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** baby murlocs follow an adult in a line exactly like ducklings. Why exactly they do this is not clear since murlocs are based on frogs. In a few quests, they do this to you because much like baby ducklings they can apparently imprint on humanoids.

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** baby Baby murlocs follow an adult in a line exactly like ducklings. Why exactly they do this is not clear since murlocs are based on frogs. In a few quests, they do this to you because much like baby ducklings they can apparently imprint on humanoids.


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* ''VideoGame/AHatInTime'' has a variant in the level "The Big Parade". The parade band will follow Hat Kid like this, except they're not programmed to stop when she does; instead, they copy her movements, timing and all, about a second behind. So they're liable to crash into her, dealing damage, if she loops back around too tightly or even stops for too long.
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* In ''Star Jacker'' (a 1983 Platform/ArcadeGame by Creator/{{Sega}}), the player controls a fleet of ships that fly in a straight formation. Only the lead ship gets an open line of fire unless it starts moving to the side.

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* In ''Star Jacker'' (a 1983 Platform/ArcadeGame UsefulNotes/ArcadeGame by Creator/{{Sega}}), the player controls a fleet of ships that fly in a straight formation. Only the lead ship gets an open line of fire unless it starts moving to the side.
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* In ''VideoGame/CustomRobo'' (the one for the UsefulNotes/GameCube), the story mode you usually just control one person. However, occasionally someone follows you somewhere, and has an extremely annoying habit of getting in the way as their movement is slaved to yours. At one point, roughly six to eight people are following you in what fans have affectionately dubbed the "World's Worst Conga Line." Arena has this also, but you can walk through your party, thankfully.

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* In ''VideoGame/CustomRobo'' (the one for the UsefulNotes/GameCube), Platform/GameCube), the story mode you usually just control one person. However, occasionally someone follows you somewhere, and has an extremely annoying habit of getting in the way as their movement is slaved to yours. At one point, roughly six to eight people are following you in what fans have affectionately dubbed the "World's Worst Conga Line." Arena has this also, but you can walk through your party, thankfully.



* In ''Star Jacker'' (a 1983 UsefulNotes/ArcadeGame by Creator/{{Sega}}), the player controls a fleet of ships that fly in a straight formation. Only the lead ship gets an open line of fire unless it starts moving to the side.

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* In ''Star Jacker'' (a 1983 UsefulNotes/ArcadeGame Platform/ArcadeGame by Creator/{{Sega}}), the player controls a fleet of ships that fly in a straight formation. Only the lead ship gets an open line of fire unless it starts moving to the side.
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** ''[[VideoGame/Grandia1 The first game]] pulled this trope not just for your team, but for enemies as well. Groups of enemies would appear in a line like your team, and you could even hit the back members of the enemy groups in order to get the initiative on them. Of course, enemies will also get the initiative on YOU if they hit anyone besides main character Justin.

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** ''[[VideoGame/Grandia1 [[VideoGame/Grandia1 The first game]] pulled this trope not just for your team, but for enemies as well. Groups of enemies would appear in a line like your team, and you could even hit the back members of the enemy groups in order to get the initiative on them. Of course, enemies will also get the initiative on YOU if they hit anyone besides main character Justin.
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** ''VideoGame/FinalFantasyXIII'' you follow your party members, who will always walk towards where the plot needs them. They often comment on you dawdling and going off the wrong direction. Once you can choose your party freely, only the two other characters ready for an active battle will follow this.

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** ''VideoGame/FinalFantasyXIII'' In ''VideoGame/FinalFantasyXIII'', you follow your party members, who will always walk towards where the plot needs them. They often comment on you dawdling and going off the wrong direction. Once you can choose your party freely, only the two other characters ready for an active battle will follow this.
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** In ''VideoGame/SonicHeroes'' the the other members of your team follow you around like this in the [[SuperSpeed Speed]] and [[SuperStrength Power]] [[StanceSystem formations]], through in the Power formation the characters will generally try to stand in a [[VFormationTeamShot V]] behind the Power characters and auto-attack weaker enemies for you.

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** In ''VideoGame/SonicHeroes'' the ''VideoGame/SonicHeroes'', the other members of your team follow you around like this in the [[SuperSpeed Speed]] and [[SuperStrength Power]] [[StanceSystem formations]], through in the Power formation the characters will generally try to stand in a [[VFormationTeamShot V]] behind the Power characters and auto-attack weaker enemies for you.

