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* In ''VideoGame/ShonenJump'sOnePiece'' Rogue Town Part 2 is basically this, replete with enemies, obstacles, spike pits, falling platforms and some tricky jumps. Missing any of the various platforms means falling to your doom.
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** ''VideoGame/SonicTheHedgehog2006'' features areas of Sonic's levels that have been dubbed by one speedrun as "Mach Speed Zones." Sonic is forced to run forward, jumping and dodging obstacles, and can not leave his assigned course by too much or get hit by too many objects unless he wants to breakdance into oblivion.

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** ''VideoGame/SonicTheHedgehog2006'' features areas of Sonic's levels that have been dubbed by one speedrun as "Mach Speed Zones." Sonic is forced to run forward, jumping and dodging obstacles, and can not leave his assigned course by too much or get hit by too many objects unless he wants to [[ObviousBeta breakdance into oblivion.oblivion]].
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* The boat level in ''The Flintstones: The Rescue of Dino and Hoppy''.

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* The boat level in ''The Flintstones: The Rescue of Dino and Hoppy''.''VideoGame/TheFlintstonesTheRescueOfDinoAndHoppy''.
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* Multiple levels in ''Nihilumbra'' have you chased by [[AdvancingWallOfDoom The Void.]]

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* Multiple levels in ''Nihilumbra'' ''VideoGame/{{Nihilumbra}}'' have you chased by [[AdvancingWallOfDoom The Void.]]
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* The UsefulNotes/{{Atari 2600}} game ''Entombed'' by U.S. Games, where you must escape a series of scrolling mazes without being trapped in them.
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* "Raw Fish Rampage" in ''VideoGame/TheAngryVideoGameNerdAdventures II: [=ASSimilation=]''.
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* ''TinyToonAdventures: Buster Busts Loose'' (SNES) has some levels where [[AdvancingWallOfDoom the edge of the screen kills you]].

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* ''TinyToonAdventures: Buster Busts Loose'' (SNES) ''VideoGame/TinyToonAdventuresBusterBustsLoose'' for the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] has some levels where [[AdvancingWallOfDoom the edge of the screen kills you]].
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** The fixed scrolling in Stage 1 of Dr. Wily's Castle in ''VideoGame/MegaMan2'' is brief, but very annoying the first time. 99% of the level scrolls normally, until the end when it suddenly begins to move on its own at a rate that's slightly slower than the player's movement. The transition seemingly happens in the middle of a jump between two one-block-wide platforms and if the unprepared player doesn't simply miss and fall into the bottomless pit, he'll soon be knocked in anyway when a giant dragon that takes up half the screen flies in behind him.

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** The fixed scrolling in Stage 1 of Dr. Wily's Castle in ''VideoGame/MegaMan2'' is brief, but very annoying the first time. 99% 80% of the level scrolls normally, until the end when it suddenly begins to move on its own at a rate that's only slightly slower than the player's movement. The transition seemingly happens in the middle of a jump between two one-block-wide platforms and if the unprepared player doesn't simply miss and fall into the bottomless pit, he'll soon be knocked in anyway when a giant dragon that takes up half 1/3 of the screen flies in behind him.
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* To dodge the thorns and Munchers at the beginning of Muncher Mountain in ''VideoGame/SuperMarioWorldPiranhaIsland'', Mario must board a rocket pipe barrel and navigate his way to the end of the segment. Like the rocket barrel segments in ''VideoGame/DonkeyKongCountryReturns'', Mario dies if the pipe touches anything hazardous.
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** The autoscrolling levels in ''Super Mario World 2: VideoGame/YoshisIsland'' include 1-5, E-1, 6-5, 6-Secret and part of 6-8. ''Yoshi's Island DS'' has these in 2-6, 3-1, 3-5, 4-Secret and 5-5. In both games, the scrolling screen will go in all sorts of different directions, crossing the same part of the level more than once in more than one different direction, and there's no justification of any sort.

