric fences right next to the front door and get themselves killed again (also supercharging creepers, which did damage to the base) and finally put down a working rocket with fuel loaded in their factory which subsequently destroys it and the surrounding area.
- Played with in Sjin's Farm, in which Sjin and Lewis Brindley have a giant chasm next to their plot of land, which is covered in barley and thus obscured from view. During the time when it is left as is, Sjin falls in at least twice, losing their horse at one point when he forgets to rescue it. They eventually cover it up with dirt, solving the problemnote .
- In Cornerstone, numerous problems arise from the island being in the middle of the air. Town members keep falling off the edge, though gliders mean that these falls are mostly a minor inconvenience. The exit to the "Mile High Club" room (that Hat Films built) is a drop straight down onto land, meaning that the oblivious Sips falls to his death. Furthermore, expanding the island proves troublesome when Hat Films forget to lay torches down, causing mobs to spawn and rush the players.
- Although it predates the OSHA, the Popeye cartoon Lost And Foundry fits this trope perfectly.
- Batman: The Animated Series had most of its fights in places like this, and the animated version of Two-Face can trace his origin to such an encounter (also, in the 1989 Batman movie, the origin of The Joker hinges on such a place).
- Gotham's power plant, for instance, seems to be composed of ledges over a Bottomless Pit with a control center at the top.
- Even The Creeper got his origin this way. Ironically it was the same place where the Joker had fallen to the vat of chemical waste, yet they never bothered to change the places of the vats or at least make the rails higher.
- A hospital in "Feat of Clay" has a room full of contagious diseases kept in glass vials and jars on shelves with no restraints that anyone could just trip into and knock over. It isn't even locked. Nothing actually happens (Bats uses it for an interrogation), but it is still unforgivably dangerous.
- Actually, it turns out that Batman just says that to get the crook to talk. The chemicals are actually harmless; the one Bats used specifically turned out to be ordinary sea water.
- Codename: Kids Next Door had a lot of places like this, but perhaps the worst was the condemned amusment park that appeared in "Operation I.N.T.E.R.V.I.E.W.S", the Rainbow Monkeys Let's Learn About the Lavatory Park; a theme park about toilet training. The adult Numbuh Three commented in the interview that she had no idea why anyone thought it would be a good idea in the first place, and that when she eventually became CEO of the Rainbow Monkey company, she ordered it torn down simply to do away with the smell. In any case, the place was a deathtrap, as evidenced from the battle at the conclusion of the episode where Numbuh One finally defeated the Delightful Chidren from Down the Lane, seemingly for good.
- Lampshaded in the Family Guy Star Wars parody Blue Harvest. One scene has a pair of Death Star crewmen complaining about the lack of guard rails and their attempts to get some installed.
- In the Transformers Animated episode "Autoboot Camp", they have simulated weapons that can be turned deadly with the flip of a switch. While there might be a legitimate reason to have some live ammo in a simulation training, there are none for having the things to be turned lethal at the flip of a switch (either through debris, cyber-fauna, or actual sabotage).
- The Simpsons: The Springfield Nuclear Power Plant is a safety nightmare. There are repeated scenes of Burns doing things to try and circumvent getting shut down, from running for governor to bribing officials.
- If only it stopped at Mr. Burns. His employees seem to be the most incompetent gaggle of nitwits ever created. They hired Homer Simpson for crying out loud, and have not fired him after numerous accidents that came within a hair's breadth of looking like the sordid offspring of a threeway with Chernobyl, Three-Mile Island and the Love Canal... Then there's Lenny, who refitted the soda machines in Sector 7G to dispense beer if one asked for club soda. The only sane employee they ever had (Frank Grimes) killed himself after Homer showed him up during a kids' nuclear plant design contest. Homer was once able to cause a nuclear meltdown in a test environment containing no nuclear materials. The worst part is, Homer is the one in charge of the safety (which he got after Homer, ironically, led a public safety campaign against the nuclear plant. Prior to that, Homer was just a waste handler).
- To see how good Homer is at his job, three times he temporarily leaves his spot at reactor control station. He is replaced by a 1) chicken, 2) a brick hanging from a lever and 3) "drinking bird" plastic toy that presses "y" button on the keyboard on every question asked.
