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* PlayerNudge: After recieving the newspaper in ''Door 3'', showing it to Clove has her remark on why the word "RAINSTORM" is specifically circled, as if it was a codeword or something. This is the password needed to connect the local backdoors to the train's destination.

to:

* PlayerNudge: After recieving receiving the newspaper in ''Door 3'', showing it to Clove has her remark on why the word "RAINSTORM" is specifically circled, as if it was a codeword or something. This is the password needed to connect the local backdoors to the train's destination.

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* DugTooDeep: Parodied in ''Door 2'', where [[spoiler:The Gearworks gets shut down when their new factory wing expansion project ends up uncovering a huge cache of water.]]

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* DugTooDeep: Parodied in ''Door 2'', where [[spoiler:The Gearworks gets shut down when their new factory wing expansion project ends up uncovering a huge cache of water. Since this was found by a society of robots, this is the equivalent to humans discovering a toxic gas leak.]]



* HeroicMime

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* HeroicMimeHeroicMime: The player character is one, who doesn't speak at all.
* HiddenInPlainSight: Clover the robot manages to look just enough like a human to secretly hide among them just out of curiosity and fun.



* RunawayTrain: [[spoiler:While showing off how he can manipulate the ROOT computer of the avian world, the phone accidentally gets it wet, causing a rift to open up and send the train to the backdoors. The player has to activate a tracking device in the engine room so the phone can pinpoint it and send it to its destination.]]

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* RunawayTrain: [[spoiler:While showing off how he can manipulate the ROOT computer of the avian world, the phone accidentally gets it wet, causing a rift to open up and send the train to the backdoors.backdoors, which is especially dangerous considering it's running around the backstage of reality and could cause serious damage. The player has to activate a tracking device in the engine room so the phone can pinpoint it and send it to its destination.]]
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Might HAVE, not might OF.


* CouldSayItBut: The phone could say that [[spoiler: it might of been his fault the train went off the rails because he tried to show off, and that it was a really good thing that the player saved the day.]] But he's not going to.

to:

* CouldSayItBut: The phone could say that [[spoiler: it might of have been his fault the train went off the rails because he tried to show off, and that it was a really good thing that the player saved the day.]] But he's not going to.

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* FantasticRacism: Most robots in the underground city don't like humans much, but they've also been separated for so long that the robots forgot what humans look like.
* FloorboardFailure: There's a cabinet in ''Door 1'' that can be moved onto weaker flooring, which results in it crashing through the floor later in the game.


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** ''Door 1'': [[spoiler:After entering the first room of the Backdoors from the basement, head up an invisible path to an island with the game's developer in bed. Talk to him, and he'll give you an Easter Egg. Go back to the house and use the Egg on the fridge, which has a note saying "GET EGGS".]]
** ''Door 2'': [[spoiler:Give a bucket of water to the disguised human in the bar. He'll explain who he is and give you an Easter Egg. Take the Egg to the park and use it on the chicken statue.]]
** ''Door 3'': [[spoiler:After the train docks at the station, go back onto it and wake up the sleeping passenger, who gives you an Easter Egg. Go back to the first station and attempt to give the egg to the hungry bird, who instead leaves in disgust.]]
* FantasticRacism: Most robots in the underground city don't like humans much, but they've also been separated for so long that the robots forgot what humans look like.
* FloorboardFailure: There's a cabinet in ''Door 1'' that can be moved onto weaker flooring, which results in it crashing through the floor later in the game.

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* BirdPeople: ''Door 3'' is set in a society of these.

to:

* BirdPeople: ''Door 3'' is set in a society of these. They evolved from regular birds and became the dominant species of their world. They specialise in flying public transport.



* ChekhovsBoomerang: ''Door 3'' introduces you to the Skeleton Key, which connects locked doors with keyholes to other nearby locked doors. This becomes a focal puzzle mechanic and [[spoiler:when trying to get to the engine room in the endgame, Clove remembers how the key works and locks herself in a room so you can use her locked door with the nearby one to bypass an NPCRoadblock.]]



