{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-squeezing-through-narrow-spaces","type":"mechanic","id":"game-mechanics--gm-squeezing-through-narrow-spaces","lang":"en","title":"Squeezing through narrow spaces","summary":"A narrow passage changes the character’s posture and restricts movement. The player moves sideways between obstacles while controlling direction.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-squeezing-through-narrow-spaces/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-squeezing-through-narrow-spaces.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-squeezing-through-narrow-spaces.md","aliases":["Squeezing through a gap"],"tags":["Game design techniques","Movement"],"sourceIds":["source-dbc8e516b1022bb6","source-b9bc1f7efa60d46e","source-63e222d0d03e6cde"],"sources":[{"id":"source-dbc8e516b1022bb6","title":"Game Mechanics: Squeezing through narrow spaces","url":"https://gamemechanics.org/patterns/squeezing-through-narrow-spaces","verifiedAt":null},{"id":"source-b9bc1f7efa60d46e","title":"Tom Clancy's Splinter Cell (2002)","url":"https://gamemechanics.org/patterns/squeezing-through-narrow-spaces/game/tom-clancys-splinter-cell","verifiedAt":null},{"id":"source-63e222d0d03e6cde","title":"Outlast (2013)","url":"https://gamemechanics.org/patterns/squeezing-through-narrow-spaces/game/outlast","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"A special pose enables passage where normal movement does not fit."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-squeezing-through-narrow-spaces-rule\"></a>\n\n- A special pose enables passage where normal movement does not fit. <a id=\"gm-squeezing-through-narrow-spaces-definition\"></a>"},{"id":"context","title":"Context and limits","body":"All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source."}],"relations":[],"placements":[{"catalogId":"game-mechanics","id":"gm-squeezing-through-narrow-spaces","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-squeezing-through-narrow-spaces","categoryIds":["gm-category-movement"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"Squeezing through a gap","description":"A narrow passage changes the character’s posture and restricts movement. The player moves sideways between obstacles while controlling direction.","image":{"src":"images/mechanics/traversal-squeezing-through-narrow-spaces.webp","width":600,"height":328,"game":"Tom Clancy's Splinter Cell (2002)","sourceUrl":"https://gamemechanics.org/patterns/squeezing-through-narrow-spaces","originalUrl":"https://cdn.gamemechanics.org/webm/splinter_cell_narrow.webm","sourceFrameSeconds":3.92,"credit":"Ubisoft Montréal; clip via GameMechanics.org","rights":"© respective game rights holders. Clip source: GameMechanics.org. All rights reserved.","caption":"Moving sideways between walls","alt":"Tom Clancy's Splinter Cell: Sam presses against a wooden wall in a tight gap between two surfaces.","markers":[{"x":48,"y":69,"label":"The character adopts a sideways posture"}]},"tips":["Make the entrance to the narrow section visible and predictable.","Check camera placement and collisions along the whole passage."],"examples":[{"title":"Tom Clancy's Splinter Cell (2002)","url":"https://gamemechanics.org/patterns/squeezing-through-narrow-spaces"}]}},"endsAt":null,"provenance":"Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/game-mechanics"}}