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* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is explained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished maps of the four main floors, but then, when he was working on the final map of the 5th floor, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]].

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* Downplayed with the The titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is explained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished maps of the four main floors, but then, when he was working on the final map of the 5th floor, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]].
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* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is explained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished maps of the four main floors, but then when he was working on the final map of the 5th floor, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]].

to:

* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is explained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished maps of the four main floors, but then then, when he was working on the final map of the 5th floor, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]].
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* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is explained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished maps of all the 4 main floors, but then when he was working on the final map of the 5th floor, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]].

to:

* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is explained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished maps of all the 4 four main floors, but then when he was working on the final map of the 5th floor, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]].

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* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is expained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished a map of all the 4 main floors, when the map of the 5th floor was near completed, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]], infuriated by this, Woban later in his old age made a counter-countermeasure in the form of the Gungeon Blueprint, a rare S-Tier item that is a map of the Gungeon that also changes accordingly and even reveals secret rooms behind the walls.

to:

* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is expained explained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished a map maps of all the 4 main floors, but then when he was working on the final map of the 5th floor was near completed, floor, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]], infuriated countermeasure]].
** Infuriated
by this, Woban later in his old age returned to the Gungeon and made a counter-countermeasure in the form of the Gungeon Blueprint, a rare S-Tier item that is a map of the Gungeon that also changes accordingly accordingly, and it even reveals secret rooms behind the walls.
Is there an issue? Send a MessageReason:
None


* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is expained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished a map of all the 4 main floors, when the map of the 5th floor was near completed, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]], Woban later in his old age made a counter-countermeasure in the form of the Gungeon Blueprint, a rare S-Tier item that is a map of the Gungeon that also changes accordingly.

to:

* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floors, [[SlidingScaleOfGameplayAndStoryIntegration this is expained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished a map of all the 4 main floors, when the map of the 5th floor was near completed, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure]], infuriated by this, Woban later in his old age made a counter-countermeasure in the form of the Gungeon Blueprint, a rare S-Tier item that is a map of the Gungeon that also changes accordingly.accordingly and even reveals secret rooms behind the walls.
Is there an issue? Send a MessageReason:
None


* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside the floor, [[SlidingScaleOfGameplayAndStoryIntegration this is expained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished a map of all the 4 main floors, when the map of the 5th floor was near completion, [[AdaptiveAbility the walls of the Gungeon began to shift]] as a countermeasure, Woban later made a counter-countermeasure in the form of the Gungeon Blueprint, a rare S-Tier item that is a map of the Gungeon that also changes accordingly.

to:

* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside one of the floor, floors, [[SlidingScaleOfGameplayAndStoryIntegration this is expained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished a map of all the 4 main floors, when the map of the 5th floor was near completion, [[AdaptiveAbility completed, [[EldritchLocation the walls of the Gungeon began to shift]] [[AdaptiveAbility as a countermeasure, countermeasure]], Woban later in his old age made a counter-countermeasure in the form of the Gungeon Blueprint, a rare S-Tier item that is a map of the Gungeon that also changes accordingly.
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None

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* Downplayed with the titular Gungeon in ''VideoGame/EnterTheGungeon'', the floors of the Gungeon are always [[RandomlyGeneratedLevels randomly generated]] whenever the player starts a new run, the walls however will not shift while the player is already inside the floor, [[SlidingScaleOfGameplayAndStoryIntegration this is expained in the]] [[EncyclopediaExposita Ammonomicon]], the great cartographer Woban decided to make a map of the Gungeon when he was young, and fully finished a map of all the 4 main floors, when the map of the 5th floor was near completion, [[AdaptiveAbility the walls of the Gungeon began to shift]] as a countermeasure, Woban later made a counter-countermeasure in the form of the Gungeon Blueprint, a rare S-Tier item that is a map of the Gungeon that also changes accordingly.
** Flynt is a [[AnimateInanimateObject living lock]] that became a salesman when the walls of the Gungeon began to shift, and he was never connected to a door, his items cost keys instead of the regular money.
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* The Oldest House that ''VideoGame/{{Control}}'' takes places in occasionally undergoes what the Bureau of Control calls Building Shifts, where some sections and wings of it change their layout. There is a way to stabilize the House through the Control Points, but there are still parts that will change without warning even with the Control Points kept calm. There's also an ashtray, which takes you to a maze resembling a 50's hotel that constantly reconfigures to keep you from getting to the end.

