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

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

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* Justified example in ''Manga/MissKobayashisDragonMaid'' when Fafnir is playing a ''VideoGame/DarkSouls'' {{Expy}}, only for Takiya to cover his eyes in response to a drunk Kobayashi stripping Tohru. The game character is then shown walking into and repetedly repeatedly swinging his sword at the wall of a hallway due to Fafnir being unable to see the screen.
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* Justified example in ''Manga/MissKobayashisDragonMaid'' when Fafnir is playing a ''VideoGame/DarkSouls'' {{Expy}}, only for Takiya to cover his eyes in response to a drunk Kobayashi stripping Tohru. The game character is then shown walking into and repetedly swinging his sword at the wall of a hallway.

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* Justified example in ''Manga/MissKobayashisDragonMaid'' when Fafnir is playing a ''VideoGame/DarkSouls'' {{Expy}}, only for Takiya to cover his eyes in response to a drunk Kobayashi stripping Tohru. The game character is then shown walking into and repetedly swinging his sword at the wall of a hallway.hallway due to Fafnir being unable to see the screen.
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[[folder:Anime & Manga]]
* Justified example in ''Manga/MissKobayashisDragonMaid'' when Fafnir is playing a ''VideoGame/DarkSouls'' {{Expy}}, only for Takiya to cover his eyes in response to a drunk Kobayashi stripping Tohru. The game character is then shown walking into and repetedly swinging his sword at the wall of a hallway.
[[/folder]]
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* in the Core era ''Videogame/TombRaider'', collision detection works fine on walls for Lara, but enemies still run when in contact to one. Doors are right out though, as Lara will run/walk in front of them until she slides to the wall beside the door.

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* in the Core era ''Videogame/TombRaider'', collision detection works fine on walls for Lara, but enemies still run when in contact to one. Doors are right out though, as Lara will run/walk in front of them until she slides to the wall beside the door. It's even worse in ''[[VideoGame/TombRaiderTheLastRevelation The Last Revelation]]'' (and by extension, levels made with the LevelEditor, which run on the ''TLR'' engine), where only the level geometry causes Lara to stop - she will run in front of urns, sarcophagi, statues, and other non-geometry 3D objects.
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[[caption-width-right:195:''[[WebComic/AwkwardZombie I'm helpiiiiiiing]]'']]

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[[caption-width-right:195:''[[WebComic/AwkwardZombie [[caption-width-right:195:''[[Webcomic/AwkwardZombie I'm helpiiiiiiing]]'']]
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* ''VideoGame/EccoTheDolphin: Defender of the Future'' had an AttractMode that occasionally did this. Normally the previews would play through the level normally for a minute or so before going back to the title screen, but every now and then ''something'' caused Ecco to instead go ever-so-slightly off course, causing him to go through all the rest of the motions of the demo while mashing his face up against a wall.
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* ''Film/TheMenWhoStareAtGoats'' opens with a strait-laced military general getting up from his desk and running straight into a wall. [[spoiler:It's revealed later that he was trying to use his psychic powers to run through it.]] This is followed up by a disclaimer reading: [[NotMakingThisUpDisclaimer More of this film is true than you would believe]].

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* ''Film/TheMenWhoStareAtGoats'' opens with a strait-laced military general getting up from his desk and running straight into a wall. [[spoiler:It's revealed later that he was trying to use his psychic powers to run through it.]] This is followed up by a disclaimer reading: [[NotMakingThisUpDisclaimer "[[NotMakingThisUpDisclaimer More of this film is true than you would believe]]."
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In most media, it's a {{Comedy Trope|s}} where the affliction's caused by the character is being incompetent, misled, etc. and steered into a dead end. And staying in that dead end. Alternately, it may be an overdramatic gesture to bonk one's head against a wall as if punishing oneself for one's mistakes or perceived idiocy; that one can be TruthInTelevision[[note]] but you local skull doctor says you shouldn't put too much strength into it. [[CaptainObvious It hurts.]] [[ComicallyMissingThePoint And it scrapes the wallpaper.]][[/note]].