- Mr. Burns' Yes-Man Waylan Smithers seems somewhat competent (at least compared to most of the plant's employees) but even he isn't perfect. He once admitted that one of his 2,800 duties is lying to Congress.
- And the icing on the cake? It's been like that for so long, that bringing it up to code would cost MILLIONS.
- In various episodes, we see clips of plant workers doing everything from playing chess in the reactor core to holding cockfights in the lunch room to engaging in "Nap Time" in the middle of the day. One episode started with everyone at the plant (Burns and Smithers included) sleeping on the job. They also scream and panic whenever there's an emergency, remove emergency procedure posters to make get-well-soon cards, have sword fights with nuclear rods, and engage in log-rolling contests using drums of nuclear waste.
- And perhaps worst of all, the employees at the nuclear plant are required to visit 3 separate rooms to get coffee, cream and sugar.
- The nuclear power plant does however get regular visit from safety inspectors who do point out the dangers and flaws of the plant. They are diligent enough to demand Burns fix the plants hazards and don't take cheap bribes from him.
- Also played for laughs when Skinner and Bart where fighting over a large boiling vat of Peanut Shrimp (Bart is allergic to shrimp, Skinner is allergic to peanuts), and ramp they're on is easily cut with the wooden sticks they were fighting with.
- Itchy And Scratchy Land had rides where people would come within inches of being gouged by spikes and have the ride hit a buzz saw. This was before the robots revolted. Particularly bad is the part where a ride has spikes on top extend over the front seats. Apparently tall people sitting in front never occurred to them.
- Also mentioned but not seen is the Krustyland House Of Knives, Krusty swears that the tourists were decapitated BEFORE they entered it.
- Played for Laughs in American Dad!!, where in one episode Stan comments that an old walkway might be unsafe before he promptly falls through it, and the dozen or so after that one-by-one. Meanwhile Steve takes the perfectly safe elevator to the bottom, reading a newspaper to Stan as Stan continues to fall through walkway after walkway.
- In Darkwing Duck the Liquidator has almost the same origin as The Joker. He was originally Bud Flud the owner of a bottled water company. He capitalized on a heat wave by poisoning his competitors' water supplies until he was interrupted by Darkwing. During the scuffle he tripped and fell into one of the already contaminated vats. He went nuts after his transformation into a super powerful water elemental and blamed Darkwing for "throwing" him into the vat.
- Referenced in a Robot Chicken episode, where a Cobra operative remarks that the Cobra workplace is completely OSHA compliant... The camera pans over to show a splattered henchman stuck to the ceiling.
"It's been thirty-three days since our last on site accident. The uh, Weather Dominator exploded. We lost about 133 guys. You can still kinda see what's left of Scott Anderson up there. We should really clean that up, we've been chucking a softball at it, so it's up there pretty good."
- The record factory from the "A Star Is Lost" episode of Inspector Gadget is one of these. The conveyor belt that carries Gadget, Penny, and Rick Rocker is an especially notable example; there's absolutely no reason for the conveyor to begin at any point before the actual record press (To say nothing of the humongous size of the press itself).
- Referenced in an episode of "Aaahh!!! Real Monsters", when a tough monster suggests scaring some humans in what Ickis refers to as a "Fire and Clang Factory."
- A Futurama episode shows the Professor making government-mandated safety upgrades to the spaceship "(the crew) has been suing (him) about". Among them: taping up the crack in the dark matter reactor, and putting the lion in a cage. Leela might also be considered non-OSHA, what with the whole not having any depth perception and all. Plus the current crew is at least the second (the other having been eaten by space wasps), and it's implied there have been more.
- Fry initially has trouble with the doors and the tube-based public transport system after first entering the year 3000.
- This trope is the raison d'etre of many Thunderbirds episodes, like the Fireflash in the pilot episode, an atomic-powered aeroplane which would have killed all of its passengers by radiation poisoning if it didn't land within 2 hours, and the Crablogger, an atomic-powered logging machine which was going to blow up if not shut down properly.