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* The first few ''VideoGame/{{Fallout}}'' titles has your followers do this, much like the ''Arcanum'' example. They usually spread out a little.
** In the later games, this is played straight as a line.

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* The first few ''VideoGame/{{Fallout}}'' ''Franchise/{{Fallout}}'' titles has your followers do this, much like the ''Arcanum'' example. They usually spread out a little.
**
little. In the later games, this is played straight as a line.
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** This also applies in the fangames ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' and ''[[VideoGame/Mother4''. Cognitive Dissonance follows the ''VideoGame/EarthBoundBeginnings'' and ''VideoGame/EarthBound1994'' trend of floating ghost angels for defeated party members while ''MOTHER 4'' has fallen party members dragged behind the group.

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** This also applies in the fangames ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' and ''[[VideoGame/Mother4''. ''VideoGame/{{Oddity}}''. Cognitive Dissonance follows the ''VideoGame/EarthBoundBeginnings'' and ''VideoGame/EarthBound1994'' trend of floating ghost angels for defeated party members while ''MOTHER 4'' ''Oddity'' has fallen party members dragged behind the group.



* In ''VideoGame/LiveALive'', where the other party members would follow behind in various formations depending on how many there were. {{Lampshade|Hanging}}d in Prehistoric Chapter when the hero, caveman Pogo, falls down a pit and his faithful gorilla, Gori, sees nothing better to do than just jump with him.

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* In ''VideoGame/LiveALive'', where the other party members would follow behind in various formations depending on how many there were. {{Lampshade|Hanging}}d in Prehistoric Chapter when the hero, caveman Pogo, falls down a pit and his faithful gorilla, Gori, sees nothing better to do than just jump with him. The remake however, has all follow in single-file regardless of amount.
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Replaced disambig


* ''VideoGame/SonicTheHedgehog''

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* ''VideoGame/SonicTheHedgehog''''Franchise/SonicTheHedgehog''
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Renamed trope


* Your partner in ''VideoGame/CastlevaniaPortraitOfRuin'' can ''either'' [[PartyInMyPocket wait in your pocket]] or follow you around, matching your movements as closely as possible. HilarityEnsues when you've got speed-up boots on just one character. There's also a bug based on switching to your partner in mid-jump.

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* Your partner in ''VideoGame/CastlevaniaPortraitOfRuin'' can ''either'' [[PartyInMyPocket wait in your pocket]] or follow you around, matching your movements as closely as possible. HilarityEnsues PlayedForLaughs when you've got speed-up boots on just one character. There's also a bug based on switching to your partner in mid-jump.
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* The Super Famicom title ''Marvelous: Another Treasure Island'' has this, though occasionally the following characters will stop to perform a quick "breather" animation before hurrying to catch back up to the leader. You can also opt to separate the party and have the leader go on alone, in which case the other characters will sit down and stay put until called to team back up. By the way, every time you switch who the leader is, the party automatically separates.

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* The Super Famicom title ''Marvelous: Another Treasure Island'' ''VideoGame/MarvelousAnotherTreasureIsland'' has this, though occasionally the following characters will stop to perform a quick "breather" animation before hurrying to catch back up to the leader. You can also opt to separate the party and have the leader go on alone, in which case the other characters will sit down and stay put until called to team back up. By the way, every time you switch who the leader is, the party automatically separates.

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* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' uses a rubber-band effect but for the most part only noticable with slow members such as armored dwarfs and mechanical spiders, and everyone else is quick enough (and has smart enough path finding for the most part) to keep up.



* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' uses a rubber-band effect but for the most part only noticable with slow members such as armored dwarfs and mechanical spiders, and everyone else is quick enough (and has smart enough path finding for the most part) to keep up.


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* ''VideoGame/PrepSchoolHorrors'' has party members follow the player in both the main map at a reasonable distance, but doens't attempt to pathfind around walls. During during combat, such friends will follow the main character, allowing the player to keep them alive. Friends not attached to the party will wander somewhat randomly, or towards a weapon pickup.
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* ''I Have Low Stats But My Class Is "Leader", So I Recruited Everyone I Know To Fight The Dark Lord'': During a cutscene, the first boss states that it's hard to see who's in the party line. The party leader responds by moving across the open area, thus allowing the entire party to be shown on screen at once.
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Loads And Loads Of Characters is a redirect that should not be linked to


* The party in ''VideoGame/MagicalStarsign''. All [[LoadsAndLoadsOfCharacters six of them.]]