* DugTooDeep: Parodied in ''Door 2'', where [[spoiler:The Gearworks gets shut down when their new factory wing expansion project ends up uncovering a huge cache of water.]]



* ImprovisedParachute: At the start of ''Door 2'', the player has to use the towel as a parachute. It's also get lift from [[VentPhysics air vents]] in ''Door 3''.

to:

* ImprovisedParachute: At the start of ''Door 2'', the player has to use the towel as a parachute. It's also get lift used to fly upwards from [[VentPhysics air vents]] in ''Door 3''.



* PaperThinDisguise: There's a shopkeeper in the second episode that refuse to sell the player character anything until he makes a disguise out of an actual paper bag. Clove also uses one to get multiple attempts at a lottery in ''Door 3''.

to:

* PaperThinDisguise: There's a shopkeeper in the second episode that refuse to sell the player character anything until he makes a disguise out of an actual paper bag. Clove also uses the same one to get multiple attempts at a lottery in ''Door 3''.3''.
* PlayerNudge: After recieving the newspaper in ''Door 3'', showing it to Clove has her remark on why the word "RAINSTORM" is specifically circled, as if it was a codeword or something. This is the password needed to connect the local backdoors to the train's destination.



* RunawayTrain: [[spoiler:While showing off how he can manipulate the ROOT computer of the avian world, the phone accidentally gets it wet, causing a rift to open up and send the train to the backdoors. The player has to activate a tracking device in the engine room so the phone can pinpoint it and send it to its destination.]]



* ShoutOut: The first episode opens with the player falling in a way reminiscent of the first VideoGame/{{Myst}} game.

to:

* ShoutOut: ShoutOut:
**
The first episode opens with the player falling in a way reminiscent of the first VideoGame/{{Myst}} game.game.
** ''Door 2'' mentions that the police are aiming for a world record of most blocked roads, similar to a comment in ''VideoGame/EarthBound1994'' regarding the Onett police force.



* TheStinger: ''Door 3'' ends with [[spoiler:two people in a different world watching a meteor shower, only to realise that not only are there lots of them, but they're getting bigger...]]



* VideoGameCaringPotential: You can optionally return the keycard to the conductor at the end of ''Door 3'', after the player doesn't need it anymore.

to:

* VideoGameCaringPotential: You VideoGameCaringPotential:You can optionally return the keycard to the conductor at the end of ''Door 3'', after the player doesn't need it anymore.anymore. You can also use the towel to dry off the unlucky wet passenger.
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Added DiffLines:

* BirdPeople: ''Door 3'' is set in a society of these.
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Three episodes have been released, called Door 1, Door 2, and Door 3.

to:

Three episodes have been released, called Door 1, Door 2, ''Door 1'', ''Door 2'', and Door 3.''Door 3''.



* ArtificialGravity: The house in Door 1 has a device that resembles a thermostat that can change how strong the gravity is in the house.

to:

* ArtificialGravity: The house in Door 1 ''Door 1'' has a device that resembles a thermostat that can change how strong the gravity is in the house.



* BlockPuzzle: There's a simple sliding block puzzle in Door 1.

to:

* BlockPuzzle: There's a simple sliding block puzzle in Door 1.''Door 1''.



* FloorboardFailure: There's a cabinet in Door 1 that can be moved onto weaker flooring, which results in it crashing through the floor later in the game.

to:

* FloorboardFailure: There's a cabinet in Door 1 ''Door 1'' that can be moved onto weaker flooring, which results in it crashing through the floor later in the game.



* ICanSeeYou: If you ignore the ringing phone at the end of Door 1, it informs you that it can see you walking off.
* ImprovisedParachute: At the start of Door 2, the player has to use the towel as a parachute. It's also get lift from [[VentPhysics air vents]] in Door 3.

to:

* ICanSeeYou: If you ignore the ringing phone at the end of Door 1, ''Door 1'', it informs you that it can see you walking off.
* ImprovisedParachute: At the start of Door 2, ''Door 2'', the player has to use the towel as a parachute. It's also get lift from [[VentPhysics air vents]] in Door 3.''Door 3''.



