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-->-- '''The Angry Video Game Nerd''' (on ''Videogame/CastlevaniaIIIDraculasCurse''), ''WebVideo/TheAngryVideoGameNerd''

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-->-- '''The Angry Video Game Nerd''' (on ''Videogame/CastlevaniaIIIDraculasCurse''), ''WebVideo/TheAngryVideoGameNerd''
'''WebVideo/TheAngryVideoGameNerd''' on ''Videogame/CastlevaniaIIIDraculasCurse''
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* ''VideoGame/{{Levelhead}}'': Levels like "Dune Doom Dream" and "Quick Fire" require the player to keep up with the camera or die off-screen.
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The Dennis the Menace video game now has its own page.


* The ''Film/DennisTheMenace'' LicensedGame for the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] features two auto-scrolling levels in the second world, The Park. While dodging enemies, you have to make sure that Dennis' dog, Ruff stays close, because you will need him to make certain jumps. If you fail to make these jumps, you'll have to start the level from the beginning, and because the [[TimedMission time limit]] doesn't reset when Dennis loses a life, it may run out, resulting in [[NonStandardGameOver Dennis losing all of his lives]]. These levels go on for about five minutes if you don't lose a life. If you do, they can go on for over twenty minutes.

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* The ''Film/DennisTheMenace'' ''VideoGame/DennisTheMenace'' LicensedGame for the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] features two auto-scrolling levels in the second world, The Park. While dodging enemies, you have to make sure that Dennis' dog, Ruff stays close, because you will need him to make certain jumps. If you fail to make these jumps, you'll have to start the level from the beginning, and because the [[TimedMission time limit]] doesn't reset when Dennis loses a life, it may run out, resulting in [[NonStandardGameOver Dennis losing all of his lives]]. These levels go on for about five minutes if you don't lose a life. If you do, they can go on for over twenty minutes.
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* The ''Film/DennisTheMenace'' LicensedGame for the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] features two auto-scrolling levels in the second world, The Park. While dodging enemies, you have to make sure that Dennis' dog, Ruff stays close, because you will need him to make certain jumps. If you fail to make these jumps, you'll have to start the level from the beginning, and because the [[TimedMission time limit]] doesn't reset when Dennis loses a life, it may run out, resulting in [[NonStandardGameOver Dennis losing all of his lives]]. These levels go on for about five minutes if you don't lose a life. If you do, they can go on for over twenty minutes.
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* Many levels in ''[[Franchise/{{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 ''[[Franchise/{{Kirby}} Kirby's Dream Land 2]]'' and ''3''. ''VideoGame/KirbySuperStar'' had two sections like this in the "Revenge of Meta Knight" subgame.subgame, as well as one such section in "Dyna Blade", a hidden room in "The Great Cave Offensive", and the Nova Shootout section in "Milky Way Wishes". And then there was that horizontal section in Stage 1 of Rock Star in ''VideoGame/Kirby64TheCrystalShards''.
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** The 8-bit version of the original Sonic the Hedgehog on [[UsefulNotes/SegaMasterSystem Master System]] and [[UsefulNotes/GameGear Game Gear]] featured an auto-scrolling level in [[https://youtu.be/pNCtZbD-GEs?t=167 Bridge Zone Act 2]]. YMMV on whether this was a welcome variation to the regular gameplay or not.
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* The collapsing castle stage in ''Disney/TheJungleBook'' for SNES.

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* The collapsing castle stage in ''Disney/TheJungleBook'' ''VideoGame/TheJungleBook'' for SNES.
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That's a Darth Wiki trope, removing because that's now a Review.


** The jetboard sections in ''VideoGame/MegaMan8'' are particularly irritating. [[MostAnnoyingSound "Jump! Jump!" "Slide! Slide!"]]

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** The jetboard sections in ''VideoGame/MegaMan8'' are particularly irritating. [[MostAnnoyingSound "Jump! Jump!" "Slide! Slide!"]]
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** Sky Chase Zone in ''VideoGame/SonicTheHedgehog2'' and its [[SpiritualSuccessor Spiritual Successors]], Sky Fortress Zone Act 1 in ''VideoGame/SonicTheHedgehog4'' and Mirage Saloon Zone Act 1 in ''VideoGame/SonicMania''.

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%% ** Sky Chase Zone in ''VideoGame/SonicTheHedgehog2'' and its [[SpiritualSuccessor Spiritual Successors]], Sky Fortress Zone Act 1 in ''VideoGame/SonicTheHedgehog4'' and Mirage Saloon Zone Act 1 in ''VideoGame/SonicMania''.