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* The party in ''VideoGame/MagicalStarsign''. All [[LoadsAndLoadsOfCharacters six of them.]]
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** Falinks in the mainline ''VideoGame/PokemonSwordAndShield'' consist of six critters that look like a cross between Corinthian soldiers and [[Franchise/{{Kirby}} Waddle Dees]] that all move in [[IncrediblyLamePun phalanx]] formation, with the one in front giving the orders.

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** Falinks in the mainline ''VideoGame/PokemonSwordAndShield'' consist of six critters that look like a cross between Corinthian soldiers and [[Franchise/{{Kirby}} Waddle Dees]] that all move in [[IncrediblyLamePun [[{{Pun}} phalanx]] formation, with the one in front giving the orders.
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** Olimar. Thankfully, because he is pretty much useless without his Pikmin.

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** Olimar. Thankfully, because he is pretty much useless without his Pikmin.

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* ''Franchise/{{Pokemon}}'' are a PartyInMyPocket, of course (it's right there in the name), except in the ''Yellow'' version, which takes its cues from the anime and has your starter Pikachu following along behind you. You can turn around to check its mood at any time. ''[=HeartGold/SoulSilver=]'' do the same with whichever Pokémon is in the lead slot.

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* ''Franchise/{{Pokemon}}'' are a PartyInMyPocket, of course (it's right there in the name), except in the ''Yellow'' version, which takes its cues from the anime and has your starter Pikachu following along behind you. You can turn around to check its mood at any time. ''[=HeartGold/SoulSilver=]'' do the same with whichever Pokémon is in the lead slot.slot, a feature that can be seen in any game that lets your Pokémon follow you around.


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** Falinks in the mainline ''VideoGame/PokemonSwordAndShield'' consist of six critters that look like a cross between Corinthian soldiers and [[Franchise/{{Kirby}} Waddle Dees]] that all move in [[IncrediblyLamePun phalanx]] formation, with the one in front giving the orders.
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* In ''VideoGame/ChronoTrigger'', characters followed each other a bit more realistically, although they would immediately jump into battle position when [[FightWoosh entering combat mode]]. The OnlyMostlyDead problem was moot, since they are bumped back to 1[[HitPoints hp]] after the battle. Same thing goes for ''VideoGame/ChronoCross'', albeit without characters jumping into battle position due to the fact that combat takes place on a separate screen in ''Cross''.

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* In ''VideoGame/ChronoTrigger'', characters followed each other a bit more realistically, realistically (with their cats sometimes tagging along), although they would immediately jump into battle position when [[FightWoosh entering combat mode]]. The OnlyMostlyDead problem was moot, since they are bumped back to 1[[HitPoints hp]] after the battle. Same thing goes for ''VideoGame/ChronoCross'', albeit without characters jumping into battle position due to the fact that combat takes place on a separate screen in ''Cross''.
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Almost always, the leader is able to walk right through his/her allies, as otherwise the player could get [[NPCRoadblock stuck behind]] the other party members and be confronted with the most pathetic UnintentionallyUnwinnable situation ever, making this an AcceptableBreakFromReality. You can't talk to them like you could an NPC, though. Again, partly to keep a party member in your way from blocking you from doing something else occupied on the same space/in the same area.

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Almost always, the leader is able to walk right through his/her their allies, as otherwise the player could get [[NPCRoadblock stuck behind]] the other party members and be confronted with the most pathetic UnintentionallyUnwinnable situation ever, making this an AcceptableBreakFromReality. You can't talk to them like you could an NPC, though. Again, partly to keep a party member in your way from blocking you from doing something else occupied on the same space/in the same area.
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** This also applies in the fangames ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' and ''[[VideoGame/Mother4''. Cognitive Dissonance follows the ''VideoGame/EarthBoundBeginnings'' and ''VideoGame/EarthBound'' trend of floating ghost angels for defeated party members while ''MOTHER 4'' has fallen party members dragged behind the group.

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** This also applies in the fangames ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' and ''[[VideoGame/Mother4''. Cognitive Dissonance follows the ''VideoGame/EarthBoundBeginnings'' and ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' trend of floating ghost angels for defeated party members while ''MOTHER 4'' has fallen party members dragged behind the group.
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** ''VideoGame/EarthBound'' mixes the two variants. OnlyMostlyDead characters become a weird mix of angels and ghosts (except in ''VideoGame/Mother3'', where they just slouch and drag their feet). It's kinda strange, really: you can give them a revival item to bring them back, but if you revive them through the hospital, the doctors act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] There's also at least one GuestStarPartyMember with a pronounced tendency to lag behind.

