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Moved an example to Attackable Pickup.


A related trope is BreakableWeapons.

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A related trope is BreakableWeapons.
BreakableWeapons. Compare AttackablePickup.



* A ''good'' variation in ''MegaManZX'', where any large powerup can be carved into several smaller powerups of different types using a bladed weapon. So if you didn't need ''all'' that health or weapon energy, or you just don't care about 64 more E-Crystals at the moment, get out a saber.
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* In ''VideoGame/SecretAgent'', killed humanoid enemies leave behind a tombstone that gives 1000 points when collected. If accidentally shot, it disappears and gives only 100 points.
* ''VideoGame/{{Doom}}'': Zombie enemies usually drop ammo and weapons when they die, but these dropped items get destroyed if under a DescendingCeiling. (All other items are immune to this, though, including ammo and weapons placed on the map by the level designer.)
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* ''Catacomb Abyss'' and the rest of the series. You can make powerups (zappers, x-terminators and cure potions) explode by shooting your magic missiles at them, though scrolls, keys and radar gems are immune. This matters little because there's an unreasonable abundance of these items.

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* ''Catacomb Abyss'' and the rest of the The ''CatacombFantasyTrilogy'' series. You can make powerups (zappers, x-terminators and cure potions) explode by shooting your magic missiles at them, though scrolls, keys and radar gems are immune. This matters little because there's an unreasonable abundance of these items.
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* The [[VideoGame/{{X}} X-Universe]] series, starting with ''X2: The Threat'' uses this to avert CriticalExistenceFailure. Once your hull integrity goes below ~85%, weapons and upgrades start to get destroyed by enemy fire.
** The [[LightningGun ion disruptor]] is often used to help capture ships by abusing this mechanic. It does the bare minimum of hull damage, increasing the length of time you have to cook off things like Hull Polarization Devices and Internal Sentry Lasers.
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* Pretty much most if not all ''{{Bomberman}}'' games.

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* Pretty much most if not all ''{{Bomberman}}'' ''VideoGame/{{Bomberman}}'' games.
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* In {{Worms}}, boxes can be destroyed with explosive results. This can work for or against you depending, of course, on who's nearby.

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* In {{Worms}}, ''VideoGame/{{Worms}}'', boxes can be destroyed with explosive results. This can work for or against you depending, of course, on who's nearby.
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* In ''TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to delete items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.

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* In ''TeamFortress2'' ''VideoGame/TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to delete items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.
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* In ''TheIncredibleHulk: Ultimate Destruction,'' all the FetchQuest items are destructible.

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* In ''TheIncredibleHulk: Ultimate Destruction,'' ''TheIncredibleHulkUltimateDestruction,'' all the FetchQuest items are destructible.
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* The original ''ValkyrieProfile'' allowed you to pick up chests and item bags and at times required you to do so to use them and your ice crystal creation powers to build stairways to reach even better treasure. Unfortunately, due to the way the controls are mapped, it's easy to pick up an unopened treasure chest by accident when trying to open it and then panic, press the wrong button and have Lenneth gleefully toss it and the InfinityPlusOneSword it contains into a wall, shattering both into a million pieces. Which ultimately doesn't make much sense, as vast majority of the items you obtain are explictly stated to be coated in Ether and thus made unbreakable.
* In the ''{{Ultima}} Underworld'' games, dropping almost any item in water causes it to be lost forever. This generally doesn't matter, although it's liable to happen in one level which requires you to grab an essential quest item while skidding across ice towards a river.

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* The original ''ValkyrieProfile'' allowed you to pick up chests and item bags and at times required you to do so to use them and your ice crystal creation powers to build stairways to reach even better treasure. Unfortunately, due to the way the controls are mapped, it's easy to pick up an unopened treasure chest by accident when trying to open it and then panic, press the wrong button and have Lenneth gleefully toss it and the InfinityPlusOneSword it contains into a wall, shattering both into a million pieces. Which ultimately doesn't make much sense, as vast majority of the items you obtain are explictly explicitly stated to be coated in Ether and thus made unbreakable.
* In the ''{{Ultima}} Underworld'' ''UltimaUnderworld'' games, dropping almost any item in water causes it to be lost forever. This generally doesn't matter, although it's liable to happen in one level which requires you to grab an essential quest item while skidding across ice towards a river.
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* ''Game/GoldenEye'' had the Caverns, a level where Bond had to gain access to a complex and [[MadeOfExplodium for some reason explosive]] communications system surrounded by guards. If you went in shooting, the guards would usually line themselves up behind the computers before returning fire, blowing the system to hell. As it was ''very'' difficult to stealth your way to that point, you had to be able to take out the guards without damaging the equipment right next to them and before they destroyed it themselves.

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* ''Game/GoldenEye'' ''VideoGame/GoldenEye1997'' had the Caverns, a level where Bond had to gain access to a complex and [[MadeOfExplodium for some reason explosive]] communications system surrounded by guards. If you went in shooting, the guards would usually line themselves up behind the computers before returning fire, blowing the system to hell. As it was ''very'' difficult to stealth your way to that point, you had to be able to take out the guards without damaging the equipment right next to them and before they destroyed it themselves.