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In most media, it's a {{Comedy Trope|s}} where the affliction's caused by the character is being incompetent, misled, etc. and steered into a dead end. And staying in that dead end. Alternately, it may be an overdramatic gesture to bonk one's head against a wall as if punishing oneself for one's mistakes or perceived idiocy; that one can be TruthInTelevision[[note]] but you local skull doctor says you shouldn't put too much strength into it. [[CaptainObvious It hurts.]] [[ComicallyMissingThePoint hurts. And it scrapes the wallpaper.]][[/note]].
[[/note]].
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* In ''VideoGame/AssassinsCreed'', some characters appear to become... [[SomethingElseAlsoRises a little]] [[CargoShip more than obsessed]] with walls out of nowhere, due to the "pushing" animation appearing on loop. Read about it in Webside/{{Cracked}} [[http://www.cracked.com/blog/the-5-most-hilarious-abuses-video-game-glitches/ here]].

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



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

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

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* In ''Film/FinalDeployment4QueenBattleWalkthrough'', this occurs to one of the main characters, Blair Trigger, as he goes through his house, bonking into walls. To be fair, this wasn't entirely his fault; [[spoiler:it was rather the person who was controlling him, as he's in his own game.]]



[[folder: Video Games]]

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[[folder: Video [[folder:Video Games]]



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

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



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* In Series/FinalDeployment4QueenBattleWalkthrough, this occurs to one of the main characters, Blair Trigger, as he goes through his house, bonking into walls. To be fair, this wasn't entirely his fault; [[spoiler: it was rather the person who was controlling him, as he's in his own game.]]
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Added an entry relating to Final Deployment 4.

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* In Series/FinalDeployment4QueenBattleWalkthrough, this occurs to one of the main characters, Blair Trigger, as he goes through his house, bonking into walls. To be fair, this wasn't entirely his fault; [[spoiler: it was rather the person who was controlling him, as he's in his own game.]]
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** In ''Discworld/GoingPostal'' Mr. Tiddles, an extremely old cat, is so set in his ways that if one of the chairs in the Post Office ''isn't'' moved as he comes in, he'll stand there bonking his head against it.
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* Pebbles in ''WesternAnimation/TheFlintstones'' frequently crawls into a wall like an errant roomba, only to have her doting mother pick her up and preposition her heading into a different direction.
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Adding a pure example of the trope.

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*In ''Film/THX1138'', the robot cops are seen malfunctioning and running into walls, which after the police tensions of the late 60's was apparently very amusing.
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** In ''Creatures 3'' and ''Creatures Docking Station'', part of the wallbonking stimulus went unused, preventing creatures from feeling pain and fear or being injured when they walked into something. Players experimented with reenabling it to see if this would discourage them from running into walls -- and creatures promptly began wallbonking themselves to death. Turns out that even though they instinctively retreat from things that scare them, they can't perceive walls at all and instead flee from any nearby object/creature, repeatedly hitting that same wall in the process.
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In most media, it's a {{Comedy Trope|s}} where the affliction's caused by the character is being incompetent, misled, etc. and steered into a dead end. And staying in that dead end.

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In most media, it's a {{Comedy Trope|s}} where the affliction's caused by the character is being incompetent, misled, etc. and steered into a dead end. And staying in that dead end.
end. Alternately, it may be an overdramatic gesture to bonk one's head against a wall as if punishing oneself for one's mistakes or perceived idiocy; that one can be TruthInTelevision[[note]] but you local skull doctor says you shouldn't put too much strength into it. [[CaptainObvious It hurts.]] [[ComicallyMissingThePoint And it scrapes the wallpaper.]][[/note]].
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* ''WebVideo/{{Petscop}}'': Marvin does this in episode 8: a good reminder that it's all happening inside a videogame.
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* In ''Videogame/EliteDangerous'', [=NPCs=] and the docking computer are ''usually'' good with docking at space stations, but it's not uncommon to things to go wrong. The Beluga Liner starship is infamous for getting stuck in the 'mailslot' airlock because of its ginormous tailfuns, whereupon the station will blast it to pieces because [[FelonyMisdemeanor loitering is a crime punishable by death]]. If too many ships attempt to enter or leave the mailslot at once, they'll start grinding against each other, bouncing back and forth until the station murders them all.
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* A possible bug in almost any LegoAdaptationGame is for characters you're not controlling at the time to constantly run into a wall or other obstacle. Sometimes it's because they can't follow the active character, other times it seems to be for no reason at all.

