---
key: mechanic/metroidvania--family-group-04
type: mechanic
id: metroidvania--family-group-04
lang: en
title: 'Walls, ceilings and holds'
summary: >-
  Wall and ceiling surfaces become supports or routes when given the appropriate
  action.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/metroidvania--family-group-04/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/metroidvania--family-group-04.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/metroidvania--family-group-04.md
aliases: []
tags:
  - Metroidvanias
  - Capabilities
sourceIds:
  - source-90b5e5b4c5b1aeb5
sources:
  - id: source-90b5e5b4c5b1aeb5
    title: Tomb Raider III (1998)
    url: 'https://gamemechanics.org/patterns/monkey-bar-traversal'
    verifiedAt: null
relations: []
placements:
  - catalogId: metroidvania
    id: family-group-04
    title: Metroidvanias
    url: 'https://gamemechanics.pro/en/mechanics/metroidvania/#family-group-04'
    categoryIds:
      - section-3
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: 'Walls, ceilings and holds'
    description: >-
      Wall and ceiling surfaces become supports or routes when given the
      appropriate action.
    image:
      src: images/mechanics/traversal-monkey-bar-traversal.webp
      width: 598
      height: 334
      game: Tomb Raider III (1998)
      sourceUrl: 'https://gamemechanics.org/patterns/monkey-bar-traversal'
      originalUrl: 'https://cdn.gamemechanics.org/webm/tomb_raider_3_over_head.webm'
      sourceFrameSeconds: 3.88
      credit: Core Design; clip via GameMechanics.org
      rights: >-
        © respective game rights holders. Clip source: GameMechanics.org. All
        rights reserved.
      caption: Hand-over-hand traversal beneath a support in Tomb Raider III
      alt: Hand-over-hand traversal beneath a support in Tomb Raider III
      markers:
        - x: 49
          'y': 48
          label: Hands support the character beneath the structure
    tips:
      - Distinguish usable gripping surfaces from ordinary decoration.
    examples:
      - title: Tomb Raider III (1998)
        url: 'https://gamemechanics.org/patterns/monkey-bar-traversal'
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/metroidvania
---
# Walls, ceilings and holds

id: metroidvania--family-group-04
type: mechanic
key: mechanic/metroidvania--family-group-04
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/metroidvania--family-group-04/

Wall and ceiling surfaces become supports or routes when given the appropriate action.

## At a glance

![Hand-over-hand traversal beneath a support in Tomb Raider III](https://gamemechanics.pro/images/mechanics/traversal-monkey-bar-traversal.webp)

[Tomb Raider III (1998)](https://gamemechanics.org/patterns/monkey-bar-traversal) · © respective game rights holders. Clip source: GameMechanics.org. All rights reserved.

[Source recording](https://cdn.gamemechanics.org/webm/tomb_raider_3_over_head.webm), 3.88 s

1. Hands support the character beneath the structure

- Distinguish usable gripping surfaces from ordinary decoration.

- [Tomb Raider III (1998)](https://gamemechanics.org/patterns/monkey-bar-traversal)

## How it works

Wall and ceiling surfaces become supports or routes when given the appropriate action.

## Variants

### Variants and applications

<a id="family-group-04-variants"></a>

- Wall jump. Rule: Pushing off a vertical surface gives height and changes direction. <a id="variant-mv-038"></a>
- Sliding along the wall. Rule: Contact with the wall slows down the fall and allows you to choose the moment of the next action. <a id="variant-mv-039"></a>
- Climbing with hold. Rule: The character ascends the surface, sometimes expending stamina. <a id="variant-mv-040"></a>
- Wall running. Rule: Movement along a vertical surface requires speed and suitable geometry. <a id="variant-mv-041"></a>
- Catch on the edge. Rule: Holding on the edge and pulling up expands the available height of the platforms. <a id="variant-mv-042"></a>
- Ladders, vines and ropes. Rule: Special objects set a separate mode of vertical movement. <a id="variant-mv-043"></a>
- Moving along the ceiling. Rule: The hero clings to ceiling surfaces or special strips. <a id="variant-mv-044"></a>
- Magnetic adhesion. Rule: Suitable walls and ceilings hold the hero with a magnetic ability. <a id="variant-mv-045"></a>
- Hook pull. Rule: Shooting at the hook point quickly transports the character to it. <a id="variant-mv-046"></a>
- Swinging on a hook or rope. Rule: The length of the connection and the accumulated impulse determine the flight trajectory. <a id="variant-mv-047"></a>
- Attracting the target towards you. Rule: The grappling hook moves an object, platform, or enemy instead of moving the hero. <a id="variant-mv-048"></a>

## Context and limits

The author's working taxonomy of mechanics, access rules, structural patterns and support systems. This is not an industry standard or a statement that every item is required or present in every game. Hybrids and support are highlighted separately. Any finite list is limited by the level of detail; combinations and new options remain open.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [Tomb Raider III (1998)](https://gamemechanics.org/patterns/monkey-bar-traversal) (id: source-90b5e5b4c5b1aeb5)

CC-BY-4.0 · gamemechanics.pro contributors