- Tombstone's origin story in Spider-Man: The Animated Series also involves falling from a narrow catwalk into a vat of green acid, during his attempt to frame Roby. (Let's face it, a lot of villains tend to get their start in places like this.)
- The Fairly Oddparents lampshades this in a short where Timmy wishes for him and his grandfather to live in an old-timey cartoon. His grandfather points out all the improbable dangers as well as the improbable escapes.
- Original ThunderCats. The home of the mighty mystical gyroscope — that's keeping New Thundera in one friggin' piece — LIVES this trope.
- In the original series of Ben 10, the episode ''Secret of the Omnitrix' opens in a factory that perfectly fits this trope.
- In Total Drama, Camp Wawanakwa suffers from this plus No EPA Compliance after Chris McLean rents the island out to a "nice, family oriented" bio-hazardous waste disposal company in the interim between Island and Revenge of the Island, causing the flora and fauna of the island to mutate. However, Chris is busted by the Canadian government for his illegal activities at the end of Revenge of the Island.
- The first season had numerous references to interns being injured or killed in various accidents, presumably due to a lack of safety precautions. Particularly noteworthy is the incident when an intern dies whilst testing part of the final challenge. Chris reacts by saying to himself, "That seems safe enough."
- In My Little Pony Friendship is Magic, the city of Cloudsdale. A city in the sky made entirely of clouds that can only be walked on by pegasi (and ponies who've been enchanted with the ability). It has been established that some ponies have an inability to fly at early ages (e.g. Fluttershy and Scootaloo, but the latter at least lives on the ground), meaning any filly which happens to walk off the edge or into a gap (of which there are many) can easily fall to their deaths. Hell, this damn near happened to Fluttershy, who was saved by a timely pack of butterflies.
- Which this could be somewhat explained by the fact that most pegasi seem to be overconfident and lack of flight at a young age seems is either a rare condition or a normal, temporary side effect of puberty, as ponies younger than Scootaloo are shown in the second episode flying, and Pound Cake can fly before speaking.
- Ponyville itself appears to also be this in the Mare-Do-Well episode. Balconies that cannot take the strain of three old people standing on them, a long and VERY steep road that ends in a ramp, a construction site where a single crane error almost got the entire construction crew killed. It appears that Rainbow Dash's heroics might be the only thing keeping the town's populace alive. Canterlot is even worse, with the ENTIRE city being constructed on the side of a SHEER CLIFF (which includes, among other things, a giant castle), only held off from falling into the valley below by a few support beams and prayers to Celestia.
- Played with in Superman: The Animated Series. A concert held by a shock jocky had the police arrive to shut it down, due to safety concerns of having tons of both people and electrical equipment outside during a thunder storm. Things did indeed go wrong.
- In real life, a very large number of factories are capable of being surprisingly deadly if you either 1) do something stupid around the machines, or 2) do anything to damage the fairly intricate control systems that run the plant. You don't even have to be dealing with something like high temperature molten metal either: do a Google search for industrial accident photos. But only if you have a REALLY strong stomach. OSHA regulations are designed to protect workers in the normal performance of their duties—they do not cover carelessness or stupidity.
- The real facility commonly known as Area 51 was sued for its OSHA/EPA noncompliance and open-air burning of toxic materials and other poisonous/radioactive substances. The suit was thrown out citing national security issues, which kept virtually all the (classified) evidence from being seen by the judge or jury.
- The United States Chemical Safety and Hazard Investigation Board has published a number of videos describing, in detail, the various ways that industrial processes involving hazardous or flammable substances can go very, very wrong.
- In the United States railroads and other rail transit systems are explicitly not covered by OSHA with regulation instead falling to other State and Federal agencies. This means that all sorts of operating practices that would be prohibited in a normal workplace, like riding on the outside of a moving 100 ton freight car, are still par for the course on railroads.
- The original design of New York City IND division subway cars involved the conductor riding between the cars to open and close the doors at stations. This sort of operating practice◊ was still common up through the 1980s when the original cars were finally replaced and would need to be carried out at each station even in the rain, snow and ice.