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* The Oldest House that ''VideoGame/{{Control}}'' takes places in occasionally undergoes what the Bureau of Control calls Building Shifts, where some sections and wings of it change their layout. There is a way to stabilize the House through the Control Points, but there are still parts that will change without warning even with the Control Points kept calm. There's also an a supernatural ashtray, an Object of Power which takes you to generates a maze resembling a 50's hotel that around itself. Only the person bound to the Object and those they give permission can pass through, while anyone else will find the maze constantly reconfigures shifting around them, making it impossible to keep you from getting to the end.navigate.

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* In the ''FanFic/FacingTheFutureSeries'', Walker's prison is shown to be this, with only Walker and his men able to navigate it successfully. Fortunately, Danny and Sam get through it thanks to [[MindLinkMates their special link]].
* ''FanFic/ThePiecesLieWhereTheyFell'': Page Turner mentions having read about these (and mazes that use other magic to trick and trap people) in chapter 24, leading to a discussion on ways to get out of one and wondering which version of the story is the original.

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* In the ''FanFic/FacingTheFutureSeries'', ''Fanfic/FacingTheFutureSeries'', Walker's prison is shown to be this, with only Walker and his men able to navigate it successfully. Fortunately, Danny and Sam get through it thanks to [[MindLinkMates their special link]].
* ''FanFic/ThePiecesLieWhereTheyFell'': ''Fanfic/HarryPotterAndTheBoilingIsles'': The ancient tomb that the Owl House gang go to investigate in Chapter 19 turn out to be one of these, constantly shifting around everything within its walls. [[spoiler: This is because it's meant to be a [[SealedEvilInACan prison]] for a large number of Dementors.]]
* ''Fanfic/ThePiecesLieWhereTheyFell'':
Page Turner mentions having read about these (and mazes that use other magic to trick and trap people) in chapter 24, leading to a discussion on ways to get out of one and wondering which version of the story is the original.
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* Much like ''Dungeons And Dragons'', ''TabletopGame/{{Pathfinder}}'' has a similarly-functioning Maze spell, but also ups the ante with the delightfully-named [[https://www.d20pfsrd.com/magic/all-spells/m/maze-of-madness-and-suffering/ Maze of Madness and Suffering]], a 9th level spell that works just like Maze, but is actively harmful to the unfortunate target trapped within. As the victim wanders the maze trying to escape it, it encounters various obstacles, from [[TheLostWoods creepy forests]], [[FireAndBrimstoneHell fiery hellscapes]] and [[CircusOfFear madness-inducing circuses]] to outright {{Eldritch Location}}s.
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** At the climax of the game, the Ashtray Maze starts out moving Jesse in the wrong direction, but gradually shifts to helping her defend the House against various Hiss. Hiss appear, and are regularly blocked off, and it stops her from progressing only as long as there are those parasites in the room. At the conclusion, it actively shows her Hiss, and then blocks them off from her, as though saying, "Get rid of these jerks, would you?"
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* ''Fanfic/VowOfNudity'': Vow of Nudity: The entrance to the fey bandit hideout is guarded by one of these. Taking any wrong turn within it will teleport the visitor back to the entrance, sic monsters on them, and then randomize the maze so intruders have to do every attempt completely blind.

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* ''Fanfic/VowOfNudity'': Vow of Nudity: The entrance to the fey bandit hideout is guarded by one of these. Taking any wrong turn within it will teleport the visitor back to the entrance, sic monsters on them, and then randomize the maze so intruders have to do every attempt completely blind. There ''does'' turn out to be a logic to it, which Gloria deduces by analyzing how the mazemaker himself must navigate his own creation.
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* ''Fanfic/VowOfNudity'': Vow of Nudity: The entrance to the fey bandit hideout is guarded by one of these. Taking any wrong turn within it will teleport the visitor back to the entrance, sic monsters on them, and then randomize the maze so intruders have to do every attempt completely blind.
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* ''Manga/OnePiece'': The Seducing Woods in Whole Cake Island are, in fact, plant and tree [[AnimateInanimateObject Homies]] who deliberately trick intruders into walking around in circles by moving when no one is looking. The only way out is with express authorization by Big Mom or one of her subordinates. Alternatively, if someone happens to have Big Mom's Vivre Card, whose aura mimics that of her soul, the Homies will be forced to step aside. The more extreme method is to simply [[CuttingTheKnot start levelling the entire forest]], at which point [[ScrewThisImOuttaHere the terrified Homies will be more than happy to just get out of the way]].