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** The autoscrolling levels in ''Super Mario World 2: VideoGame/YoshisIsland'' include 1-5, E-1, 6-5, 6-Secret and part of 6-8. ''Yoshi's Island DS'' has these in 2-6, 3-1, 3-5, 2-Secret, 3-1,3-2, 4-1, 4-3, 5-1, 4-Secret and 5-5. In both games, the scrolling screen will go in all sorts of different directions, crossing the same part of the level more than once in more than one different direction, and there's no justification of any sort.
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* ''VideoGame/DistortedTravesty 3'' has plenty of these segments. Always justified by being chased, or an AdvancingWallOfDoom or [[https://www.youtube.com/watch?v=2F-5Kyz3JoQ riding something]]
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* In ''VideoGame/TronMazeATron'', the maze constantly scrolls in one direction, with the player changing directions whenever he touches a Flip-Flop chip. Being scrolled off the screen doesn't cause you to lose a life, but it does put you back at the level's starting point.
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* ''VideoGame/PuttPutt Goes to the Moon'' has the minigame ''[=Bear Stormin'=]'', which plays this straight for the entire game. This was later recycled as ''[=Circus Stormin'=]'' in ''PuttPutt and FattyBear's Activity Pack''. [[SurpriseDifficulty Despite being in games made for children, they can get brutally difficult.]]

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* ''VideoGame/PuttPutt Goes to the Moon'' has the minigame ''[=Bear Stormin'=]'', which plays this straight for the entire game. This was later recycled as ''[=Circus Stormin'=]'' in ''PuttPutt ''Putt-Putt and FattyBear's VideoGame/FattyBear's Activity Pack''. [[SurpriseDifficulty Despite being in games made for children, they can get brutally difficult.]]
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** The music stages in ''VideoGame/RaymanLegends'', which are justified because of [[MickeyMousing their gimmick.]]

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** The music stages in ''VideoGame/RaymanLegends'', which are justified because of [[MickeyMousing [[MusicalGameplay their gimmick.]]
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** ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld, both playing exactly like the 2D Mario games except on a 3D plane, have these.

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** ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld, ''VideoGame/SuperMario3DWorld'', both playing exactly like the 2D Mario games except on a 3D plane, have these.
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* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' has "Ripsaw Rage" and "Kong-Fused Cliffs", which have a giant saw and the rope you're climbing burning as {{AdvancingWallOfDoom Advancing Walls of Doom]], respectively.

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* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' has "Ripsaw Rage" and "Kong-Fused Cliffs", which have a giant saw and the rope you're climbing burning as {{AdvancingWallOfDoom [[AdvancingWallOfDoom Advancing Walls of Doom]], respectively.

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%%** ''VideoGame/SuperMarioWorld''



** ''VideoGame/SuperMario3DLand'', playing exactly like the 2D Mario games except on a 3D plane, has these.
* Many levels in ''[[VideoGame/{{Kirby}} Kirby's Dream Land 2]]'' and ''3''. ''VideoGame/KirbySuperStar'' had two sections like this in the "Revenge of Meta Knight" subgame.
* ''[[DonkeyKongCountry3DixieKongsDoubleTrouble Donkey Kong Country 3]]'' has "Ripsaw Rage" and "Kong-Fused Cliffs", which have a giant saw and the rope you're climbing burning as [[AdvancingWallOfDoom Advancing Walls Of Doom]], respectively.

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** ''VideoGame/SuperMario3DLand'', ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld, both playing exactly like the 2D Mario games except on a 3D plane, has have these.
** ''VideoGame/SuperMarioMaker'' lets you create these in its course creator. There are three speeds to choose from, represented by a tortoise, a hare, and a cheetah.
%%** ''VideoGame/SuperMarioWorld''
* Many levels in ''[[VideoGame/{{Kirby}} ''[[Franchise/{{Kirby}} Kirby's Dream Land 2]]'' and ''3''. ''VideoGame/KirbySuperStar'' had two sections like this in the "Revenge of Meta Knight" subgame.
* ''[[DonkeyKongCountry3DixieKongsDoubleTrouble Donkey Kong Country 3]]'' ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' has "Ripsaw Rage" and "Kong-Fused Cliffs", which have a giant saw and the rope you're climbing burning as [[AdvancingWallOfDoom {{AdvancingWallOfDoom Advancing Walls Of of Doom]], respectively.



*** Wily Stage 2's second half. It has an {{Homage}} to the ''VideoGame/{{Gradius}}'' series' High Speed Zone stages. It even comes with a the shutting doors and a song from the NES ''VideoGame/{{Gradius}} 2'' soundtrack.

