One of These Doors Is Not Like the Other: Difference between revisions

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{{trope}}
[[File:keenshot_9649keenshot 9649.png|frame]]
''One of these doors just doesn't belong.''
 
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The name of the trope comes from, but is not related to, the old ''[[Sesame Street]]'' song "[http://muppet.wikia.com/wiki/One_of_These_Things One of These Things]".
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{{examples}}
* ''[[Paper Mario (franchise)|Paper Mario]]'' and ''[[Paper Mario: The Thousand-Year Door]]'' both had Type 2: the first in Bowser's castle, the second in the Palace of Shadow.
** The original Paper Mario also had the path through the forest to Bow's mansion; each area had a different identifier that you used Goombario's field ability to learn.
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** In ''[[Spirit Tracks]]'', one villager tells Link that he has to turn in the directions tree branches point in order to make it through the Lost Woods... {{spoiler|but another villager tells him that the fourth tree "has no sense of direction".}}
* In ''[[Prince of Persia]]: Sands of Time'', you navigate one of these mazes by where the sound of dripping water is loudest.
* In ''[[Killer 7Killer7]]'', at one point you navigate by the sound of a singer's voice. Thing is, you can't do so just by listening. Instead, you have to switch to Con Smith: He's blind, so via [[Disability Superpower]] he can "see" the music as sound waves.
* In [[Suda 51]]'s next classic, [[No More Heroes]], the [[The Very Definitely Final Dungeon|final area]] ends in [[The Lost Woods]], covered in fog, and it warps Travis back to the start if he takes the wrong path. Of course, he's guided by the ghost of {{spoiler|Thunder Ryu}}, who points the way for him.
* In ''[[The Lord of the Rings]]'', the Fellowship is able to navigate through the Mines of Moria once Gandalf recognizes than one of the paths has fresher air than the others.
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* ''[[Tales of Symphonia]]'' has an interesting variation on [[The Lost Woods]] in the elven forest, in that the screens aren't identical, but taking the wrong path will put you on a different screen completely at random. Fortunately, the guiding critter in this Type 4 isn't hard to find and activate. The correct path also never changes, so you can ignore the critter entirely if you've played it before.
** There's also the teleport pads in the Palmacosta Ranch, which appear to be [[Magical Mystery Doors]] until you use the Sorcerer's Ring and discover that there's a shiny dot (which indicates a hidden item) next to the pad that advances you toward the boss room. Of course, picking up the item destroys the clue (unless it's actually a booby trap that summons guards on you), so you'd better remember which was the right way. And again, you can ignore it entirely if you've played the game often enough to memorize the right sequence.
* The ''[[ClueThe FindersClueFinders]]'' games commonly use this trope;, but it's actually to test critical thinking. For example, you will be asked to identify what's different from the others in a few of the games' activities.
* ''[[Devil May Cry]] 4'' in the forest level, sort of. You have to make sure your shadow is behind you.
* This trope came up in the original text-based ''Zork''. A lot.
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''Can you tell which door is not like the other''<br />''By the time I finish this article?''
 
{{reflist}}