Instant 180-Degree Turn: Difference between revisions

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* ''[[Sonic Battle]]'' averted this. Which Fight Pose Emerl has equipped is usually a cosmetic choice (though Gamma's causes him to explode on death), but it does affect how quickly he turns around. [[Mighty Glacier|Chaos]]'s, for example, is painfully slow.
* ''[[Sonic Battle]]'' averted this. Which Fight Pose Emerl has equipped is usually a cosmetic choice (though Gamma's causes him to explode on death), but it does affect how quickly he turns around. [[Mighty Glacier|Chaos]]'s, for example, is painfully slow.
* Averted in the ''[[Deadliest Warrior]]'' videogame, to [[The Spoony Experiment|Spoony's]] chagrin. The game developers actually sent him a message about his complaints, saying that you don't make instant 180 degree turns in real life, and his response was "Yes you do! If someone is stabbing you in the back, I think you turn around pretty much instantaneously!"
* Averted in the ''[[Deadliest Warrior]]'' videogame, to [[The Spoony Experiment|Spoony's]] chagrin. The game developers actually sent him a message about his complaints, saying that you don't make instant 180 degree turns in real life, and his response was "Yes you do! If someone is stabbing you in the back, I think you turn around pretty much instantaneously!"
** Albeit this is a very weird thing for Spoony to complain about, seeing as ''all'' [[Fighting Game|Fighting Games]] have animations for turning around (although in some titles, such as ''[[Street Fighter II]]'', it's so fast it might as well be instantaneous.)
** Albeit this is a very weird thing for Spoony to complain about, seeing as ''all'' [[Fighting Game]]s have animations for turning around (although in some titles, such as ''[[Street Fighter II]]'', it's so fast it might as well be instantaneous.)
*** To be fair, he wasn't complaining about having to turn, he was complaining about how the game forces you to manually face the opponent, and the above quote was about Spike saying 'you don't automatically face the enemy in a real fight'...
*** To be fair, he wasn't complaining about having to turn, he was complaining about how the game forces you to manually face the opponent, and the above quote was about Spike saying 'you don't automatically face the enemy in a real fight'...


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* Averted from the first series in ''[[Armored Core]]'', reflecting the size and the apparent difficulty maneuvering the titular [[Humongous Mecha]]. The turning problem (if you can call it a "problem"; most players simply grow to live with it) are sometimes mitigated by boosters that explicitly allows for quick turns. In the 4 series, the trope is played straight, in that side boosters can be used to perform quick turns.
* Averted from the first series in ''[[Armored Core]]'', reflecting the size and the apparent difficulty maneuvering the titular [[Humongous Mecha]]. The turning problem (if you can call it a "problem"; most players simply grow to live with it) are sometimes mitigated by boosters that explicitly allows for quick turns. In the 4 series, the trope is played straight, in that side boosters can be used to perform quick turns.


== [[MMORPG|MMORPGs]] ==
== [[MMORPG]]s ==
* Players and NPCs can ''generally'' do this in ''[[World of Warcraft]]'', so it is really obvious in the few situations where they can't. Several vehicles, such as vehicles on the Flame Leviathan encounter and mounts at the Argent Tournament, have a nonzero turning radius and time. It's generally the same as or close to the radius and time it would take for a player to turn if they used arrow keys, except that it can't be avoided by using the mouse.
* Players and NPCs can ''generally'' do this in ''[[World of Warcraft]]'', so it is really obvious in the few situations where they can't. Several vehicles, such as vehicles on the Flame Leviathan encounter and mounts at the Argent Tournament, have a nonzero turning radius and time. It's generally the same as or close to the radius and time it would take for a player to turn if they used arrow keys, except that it can't be avoided by using the mouse.
** It is also actually possible to make other players feel the effects of such rapid spinning to a degree: if another player sits in a passenger seat of a mount, rapid spinning will be shared by them, but they will not be expecting it.
** It is also actually possible to make other players feel the effects of such rapid spinning to a degree: if another player sits in a passenger seat of a mount, rapid spinning will be shared by them, but they will not be expecting it.