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* ''IWannaBeTheGuy'' has both Depth Deception and this.

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* ''IWannaBeTheGuy'' has both Depth Deception DepthDeception and this.
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* Rygar had this issue in the overhead areas. If you jump, your Diskarmor would register a hit on whatever was in the same place on the screen, even though your hero's shadow was about six tiles below. Savvy players could use this trick to easily defeat one of the bosses.
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A fairly common [[ClassicVideoGameScrewYous FU]] found chiefly in SideView. Before the days of 3D graphics, gamers were only concerned with three layers: the background, the foreground, and the "main layer" in between that the player actually resided on. This is the only layer that is supposed to matter. Sometimes the foreground might [[ObstructiveForeground block your view]], and [[BackgroundBoss some]] [[InvincibleMinorMinion guys]] may attack from the background, but that's it.

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A fairly common [[ClassicVideoGameScrewYous FU]] found chiefly in SideView. Before the days of 3D graphics, gamers were only concerned with three layers: the background, the foreground, and the "main layer" in between that the player actually resided on. This is the only layer that is supposed to matter. Sometimes the foreground might [[ObstructiveForeground block your view]], and [[BackgroundBoss some]] [[InvincibleMinorMinion guys]] may attack from the background, but that's it.
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* The "shoot through walls" variety is [[JustifiedTrope Justified]] in the ''{{Metroid}}'' series, where Samus can only shoot through walls if she has the Wave Beam, which explicitly has the ability to penetrate solid matter.
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* Speaking of being unable to walk behind trees ... don't even get me ''started'' on the {{Pokemon}} games.

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* Speaking of being unable to walk behind trees ... don't even get me ''started'' started on the {{Pokemon}} ''{{Pokemon}}'' games.
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* Super Maro bros 3 where you could hide behind the background of certain levels.
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The most common instance of this is enemies and bullets (''their'' bullets) that go through walls by overlapping them. Most gamers just take this for granted, as it has been happening since ''SuperMarioBros'' with bullet bills, if not earlier than that.

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The most common instance of this is enemies and bullets (''their'' bullets) that go through walls by overlapping them. Most gamers just take this for granted, as it has been happening since ''SuperMarioBros'' with bullet bills, Bullet Bills, if not earlier than that.
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** While we're on the subject of ''TheLegendOfZelda'', this trope also affects at least one main series game: ''[[TheLegendOfZeldaLinksAwakening Link's Awakening]]''. The game uses isometric perspective but lacks Z-layers, so it's possible to, say, jump between platforms and get hit by an enemy on the ground "below" Link because the enemy and Link are at the same height on the screen, even though perspective implies they shouldn't be touching. This was fixed in the ''[[TheLegendOfZeldaOracleGames Oracle]]'' games, which use the same engine.

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** While we're on the subject of ''TheLegendOfZelda'', this trope also affects at least one main series game: ''[[TheLegendOfZeldaLinksAwakening Link's Awakening]]''. The game uses isometric perspective but lacks Z-layers, Z-levels, so it's possible to, say, jump between platforms and get hit by an enemy on the ground "below" Link while swinging the sword at the crest of a jump because Link and the enemy and Link are at the same height on the screen, even though perspective implies they shouldn't be touching. that the enemy is below and to the side of Link. This was fixed in [[TheLegendOfZeldaOracleGames the ''[[TheLegendOfZeldaOracleGames Oracle]]'' games, Oracle games]], which use the same engine.
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** While we're on the subject of ''TheLegendOfZelda'', this trope also affects at least one main series game: ''[[TheLegendOfZeldaLinksAwakening Link's Awakening]]''. The game uses isometric perspective but lacks Z-layers, so it's possible to, say, jump between platforms and get hit by an enemy on the ground "below" Link because the enemy and Link are at the same height on the screen, even though perspective implies they shouldn't be touching. This was fixed in the ''[[TheLegendOfZeldaOracleGames 'Oracle]]'' games, which use the same engine.