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*** Wily Stage 2's second half. It has an {{Homage}} to the ''VideoGame/{{Gradius}}'' series' High Speed Zone stages. It even comes with a the shutting doors and a song from the NES ''VideoGame/{{Gradius}} 2'' soundtrack.



*** Rumble Mountain and Mushroomy Kingdom in ''Brawl''.
*** Mushroomy Kingdom and Dreamland in ''Smash 4 3DS''.

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*** Rumble Mountain Falls and Mushroomy Kingdom in ''Brawl''.
*** Mushroomy Kingdom Dream Land and Dreamland Pac-Land in ''Smash 4 3DS''.''3DS'' and ''Wii U'', respectively.


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** The music stages in ''VideoGame/RaymanLegends'', which are justified because of [[MickeyMousing their gimmick.]]
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** In ''VideoGame/MegaMan5, there is a section at the latter half of Gyro Man's stage that is exactly this, and you must dodge the spikes that you are approaching.

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** In ''VideoGame/MegaMan5, ''VideoGame/MegaMan5'', there is a section at the latter half of Gyro Man's stage that is exactly this, and you must dodge the spikes that you are approaching.
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Redundant sentence is redundant.


If the scrolling is fixed such that it cannot be outrun, the level can be the bane of {{speedrun}}nners and players otherwise trying to finish the level quickly.
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A level in a PlatformGame where the screen scrolls at a constant rate (like in [[ShootEmUps rail shooters]]), no matter where the player runs or jumps to. This doesn't make any sense at all, but since you didn't care when you were 12, why start now?

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A level in a PlatformGame where the screen scrolls at a constant rate (like in [[ShootEmUps [[ShootEmUp rail shooters]]), no matter where the player runs or jumps to. This doesn't make any sense at all, but since you didn't care when you were 12, why start now?
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* The first part of the final level of ''Papa Louie 2: When Burgers Attack'' contains an actual AdvancingWallOfDoom, complete with pickets on top.
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Often times, you can't simply fast-forward the scrolling by advancing in the direction of it, forcing you to deal with whatever speed the screen is moving at. As such, Auto-Scrolling Levels are the bane of many {{speedrun}}ners and impatient players.
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When the entire game is one of these, it's an EndlessRunningGame. Whether MinecartMadness is a subtrope is debatable; similar to endless runners, these levels force the character to move a fixed speed, challenging the player to jump, duck, and/or attack at the right times.

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When the entire game is one of these, it's an EndlessRunningGame. Whether MinecartMadness is a subtrope is debatable; similar to endless runners, these levels force the character to move a fixed speed, challenging the player to jump, duck, and/or attack at the right times.
times. If this occurs during a boss battle, you may be fighting an AdvancingBossOfDoom or a GetBackHereBoss.

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** The series features entire arenas that scroll through a continuous loop of level elements. An exmaple in ''Super Smash Bros. Melee'' is Icicle Mountain.

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** The series features entire arenas that scroll through a continuous loop of level elements. An exmaple in ''Super Smash Bros. Melee'' is elements, including:
***
Icicle Mountain.Mountain in ''Melee''.
*** Rumble Mountain and Mushroomy Kingdom in ''Brawl''.
*** Mushroomy Kingdom and Dreamland in ''Smash 4 3DS''.

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* Many levels in ''VideoGame/SuperMarioBros3'', ''VideoGame/SuperMarioWorld'', ''Super Mario World 2: VideoGame/YoshisIsland'' and ''VideoGame/NewSuperMarioBros''. The auto scrolling levels in ''Super Mario Bros. 3'' include 1-4, 3-6, 5-6, 5-9, 6-2, 6-7, 7-4 and all the airship/tank/navy levels.
** The Super Mario Bros. GameAndWatch from the 80's is fixed scrolling, the first example of this trope in the Mario series and maybe even Platformers in general.
** The autoscrolling levels in ''Yoshi's Island'' include 1-5, E-1, 6-5, 6-Secret and part of 6-8. ''Yoshi's Island DS'' has these in 2-6, 3-1, 3-5, 4-Secret and 5-5. In both games, the scrolling screen will go in all sorts of different directions, crossing the same part of the level more than once in more than one different direction, and there's no justification of any sort.
** Inverted in VideoGame/SuperMarioGalaxy. Only a part of the level 'exists', meaning that stepping outside the 'existing' area drops you in a bottomless pit. This gives the net effect the same as a fixed scrolling screen!
** Also inverted in parts of ''Super Mario World'' and ''New Super Mario Bros.'' with some castle levels having those crawling block platforms.
** Justified in one New Super Mario Bros. where the entire level takes place on the back on a giant Wiggler.

