Do Not Run with a Gun: Difference between revisions

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(Import from TV Tropes TVT:Main.DoNotRunWithAGun 2012-07-01, editor history TVTH:Main.DoNotRunWithAGun, CC-BY-SA 3.0 Unported license)
 
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{{quote| ''[[A Christmas Story|"You'll put your eye out, kid!"]]''}}
{{quote| ''[[A Christmas Story|"You'll put your eye out, kid!"]]''}}


In most [[First Person Shooter]] and [[Third Person Shooter]] games, as well as certain other genres, the player is the only person in the world who is capable of running/walking and attacking at the same time. Everyone else, friends and allies, need to stop moving if they want to attack.
In most [[First-Person Shooter]] and [[Third-Person Shooter]] games, as well as certain other genres, the player is the only person in the world who is capable of running/walking and attacking at the same time. Everyone else, friends and allies, need to stop moving if they want to attack.


One specific variant rarely found in newer games also prevents enemies from performing any actions at all while being attacked (because their "flinch" animations interfered with their "firing" animations) or knocked off ledges, which allowed one to run up and wail on them using a melee weapon with impunity.
One specific variant rarely found in newer games also prevents enemies from performing any actions at all while being attacked (because their "flinch" animations interfered with their "firing" animations) or knocked off ledges, which allowed one to run up and wail on them using a melee weapon with impunity.
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Many newer games will simulate this with accuracy factors for weapons, where the shots travel somewhere within a cone that gets wider as the player moves faster (first popularized in Tom Clancy licenses, but now common). This has created a minor genre split between "tactical" shooters where players will slow down, [[Crouch and Prone|crouch, or even go prone]] to increase accuracy, and "classic" shooters that concentrate on high mobility and fast aiming. Not really the same as [[I Just Shot Marvin in The Face]]
Many newer games will simulate this with accuracy factors for weapons, where the shots travel somewhere within a cone that gets wider as the player moves faster (first popularized in Tom Clancy licenses, but now common). This has created a minor genre split between "tactical" shooters where players will slow down, [[Crouch and Prone|crouch, or even go prone]] to increase accuracy, and "classic" shooters that concentrate on high mobility and fast aiming. Not really the same as [[I Just Shot Marvin in The Face]]
{{examples|Examples:}}
{{examples}}
* Due to engine limitations, [[Halo Zero]] features this.
* Due to engine limitations, [[Halo Zero]] features this.
* Most (older) FPS games, such as ''[[Doom (Video Game)|Doom]]'', ''[[Half Life]]'', ''[[Duke Nukem 3D (Video Game)|Duke Nukem 3D]]''... it is probably easier to list the exceptions.
* Most (older) FPS games, such as ''[[Doom (Video Game)|Doom]]'', ''[[Half Life]]'', ''[[Duke Nukem 3D (Video Game)|Duke Nukem 3D]]''... it is probably easier to list the exceptions.
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** ''[[Mega Man X (Video Game)|Mega Man X]]'' can run while using his normal weapons, but [[Easter Egg|Easter Eggs]] (like the ''[[Street Fighter]]'' moves he gets in a couple of games) are another story.
** ''[[Mega Man X (Video Game)|Mega Man X]]'' can run while using his normal weapons, but [[Easter Egg|Easter Eggs]] (like the ''[[Street Fighter]]'' moves he gets in a couple of games) are another story.
*** Zero is the one who really takes it on the chin here; in several of the ''X'' games, he puts away his Z-Saber after each attack or combo, and you can't move till he does this. (You also can't move till his ''ponytail finishes falling.'') However, in the [[PS 1]] ''X'' games, Zero can cancel his basic sword attacks at ANY moment by using a dash (default O button). This removes the recovery time allows you to keep moving or create a chain combo. The [[PS 2]] ''X'' games fix this by having him keep the saber out at all times, which looks silly but makes practical sense. In [[Mega Man Zero (Video Game)|his own series]], Zero has a much smoother combat system that never pins him down.
*** Zero is the one who really takes it on the chin here; in several of the ''X'' games, he puts away his Z-Saber after each attack or combo, and you can't move till he does this. (You also can't move till his ''ponytail finishes falling.'') However, in the [[PS 1]] ''X'' games, Zero can cancel his basic sword attacks at ANY moment by using a dash (default O button). This removes the recovery time allows you to keep moving or create a chain combo. The [[PS 2]] ''X'' games fix this by having him keep the saber out at all times, which looks silly but makes practical sense. In [[Mega Man Zero (Video Game)|his own series]], Zero has a much smoother combat system that never pins him down.
** This is also done in the ''[[Mega Man Battle Network (Video Game)|Mega Man Battle Network]]'' series, as most non-time freezing attacks tend to have an animation-based movement delay when using them. This is perhaps one of the reasons why [[Stop Having Fun Guys]] rarely ever suggest using attacks with a throwing animation, as they are easy to see, dodge, and make you a sitting duck for a very noticable period of time when compared to the much shorter animation delays of most other types of attacks.
** This is also done in the ''[[Mega Man Battle Network (Video Game)|Mega Man Battle Network]]'' series, as most non-time freezing attacks tend to have an animation-based movement delay when using them. This is perhaps one of the reasons why [["Stop Having Fun!" Guys]] rarely ever suggest using attacks with a throwing animation, as they are easy to see, dodge, and make you a sitting duck for a very noticable period of time when compared to the much shorter animation delays of most other types of attacks.
*** The ''Battle Network'' series also makes it possible for attacks to be interrupted due to the flinching animation. However, from the third game onwards, the game rewards you for [[Counter Attack|doing this to your enemies]] in various ways.
*** The ''Battle Network'' series also makes it possible for attacks to be interrupted due to the flinching animation. However, from the third game onwards, the game rewards you for [[Counter Attack|doing this to your enemies]] in various ways.
* The villain of ''[[Metroid]] Fusion'' is the SA-X, an alien wearing a copy of Samus's Power Suit at its best. (Samus, of course, has picked up the [[Bag of Spilling]] in the intro.) Its overwhelming power makes you appreciate any little flaw you can find -- one of which is that the SA-X can't run and shoot.
* The villain of ''[[Metroid]] Fusion'' is the SA-X, an alien wearing a copy of Samus's Power Suit at its best. (Samus, of course, has picked up the [[Bag of Spilling]] in the intro.) Its overwhelming power makes you appreciate any little flaw you can find -- one of which is that the SA-X can't run and shoot.