- By all accounts, the Hanford Nuclear Research Facility is a mass of random radioactive chemical dumps, some of which are uncatalogued. Formerly the "mass production" site for the Manhattan Project's nuclear material, these days Hanford is essentially a massive government project to clean up everything. Because the facility was founded in the 1940s, it long predates any best practices for nuclear waste. Recently they found the second-oldest known (artificial) plutonium in a glass jar buried in a safe. In a normal waste dump. Oral accounts mention a giant pit full of unknown radioactive chemicals that was sealed by a 500-ton concrete "lid". Every so often, on a semi-predictable basis, the pit "burps" a huge cloud of toxic gas that actually lifts the lid. Groundwater contamination is the current focus, lest contamination reach the Columbia River before the cleanup can stop it. The cleanup contractors are making some headway, just not enough, and the regular government interference only serves to bog the work down further. The populations of Benton, Franklin, Columbia and Walla Walla counties are bracing for the worst.
- Even better? You can actually TOUR the facility! Yummy!
- The Fairchild Semiconductor Superfund site, and the whole semiconductor industry, is infamous for this as large volumes of toxic gas (sulphuric acid, among other things) and electrical power are required for production. The EPA and OSHA initiated a massive crackdown that cleaned up US plants, but some companies operate plants in countries with less stringent regulation that are surrounded by dead grass.
- In theatre, people doing stupid or dangerous things for expediency's sake, such as climbing a tree 30 feet in the air or wandering around on catwalks without harnesses, are referred to as "making the OSHA whale cry", or in severe cases "killing the OSHA whale".
- Visual Kei in Japan has huge issues with performer safety. Here's just a few of them:
- Many performers and artists are self-trained, train as roadies or similar apprentices, and/or by mimicking their favorite artist — as opposed to having formal professional training in playing their instrument for example, with focus on proper technique so as not to injure themselves. This generally works out okay for guitarists and bassists (since there really aren't many ways to injure your body playing a guitar or bass that are preventable via technique) but for singers, improper technique can destroy your voice or large ranges of it, and for drummers, sufficiently improper technique = broken or damaged neck and/or major damage to one's arms and wrists. It doesn't help that injurious technique doesn't preclude people from being the very best at what they do — cue drummers mimicking Yoshiki and singers mimicking Kyo, and getting the same injuries both have.
- Alcohol, tobacco, and other substances are very common in Visual Kei, especially in the original Japanese scenes. This leads to everything from drunken accidents to a very high rate of alcoholism and an even higher one of smoking, overdoses on substances, police activity related to substances or drinking too much, and similar.
- Vehicle travel, especially for small bands or bands just starting out, but even sometimes for bigger ones, often consists of sticking the least drunk/least sleepy/most wired up on speed/actually licensed driver bandman or roadie behind the wheel as opposed to hiring outside, guaranteed-sober drivers. The results are often fatal, with vehicle crashes being a large reason for band deaths.
- The use of pyro is often not very well-monitored / safe — even some of the biggest bands with the most professional crews have had pyro accidents or close calls. The same goes for water/water effects near electrified equipment or that could cause fall hazards.
- Stage makeup and hair dye/hairspray/hair gel and the like can be toxic or have effects on skin or hair that is long-lasting and damaging. Many of the more elaborate types of clothing are also highly flammable — not something good to be combined with pyro.
- Flawed design and operator error were the major causes of the Chernobyl nuclear disaster.
- While Soviet safety regulations would have made OSHA wince, even by local standards the reactor had some serious design flaws because the lead engineer building the plant had no previous training in nuclear science, he just built dams. Even with these design flaws and the Chernobyl accident as a precedent for catastrophic failure, there are still at least 12 reactors of the same design still operating in Russia and Lithuania. They're pretty safe as long as they're only used in exactly the way intended, but best laid plans and all...
- Because it was so large, the reactor had been constructed with only partial containment to reduce costs. This was like providing someone with a "bullet-proof" vest that only stopped bullets to the shoulders and lower abdomen while letting chest shots go straight through. Because of the limited containment, the radioactive contaminants escaped into the atmosphere after the steam explosion burst the primary pressure vessel.