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* A possible bug in almost any LegoAdaptationGame VideoGame/LegoAdaptationGame is for characters you're not controlling at the time to constantly run into a wall or other obstacle. Sometimes it's because they can't follow the active character, other times it seems to be for no reason at all.
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* ''WebComic/BrawlInTheFamily'' made [[http://brawlinthefamily.keenspot.com/2013/08/27/505-comic-review-pikmin-3/ a comic review]] for ''VideoGame/{{Pikmin}} 3'', illustrating that some pikmin tend to get stuck because of this trope, and gives it a 9/10 rating [[BrickJoke because the 10th pikmin was still behind that wall]].

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* ''WebComic/BrawlInTheFamily'' made [[http://brawlinthefamily.keenspot.com/2013/08/27/505-comic-review-pikmin-3/ com/comic/505-comicreviewpikmin3/ a comic review]] for ''VideoGame/{{Pikmin}} 3'', illustrating that some pikmin tend to get stuck because of this trope, and gives it a 9/10 rating [[BrickJoke because the 10th pikmin was still behind that wall]].
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* Fairly justified for the visually impaired. To discover the layout of rooms/hallways, constant outlining is all but required for the first few trips. While experienced travelers can typically avoid the more painful collisions, the fact is it's bound to happen regardless. Most take it in good humor.
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In video games, however, it most often shows up as a common [[ErrorIndex glitch]]. Collision data is complicated -- No matter how smart the AI is, there's bound to be some problems where they forget the location of a wall or a building and just try to run through it, sometimes for hours if the player doesn't intervene somehow. Another, more common variation is that they strangely slide sideways while running until they find a path that they ''can'' run through. This is often caused by TheAllSeeingAI when the player's location is always detected, but in exchange for everything else. As minor instances are pretty common, generally only examples that either affect gameplay or are [[GoodBadBugs interesting to look at]] should be added for this type. If a player's avatar in an online game winds up doing this, it's usually a consequence of {{lag}}.

to:

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

to:

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

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* Most of the main games in the Franchise/ShinMegamiTensei series have grid-based movement,so you will end up being very good friends with the walls,especially if you're running.
** The same thing happens in Franchise/ShinMegamiTenseiPersona.

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* Most of the main games in the Franchise/ShinMegamiTensei ''Franchise/ShinMegamiTensei'' series have grid-based movement,so you will end up being very good friends with the walls,especially if you're running.
running. ''VideoGame/ShinMegamiTenseiStrangeJourney'' even gives you achievements for this, with some snarky side text to boot.
-->"Ran into walls 255 times! Fear not: the demonica's superior build quality won't get so much as a scratch. The most advanced materials were used to create it, and can take any punishment. ...Even so, 255 times is a bit much. calm down spaz."
** The same thing happens in Franchise/ShinMegamiTenseiPersona.''Franchise/ShinMegamiTenseiPersona''.
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* Standard trick in ''Videogame/GrandTheftAuto'' when you have to protect a character from becoming target practice for the enemy. Carry him elsewhere where he can safely wallbonk when you gun down the enemies on your own - his firepower on your side wouldn't have made a difference anyway.

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The video game variant is a subtrope of ArtificialStupidity. [[IThoughtItMeant Not to be confused with]] DarthWiki/WallBanger, and ''definitely'' not with WallBangHer.

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

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