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** While we're on the subject of ''TheLegendOfZelda'', this trope also affects at least one main series game: ''[[TheLegendOfZeldaLinksAwakening Link's Awakening]]''. The game uses isometric perspective but lacks Z-layers, so it's possible to, say, jump between platforms and get hit by an enemy on the ground "below" Link because the enemy and Link are at the same height on the screen, even though perspective implies they shouldn't be touching. This was fixed in the ''[[TheLegendOfZeldaOracleGames 'Oracle]]'' Oracle]]'' games, which use the same engine.
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** While we're on the subject of ''TheLegendOfZelda'', this trope also affects at least one main series game: ''[[TheLegendOfZeldaLinksAwakening Link's Awakening]]''. The game uses isometric perspective but lacks Z-layers, so it's possible to, say, jump between platforms and get hit by an enemy on the ground "below" Link because the enemy and Link are at the same height on the screen, even though perspective implies they shouldn't be touching. This was fixed in [[TheLegendOfZeldaOracleGames the ''Oracle'' games]], which use the same engine.

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** While we're on the subject of ''TheLegendOfZelda'', this trope also affects at least one main series game: ''[[TheLegendOfZeldaLinksAwakening Link's Awakening]]''. The game uses isometric perspective but lacks Z-layers, so it's possible to, say, jump between platforms and get hit by an enemy on the ground "below" Link because the enemy and Link are at the same height on the screen, even though perspective implies they shouldn't be touching. This was fixed in [[TheLegendOfZeldaOracleGames the ''Oracle'' games]], ''[[TheLegendOfZeldaOracleGames 'Oracle]]'' games, which use the same engine.
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** While we're on the subject of ''TheLegendOfZelda'', this trope also affects at least one main series game: ''[[TheLegendOfZeldaLinksAwakening Link's Awakening]]''. The game uses isometric perspective but lacks Z-layers, so it's possible to, say, jump between platforms and get hit by an enemy on the ground "below" Link because the enemy and Link are at the same height on the screen, even though perspective implies they shouldn't be touching. This was fixed in [[TheLegendOfZeldaOracleGames the ''Oracle'' games]], which use the same engine.
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* The otherwise excellent GoldenSun suffers from this, in that sometimes, due to the overhead view, it's difficult to tell if a pillar is standing upright or lying down. It can also be tricky to gauge distance between platforms, resulting in several minutes of random wanderings until you accidentally stumble across the solution. Thankfully, it only happens occasionally.
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* The first ''WizardsAndwarriors'' game had floating treestumps in the forest level.

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* The first ''WizardsAndwarriors'' ''WizardsAndWarriors'' game had floating treestumps tree stumps in the forest level.
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* The first ''WizardsAndwarriors'' game had floating treestumps in the forest level.

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* [[{{Shmup}} Space shooters]] in general are likely to allow enemies and their bullets to fly in front of walls in your way, and yet they still affect your layer. Sometimes walls are electric or made of HardLight that enemies can pass through to avert this.

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* [[{{Shmup}} Space shooters]] in general are likely to allow enemies and their bullets to fly in front of walls in your way, and yet they still affect your layer. Sometimes walls are electric or made of HardLight that enemies can pass through to avert this. Additionally, since the player's ship's hitbox is usually very small, bullets will appear to pass over it without colliding... unless the bullet hits the very center of the ship.
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A fairly common [[ClassicVideoGameScrewYous FU]] found chiefly in SideView. Before the days of 3D graphics, gamers were only concerned with three layers: the background, the foreground, and the "main layer" in between that the player actually resided on. This is the only layer that is supposed to matter. Sometimes the foreground might [[ObstructiveForeground block your view]], and [[BackgroundBoss some bosses]] (and maybe [[InvincibleMinorMinion a few Mooks]] for good measure) may attack from the background, but that's it.

to:

A fairly common [[ClassicVideoGameScrewYous FU]] found chiefly in SideView. Before the days of 3D graphics, gamers were only concerned with three layers: the background, the foreground, and the "main layer" in between that the player actually resided on. This is the only layer that is supposed to matter. Sometimes the foreground might [[ObstructiveForeground block your view]], and [[BackgroundBoss some bosses]] (and maybe some]] [[InvincibleMinorMinion a few Mooks]] for good measure) guys]] may attack from the background, but that's it.

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* ''TheLegendOfZeldaCDIGames'' had numerous problems with that. For an example, a top part of one of the pillars blocks the player but the bottom part doesn't.

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* ''TheLegendOfZeldaCDIGames'' had numerous problems with that. For an example, a top part of one of the pillars blocks the player but the bottom part doesn't. Many screens use painted landscapes that have a lot of depth, but the gameplay is strictly 2D like at 6:40 [[http://screwattack.com/videos/AVGN-CDi-Part-2 here]].
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** Also seen in ''[[ConTra Super C]]''.