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* Many levels in ''VideoGame/SuperMarioBros3'', ''VideoGame/SuperMarioWorld'', ''Super Mario World 2: VideoGame/YoshisIsland'' and ''VideoGame/NewSuperMarioBros''. most ''Franchise/SuperMarioBros'' games are of this type.
**
The auto scrolling auto-scrolling levels in ''Super Mario Bros. 3'' ''VideoGame/SuperMarioBros3'' include 1-4, 3-6, 5-6, 5-9, 6-2, 6-7, 7-4 and all the airship/tank/navy airship, tank and navy levels.
%%** ''VideoGame/SuperMarioWorld''
** The Super ''Super Mario Bros. Bros.'' GameAndWatch from the 80's is fixed scrolling, the first example of this trope in the Mario series and maybe even Platformers in general.
''Mario'' series.
** The autoscrolling levels in ''Yoshi's Island'' ''Super Mario World 2: VideoGame/YoshisIsland'' include 1-5, E-1, 6-5, 6-Secret and part of 6-8. ''Yoshi's Island DS'' has these in 2-6, 3-1, 3-5, 4-Secret and 5-5. In both games, the scrolling screen will go in all sorts of different directions, crossing the same part of the level more than once in more than one different direction, and there's no justification of any sort.
** Inverted in VideoGame/SuperMarioGalaxy. ''VideoGame/SuperMarioGalaxy''. Only a part of the level 'exists', is manifested physically, meaning that stepping outside the 'existing' solid area drops you in a bottomless pit. This Since the ratio of the solid ground moves constantly, this gives the net effect the same as a fixed scrolling screen!
screen.
** Also inverted Inverted in parts of ''Super Mario World'' and ''New Super Mario Bros.'' with some castle levels having those crawling block platforms.
** Justified in one New Super Mario Bros. level 7-3 of ''VideoGame/NewSuperMarioBros1'', where the entire level takes place on the back on a giant Wiggler.



* Many levels in ''[[VideoGame/{{Kirby}} Kirby's Dream Land 2]]'' and ''3''.
** ''VideoGame/KirbySuperStar'' had two sections like this in the "Revenge of Meta Knight" subgame.

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* Many levels in ''[[VideoGame/{{Kirby}} Kirby's Dream Land 2]]'' and ''3''.
**
''3''. ''VideoGame/KirbySuperStar'' had two sections like this in the "Revenge of Meta Knight" subgame.



* Sky Chase Zone in ''VideoGame/SonicTheHedgehog2'' and its SpiritualSuccessor, Sky Fortress Zone Act 1 in ''VideoGame/SonicTheHedgehog4''.

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* ''Franchise/SonicTheHedgehog'':
**
Sky Chase Zone in ''VideoGame/SonicTheHedgehog2'' and its SpiritualSuccessor, Sky Fortress Zone Act 1 in ''VideoGame/SonicTheHedgehog4''.



** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]'', during the Boss Battle in Mushroom Hill Zone, Act 2, the screen scrolls right, forcing you to leap over spiked hurdles to pursue Robotnik.
** Later in the same game, the screen starts scrolling to the right during the boss battle of [[LethalLavaLand Lava Reef]] Zone, Act 2. The real danger of this area is simply jumping from platform to platform to keep up with the screen.
** Yet again, the Death Egg Zone FinalBoss, after you blow up its hands. The robot itself (and later, the collapsing platforms) also doubles as an AdvancingWallOfDoom.