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* ''Manga/OnePiece'': The Seducing Woods in Whole Cake Island are, in fact, plant and tree [[AnimateInanimateObject Homies]] who deliberately trick intruders into walking around in circles by moving when no one is looking. The only way out is with express authorization by Big Mom or one of her subordinates. Alternatively, if someone happens to have Big Mom's Vivre Card, whose aura mimics that of her soul, the Homies will be forced compelled to obey them and step aside. The more extreme method is to simply [[CuttingTheKnot start levelling the entire forest]], at which point [[ScrewThisImOuttaHere the terrified Homies will be more than happy to just get out of the way]].
Is there an issue? Send a MessageReason:
None

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* ''Manga/OnePiece'': The Seducing Woods in Whole Cake Island are, in fact, plant and tree [[AnimateInanimateObject Homies]] who deliberately trick intruders into walking around in circles by moving when no one is looking. The only way out is with express authorization by Big Mom or one of her subordinates. Alternatively, if someone happens to have Big Mom's Vivre Card, whose aura mimics that of her soul, the Homies will be forced to step aside. The more extreme method is to simply [[CuttingTheKnot start levelling the entire forest]], at which point [[ScrewThisImOuttaHere the terrified Homies will be more than happy to just get out of the way]].

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* The ''ComicStrip/SpyVsSpy'' licensed board game has up to four playable Spies digging tunnels towards strategically placed bombs to capture them. Tunnel tiles allow a Spy to navigate further and eventually form a twisting maze that often doubles back on itself... and part of the gameplay involves the actions of enemy spies, either setting traps to cut off your tunnels or digging out new paths over your existing ones. The end result is a fairly chaotic board that is quite prone to re-shaping itself every few rounds and often ends up with at least one player forced to step onto a booby trap tile or the dreaded Death Circle, where a player (through bad luck or crippling incompetence) is trapped in four joined 90-degree corner tunnels with no option to dig back out, forever going in a loop.



* The ''ComicStrip/SpyVsSpy'' licensed board game has up to four playable Spies digging tunnels towards strategically placed bombs to capture them. Tunnel tiles allow a Spy to navigate further and eventually form a twisting maze that often doubles back on itself... and part of the gameplay involves the actions of enemy spies, either setting traps to cut off your tunnels or digging out new paths over your existing ones. The end result is a fairly chaotic board that is quite prone to re-shaping itself every few rounds and often ends up with at least one player forced to step onto a booby trap tile or the dreaded Death Circle, where a player (through bad luck or crippling incompetence) is trapped in four joined 90-degree corner tunnels with no option to dig back out, forever going in a loop.
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[[caption-width-right:350:[[Music/AesopRock Maps won't work here!]]]]
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* The ''ComicStrip/SpyVsSpy'' licensed board game has one of four playable Spies digging tunnels towards strategically placed bombs to capture them. Tunnel tiles allow a Spy to navigate further and eventually form a twisting maze that often doubles back on itself... and part of the gameplay involves the actions of enemy spies, either setting traps to cut off your tunnels or digging out new paths over your existing ones. The end result is a fairly chaotic board that is quite able to re-design itself every few rounds and often ends up with at least one player forced to step onto a booby trap tile or the dreaded Death Circle, where a player (through bad luck or crippling incompetence) is trapped in four joined 90-degree corner tunnels with no option to dig back out, forever going in a loop.

to:

* The ''ComicStrip/SpyVsSpy'' licensed board game has one of up to four playable Spies digging tunnels towards strategically placed bombs to capture them. Tunnel tiles allow a Spy to navigate further and eventually form a twisting maze that often doubles back on itself... and part of the gameplay involves the actions of enemy spies, either setting traps to cut off your tunnels or digging out new paths over your existing ones. The end result is a fairly chaotic board that is quite able prone to re-design re-shaping itself every few rounds and often ends up with at least one player forced to step onto a booby trap tile or the dreaded Death Circle, where a player (through bad luck or crippling incompetence) is trapped in four joined 90-degree corner tunnels with no option to dig back out, forever going in a loop.
Is there an issue? Send a MessageReason:
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Added DiffLines:

* The ''ComicStrip/SpyVsSpy'' licensed board game has one of four playable Spies digging tunnels towards strategically placed bombs to capture them. Tunnel tiles allow a Spy to navigate further and eventually form a twisting maze that often doubles back on itself... and part of the gameplay involves the actions of enemy spies, either setting traps to cut off your tunnels or digging out new paths over your existing ones. The end result is a fairly chaotic board that is quite able to re-design itself every few rounds and often ends up with at least one player forced to step onto a booby trap tile or the dreaded Death Circle, where a player (through bad luck or crippling incompetence) is trapped in four joined 90-degree corner tunnels with no option to dig back out, forever going in a loop.
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* ''[[https://www.youtube.com/watch?v=fEQWQq6mnhM Taboo [Maze of Love]]]'', one of [[BonusBoss Flandre]]'s spell cards in ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'', evokes one of those. Flandre fires thick walls of bullets with built-in gaps, the "intended" way to beat this attack is to keep close to her and spin around, passing through the gaps. However, the walls of bullets are not quite solid, so a skilled player can take their chances brute-forcing their way through.

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* ''[[https://www.youtube.com/watch?v=fEQWQq6mnhM Taboo [Maze of Love]]]'', one of [[BonusBoss [[{{Superboss}} Flandre]]'s spell cards in ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'', evokes one of those. Flandre fires thick walls of bullets with built-in gaps, the "intended" way to beat this attack is to keep close to her and spin around, passing through the gaps. However, the walls of bullets are not quite solid, so a skilled player can take their chances brute-forcing their way through.
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* ''Wiki/SCPFoundation'':

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* ''Wiki/SCPFoundation'':''Website/SCPFoundation'':
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* In ''Literature/LordsAndLadies'', Lancre Forest starts doing this when it comes under the influence of TheFairFolk. This pushes the Lancre Morris Men towards [[CircleOfStandingStones the Dancers]], and prevents Granny Weatherwax from returning to Lancre Castle, much to her annoyance.
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* In the ''Website/QuestDen'' adventure ''Divided'', the protagonist inherits a spooky manor and gets lost in it during the night thanks to this trope. Then she learns [[spoiler:the manor is bound to her will; she only reason it rearranged itself so she'd get lost is because she expected it to]].

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* ''Literature/HarryPotter''

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* ''Literature/HarryPotter''''Literature/HarryPotter'':



** So did Hogwarts Castle.

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** So did Hogwarts Castle.Castle, with its moving stairs.



* ''Literature/KeysToTheKingdom'' has the Great Maze, the section of the House used to train the Glorious Army of [[{{God}} the Architect]]. It is a one thousand by one thousand grid of one mile by one mile tiles which randomly switch their positions every day.

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* ''Literature/KeysToTheKingdom'' has the Great Maze, the section of the House used to train the Glorious Army of [[{{God}} the Architect]]. It is a one thousand by one thousand grid of one mile by one mile tiles which randomly switch their positions every day. (Or rather, not randomly but ''unpredictably'' if you don't have a magical map.)


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* ''Literature/ThisUsedToBeAboutDungeons'': The [[spoiler:Herbury Meadows]] dungeon turns out to be mobile, when the party opens a door and discovers that the room on the other side isn't what was there before. It quickly becomes apparent that rooms shift approximately every five minutes, accompanied by a loud noise reverberating through the dungeon, and that there are potentially hundreds of rooms. The one saving grace is that ''open'' doors aren't affected, so it's still possible to clear an area. [[spoiler:And it stops shifting once they manage to kill the boss at the centre of the maze -- leaving only the question of whether the maze is actually in a solvable state afterward. And whether they can survive hundreds of low-level but tiring monster encounters.]]

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