** The Death Egg Zone FinalBoss, after you blow up its hands. The robot itself (and later, the collapsing platforms) also doubles as an AdvancingWallOfDoom.
** The second act of the Bridge Zone in the first ''VideoGame/SonicTheHedgehog1'' for Master System (or Game Gear).
** The special zones deserve special mention as a staple of their behavior is the inability to stop running forward (towards the background).
*** Half-pipe track from ''Sonic 2'' and ''Sonic 3D Blast''
*** Blue orb-collection spherical track from ''Sonic 3''
*** UFO smash arena from ''Sonic CD''
*** Full-pipe track from ''VideoGame/SonicHeroes''
*** UFO-chasing race track from ''VideoGame/SonicMania''

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%% ** The Death Egg Zone FinalBoss, after you blow up its hands. The robot itself (and later, the collapsing platforms) also doubles as an AdvancingWallOfDoom.
%% ** The second act of the Bridge Zone in the first ''VideoGame/SonicTheHedgehog1'' for Master System (or Game Gear).
%% ** The special zones deserve special mention as a staple of their behavior is the inability to stop running forward (towards the background).
%% *** Half-pipe track from ''Sonic 2'' and ''Sonic 3D Blast''
%% *** Blue orb-collection spherical track from ''Sonic 3''
%% *** UFO smash arena from ''Sonic CD''
%% *** Full-pipe track from ''VideoGame/SonicHeroes''
%% *** UFO-chasing race track from ''VideoGame/SonicMania''
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-->-- '''WebVideo/TheAngryVideoGameNerd''', on ''Videogame/CastlevaniaIIIDraculasCurse''

to:

-->-- '''WebVideo/TheAngryVideoGameNerd''', on ''Videogame/CastlevaniaIIIDraculasCurse''
'''The Angry Video Game Nerd''' (on ''Videogame/CastlevaniaIIIDraculasCurse''), ''WebVideo/TheAngryVideoGameNerd''
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* ''Franchise/SonicTheHedgehog'':

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* ''Franchise/SonicTheHedgehog'':''VideoGame/SonicTheHedgehog'':



** The second act of the Bridge Zone in the first ''VideoGame/SonicTheHedgehog'' for Master System (or Game Gear).

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** The second act of the Bridge Zone in the first ''VideoGame/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog1'' for Master System (or Game Gear).
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* The (sorta) surgery sim games ''VideoGame/TraumaCenter Under the Knife/Second Opinion'' and ''New Blood'' have Pempti and Soma, respectively, be called this. Pempti can only be damaged when it takes an action, and only for a single point of damage each time, meaning the operation is essentially the same speed every time. Soma can be constantly drained and is essentially harmless unless you aren't paying attention, meaning most of the fight is just holding A and keeping the drain on it.

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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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* ''Franchise/DonkeyKong'':
**
''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.respectively.
** Rocket barrel levels, mine cart segments and barrel cannon sequences in ''VideoGame/DonkeyKongCountryReturns'' and ''VideoGame/DonkeyKongCountryTropicalFreeze''. The second game offers a unique twist: certain segments will provide a Camera Perspective Switch.
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* [[{{Creator/Nitrome}} Cave Chaos]] replicates the effect, but at the same time shows you what the hell's happening: the floating platforms behind you are constantly breaking apart and dropping into the depths below. And to keep you from getting too far ahead, the ground ahead of you is constantly ''assembling'' out of pieces coming from offscreen. Get particularly far behind, and you may find yourself jumping from falling piece to falling piece just before each vanishes off the bottom of the screen.

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* [[{{Creator/Nitrome}} ''[[{{Creator/Nitrome}} Cave Chaos]] Chaos]]'' replicates the effect, but at the same time shows you what the hell's happening: the floating platforms behind you are constantly breaking apart and dropping into the depths below. And to keep you from getting too far ahead, the ground ahead of you is constantly ''assembling'' out of pieces coming from offscreen. Get particularly far behind, and you may find yourself jumping from falling piece to falling piece just before each vanishes off the bottom of the screen.
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* ''[[VideoGame/BatmanSunsoft Batman: Return of the Joker]]'' for NES has auto-scrolling in Stages 1-2 (RoofHopping while being bombarded by an airship), 4-1 (TraintopBattle) and 6-2 (tank battle). The LiftOfDoom areas are also inescapable until the lift stops rising, either.

