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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Is there a trope where the player/party/heroes have to destroy/deactivate/whatever multiple objects within something large like a base/spaceship/mech. But they mysteriously operate at full strength until you destroy the very last one. Like for example, lets say there are 8 engines inside the massive enemy flagship, and you're inside trying to destroy them all before the ship reaches some undefended world that you're trying to protect. But even after you destroy 7 of the engines, the ship still is travelling to the world at the same pace it was before, and the friendly fleet STILL can't manage to reach the world and protect it before mr huge ship with 1/8th power.
Another example is planting C4 on various pillars on a floor to have the ceiling cave in or something. Somehow it never does cave in, not even partially, until you destroy every last pillar in the entire floor.
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Looking for a trope about ability power reduction in computer games compared to their source material.
Two examples
- In The Darkness (comic)the shadow powers are drained in sunlight. In the game street lights do the same.
- In the film Predator the cloaking device shorts out after prolonged exposure to water, in AVP 2 a puddle will do the same.
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A couple tropes I couldn't find when I was making the page for Critical Mass:
- The specific type of Dynamic Difficulty where gameplay speeds up as you progress through the levels, like in Tetris or WarioWare.
- Game mode like "Free play" or "Practice" where all the time limits and goals are removed and you just play around in the level like a sandbox.
- The Puzzle Game page has this bit under the "Pure Puzzle" category: "It's also common for Action/Survival Puzzle games to have a "Puzzle" mode which has this kind of gameplay (or Hybrid)." That seems like a trope.
Do we have these, or should I YKTTW them?
Edited by troacctidopenNo Title Videogame
Exponential unit complexity.
In the Ultra Corps game there are four levels of Zenrin Monk and each step takes about ten times as much effort as the previous step. For example in the time it takes you to build one level 4 Zenrin you could have built 889 level 1 Zenrin. (But it only takes 45 times as much "gold" as building a single level 1 Zenrin, assuming you have the licenses and inflation doesn't kick in.)
In the Dungeons and Dragons games it also takes exponentially more experience to gain the next level, but it's more often doubling than an order of magnitude.
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Anybody knows a trope for when the player is given unlimited power while being invincible (often by the end of the game)? You know, these epic badass moments when you know you can't lose anymore and can slaughter mooks and bosses alike, but it's still fun because you feel that you earned this right?
Note: it needs to be plot-related, not given through the normal level-up course of the game. Examples are often spoilers so here goes:
Example in the Legacy of Kain series: Soul Reaver 2 has such an ending, when Raziel goes on a spree, continuously overpowered by the Soul Reaver... which allows him to slaughter the Sarafan as though they were mere mooks, despite them being described as competent warriors sooner in the game
(note: sorry, I originally posted this in Ask the Tropers...my bad!)
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Is there a trope that's like Wake-Up Call Boss, but to levels? Or in other words, a level that marks the point where the game stops going easy on you?
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Okay, so this is kind of an odd example, but I couldn't think of anywhere else to put it. If someone thinks this is the wrong place and knows where to put it, please tell me.
I was looking on the general Pokémon pages, and noticed that the Nightmare Fuel entry wasn't there. Confused, I searched for it and it came up as normal. However, when I clicked on the link that should have led to the page, I was redirected to an empty page with a red link.
I noticed some of the pages for the original series were left untouched, so I'm assuming this is a glitch?
There was no talk about taking the page down… Did it simply relocate somewhere else? I hope so, because it had a lot of interesting information…
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A game offers you choice 1 and choice 2. What you don't know is that there's a choice 3, because it doesn't actually appear: you have to know how to trigger it (or do it by chance). Alternative: the game has you follow a certain series of events, but doing an action that is not told you beforehand at a specific moment changes it. An example is the ending of Fallout 2, when you're cast out by the overseer, but if you click the inventory key at the right moment you pull out a gun and kill him.
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Hey, this may or may not be an already-categorized trope, so I figured I'd ask here before I went to YKTTW. It's a variation of All According to Plan, where the hero makes it past the gauntlet of the villain's traps and legions, only to have it rubbed in their face that they've played right into the villain's hand. It's slightly distinct from All According to Plan, though, because in this particular scenario the villain, despite claiming to have manipulated and allowed the hero into "making it this far", has by all appearances done their damndest to hinder and halt the hero at every step and turn. I see this come up more in video games than in other media, as it wouldn't be much of a game if the big bad actually called off his minions or commanded them to go easy on you. The most prominent examples come from the Metal Gear Solid series where SPOILERS GALORE BEYOND THIS POINT: Liquid brags to Snake that him using the keycards has activated the titular doomsday weapon rather than disarmed it, and that the Evil Plan would have never gotten off the ground had it not been for Snake. Yet before that Snake has to fight his way past an army of genome soldiers, the entire FOXHOUND unit of elite assassins and soldiers, and even Liquid himself in a freaking attack chopper. Ocelot essentially pulls the same BS in the fourth game, claiming that Snake fulfilled his grand scheme for him despite the fact that he personally tries to crush Snake with a giant submarine. Other examples include the Joker, especially in Arkham City and to a lesser extent in The Dark Knight, and Satan from the Dante's Inferno game.
P.S. How do I white-out spoilers?
Edited by JenovacaineopenNo Title Videogame
You know how in many RP Gs the earliest enemies you run into tend to be Killer Rabbits? Like Secret Of Mana with its Rabites, Phantasy Star Online and Rag Rappies, and other games with cute creatures out for your blood at the beginning. Then when you work your way up, you run into "cute" enemies less and less often.
Is there any sort of name for that?
Edited by HareoicopenNo Title Videogame
Do we have a trope for (mainly) videogame characters that are inherently weak but still powerful because they have a dangerous item, such as the classic Gnome with a wand of Death?
Not Amplifier Artifact or Upgrade Artifact because they both involve the Gnome's inherent attributes changing. This Gnome is just as pathetic and weak as ever - but it has a wand of Death.
EDIT: After roughly 20 minutes of searching and not finding it, I might as well start an YKTTW on this.
Edited by TheEvenPrimeopenNo Title Videogame
Is there a trope for a central location where players can challenge optional bosses and encounters? It's not just a Bonus Boss or a bonus dungeon, but a place where several optional battles can take place (ex. Kingdom Hearts has the Olympus Coliseum, Final Fantasy XIII-2 has the Coliseum, etc.)
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Does Kingdom Heart belong in What Do You Mean It For Kids or What Do You Mean It Not For Kids? A troper name Darth Megatron put Kingdom Heart on What Do You Mean It Not For Kid. He or she put What Do You Mean It Not For Kids on the Kingdom Heart YMMV page. Look at the What Do You Mean It Not For Kids Discussion page. All Kingdom Heart games are rated A All Ages in Japan. Does that mean it is for kids? Nomura never said that children can not played it did he. Kingdom Heart:Chain of memories was made for the Game Boy Advance because Nomura heard children wanted to play Kingdom Heart on it. So help me here.

I'm looking for a term describing a stat that is not available to the players, & might be overlooked, but is still an incredibly important attribute. For instance, few games really go into detail about the characters' running speeds, hitboxes, invincibility frames, jumping height, & the like. I'm not sure how much this overlaps with more traditional stats that are just not shown in the player's command menu—for instance, critical hit rate & luck.
Arguably, this would be more prevelent in action games, where the fact that characters & enemies can move throughout the environment necessitates more complicated directions than "Random Attack Value-Evasion-Defense=Damage Done."
The most obvious term that came to me was "hidden stat," but my search did not uncover anything along those lines.