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** ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' mixes the two variants. OnlyMostlyDead characters become a weird mix of angels and ghosts (except in ''VideoGame/Mother3'', where they just slouch and drag their feet). It's kinda strange, really: you can give them a revival item to bring them back, but if you revive them through the hospital, the doctors act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] There's also at least one GuestStarPartyMember with a pronounced tendency to lag behind.
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do not wick to self.


** All main installments after ''VideoGame/DragonQuestI'' (which only had one player character to show on the screen period), excluding ''VideoGame/DragonQuestVIII'', which for some reason uses PartyInMyPocket (this isn't due to the 3D graphics because ''VideoGame/DragonQuestIX'' renders party members and the environment in 3D on less powerful hardware, but brought back AllInARow like II through VII). In a little twist, there is often a button that lets you talk to your party members, who will comment on the surroundings or tip you off about where to go next. And if any of your character's died, you ended up dragging their coffins behind you, still All In A Row.

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** All main installments after ''VideoGame/DragonQuestI'' (which only had one player character to show on the screen period), excluding ''VideoGame/DragonQuestVIII'', which for some reason uses PartyInMyPocket (this isn't due to the 3D graphics because ''VideoGame/DragonQuestIX'' renders party members and the environment in 3D on less powerful hardware, but brought back AllInARow this trope like, like it was in II through VII). In a little twist, there is often a button that lets you talk to your party members, who will comment on the surroundings or tip you off about where to go next. And if any of your character's died, you ended up dragging their coffins behind you, still All In A Row.



** Racing lines sometimes create this image. They are routes in racing tracks that are calculated and proved to be an effective way racers can make the best out of their running time. The result of every racer trying to follow the same racing line is that it seems they are driving AllInARow, even though they are not.

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** Racing lines sometimes create this image. They are routes in racing tracks that are calculated and proved to be an effective way racers can make the best out of their running time. The result of every racer trying to follow the same racing line is that it seems they are driving AllInARow, this way, even though they are not.
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-->--'''Thomas''', ''VideoGame/{{Mother 3}}''

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-->--'''Thomas''', -->-- '''Thomas''', ''VideoGame/{{Mother 3}}''
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Almost always, the leader is able to walk right through his/her allies, as otherwise the player could get [[NPCRoadblock stuck behind]] the other party members and be confronted with the most pathetic UnWinnableByMistake situation ever, making this an AcceptableBreakFromReality. You can't talk to them like you could an NPC, though. Again, partly to keep a party member in your way from blocking you from doing something else occupied on the same space/in the same area.

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Almost always, the leader is able to walk right through his/her allies, as otherwise the player could get [[NPCRoadblock stuck behind]] the other party members and be confronted with the most pathetic UnWinnableByMistake UnintentionallyUnwinnable situation ever, making this an AcceptableBreakFromReality. You can't talk to them like you could an NPC, though. Again, partly to keep a party member in your way from blocking you from doing something else occupied on the same space/in the same area.
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None

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* ''VideoGame/LiEat'': In the first game, Efina follows Leo.

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** ''VideoGame/EarthBound'' mixes the two variants. OnlyMostlyDead characters become a weird mix of angels and ghosts (except in ''VideoGame/Mother3'', where they just slouch and drag their feet). It's kinda strange really, you can give them a revival item to bring them back, but if you revive them through the hospital, the doctors act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] There's also at least one GuestStarPartyMember with a pronounced tendency to lag behind.

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** ''VideoGame/EarthBound'' mixes the two variants. OnlyMostlyDead characters become a weird mix of angels and ghosts (except in ''VideoGame/Mother3'', where they just slouch and drag their feet). It's kinda strange really, strange, really: you can give them a revival item to bring them back, but if you revive them through the hospital, the doctors act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] There's also at least one GuestStarPartyMember with a pronounced tendency to lag behind.


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* ''VideoGame/{{Deltarune}}'' takes this approach (naturally, following in the footsteps of ''Earthbound'') and even makes it a crucial part of solving a puzzle involving pressure pads on the floor. One can't be solved unless you have a third party member, which is how you convince said member to stop running off by herself.

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