- The reactor also had been running continuously for over a year, and had built up large amounts of dangerous fission by-products. The day of the disaster was its scheduled maintenance shutdown, which was considered a good time to run a test for some possible upgrades. The shutdown was delayed because another Ukrainian power plant went offline and Chernobyl's output was needed to compensate. The test should have in turn been postponed to the next day so it could be handled by the day shift technicians who'd been specifically briefed for it, instead of simply being handed to the unprepared night shift.
- The graphite-tipped control rods and their insertion system were designed in such a way as to temporarily displace some coolant when inserted, resulting in a dramatic increase in the reaction rate for the first few seconds of activation instead of the desired reduction. This was intended to reduce latency during operation but meant that insertion was much more unpredictable than the operators realized.
- The other major cause was the under-trained technicians operating the reactor in unintended ways and ignoring warnings from the plant's computer systems. A 1993 re-assessment focused less on operator error than the initial 1986 report, as it turned out that the Soviet authorities had overstated how many of test parameters were actually prohibited by regulations when the test was designed. However, the technicians were unambiguously guilty of initiating the test while the reactor was still in the wrong configuration and of making unauthorized changes to the test procedure.
- The initial containment of the slagged reactors at Chernobyl was also seriously flawed. A large concrete sarcophagus was built around the plant and the fuel rods ejected in the explosion were shovelled back in by workers in HazMat suits before it was sealed. Due to time constraints (you kinda have to rush when you're dealing with a ton of radioactive fuel) and the Soviet government's attempts to suppress knowledge of the disaster, the construction was not sound and the perimeter of the sarcophagus is no longer safe. The Ukrainian government, stuck with the cleanup after the collapse of USSR, is asking Russia and the European Union for funds to build a second containment sarcophagus around the first. Let's face it, if the first sarcophagus fails, then it will be everybody's problem.
- Narrowly averted at an air-cooled reactor Windscale. When the graphite core of the reactor caught fire, a colossal release of airborne radiation was prevented only by hastily added filters that Sir John Cockcroft had insisted be installed, which the government deemed unnecessary.
- Modern view is that at no point the graphite itself was on fire (which would be extremely bad news), what was burning were the aluminum fuel cans. Luckily, the temperature wasn't high enough to pyrolyse the water that was finally used to put the fire out, or the entire reactor might've blown up.
- If you read Fast Food Nation you'll find out just how much crap the meat and fast food industry get away with.
- China: where electronic equipment waste goes to die, be dismantled, and burn, exposing workers to loads of horrible toxic materials, and then be made into children's toys shipped back to the US. China still permits certain products that are strictly illegal in Europe and North America, such as lead pigments and battery cells without any kind of fail-safe.
- Union Carbide's chemical plant in Bhopal, India, site of the worst industrial disaster in history. The initial accident was caused by rusty pipes and lack of a chemical scrubber allowing water to enter a vessel containing chemicals that are safe only when dry. The effects of the accident were compounded because the plant was processing chemicals far more volatile than it had been designed to handle, UC International had ordered safety measures that UC India had not implemented but Indian government inspectors signed off on the plant anyway, management kept firing the most experienced workers and most of their replacements were hired without proper training, and the plant was built next to a major population center without an emergency evacuation plan. Union Carbide claims to this day that the leak was caused by a disgruntled worker's act of sabotage. The CEO of Union Carbide, Warren Anderson, fled back to the US to avoid prosecution or vigilante reprisals. Even if the sabotage theory were true, this trope would still apply as no major chemical plant should ever be designed so that a single low-level employee can cause catastrophic damage.
- OSHA's records claim that, in the last three years, the BP oil company had 760 willful safety violations in their US facilities alone.
- To put that in perspective, another company racked up a grand total of 12, and most companies had willful violation records in the single digits.
- Clean-up workers for the BP oil spill were not allowed to wear respirators, as BP felt that it would look bad in photographs. Their grasp of PR is a bit shaky.
- Their subcontractor TransOcean had more than 100 major incidents in 2010, yet still called it their safest year yet.
- The 2005 Hertfordshire Oil Storage Terminal Fire was more of a Fail Safe Failure as far as the explosion itself is concerned (a gauge malfunctioned and allowed a tank to overflow), but the decision to build several housing developments in close proximity to a tank farm full of explosive chemicals was a wetware oversight.