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** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]'', during the Boss Battle in Mushroom Hill Zone, Act 2, the screen scrolls right, forcing you to leap over spiked hurdles to pursue Robotnik.
**
Robotnik. Later in the same game, the screen starts scrolling to the right during the boss battle of [[LethalLavaLand Lava Reef]] Zone, Act 2. The real danger of this area is simply jumping from platform to platform to keep up with the screen.
** Yet again, the The Death Egg Zone FinalBoss, after you blow up its hands. The robot itself (and later, the collapsing platforms) also doubles as an AdvancingWallOfDoom.



** And, just to be awesome, ''VideoGame/SonicTheHedgehog2006'' feature areas of Sonic's levels that have been dubbed by one speedrun as "Mach Speed Zones." Sonic is forced to run forward, jumping and dodging obstacles, and can not leave his assigned course by too much or get hit by too many objects unless he wants to [[strike:fly off]] breakdance into oblivion.

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** And, just to be awesome, ''VideoGame/SonicTheHedgehog2006'' feature features areas of Sonic's levels that have been dubbed by one speedrun as "Mach Speed Zones." Sonic is forced to run forward, jumping and dodging obstacles, and can not leave his assigned course by too much or get hit by too many objects unless he wants to [[strike:fly off]] breakdance into oblivion.



* ''VideoGame/SuperSmashBros'' features entire arenas that scroll through a continuous loop of level elements. Who can forget the most malevolent stage in ''Super Smash Bros. Melee'', Icicle Mountain?

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* ''VideoGame/SuperSmashBros'' ''VideoGame/SuperSmashBros'':
** The series
features entire arenas that scroll through a continuous loop of level elements. Who can forget the most malevolent stage An exmaple in ''Super Smash Bros. Melee'', Melee'' is Icicle Mountain? Mountain.



* Every level in ''BalloonKid'' was one of these.
* The Subwarine levels in ''VideoGame/WarioLand'' The Shake Dimension were these.
** The first Wario Land had one of these as the first level in the Oven Canyon zone.
* Preceding the FinalBoss in ''VideoGame/EccoTheDolphin'' is a forced-scroll level combined with TheMaze; it takes place underwater and scrolls up, down, sideways, doubles on itself, and [[MarathonLevel lasts a good five minutes]]. The only break the game cuts you is the level also continually regenerates your health, due to it being a giant meat grinder. Unfortunately, losing to the boss sends you back to the maze again...
** It even actively tries to fake you out at certain points, making you think you have to go a certain way and then turning back and trying to crush you when you do go that way. Or even making a tiny part of a chamber the only safe place where you won't get crushed. Almost no one will make it through the first time, due to the need to [[TrialAndErrorGameplay memorize the correct path in some places]].
** The sequel ''Tides of Time'' has at least four on hard mode. All other modes at least two.

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* Every level in ''BalloonKid'' was ''VideoGame/BalloonKid'' is one of these.
* The Subwarine levels in ''VideoGame/WarioLand'' The Shake Dimension were these.
**
are these. The first Wario Land had has one of these as the first level in the Oven Canyon zone.
* Preceding the FinalBoss in ''VideoGame/EccoTheDolphin'' is a forced-scroll level combined with TheMaze; it takes place underwater and scrolls up, down, sideways, doubles on itself, and [[MarathonLevel lasts a good five minutes]]. The only break the game cuts you is the level also continually regenerates your health, due to it being a giant meat grinder. Unfortunately, losing to the boss sends you back to the maze again...
**
again... It even actively tries to fake you out at certain points, making you think you have to go a certain way and then turning back and trying to crush you when you do go that way. Or even making a tiny part of a chamber the only safe place where you won't get crushed. Almost no one will make it through the first time, due to the need to [[TrialAndErrorGameplay memorize the correct path in some places]].
**
places]]. The sequel ''Tides of Time'' has at least four on hard mode. All other modes at least two.



** ''Pinball/SuperMarioBrosMushroomWorld'' also has a Frog Mario swimming game, where Mario moves automatically and the player makes him swim up and down to avoid enemies.