* PaperThinDisguise: There's a shopkeeper in the second episode that refuse to sell the player character anything until he makes a disguise out of an actual paper bag. Clove also uses one to get multiple attempts at a lottery in Door 3.
* PoliceAreUseless: In Door 2, the police are too busy beating the world record for most streets closed to help you with a kidnapping case.
%%* ProneToTears: Aert, a robot from Door 2.

to:

* PaperThinDisguise: There's a shopkeeper in the second episode that refuse to sell the player character anything until he makes a disguise out of an actual paper bag. Clove also uses one to get multiple attempts at a lottery in Door 3.
''Door 3''.
* PoliceAreUseless: In Door 2, ''Door 2'', the police are too busy beating the world record for most streets closed to help you with a kidnapping case.
%%* ProneToTears: Aert, a robot from Door 2.''Door 2''.



* VideoGameCaringPotential: You can optionally return the keycard to the conductor at the end of Door 3, after the player doesn't need it anymore.

to:

* VideoGameCaringPotential: You can optionally return the keycard to the conductor at the end of Door 3, ''Door 3'', after the player doesn't need it anymore.



* YouShouldntKnowThisAlready: You're not allowed to push the shelving units to escape the room you get locked in during Door 2 before speaking to the phone, or use the bucket to collect water.

to:

* YouShouldntKnowThisAlready: You're not allowed to push the shelving units to escape the room you get locked in during Door 2 ''Door 2'' before speaking to the phone, or use the bucket to collect water.
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None

Added DiffLines:

* VideoGameCaringPotential: You can optionally return the keycard to the conductor at the end of Door 3, after the player doesn't need it anymore.

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* CouldSayItBut: The phone could say that [[spoiler: it might of been his fault the train went off the rails because he tried to show off, and that it was a really good thing that the player saved the day.]] But he's not going to.



* ImprovisedParachute: At the start of Door 2, the player has to use the towel as a parachute.

to:

* ImprovisedParachute: At the start of Door 2, the player has to use the towel as a parachute. It's also get lift from [[VentPhysics air vents]] in Door 3.



* JokeAndReceive: If the player draws a fake ad for Sunflower Snacks before receiving some as part of a ChainOfDeals, he'll express surprise that it was a real brand.



* PaperThinDisguise: There's a shopkeeper in the second episode that refuse to sell the player character anything until he makes a disguise out of an actual paper bag.

to:

* PaperThinDisguise: There's a shopkeeper in the second episode that refuse to sell the player character anything until he makes a disguise out of an actual paper bag. Clove also uses one to get multiple attempts at a lottery in Door 3.



* RunningGag: In the first game you can draw something different on every picture in the house. In the second game if you try to combine the pencil and Aert's picture, the narration notes that you have to resist the urge to draw all over it.

to:

* RunningGag: In the first game you can draw something different on every picture in the house. In the second game if you try to combine the pencil and Aert's picture, the narration notes that you have to resist the urge to draw all over it. The third door has different ads that can be drawn on.


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* SureLetsGoWithThat: Clove follows the player to a world of anthropomorphic birds, and concludes that it's the surface, but wonders why all the humans are wearing bird costumes. The phone invents a festival to explain it so that he doesn't have to tell her about different worlds.
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None
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None


Two episodes have been released, called Door 1 and Door 2.

to:

Two Three episodes have been released, called Door 1 1, Door 2, and Door 2.3.



* EasterEgg: An easter egg can be found in both episodes. Using the easter egg at the right location unlocks the DeveloperRoom.

to:

* EasterEgg: An easter egg can be found in both all episodes. Using the easter egg at the right location unlocks the DeveloperRoom.
Tabs MOD

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* FragileFlower: Aert, a robot from Door 2.


