Bridge Logic: Difference between revisions

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{{trope}}
[[File:bridge-logic.gif|link=Space Quest|rightframe|How convenient.]]
 
{{quote|'''Milo:''' Will you look at the size of this? It's gotta be half a mile high, at least. [[Why We Can't Have Nice Things|It must have taken hundred -- no, thousands of years to carve this thing]].<br />
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* In ''[[Quest for Glory IV]]'' the player knocks down a statue of an [[Eldritch Abomination]] to cross a swamp.
** In the third game, the Fighter and the Paladin have to defeat a gargoyle (who then turns back to stone), then use ''that'' to cross the chasm.
* Featured in ''[[The Legend of Zelda: Ocarina of Time (Video Game)|The Legend of Zelda Ocarina of Time]]'s'' Shadow Temple to reach the room before the temple boss. ''[[The Legend of Zelda: Twilight Princess (Video Game)|The Legend of Zelda Twilight Princess]]'' does this as well. You have to use [[Trick Arrow|Trick Arrows]] both times to reach the base on the other side. ''[[The Legend of Zelda: Skyward Sword (Video Game)|The Legend of Zelda Skyward Sword]]'' lets you use good old-fashioned bombs to knock over sentry towers and cross chasms.
* In ''[[Blue Dragon]]'', the player has to to push over a tree to make a bridge to reach a chest in the Lot Wilderness, and the Elder of Pachess Town uses the Green Device to destroy the base of a rock pillar to make a bridge over a fissure in the Giant Ice Fields.
* The Howling Halls in ''[[Fable II (Video Game)|Fable II]]'' have pillars that are conveniently the right height to bridge the spike filled pit blocking the players escape.
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* In ''[[Epic Mickey]]'', one of the ways you can get into Gremlin Village's Colosseum is by knocking over the Leaning Tower of Pisa and the Eiffel Tower to make a bridge.
* ''[[Golden Sun (Video Game)|Golden Sun]]'' plays with this. There's no instances of actually making a bridge, but there is one tree you knock over to make a platform.
* ''[[Assassin's Creed II (Video Game)|Assassin's Creed II]]'' and ''[[Assassin's Creed: Brotherhood (Video Game)|Brotherhood]]''. While not necessarily bridges, architecture always fall off to make steps when in areas like the Romulus lairs to act as a checkpoint and Ezio ALWAYS reminds you how convenient it is to climb back up whenever he falls.
** Throughout [[Assassin's Creed (Video Game)|the series]], the jumping action itself serves as [[Bridge Logic]], because buildings and other objects are arranged precisely to match the assassin's maximum jumping distance. Although there are plenty of locations where a jump seems almost doable but really isn't, gameplay absolutely depends on you being able to easily find those routes where it's possible to continuously jump across from one place to the next during those ''long'' chases - often without slowing down at all.
* Slightly subverted in ''[[Legend of Dragoon]]'', where the characters actively notice that a tree is an appropriate height, and embark on a miniquest to chop it down and get it to the river.
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[[Category:Older Than Television]]
[[Category:Bridge Logic]]
[[Category:Trope]]