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** * ''Pinball/SuperMarioBrosMushroomWorld'' also has a Frog Mario swimming game, where Mario moves automatically and the player makes him swim up and down to avoid enemies.
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* ''VideoGame/ShovelKnight'' has three auto-scrolling screens, each containing unique mechanics to up the frustration.
** Clockwork Tower: The bottom of the screen has [[LedgeBats rockets that knock you off the ladder and platforms]], half of the platforms move across the screen, and the other half are conveyor belts pointed the wrong way.
** Flying Machine: A wind is constantly blowing against the direction of travel, slowing you down. Most of the platforms are also temporary and will fall seconds after you touch them.
** Tower of Fate: Half of the screen has slowly moving platforms that will block you from continuing and move slowly, meaning a missed opening is quickly fatal. The second half consists of digging your way upwards through the dirt while dodging exploding rats.

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Eh, I\'ll just nuke the entry, it\'s a mess.


* In the first three [[VideoGame/DonkeyKongCountry]] games, this manifests in the form of stages where you're riding a vehicle (a minecart, roller coaster, or toboggan depending on the game). It works because the screen IS still following you, you just can't stop your momentum so the feeling that you could finish things faster if the screen didn't autoscroll isn't there.
** ''Donkey Kong Country 3'' also has legitimate examples in "Ripsaw Rage" and "Kong-Fused Cliffs", each of which had some kind of AdvancingWallOfDoom.
"Stampede Sprint" in the Lost World is similar to a minecart/coaster/toboggan stage in execution, too.

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* In the first three [[VideoGame/DonkeyKongCountry]] games, this manifests in the form of stages where you're riding a vehicle (a minecart, roller coaster, or toboggan depending on the game). It works because the screen IS still following you, you just can't stop your momentum so the feeling that you could finish things faster if the screen didn't autoscroll isn't there.
** ''Donkey
''[[DonkeyKongCountry3DixieKongsDoubleTrouble Donkey Kong Country 3'' also 3]]'' has legitimate examples in "Ripsaw Rage" and "Kong-Fused Cliffs", each of which had some kind of AdvancingWallOfDoom.
"Stampede Sprint" in
have a giant saw and the Lost World is similar to a minecart/coaster/toboggan stage in execution, too.rope you're climbing burning as [[AdvancingWallOfDoom Advancing Walls Of Doom]], respectively.

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Those aren\'t examples. Castle Crush is similar, but there\'s a Squawks barrel you can use to outpace the floor. In Slime Climb (I think they meant Toxic Tower), you can and are expected to outpace the rising liquid.


* ''VideoGame/DonkeyKongCountry 2'' has two [[AdvancingWallofDoom Rising Floors of Doom]]: Castle Crush and Slime Climb. The first is less frustrating, since you can ride the floor up - it can only kill you or enemies by crushing them against a ceiling. Conveniently, it will kill the flying wasp enemies on contact. Really, it's worse for the enemies of the level than it is for you.
* ''Donkey Kong Country 3'' had "Kong-Fused Cliffs" and "Ripsaw Rage", each of which had some kind of AdvancingWallOfDoom. Also, to an extent, "Stampede Sprint" in the Lost World.

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* ''VideoGame/DonkeyKongCountry 2'' has two [[AdvancingWallofDoom Rising Floors of Doom]]: Castle Crush and Slime Climb. The In the first is less frustrating, since three [[VideoGame/DonkeyKongCountry]] games, this manifests in the form of stages where you're riding a vehicle (a minecart, roller coaster, or toboggan depending on the game). It works because the screen IS still following you, you can ride just can't stop your momentum so the floor up - it can only kill feeling that you or enemies by crushing them against a ceiling. Conveniently, it will kill could finish things faster if the flying wasp enemies on contact. Really, it's worse for the enemies of the level than it is for you.
*
screen didn't autoscroll isn't there.
**
''Donkey Kong Country 3'' had also has legitimate examples in "Ripsaw Rage" and "Kong-Fused Cliffs" and "Ripsaw Rage", Cliffs", each of which had some kind of AdvancingWallOfDoom. Also, to an extent, AdvancingWallOfDoom.
"Stampede Sprint" in the Lost World.World is similar to a minecart/coaster/toboggan stage in execution, too.
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* In ''VideoGame/TheAdventuresOfLomax'', the boss stages in the first 3 worlds are like this.
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** ''VideoGame/SuperMario3DLand'', playing exactly like the 2d Mario games except on a 3d plane, has these.

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** ''VideoGame/SuperMario3DLand'', playing exactly like the 2d 2D Mario games except on a 3d 3D plane, has these.

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