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* The original Valkyrie Profile allowed you to pick up chests and item bags and at times required you to do so to use them and your ice crystal creation powers to build stairways to reach even better treasure. Unfortunately, due to the way the controls are mapped, it's easy to pick up an unopened treasure chest by accident when trying to open it and then panic, press the wrong button and have Lenneth gleefully toss it and the InfinityPlusOneSword it contains into a wall, shattering both into a million pieces. Which ultimately doesn't make much sense, as vast majority of the items you obtain are explictly stated to be coated in Ether and thus made unbreakable.

to:

* The original Valkyrie Profile ''ValkyrieProfile'' allowed you to pick up chests and item bags and at times required you to do so to use them and your ice crystal creation powers to build stairways to reach even better treasure. Unfortunately, due to the way the controls are mapped, it's easy to pick up an unopened treasure chest by accident when trying to open it and then panic, press the wrong button and have Lenneth gleefully toss it and the InfinityPlusOneSword it contains into a wall, shattering both into a million pieces. Which ultimately doesn't make much sense, as vast majority of the items you obtain are explictly stated to be coated in Ether and thus made unbreakable.
Is there an issue? Send a MessageReason:
None


* In ''TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to deleted items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.

to:

* In ''TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to deleted delete items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.
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** Most frustratingly, the enemy UFOs are packed with valuable equipment to salvage and research, all of which is ridiculously delicate/explosive.
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* In ''UnrealTournament'', the Volatile Ammo mutator makes ammunition packs destroyable (which will cause them to fire five to ten rounds in random directions). Since the ammo will respawn after some time, it's actually a valid tactic to snipe the boxes as an opposing player gets near them. Thankfully, the [[NukeEm Redeemer]] doesn't have any ammo drops or else it would just get silly.

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* In ''UnrealTournament'', ''VideoGame/UnrealTournament'', the Volatile Ammo mutator makes ammunition packs destroyable (which will cause them to fire five to ten rounds in random directions). Since the ammo will respawn after some time, it's actually a valid tactic to snipe the boxes as an opposing player gets near them. Thankfully, the [[NukeEm Redeemer]] doesn't have any ammo drops or else it would just get silly.
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* ''PhantomBrave'' has objects littered around all of their stages. These items all have the exact same stats as a character does. Including HP. What's more, destroying them even gives EXP.

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-->''"Warrior shot the food!"''\\
'''{{Gauntlet}}'''

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-->''"Warrior ->''"Warrior shot the food!"''\\
'''{{Gauntlet}}'''
food!"''
-->-- ''{{Gauntlet}}''



* ''{{Goldeneye}}'' had the Caverns, a level where Bond had to gain access to a complex and [[MadeOfExplodium for some reason explosive]] communications system surrounded by guards. If you went in shooting, the guards would usually line themselves up behind the computers before returning fire, blowing the system to hell. As it was VERY difficult to stealth your way to that point, you had to be able to take out the guards without damaging the equipment right next to them and before they destroyed it themselves.

to:

* ''{{Goldeneye}}'' ''Game/GoldenEye'' had the Caverns, a level where Bond had to gain access to a complex and [[MadeOfExplodium for some reason explosive]] communications system surrounded by guards. If you went in shooting, the guards would usually line themselves up behind the computers before returning fire, blowing the system to hell. As it was VERY ''very'' difficult to stealth your way to that point, you had to be able to take out the guards without damaging the equipment right next to them and before they destroyed it themselves.



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* In ''UnrealTournament'', the Volatile Ammo mutator makes it possible to destroy ammunition. Not too troublesome since the items periodically respawn, and as the resulting explosion can damage nearby opponents, it's occasionally a tactically sound decision.

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* In ''UnrealTournament'', the Volatile Ammo mutator makes it possible ammunition packs destroyable (which will cause them to destroy ammunition. Not too troublesome since fire five to ten rounds in random directions). Since the items periodically respawn, and as the resulting explosion can damage nearby opponents, ammo will respawn after some time, it's occasionally actually a tactically sound decision.valid tactic to snipe the boxes as an opposing player gets near them. Thankfully, the [[NukeEm Redeemer]] doesn't have any ammo drops or else it would just get silly.
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** Particularly annoying in DooMRL. The slightest AoE damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible ince you have it.

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** Particularly annoying in DooMRL. The slightest AoE [=AoE=] damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible ince you have it.



* ''FarCry2'' has ammo and explosive stockpiles that are amazingly valuable when raiding camps and bases, as most enemy weapons are rusted to the point of near-uselessness and they won't necessarily have something you can take ammo from. Explosive stockpiles, obviously, go up in a massive fireball that will probably burn everything nearby and create a spreading fire, while ammo stockpiles fire a hail of bullets in every direction for about 5 seconds or so. While this is often a tactically sound method of eliminating enemies or distracting them, it can result in a massive OhCrap for players running low on ammo and grenades.