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%%* ProneToTears: Aert, a robot from Door 2.
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* ArtificialGravity: The house in Door 1 has device that resembles thermostat that can change how strong the gravity is in the house.

to:

* ArtificialGravity: The house in Door 1 has a device that resembles a thermostat that can change how strong the gravity is in the house.



* ChekhovsGun: At one point you have to remove a crowbar that's jamming me gears to progress. [[spoiler: Later you have to use the same crowbar to jam different gears while rescuing Aert.]]

to:

* ChekhovsGun: At one point you have to remove a crowbar that's jamming me gears to progress. [[spoiler: Later you have to use the same crowbar to jam different gears while rescuing Aert.]]

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The nice thing about dreaming is that you can just keep falling without worrying about hitting the ground. Unfortunately this is not dream.

to:

The nice thing about dreaming is that you can just keep falling without worrying about hitting the ground. Unfortunately this is not a dream.


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* FloorboardFailure: There's a cabinet in Door 1 that can be moved onto weaker flooring, which results in it crashing through the floor later in the game.

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* ChekhovsGun: To open a door at one point you have to collect a crowbar that's jamming some gears. [[spoiler: Later you have to use the crowbar to jam some other gears to rescue Aert.]]

to:

* ChekhovsGun: To open a door at At one point you have to collect remove a crowbar that's jamming some gears. me gears to progress. [[spoiler: Later you have to use the same crowbar to jam some other different gears to rescue while rescuing Aert.]]


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* RobotRepublic: The robots have created their own city in order to get away from the humans.
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The nice thing about dreaming is that you can just keep falling without worrying about what happens next. Unfortunately this is not dream.

''[=BackDoor=]'' is an episodic AdventureGame about a monochromatic boy who crash lands in a bedroom that is not his own. That bedroom happens to be in a house that is located on the moon, so he can't just leave through the front door. And there's no one else inside the house, except for a mysterious entity that can communicate through telephones.

to:

The nice thing about dreaming is that you can just keep falling without worrying about what happens next.hitting the ground. Unfortunately this is not dream.

''[=BackDoor=]'' is an episodic AdventureGame about a monochromatic boy who crash lands in a bedroom that is not his own. That bedroom happens to be in a house that is located on the moon, so meaning he can't just leave through needs to find a way other than the front door.door to escape. And there's no one else inside the house, except for a mysterious entity that can communicate through telephones.



* EasterEgg: An easter egg can be found in both episodes.

to:

* EasterEgg: An easter egg can be found in both episodes. Using the easter egg at the right location unlocks the DeveloperRoom.



* PoliceAreUseless: In Door 2, the police are too busy beating the record for most streets closed to help you with a kidnapping case.
* RunningGag: In the first game you can draw something different on every picture in the house. In the second game if you try to combine the pencil and Aert's picture, the narration notes that you have to resist the urge to do it.

to:

* PoliceAreUseless: In Door 2, the police are too busy beating the world record for most streets closed to help you with a kidnapping case.
* RunningGag: In the first game you can draw something different on every picture in the house. In the second game if you try to combine the pencil and Aert's picture, the narration notes that you have to resist the urge to do draw all over it.



* YouShouldntKnowThisAlready: You're not allowed to push the shelving units to escape the room you get locked in during Door 2 before speaking to the phone.

to:

* YouShouldntKnowThisAlready: You're not allowed to push the shelving units to escape the room you get locked in during Door 2 before speaking to the phone.phone, or use the bucket to collect water.
Is there an issue? Send a MessageReason:
None


* ChekhovsGun: To open a door at one point you have to collect a crowbar that's jamming some gears. [[spoiler: Later you have to use the crowbar to jam some different gears to rescue Aert.]]

to:

* ChekhovsGun: To open a door at one point you have to collect a crowbar that's jamming some gears. [[spoiler: Later you have to use the crowbar to jam some different other gears to rescue Aert.]]



