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Insurmountable Waist-Height Fence: Difference between revisions

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** The series as a whole frequently uses frictionless hills, indestructible fallen logs/doors, uncrossable water/quicksand, and impassable foliage.
* In ''[[The Elder Scrolls]] IV: Oblivion'' it is possible, through the use of multiply stacked buffs, to attain superhuman "Acrobatics" skill levels, at which point the use of [[Invisible Wall|Invisible Walls]] by the game designers becomes apparent, e.g. when the player cannot cross some pieces of rubble, despite obviously clearing them by a huge margin. On the other hand, even an unmodified Acrobatics skill, in the upper ranges of what is normally attainable, enables the player to reach the roof tops in several of the cities, and from there the city walls and thus the outside of the city - which should have been kept inaccessible, since this reveals that outside world is only an empty, low-resolution copy of the proper game world, which one reaches by exiting through the gates. In the expansion pack ''Shivering Isles'' some of the guardians patrolling the landscape are stymied by a combination of ankle deep water - which they refused to cross - and a slope that was ''just'' too steep to be climbed at their normal walking speed, so that they ended up treading in place for minutes on end.
** This is a major step backwards from ''[[The Elder Scrolls III: Morrowind]]'', where you could climb, jump, or levitate over any barrier, and wade, swim, or walk across any body of water.
** In ''[[The Elder Scrolls IV: Oblivion]]'', [[Good Bad Bugs|paintbrushes which are "dropped" remain hanging in air,]] allowing the creation of "invisible stairways" of paintbrushes to reach places unattainable even with stacked buffs. In case anyone wants to look for all the [[Invisible Wall|Invisible Walls]].
* In ''[[Nehrim]]'' (a game based on total conversion of Oblivion), not only the transparent walls are quite prevalent, the authors were quite fond of using "Ledge of Instant Death", sometimes becoming a "Gentle Slope of Instant Death" of "Flat Path of Instant Death". (after the initial cave, as the only path transfers from ledge to ravine, you can turn right crossing through some knee-high bushes (without even jumping), walk towards the waterfall and die for no visible reason at all.)
* Tony Montana in ''[[Scarface the World Is Yours]]'' is a clear offender whose trespasses include the ''One Inch Too High Ledge'' and the ''Gentle Slope of Unclimbability''. Despite being strong enough to run at a decent clip with a bazooka in hand, he cannot climb out of the deepest end of a ''wading pool''. Also if you swim too far in the ocean you get eaten by a shark.
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** In ''[[Alpha Man]]'', a comedy game similar to ''[[Nethack]]'', if the player has a jackhammer, he/she can sometimes jack through the exterior walls of a building. When that happens, the player can walk the black void of the outside of the house, and if they leave the screen, they're taken out of the house to the land near the house. Also sort of an example of [[Super Drowning Skills]], because without a wetsuit, raft, kayak, or something similar, the player drowns in deep water.
* In ''[[Terranigma]]'', you can jump. Sometimes you can jump over gaps. Other times, you run into an invisible wall. Sometimes you can jump down deep holes in the ground. Other times, you just take damage and are put back where you fell from. Still other times, you hit invisible walls. [[Try Everything|The only way to find out is to try]].
* ''[[Sid MeiersMeier's Pirates!]]'' uses a literal [[Insurmountable Waist High Fence]], to the player's advantage. During the stealth segments of the game, the player can leap over a fence to avoid guards, who, despite being able to see you clearly on the other side, are too fat and lazy to climb over and arrest you.
* Sometimes justified in [[Urban Chaos: Riot Response]]. Sometimes the obstacles make sense, like the fact the alley way is on fire, or the stairs are blocked by burning debris. Other times he can't climb over a single row of crates. But that could be because he is carrying a small armory by that time.
* Most racing games have the track walled in by insurmountable adamantium barriers; even the "plastic netting" is impenetrable. Sometimes, as in the ''[[Test Drive]]'' games, there will be open intersections with cross traffic, but they are blocked to you by [[Invisible Wall|Invisible Walls]]. Said invisible walls also usually prevent you from jumping off the track to your doom. Subverted in ''[[Need for Speed]] II'', where you can accidentally fall off into [[Bottomless Pit|"the void"]] on the last two tracks.
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** In one level of the fourth game, choosing to back track into the building you just exited is physically impossible. Apparently, this one side of the building is capable of withstanding bullets, grenades, C4, missile launchers, and even rail gun fire.
* [[Lampshade Hanging]] in Privates, where the player is frequently informed that "We can't get past these little velvety ropes just yet."
* In ''[[Mario and& Luigi: BowsersBowser's Inside Story|Mario & Luigi Bowser's Inside Story]]'', a good chunk of the game is spent collecting the magical [[MacGuffin|MacGuffins]] needed to get past the barriers blocking Peach's castle, completely ignoring the fact the barriers only block the bridge and not the very wide area on either side of it, which is even more ridiculous when you realize you have someone who can both fly AND carry both Mario and Luigi effortlessly.
** It also has a pretty wide spreading example in Bowser himself as a playable character, since he can't jump, half his adventuring has you try and figure out ways round very small ledges that Mario and Luigi themselves can simply jump right over.
** Actually, Bowser can jump when he gains the Shell Slam ability, but only straight up into the air, and several times higher than the ankle high ledges.
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** ''[[Tales of Phantasia]]'' has the infamous crab in Alvanista that blocks the player from getting a chest. The only way to get this treasure is by waiting for the crab to walk out, then when it tries to go back, go talk to it to make it stop, and repeat. Curiously, this is the only crab sprite in the game that the player cannot go through. Why couldn't Cless just slay this [http://www.youtube.com/watch?v=OXXLIqxvbes demonic crab]? No one knows.
*** Also, when walking around as Arche (possible in later remakes), she seems to float around on her broom when "running." She still gets hurt by tiny floor spikes.
* The ''[[Medal of Honor]]'' series [[No Sidepaths, No Exploration, No Freedom|railroads the player]] with just about every type; standard insurmountable waist-height fences or walls, barbed wire, minefields, [[Invisible Wall|invisible walls]], indestructable fallen logs, impassable foliage, unclearable debris, adamantium doors, and unclimbable slopes. Even the more non-linear ''Airborne'' often uses these, and no, you can't parachute over them either. One of the most egregious examples is the insurmountable brick wall in the first mission. Subverted in the Sniper's Last Stand: Outskirts level of ''Allied Assault'', where you get to blow open a gate with a bazooka. The Nebelwerfer Hunt has an impassible window where you have to trick a Tiger tank into destroying the wall, as you can't blow it up with your own rocket launcher either.
* ''[[Infamous (video game series)|In Famous]]''. [http://www.penny-arcade.com/comic/2009/5/27/ Cole McGrath is an electric urban GOD.]. Chainlink fences are his kryptonite. Seriously, he can climb anything, glide and ride rails and wires using electricity, but he can't climb a chain link fence? He's also stopped by [[Super Drowning Skills|water]], but that [[Justified Trope|makes more sense]] since he's electric, and the water grounds him out completely.
** The sequel, however, fixed this, even offering an achievement/trophy for climbing on one of said fences.
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