Depth Perplexion: Difference between revisions

Rescuing 3 sources and tagging 0 as dead. #IABot (v2.0beta9)
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(Rescuing 3 sources and tagging 0 as dead. #IABot (v2.0beta9))
 
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* ''[[Wayne's World]]'' for the SNES has a level with poles that are clearly in the foreground, but still block players walking on the sidewalk.
* ''Equinox'' is an early 2D game that simulates a 3D isometric environment. There is a minor '''Depth Perplexion''' glitch that can occur in the game due to the graphic layering that performs the simulation. [http://www.flyingomelette.com/equinox/glitch.html Read here for a good explanation.]
* ''[[Indiana Jones and the Temple of Doom]]'' for the NES is just... wow. It's simultaneously an isometric 3D view and overhead view. See it for yourself around the 6:30 mark [https://web.archive.org/web/20091003053741/http://screwattack.com/AVGN/2008/Indy here].
* ''[[La-Mulana]]'''s most common enemy is a bat (in two sub-types) that flies "in front of" the walls. And it's definitely of the [[Goddamned Bats|Goddamned]] kind.
** And because they are of the same color, they seem to fly BEHIND water and other objects that are behind your character.
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* Pretty much the same problem was present in the overworld of ''Mickey's Racing Adventure'' for the Game Boy. The Treehouse Glade in particular is made rather maze-like by your inexplicable inability to walk behind trees.
* In the first ''[[Sonic the Hedgehog]]'', Batbrains can fly through walls in the Marble Zone.
* Freeware game [https://web.archive.org/web/20131126050417/http://teknopants.com/games/actionfist/ Action Fist] has this issue in the game's second zone, a [[Unexpected Gameplay Change|driving level]]. Jumping and moving up the screen have nearly the exact same result, except the former makes you come back down. Only averted with the boss, whose lightning attack can be jumped over.
* ''[[The Legend of Zelda CDI Games]]'' had numerous problems with that. For an example, a top part of one of the pillars blocks the player but the bottom part doesn't. Many screens use painted landscapes that have a lot of depth, but the gameplay is strictly 2D like at 6:40 [https://web.archive.org/web/20110903213650/http://screwattack.com/videos/AVGN-CDi-Part-2 here].
** While we're on the subject, this trope also affects at least one main series game: ''[[The Legend of Zelda: Link's Awakening|The Legend of Zelda Links Awakening]]''. The game uses isometric perspective but lacks Z-levels, so it's possible to, say, hit an enemy on the ground while swinging the sword at the crest of a jump because Link and the enemy are at the same height on the screen, even though perspective implies that the enemy is below and to the side of Link. This was fixed in ''[[The Legend of Zelda: Oracle of Seasons and Oracle of Ages|The Legend of Zelda Oracle Games]]'', which use the same engine.
* In ''Trilby: The Art of Theft'', guards tend to pass right under your sprite. The catch is you're hugging the wall farthest from the screen, meaning they should be layered on top.