- The Exxon Valdez oil spill was a disaster waiting to happen. At the time, all the oil companies were ignoring regulations with impunity. Several glaring problems were present including the fact that the vessel's crew had not been given their mandatory rest period after the last shift, the radar on the ship had been broken for more than a year and deemed too expensive to repair, and iceberg monitoring equipment had been promised but never installed.
- Although he was off-watch at the time of the accident, the ship's captain had a known alcohol problem and a history of drinking on the job —and indeed, the night of the spill he was sleeping off five double vodka tonics. While he was NOT the one directly responsible for the accident, the fact that he was still in charge of an oil tanker says a lot about the company's approach to safety.
- The Texas City Refinery Explosion was a textbook case judging by the 300 OSHA violations cited ex post facto (and the $21 million fine). Coincidentally, or not, it was and still is owned by BP. A system used for increasing the octane rating for gasoline overflowed, causing vapors to cover the area, because an overflow alarm was disabled. When the workers realized something was wrong, they opened a discharge valve, which overheated the material released, which sent a large gas bubble back into the tower that had overflowed, which caused further liquid and vapor spills. The final straw was when a contractor tried to start his new truck several times, which, when the hydrocarbon level got low enough for ignition, created a spark that caused the fumes to ignite in a ball of fire that killed 17 people. Several measures that could have prevented, or at least reduced the scope of, the disaster were not taken, including replacing the ventilation system with one that would safely burn off the gasses and using a mobile home parked right next to the unit as a control room when standards called for double-walled cinderblock buildings a hundred feet away.
- One of the reasons oil rigs and coal mines are dangerous is because it is hard to perform an unannounced inspection. The inspector has to take a helicopter or a boat out to an oil rig, and coal mines usually have only one usable entrance.
- Many of the factories in China where subcontractors make electronics, particularly Foxconn (a major supplier of Apple for iPads and iPhones). There was an explosion in one of Foxconn's factories caused by its lack of simple ventilation.
- The Triangle Shirtwaist Fire of 1911 helped to create this trope. The owners of the factory had locked the doors to prevent the women inside from taking unauthorized breaks, which led to a massive loss of life when a fire broke out inside. Many of the women chose to leap to their deaths from upper-floor windows rather than burn inside. The resulting backlash created many of the laws that OSHA would later enforce.
- The Hamlet Chicken Processing Plant Fire in Hamlet, NC was an accident waiting to happen. Almost every door to the outside was locked to prevent theft, the fire alarms didn't sound through the entire building, there were no sprinkler systems and the plant had never had a safety inspection. Twenty-five people died and many more were injured because they had no way to escape the smoke and fire, making it North Carolina's worst ever industrial disaster. And lest you think this is yet another example of old-time industry gone wrong, it happened in 1991.
- Sulfur mining in Indonesia. The workers there go to the edges of volcanoes and break off chunks of sulfur to sell. They have no gas masks (and all those toxic gases eventually take a toll on their lungs), and they carry the sulfur blocks back to the weighing station on their backs.
- San Juanico, near Mexico City. Emergency release valves being screwed tightly down (so they won't ever open) to curtail valve theft, plus an ineffective gas leak system, unmaintained LPG lines... one leak went undetected until the large plume exploded. Which then set off a series of explosions, one of them reading as a 5.0 Richter earthquake, levelling the facility and most of the surrounding town. Most of the remains recovered were burned well beyond recognition.
- A South American town had an underground gas explosion in 1995. Why? Enron, the company which supplied the natural gas, did not use the sulfur-based chemical which gives natural gas its characteristic "smell" as a cost-cutting measurenote . A worker down below was testing a ventilation switch, but didn't know there was natural gas in the area because he couldn't smell it. (It's in a book called A Conspiracy of Fools, which is the complete history of Enron from inception to downfall.)
- Production "facilities" for illegal objects or substances rarely have the safety of their employees or customers in mind. Since everyone would be arrested if they were found making the stuff, why follow any government regulations? The customers can't go to any agency to complain about quality control, and the primary ingredients are probably already dangerous enough, who cares what other substances you throw into the product?
- This is a common reaction for Brazilian safety technicians or representatives when they review non-Brazilian facilities. Brazilian work safety laws are very strict.
