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** The receiving machines for High Energy Pellets cast a red glowing light on the surface opposite them as a guide to let the player easily know where to set up an exit portal that wil transfer a Pellet directly into the receiver. This prevents blind trial-and-error to find the right spot for the portal in rooms where the player can't aim head-on. Similarly, when Pellets hit a concrete wall, they create a temporary scorch mark that serves as a guide for where to place portals for them to travel through.
** High Energy Pellets bounce off walls back and forth for a significant amount of time before they fizzle out, giving the player a good amount of breathing room to "juggle" a Pellet between portals and switch the portal placement while the Pellet is in motion to carry them even further, or allowing the player to get a Pellet out of their way by using portals to get its trajectory away from Chell.

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** The receiving machines for High Energy Pellets cast a red glowing light on the surface opposite them as a guide to let the player easily know where to set up an exit portal that wil will transfer a Pellet directly into the receiver. This prevents blind trial-and-error to find the right spot for the portal in rooms where the player can't aim head-on. Similarly, when Pellets hit a concrete wall, they create a temporary scorch mark that serves as a guide for where to place portals for them to travel through.
** High Energy Pellets bounce off walls back and forth for a significant amount of time before they fizzle out, giving the player a good amount of breathing room to "juggle" a Pellet between portals and switch the portal placement while the Pellet is in motion to carry them even further, or allowing the player to get a Pellet out of their way by using portals to get its trajectory away from Chell. Additionally, traveling through a portal recharges a Pellet, so a player could theoretically move one from one end of a room to the other by continually passing it through portals before it fizzles out.

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