* ShoutOut: The first episode opens with the player falling in a way reminiscent of the first myst game.

to:

* ShoutOut: The first episode opens with the player falling in a way reminiscent of the first myst VideoGame/{{Myst}} game.
Is there an issue? Send a MessageReason:
None


* ChekhovsGun: To open a door at one point you have to collect a crowbar that's jamming some gears. [[spoiler: Later you have to use the crowbar to jam some different gears in order to rescue Aert.]]

to:

* ChekhovsGun: To open a door at one point you have to collect a crowbar that's jamming some gears. [[spoiler: Later you have to use the crowbar to jam some different gears in order to rescue Aert.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ChekhovsGun: To open a door at one point you have to collect a crowbar that's jamming some gears. [[spoiler: Later you have to use the crowbar to jam some different gears in order to rescue Aert.]]
* CuttingTheKnot: You can get an item out of a vending machine by interacting with the machine a whole bunch, or you can just smash it open with the crowbar.


Added DiffLines:

* ImprovisedParachute: At the start of Door 2, the player has to use the towel as a parachute.
* InconvenientlyPlacedConveyorBelt: There are a bunch of conveyor belts in the abandoned factory. There's one room that has a whole maze of conveyor belts, and another room where the conveyor belt acts as a BrokenBridge.


Added DiffLines:

* OminousMundanity: Robots that stand up to the Corkscrew Gang are given The Treatment.
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Added DiffLines:

* YouShouldntKnowThisAlready: You're not allowed to push the shelving units to escape the room you get locked in during Door 2 before speaking to the phone.

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* BigThinShortTrio: The Corkscrew Gang members: Cork, Screw, and Rivet.
* BlockPuzzle: There's a simple sliding block puzzle in Door 1.



* NoSell: Happens when The Treatment is used on the [[spoiler: player character]]

to:

* ICanSeeYou: If you ignore the ringing phone at the end of Door 1, it informs you that it can see you walking off.
* NoSell: Happens when The Treatment is used on the [[spoiler: the player character]]character]].


Added DiffLines:

* TheUnintelligible: Cork only talks in beeps.
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None

Added DiffLines:

The nice thing about dreaming is that you can just keep falling without worrying about what happens next. Unfortunately this is not dream.

''[=BackDoor=]'' is an episodic AdventureGame about a monochromatic boy who crash lands in a bedroom that is not his own. That bedroom happens to be in a house that is located on the moon, so he can't just leave through the front door. And there's no one else inside the house, except for a mysterious entity that can communicate through telephones.

From the talking phone, the boy learns about the back doors in reality which lead to a sort of world between other worlds, but the phone's assistance doesn't come for free.

Two episodes have been released, called Door 1 and Door 2.
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!!This game provides examples of:
*ArtificialGravity: The house in Door 1 has device that resembles thermostat that can change how strong the gravity is in the house.
*FantasticRacism: Most robots in the underground city don't like humans much, but they've also been separated for so long that the robots forgot what humans look like.
*EasterEgg: An easter egg can be found in both episodes.
*FragileFlower: Aert, a robot from Door 2.
*HeroicMime
*NoSell: Happens when The Treatment is used on the [[spoiler: player character]]
*OffscreenInertia: The narration comments that the oven will probably be on forever after you retrieve the box cutter from it without turning it off.
*PaperThinDisguise: There's a shopkeeper in the second episode that refuse to sell the player character anything until he makes a disguise out of an actual paper bag.
*PoliceAreUseless: In Door 2, the police are too busy beating the record for most streets closed to help you with a kidnapping case.
*RunningGag: In the first game you can draw something different on every picture in the house. In the second game if you try to combine the pencil and Aert's picture, the narration notes that you have to resist the urge to do it.
*ShoutOut: The first episode opens with the player falling in a way reminiscent of the first myst game.
*SinkOrSwimMentor: The phone tells the player that it's here to help the first time they meet, and then refuses to tell him how to escape the room he's in. It does teach the player about backdoors, but generally it avoids telling him how to do anything.
*WeaksauceWeakness: Robots are killed by water.
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