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** Also seen in ''[[ConTra ''[[{{Contra}} Super C]]''.
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** ''Warcraft II'' had submarines which could only hit other ships; they could hit over land. This is a limitation of the pathing code of both games, although it's made up by the fact that a unit that shoots another makes itself visible(and thus shootable) even if you wouldn't see it normally.

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** ''Warcraft ''{{Warcraft}} II'' had submarines which could only hit other ships; they could hit over land. This is a limitation of the pathing code of both games, although it's made up by the fact that a unit that shoots another makes itself visible(and thus shootable) even if you wouldn't see it normally.
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* As quoted, ''TheWizardOfOz'' for the SNES features some incredible examples. Aside from the mouse, there are are grandfather clocks you can go in front of... but the hands on them [[CollisionDamage hurt you]].

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* As quoted, ''TheWizardOfOz'' for the SNES features some incredible examples. Aside from the mouse, there are are grandfather clocks you can go in front of... but the hands on them [[CollisionDamage hurt you]].
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* Mega Man is an early example of a game where your bullets go through walls.
* In CastlevaniaDawnOfSorrow, the Final Boss (Menace) can hit you (for a lot of damage) with a foot that is clearly in the background behind Soma. It even is of a darker shade to emphasize that is indeed in the background.

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* Mega Man ''MegaMan'' is an early example of a game where your bullets go through walls.
* In CastlevaniaDawnOfSorrow, ''CastlevaniaDawnOfSorrow'', the Final Boss (Menace) can hit you (for a lot of damage) with a foot that is clearly in the background behind Soma. It even is of a darker shade to emphasize that is indeed in the background.
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The most common instance of this is enemies and bullets that go through walls by overlapping them. Most gamers just take this for granted, as it has been happening since ''SuperMarioBros'' with bullet bills, if not earlier than that.

to:

The most common instance of this is enemies and bullets (''their'' bullets) that go through walls by overlapping them. Most gamers just take this for granted, as it has been happening since ''SuperMarioBros'' with bullet bills, if not earlier than that.
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** The same happens in SuperRobotWars games.
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* The NES game based on ''RobinHood: Prince of Thieves'' was insane with this: Much like the ''Little Red Hood'' example above, the game played out in an isometric perspective, which factored into the collision detection, forcing players to swerve around towers so as not to walk straight into their peaks ''on ground level''.

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* The NES game based on ''RobinHood: Prince of Thieves'' was insane with this: this, as shown in the picture at the top: Much like the ''Little Red Hood'' example above, the game played out in an isometric perspective, which factored into the collision detection, forcing players to swerve around towers so as not to walk straight into their peaks ''on ground level''.

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* Pretty much the same problem was present in the overworld of ''Mickey's Racing Adventure'' for the Game Boy. The Treehouse Glade in particular is made rather maze-like by your inexplicable inability to walk behind trees. And don't even get me ''started'' on the {{Pokemon}} games...

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* Pretty much the same problem was present in the overworld of ''Mickey's Racing Adventure'' for the Game Boy. The Treehouse Glade in particular is made rather maze-like by your inexplicable inability to walk behind trees. And trees.
* Speaking of being unable to walk behind trees ...
don't even get me ''started'' on the {{Pokemon}} games...games.
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* In the NintendoWars franchise, planes can fly over any space, but can't pass through spaces occupied by other units. Even ground units. Even naval units. [[BeyondTheImpossible Even submerged submarines.]]
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* ''TheLegendOfZeldaCDIGames'' had numerous problems with that.

to:

* ''TheLegendOfZeldaCDIGames'' had numerous problems with that. For an example, a top part of one of the pillars blocks the player but the bottom part doesn't.
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When this trope is in effect, you can throw all the rules of background vs. foreground out the window. Those GoddamnBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them[[hottip:*:if they're GoddamnedBats, and you're not a OneHitPointWonder, then they're probably positioned ''just'' right to drive you into something that ''will'' kill you instantly]]. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes.

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When this trope is in effect, you can throw all the rules of background vs. foreground out the window. Those GoddamnBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them[[hottip:*:if they're GoddamnedBats, and you're not a OneHitPointWonder, then they're probably positioned ''just'' right to drive you into something that ''will'' kill you instantly]]. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes.
strikes. If you're lucky, you can shoot through walls too.
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[[quoteright:317:http://static.tvtropes.org/pmwiki/pub/images/perplex2b_8754.JPG]]
[[caption-width-right:317:The tower is blocking him.]]

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