- Late 19th and early 20th century construction projects were not well known for their safety standards, but skyscrapers took the cake. Men, using hand tools, connecting giant metal beams together that they were standing ON, without safety harnesses, hundreds of feet in the air.
- The Eiffel Tower, Paris (constructed in the 1870s) has publicity shots of workers, completely without safety equipment, leaning off girders hundreds of feet up, waving at the camera. Allegedly — astonishingly — there were no casualties of men working on the Tower.
- Astonishingly, this trope was invoked circa 2005 by a photograph of a worker apparently asleep on a girder near the top of the 47-storey Beetham Tower, Manchester, while it was under construction. He had a hard hat on, but otherwise was unprotected.
- In 1921, a silo storing about 50,000 tons to ammonium sulfate (that thing people use to make high explosives out of) exploded at a BASF plant in Oppau, Germany, leveling the entire town. How did this happen? The workers had been using small sticks of dynamite to clean the holding tanks (the chemical absorbs water to form a single rock-hard mass). It was a miracle that the plant managed to survive for 10 years.
- The West, Texas fertilizer plant that exploded in April 2013 was last inspected by OSHA in 1985. It was also storing 1,500 times the legal limit of ammonium nitrate on site. No wonder it went up like a giant box of Roman candles.
- The Russian Mayak radiochemical plant is probably even more unstable than the Hanford site. Because the Soviet Union was far behind the US in nuclear science in the 1940s, the plant was built with the main goal of producing enough plutonium yesterday and little regard for workplace or environmental safety, dumping radioactive wastes into nearby bodies of water. Little was known at the time about the properties of nuclear materials, leading to a series of nuclear accidents that culminated in 1957 with the so-called "Kyshtym disaster", an explosion of stored nuclear waste which released a huge cloud of radioactive particles.
- Several "cars" throughout British history dodged safety regulations intended to apply to most passenger vehicles by not technically being cars. Pick-up trucks fall under the truck safety codes, the crash-prone Reliant Robin is technically a motorcycle because it has three wheels, and the G-wiz has very few safety features because its speed and weight classify it as a "heavy quadbike".
- There's growing concern in Britain that health and safety regulations are being taken to ludicrous extremes not so much to protect the worker as to protect management against litigation, to satisfy insurance companies, or to make work for lawyers. A legitimate criticism is that when every conceivable procedure requires a risk assessment — even things as trivial as replacing a dud light bulb where surely common sense should apply — people will assume that all regulations are equally trivial and neglect the really important measures. This is a list of Health and Safety decisions that appear to go too far.
- Many professional sports. In no other field could employers get away with hiring people for jobs, that virtually guarantee anyone, who works in them, regular and often serious injuries.
- This was the actual reason Van Halen had the famous "no brown M&Ms" clause in their contracts with performing venues. This was a spotcheck against slipshod work by venues, testing whether they had read the entirety of the contract. This is understandable knowing that a typical Van Halen show could include pyrotechnics and possibly a flying harness, and was guaranteed to include much in the way of high-end electronics that could be damaged or kill if not properly grounded, or set up in adverse conditions.
- The Boston Molasses Disaster was blamed on "anarchist" terrorists, but in reality was caused by a poorly constructed, overfilled tank plus rapidly rising temperatures.
- The Sampoong Department Store Collapse was caused by the guy hired to build the place, Lee Joon, making multiple changes to the plans that involved things like removing support columns, using only half the reinforcing bars needed for flat slab construction, and basically doing things that made the building unable to support its own weight. Lee Joon did not listen to, and in fact fired, anyone who complained about what he was doing.
- Military combat engineers, in most armies, are expected to make very careful records of where they put landmines and little surprises designed to make life tricky for attackers. This is sound practice as when the war is over or the front line moves on, you need to make safe and clear up afterwards, to prevent collateral damage and to retrieve and make safe the munitions. In the Falklands Islands, British military engineers charged with making safe after the war were less than enchanted that their Argentinian counterparts, in defiance of good practice, had set up minefields in a haphazard random way and had not kept any sort of record as to where, or as to how many mines they'd used and of what type. To this day sheep still go "bang" in parts of East Falkland.