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* ''FarCry2'' ''FarCry 2'' has ammo and explosive stockpiles that are amazingly valuable when raiding camps and bases, as most enemy weapons are rusted to the point of near-uselessness and they won't necessarily have something you can take ammo from. Explosive stockpiles, obviously, go up in a massive fireball that will probably burn everything nearby and create a spreading fire, while ammo stockpiles fire a hail of bullets in every direction for about 5 seconds or so. While this is often a tactically sound method of eliminating enemies or distracting them, it can result in a massive OhCrap for players running low on ammo and grenades.
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** In ''KingsQuestI'', one of the random monsters is a dwarf, which will steal one of your treasures if it touches you. Since there is no way to get it back, the treasure is effectively destroyed. Since the ''goal'' of the game is to [[UnwinnableByMistake collect treasures...]]
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** Particularly annoying in DooMRL. The slightest AoE damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible ince you have it.
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** One of this troper's favorite tactics on games where said mutator is on is to keep a sniper rifle fixed upon a box of ammo or something else explosive, wait for someone to try and pick it up, and then pull the trigger...
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* In ''KingsQuest IV'', if you use the shovel a certain number of times in the wrong place, it breaks, and if you haven't used it for what you needed to do yet, you're [[UnWinnable screwed]].

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* In ''KingsQuest IV'', ''KingsQuestIV'', if you use the shovel a certain number of times in the wrong place, it breaks, and if you haven't used it for what you needed to do yet, you're [[UnWinnable screwed]].
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* In ''{{Gauntlet}}'', it was possible to accidentally shoot your food.

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* In ''{{Gauntlet}}'', it was not only possible to accidentally shoot your food.food, you could shoot magical potions as well. If you went so far as to shoot poisoned food, it had a negative effect on your enemies.
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* ''BillyHatcherAndTheGiantEgg'' uses this sometimes in the form of special-purpose eggs that must be negotiated to a goal. Especially annoying because giant eggs are also used to combat enemies, essentially binding your ability to fight back by nullifying your only weapon.
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to:

* In ''TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to deleted items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** One of this troper's favorite tactics on games where said mutator is on is to keep a sniper rifle fixed upon a box of ammo or something else explosive, wait for someone to try and pick it up, and then pull the trigger...
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ExactlyWhatItSaysOnTheTin. A game mechanic, [[ScrappyMechanic a usually disliked one]], in which a game's pickups, powerups, and sometimes even [[UnWinnable mission-critical objects]] can be destroyed entirely by accident. This can include damage by the players attacks, damage from enemies' attacks, and, if the developer is especially evil, the [[BottomlessPit game]] [[LavaPit environment]] [[MalevolentArchitecture itself]]. Vehicles are not included in this trope unless they take an unreasonably low amount of firepower to destroy.

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ExactlyWhatItSaysOnTheTin. A game mechanic, [[ScrappyMechanic a usually a disliked one]], in by which a game's pickups, powerups, and sometimes even [[UnWinnable mission-critical objects]] can be destroyed entirely by accident. This can include damage by the players players' attacks, damage from enemies' attacks, and, if the developer is especially evil, the [[BottomlessPit game]] [[LavaPit environment]] [[MalevolentArchitecture itself]]. Vehicles are not included in this trope unless they take an unreasonably low amount of firepower to destroy.
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to:

* ''FarCry2'' has ammo and explosive stockpiles that are amazingly valuable when raiding camps and bases, as most enemy weapons are rusted to the point of near-uselessness and they won't necessarily have something you can take ammo from. Explosive stockpiles, obviously, go up in a massive fireball that will probably burn everything nearby and create a spreading fire, while ammo stockpiles fire a hail of bullets in every direction for about 5 seconds or so. While this is often a tactically sound method of eliminating enemies or distracting them, it can result in a massive OhCrap for players running low on ammo and grenades.
Is there an issue? Send a MessageReason:
None


* DonkeyKongCountry and its sequels had boss fights (or puzzles) that required the use of barrels. Wouldn't you know it, if anything minor touches those barrels, they ''explode'' into pieces, even though they're made of wood with metal bands. This is especially annoying in any boss fight where there's lots of stuff flying around on the screen and you need to use said barrels against the boss.

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* DonkeyKongCountry ''DonkeyKongCountry'' and its sequels had boss fights (or puzzles) that required the use of barrels. Wouldn't you know it, if anything minor touches those barrels, they ''explode'' into pieces, even though they're made of wood with metal bands. This is especially annoying in any boss fight where there's lots of stuff flying around on the screen and you need to use said barrels against the boss.
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to:

* DonkeyKongCountry and its sequels had boss fights (or puzzles) that required the use of barrels. Wouldn't you know it, if anything minor touches those barrels, they ''explode'' into pieces, even though they're made of wood with metal bands. This is especially annoying in any boss fight where there's lots of stuff flying around on the screen and you need to use said barrels against the boss.

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