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* ''VideoGame/{{Grounded}}'': Practically every spot where there's anything useful or interesting can be reached by some combination of climbing, jumping, swimming, ziplining, and gliding. Want to reach the top of the wheelbarrow? Just climb the ivy (and hope you don't miss a jump, because it's a long way down...) Outside areas also have the option to just build stairs and platforms to reach spots, although it can take a bit longer depending on access to materials.
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* ''Pacific Blue'' had this trope in spades. Not only did Santa Monica have a strange abundance of drivers that don't mind Bike Policemen and women skitching their cars, it seems that every alleyway in the city has a plywood ramp, some of which seem to teleport out of nowhere.

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* ''Pacific Blue'' ''Series/PacificBlue'' had this trope in spades. Not only did Santa Monica have a strange abundance of drivers that don't mind Bike Policemen and women skitching their cars, it seems that every alleyway in the city has a plywood ramp, some of which seem to teleport out of nowhere.
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* Lampshaded in ''Film/Transformers2007''[='=] tie-in DS game([[OneGameForThePriceOfTwo s]]). Every driving/skating/biking game apparently is a patron of [[http://tfwiki.net/wiki/Convenient_Ramps_Inc%2E Convenient Ramps Inc.]]

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* Lampshaded in ''Film/Transformers2007''[='=] ''Film/Transformers2007''[='=]s tie-in DS game([[OneGameForThePriceOfTwo s]]). Every driving/skating/biking game apparently is a patron of [[http://tfwiki.net/wiki/Convenient_Ramps_Inc%2E Convenient Ramps Inc.]]
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* Lampshaded in the 2007 ''Film/{{Transformers|2007}}'' DS game([[OneGameForThePriceOfTwo s]]). Every driving/skating/biking game apparently is a patron of [[http://tfwiki.net/wiki/Convenient_Ramps_Inc%2E Convenient Ramps Inc.]]

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* Lampshaded in the 2007 ''Film/{{Transformers|2007}}'' ''Film/Transformers2007''[='=] tie-in DS game([[OneGameForThePriceOfTwo s]]). Every driving/skating/biking game apparently is a patron of [[http://tfwiki.net/wiki/Convenient_Ramps_Inc%2E Convenient Ramps Inc.]]
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* Lampshaded in the 2007 ''Film/{{Transformers}}'' DS game([[OneGameForThePriceOfTwo s]]). Every driving/skating/biking game apparently is a patron of [[http://tfwiki.net/wiki/Convenient_Ramps_Inc%2E Convenient Ramps Inc.]]

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* Lampshaded in the 2007 ''Film/{{Transformers}}'' ''Film/{{Transformers|2007}}'' DS game([[OneGameForThePriceOfTwo s]]). Every driving/skating/biking game apparently is a patron of [[http://tfwiki.net/wiki/Convenient_Ramps_Inc%2E Convenient Ramps Inc.]]
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* ''VideoGame/SonicTheHedgehog'':

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* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':
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No longer a trope


* Somehow everything in the ''Franchise/PrinceOfPersia'' series that causes damage to a building will turn the MalevolentArchitecture that would be impossible to traverse into Benevolent. Ages of disuse have created the perfect path for the Prince to climb and jump across. And every time the Prince turns into his SuperpoweredEvilSide in ''Two Thrones/Rival Blades'', the path forward usually has attachment points for the [[WhipItGood Daggertail]] to [[InstantKnots Instantly Knot]] itself to. You never see any of those (fairly distinctive) architectural features otherwise.

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* Somehow everything in the ''Franchise/PrinceOfPersia'' series that causes damage to a building will turn the MalevolentArchitecture that would be impossible to traverse into Benevolent. Ages of disuse have created the perfect path for the Prince to climb and jump across. And every time the Prince turns into his SuperpoweredEvilSide in ''Two Thrones/Rival Blades'', the path forward usually has attachment points for the [[WhipItGood Daggertail]] Daggertail to [[InstantKnots Instantly Knot]] itself to. You never see any of those (fairly distinctive) architectural features otherwise.
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[[folder:Arts]]
* Art/SistineChapel: In the middle of the Red Sea, there happens to be a Greek pillar just in place to separate the Egyptians from the Israelis just in time for the Egyptians to be crushed by the ocean. JustifiedTrope, since {{God}} dropped the pillar there to protect his people.
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* In ''VideoGame/DeadSpace'', oxygen recharge stations are never seen outside areas that will be exposed to vacuum. Apparently the Ishimura's designers knew exactly where the hull breaches (or a deliberately vented atmosphere) would occur. In ''VideoGame/DeadSpace2 '', The Sprawl is similarly designed.

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* In ''VideoGame/DeadSpace'', ''VideoGame/DeadSpace1'', oxygen recharge stations are never seen outside areas that will be exposed to vacuum. Apparently the Ishimura's designers knew exactly where the hull breaches (or a deliberately vented atmosphere) would occur. In ''VideoGame/DeadSpace2 '', The Sprawl is similarly designed.

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