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* ''[[VideoGame/BatmanSunsoft Batman: Return of the Joker]]'' for NES has auto-scrolling in Stages 1-2 (RoofHopping while being bombarded by an airship), 4-1 (TraintopBattle) and 6-2 (tank battle). The LiftOfDoom areas are also inescapable until the lift stops rising, either.rising.
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Generally, the gameplay in these levels shifts from exploration towards a more "survivalist" task of avoiding a combination of fixed and moving obstacles. The player must choose between moving forward early, at the risk of running afoul of some not-yet-seen obstacles, or waiting to move later, where he runs the risk of being forced to move by the level's scrolling at moment when the obstacles are more dangerous.

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Generally, the gameplay in these levels shifts from exploration towards a more "survivalist" task of avoiding a combination of fixed and moving obstacles. The player must choose between moving forward early, at the risk of running afoul of some not-yet-seen obstacles, or waiting to move later, where he runs the risk of being forced to move by the level's scrolling at a moment when the obstacles are more dangerous.
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** In ''VideoGame/MegaMan4'', the third level of Dr. Cossack's fortress is one of these. It had a decent number of ways to slow you down to the screen's speed and was for the most part a pretty decent level. The CrowningMusicOfAwesome [[https://www.youtube.com/watch?v=MlRGotA3Yzs&feature=related doesn't hurt, either]].

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** In ''VideoGame/MegaMan4'', the third level of Dr. Cossack's fortress is one of these. It had a decent number of ways to slow you down to the screen's speed and was for the most part a pretty decent level. The CrowningMusicOfAwesome SugarWiki/AwesomeMusic [[https://www.youtube.com/watch?v=MlRGotA3Yzs&feature=related doesn't hurt, either]].
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*** UFO-chasing race track from ''VideoGame/SonicMania''
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** The ''Super Mario Bros.'' UsefulNotes/GameAndWatch from the 80's is fixed scrolling, the first example of this trope in the ''Mario'' series.

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** The ''Super Mario Bros.'' UsefulNotes/GameAndWatch from the 80's 80s is fixed scrolling, the first example of this trope in the ''Mario'' series.



** Sky Chase Zone in ''VideoGame/SonicTheHedgehog2'' and its SpiritualSuccessor, Sky Fortress Zone Act 1 in ''VideoGame/SonicTheHedgehog4''.
** In Angel Island Zone, Act 2 of ''[[VideoGame/Sonic3AndKnuckles Sonic The Hedgehog 3]]'', there's a portion before the BossBattle where the screen starts scrolling to the right, then Robotnik's airship starts dropping bombs at you. If you let off the speed for a second, [[AdvancingWallOfDoom you'll drift too far left and get hit]]. All you have to do is hold right for a few seconds until the barrage stops.

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** Sky Chase Zone in ''VideoGame/SonicTheHedgehog2'' and its SpiritualSuccessor, [[SpiritualSuccessor Spiritual Successors]], Sky Fortress Zone Act 1 in ''VideoGame/SonicTheHedgehog4''.
''VideoGame/SonicTheHedgehog4'' and Mirage Saloon Zone Act 1 in ''VideoGame/SonicMania''.
** In Angel Island Zone, Act 2 of ''[[VideoGame/Sonic3AndKnuckles Sonic The the Hedgehog 3]]'', there's a portion before the BossBattle where the screen starts scrolling to the right, then Robotnik's airship starts dropping bombs at you. If you let off the speed for a second, [[AdvancingWallOfDoom you'll drift too far left and get hit]]. All you have to do is hold right for a few seconds until the barrage stops.
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** The ''Super Mario Bros.'' GameAndWatch from the 80's is fixed scrolling, the first example of this trope in the ''Mario'' series.

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** The ''Super Mario Bros.'' GameAndWatch UsefulNotes/GameAndWatch from the 80's is fixed scrolling, the first example of this trope in the ''Mario'' series.
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Often you will be mortally crushed if you get caught between the advancing side of the screen and a stationary wall, making the screen boundary a kind of AdvancingWallOfDoom. Only occasionally are these kinds of levels coupled with an ''actual'' Advancing Wall Of Doom, providing some justification for the enforced scrolling. In vertical-scrolling levels, there will be an ever-rising bottomless pit, and solid platforms that fall below the edge of the screen will be consumed by an [[NothingIsScarier unknown]] {{f|ridgeHorror}}orce.

