The TVTropes Trope Finder is where you can come to ask questions like "Do we have this one?" and "What's the trope about...?" Trying to rediscover a long lost show or other medium but need a little help? Head to Media Finder and try your luck there. Want to propose a new trope? You should be over at the Trope Launch Pad.
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openInversion of Gameplay/Story Integration? Videogame
In Persona 5 Strikers there's this boss whose shtick is that he pretends to be the character of his novel, an isekai demon king. When he gets hit by Bless attacks, one of his weaknesses, he makes up a reason for it, that reason being that the gods don't like him. He does the same thing for some swords that also hit his weakness.
openSuper move is stronger version of special move Videogame
A super move (ala fighting games, shonen battles, etc) that resembles a stronger version of an existing special moves
- Shinku Hadoken and various super arts (Street Fighter)
- Gum Gum Jet Pistol (One Piece)
- Power Geyser (Fatal Fury)
- Sacred Edge (Guilty Gear)
open'Unnatural' markings Videogame
Things on the body that isn't natural, rather than other things: ie, Kratos' (from God of War) white skin is from the ashes of the town, not his natural white skin. For another random example, having black hair but it isn't naturally black, its covered with soot.
(Can't really find a better medium since there's no 'general', sorry if I put it on wrong)
openSpin-off character now in main cast Videogame
I'm specifically referring to cases where characters that were introduced in a spinoff game/show that was fairly separated from the main plot are now part of the main cast in the next instalment of the series.
openThey Wasted A Perfectly Good Mechanic Videogame
Something along the lines of They Wasted a Perfectly Good Plot, except for a game mechanic. Or maybe it goes by a different name like Underused Game Mechanic except the mechanic is not there at all when it makes perfect sense to be there.
open"Around the Room" Menu Videogame
After playing through Jet Set Radio, I've been thinking: is there a trope for the general concept of a menu being a physical location with the options taking the form of objects within the building, where you generally either scroll through the options or walk around to access them? I've seen this in a few places, such as:
- Most of the menus in Mario Party 1
- The GG's hideout in Jet Set Radio
- The safehouses in Sly Cooper, particularly Sly Cooper: Thieves in Time
- The hub in Ape Escape 2
open"Mid-Range Master"/Footsies Character Videogame
Characters who excel in mid-range combat. Not quite Close-Range Combatants, but also not Long-Range Fighters. A lot of their strategy is focused baiting and poking opponents with strong basic attacks. Their attacks tend to have a bit of end lag.
Examples:
- Fighting Games:
- Nagoriyuki from Guilty Gear
- Karin from Street Fighter
- Pyra from Smash Ultimate
- Action Games:
- Vergil from Devil May Cry
- Greatsword wielders from Dark Souls/other Fromsoft titles
openTank Class Videogame
I know Damager, Healer, Tank is a trope, but what about just Tanks on their own?
openA specific kind of Gameplay And Story Segregation? Videogame
I'm creating a trope page for YouTuber Alasdair Beckett-King, and in this
video he makes fun of how the gameplay of early 2000s-era games often don't match up with the high-quality cutscenes used to market them. There's Gameplay and Story Segregation, but none of the tropes I've seen seem to fit this kind of dissonance.
Edit: Sorry, had the wrong video link. It's been corrected.
Edited by harryhenryopenHalfpipe/Skateboarding Mechanic Videogame
Do we have a page for inserting skate-/snowboarding (sometimes surfing) mechanics into other genres, typically platformers? I'm thinking of using ramps or halfpipes to build momentum, like Metroid Prime's morph ball halfpipes, or the slopes and bowls in Psychonauts.
Could also be covered by trope that's just about game mechanics crossing genres in general, or possibly video game movement/traversal tropes. I'm looking on the Video Game Physics index, and it might be there, but if it is I'm missing it.
Edited by UnsungopenProximity Attack Videogame
An attack that's only usable at a certain distance from a target.
-Close vs. Far normals in fighting games (Street Fighter, King of Fighters, Guilty Gear, etc.)
-Knives from Metal Slug
-Samira's auto attack from League of Legends
Edited by IkeaHanopenLong-Range Bonus Videogame
I think I remember there being a trope where the bullets you fire are discernably stronger if your target is far enough from you and/or the bullets travel far enough. Any clue what it is?
Edited by dynamicDiscoveryopen"No room to stop moving" boss Videogame
Is there a trope that would cover a real-time video game boss fight that's so busy with attacks, both widespread and homing, that the player has little room to do anything but dodge for most of the battle? I'm not just thinking of fights that force you to wait out an attack sequence to get an opening, since those can be tedious but easy, but rather, fights that really place a lot of challenge on actually surviving until you can attack back. I'm thinking of things like the Snatcher and his insanely harder upgrades in A Hat in Time and Lord Electrode in Pokémon Legends: Arceus as two examples.
openWasted a good opportunity? Videogame
Is there a trope for where there are two distinct versions of a video game, with elements from both used in future titles, but when re-released as a remake/remaster, only one game is brought over without adding in anything from the other version?
openContextual Special Move Videogame
a special move will have different properties, or perhaps be a different move altogether, when performed under different conditions (i.e. in the air vs. on the ground, being used during the middle of another ability,)
Follows the principles of "Versatile Verbs"
- Super Smash Bros
- The Falcon Kick (has a different trajectory in the air than on the ground)
- Steve's Mine/Craft (mine resources if used on the ground, and builds blocks when used in the air)
- Yasuo from League of Legends (His Steel Tempest ability can be used during a dash to produce a different hitbox)
- Akuma's Gohado from Street Fighter (A horizontal projectile on the ground, angled in the air)
openTightrope level Videogame
A level where you have to walk across a very narrow thing (which may be an actual tightrope) without falling. Example: Level 24: The Chasm from Doom II makes you do this for about 75 percent of the level, with the ledge literally getting about a pixel wide near the end (the only reason you don't fall is due to Hitbox Dissonance).
Edited by BootlebatopenReviving Double Boss Videogame
A boss consisting of two enemies, but if one is killed, the other will try to revive the other.
openBad Video Game Graphics Videogame
Besides Stylistic Suck (if it's purposeful), is there anything that applies to bad graphics in a video game?
Edited by RandomTroper123

In video games, the deeper you go Beneath The Earth the better resources you find, with progressively more difficult challenges (not necessarily monsters, could be environmental hazards) to match the rewards. Some resources are available only from a certain depth below, to encourage risky ventures there.