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Often you will be mortally crushed if you get caught between the advancing side of the screen and a stationary wall, making the screen boundary a kind of AdvancingWallOfDoom. Only occasionally are these kinds of levels coupled with an ''actual'' Advancing Wall Of Doom, providing some justification for the enforced scrolling. Some of the time it is stated or implied in the story that there is an offscreen Advancing Wall Of Doom. It might also just mean that there is a limited amount of time for the character to reach his destination and running short of that is tantamount to failing. In vertical-scrolling levels, there will be an ever-rising bottomless pit, and solid platforms that fall below the edge of the screen will be consumed by an [[NothingIsScarier unknown]] {{f|ridgeHorror}}orce.
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* ''Atomic Runner Chelnov'' is entirely made of these ({{Boss Battle}}s excepted), being essentially a HorizontalScrollingShooter[=/=]PlatformGame hybrid.

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* ''Atomic Runner Chelnov'' ''VideoGame/AtomicRunnerChelnov'' is entirely made of these ({{Boss Battle}}s excepted), being essentially a HorizontalScrollingShooter[=/=]PlatformGame hybrid.
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** The auto-scrolling levels in ''VideoGame/SuperMarioBros3'' include 1-4, 3-6, 5-6, 5-9, 6-2, 6-7, 7-4 and all the airship, tank and navy levels.

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** The auto-scrolling levels in ''VideoGame/SuperMarioBros3'' include 1-4, 3-6, 5-6, 5-9, 6-2, 6-7, 7-4 and all the airship, tank and navy levels. [[ThatOneLevel The air force level]] auto-scrolls ''significantly'' faster than any other level in the game.
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->'''CrankyKong:''' "A bit aggravating," they call these auto-scrolling levels? Back in my day, we didn't have ''any'' scrolling whatsoever -- just one static screen, maybe a different static screen for different levels! And we ''liked'' it, by gum!

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->'''CrankyKong:''' ->'''Cranky Kong:''' "A bit aggravating," they call these auto-scrolling levels? Back in my day, we didn't have ''any'' scrolling whatsoever -- just one static screen, maybe a different static screen for different levels! And we ''liked'' it, by gum!
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->'''SelfDemonstrating/CrankyKong:''' "A bit aggravating," they call these auto-scrolling levels? Back in my day, we didn't have ''any'' scrolling whatsoever -- just one static screen, maybe a different static screen for different levels! And we ''liked'' it, by gum!

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->'''SelfDemonstrating/CrankyKong:''' ->'''CrankyKong:''' "A bit aggravating," they call these auto-scrolling levels? Back in my day, we didn't have ''any'' scrolling whatsoever -- just one static screen, maybe a different static screen for different levels! And we ''liked'' it, by gum!
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* "Raw Fish Rampage" in ''VideoGame/TheAngryVideoGameNerdAdventures II: [=ASSimilation=]''.

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* "Raw Fish Rampage" in ''VideoGame/TheAngryVideoGameNerdAdventures II: [=ASSimilation=]''.''VideoGame/TheAngryVideoGameNerdIIAssimilation'', with added challenge provided by conveyor belts.
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* [[{{Nitrome}} Cave Chaos]] replicates the effect, but at the same time shows you what the hell's happening: the floating platforms behind you are constantly breaking apart and dropping into the depths below. And to keep you from getting too far ahead, the ground ahead of you is constantly ''assembling'' out of pieces coming from offscreen. Get particularly far behind, and you may find yourself jumping from falling piece to falling piece just before each vanishes off the bottom of the screen.

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* [[{{Nitrome}} [[{{Creator/Nitrome}} Cave Chaos]] replicates the effect, but at the same time shows you what the hell's happening: the floating platforms behind you are constantly breaking apart and dropping into the depths below. And to keep you from getting too far ahead, the ground ahead of you is constantly ''assembling'' out of pieces coming from offscreen. Get particularly far behind, and you may find yourself jumping from falling piece to falling piece just before each vanishes off the bottom of the screen.
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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, 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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** The autoscrolling levels in ''Super Mario World 2: VideoGame/YoshisIsland'' include 1-5, E-1, 6-5, 6-Secret and part parts of 2-1 and 6-8. ''Yoshi's Island DS'' has these in 2-6, 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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* In ''VideoGame/ShonenJump's OnePiece'' 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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* In ''VideoGame/ShonenJump's OnePiece'' Manga/OnePiece'' 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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Fixing Error in previous edit.


* 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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* In ''VideoGame/ShonenJump'sOnePiece'' ''VideoGame/ShonenJump's OnePiece'' 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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