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* ''VideoGame/DazeBeforeChristmas'' have you playing as a BadassSanta, and levels where you're on a reindeer-drawn sled will have you flying through major cities on automatic, avoiding hazards while dropping gifts down chimneys.
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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]].

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** ''VideoGame/SonicTheHedgehog2006'' features areas of Sonic's levels that have been dubbed by one speedrun as "Mach Speed Zones." where 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]].
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These levels can be [[ThatOneLevel a bit aggravating]] to play, particularly when combined with any number of ClassicVideoGameScrewYous.

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These levels can be [[ThatOneLevel a bit aggravating]] to play, particularly when combined with any number of ClassicVideoGameScrewYous.play.
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* The Subwarine levels in ''VideoGame/WarioLand'' The Shake Dimension are these. The first Wario Land has one of these as the first level in the Oven Canyon zone.

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* The Subwarine levels in ''VideoGame/WarioLand'' The Shake Dimension ''VideoGame/WarioLandShakeIt'' are these. The first ''[[VideoGame/WarioLandSuperMarioLand3 Wario Land Land]]'' has one of these as the first level in the Oven Canyon zone.
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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, 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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* Many levels stages in ''[[Franchise/{{Kirby}} Kirby's Dream Land 2]]'' and ''3''. ''VideoGame/KirbySuperStar'' had two sections like this in the "Revenge of Meta Knight" subgame, Knight", 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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* All the levels of ''VideoGame/AquaJack'', because you're on a motorboat moving forward at max speed. Though you can make it slower to avoid obstacles by holding down.
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* In the obscure ''Creator/{{Toaplan}}'' game ''Demon's World'', every level is one of these. The screen only stops scrolling during boss battles.

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* In the obscure ''Creator/{{Toaplan}}'' game ''Demon's World'', ''VideoGame/DemonsWorld'', every level is one of these. The screen only stops scrolling during boss battles.
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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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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 they run the risk of being forced to move by the level's scrolling at a moment when the obstacles are more dangerous.



** ''VideoGame/SuperMarioGalaxy'': Inverted in this case. Only a part of the level is manifested physically, meaning that stepping outside the solid area drops you in a bottomless pit. Since the ratio of the solid ground moves constantly, this gives the net effect the same as a fixed scrolling screen.

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** ''VideoGame/SuperMarioGalaxy'': Inverted in this case. Only a part of the level is manifested physically, meaning that stepping outside the solid area drops you in a bottomless pit. Since the ratio part of the level that is solid ground moves constantly, this gives the net effect the same as a fixed scrolling screen.
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** 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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** Rocket barrel levels, mine cart segments and barrel cannon sequences in ''VideoGame/DonkeyKongCountryReturns'' and ''VideoGame/DonkeyKongCountryTropicalFreeze''.''VideoGame/DonkeyKongCountryTropicalFreeze'': Any minecart or rocket barrel segment. The vehicles in question will move forward on their own, and the Kongs' job is to dodge the incoming attacks to avoid dying (since OneHitPointWonder is in effect here). With minecarts, the Kongs control the jumps; with the rocket barrels, they steer up and down. The second game offers a unique twist: certain segments will provide a Camera Perspective Switch.
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* ''VideoGame/UltraversePrime'' have two levels where Prime takes flight to pursue a moving container truck and a train, moving forward automatically as he avoid missiles and punch aerial mines, drones, and mooks on jetpacks in his way.
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** ''VideoGame/SuperMarioWorld2YoshisIsland'': The auto-scrolling levels are include 1-5, E-1, 6-5, 6-Secret and 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.
** Inverted in ''VideoGame/SuperMarioGalaxy''. Only a part of the level is manifested physically, meaning that stepping outside the solid area drops you in a bottomless pit. Since the ratio of the solid ground moves constantly, this gives the net effect the same as a fixed scrolling screen.

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** ''VideoGame/SuperMarioWorld2YoshisIsland'': The auto-scrolling levels are include 1-5, E-1, 6-5, 6-Secret and parts of 2-1 and 6-8. ''Yoshi's Island DS'' ''VideoGame/YoshisIslandDS'' 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.
** ''VideoGame/SuperMarioGalaxy'': Inverted in ''VideoGame/SuperMarioGalaxy''.this case. Only a part of the level is manifested physically, meaning that stepping outside the solid area drops you in a bottomless pit. Since the ratio of the solid ground moves constantly, this gives the net effect the same as a fixed scrolling screen.
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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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* ''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]]something.]]



** The [[VideoGame/SonicTheHedgehog18Bit 8-bit version of]] ''[[VideoGame/SonicTheHedgehog18Bit 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 [[VideoGame/SonicTheHedgehog18Bit 8-bit version of]] ''[[VideoGame/SonicTheHedgehog18Bit 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]]. 2.]] YMMV on whether this was a welcome variation to the regular gameplay or not.



* The boat level in ''VideoGame/TheFlintstonesTheRescueOfDinoAndHoppy''.

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* The boat In ''VideoGame/TheFlintstonesTheRescueOfDinoAndHoppy'', the sewer section of the Bedrock level features as horizontally scrolling section where you ride a boat. Later, in ''VideoGame/TheFlintstonesTheRescueOfDinoAndHoppy''.Rockula's castle, there is a vertically scrolling section where molten lava rises upwards, forcing you to remain above it.
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Grammar cleanup


* ''VideoGame/EighthMan'' have the "Chase Levels", where you activates your [[SuperSpeed dash]] mode and starts speeding forward to pursue enemies in their getaway vehicles while avoiding obstacles in your way.

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* ''VideoGame/EighthMan'' have has the "Chase Levels", where you activates activate your [[SuperSpeed dash]] mode and starts start speeding forward to pursue enemies in their getaway vehicles while avoiding obstacles in your way.
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[[AC:AsianAnimation]]
* In episode 7 of ''Animation/BoBoiBoy'', Adu Du traps [=BoBoiBoy=] and Gopal in the latter's ''[[ShowWithinAShow Papa Zola]]'' video game, and they have to WinToExit, but not without help from someone to control them. When Hanna chickens out of fighting enemies in the game due to being too afraid to defeat them and causes Gopal to go backwards, Adu Du has his computer make the level auto-scroll to force [=BoBoiBoy=] and Gopal to proceed.

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* The Jet Bike levels from the ''VideoGame/MegaManX'' series. [[ThatOneLevel Fans do not want to remember.]]
** In ''X6'', the hidden sub-stage of Metal Shark Player's recycling facility stage has a crushing ceiling AND forced scrolling! [[SarcasmMode Joy!]]
** Burn Rooster's stage from ''X8.'' [[NintendoHard Many had nightmares.]]
** The jetboard sections in ''VideoGame/MegaMan8'' are particularly irritating.
** The fixed scrolling in Stage 1 of Dr. Wily's Castle in ''VideoGame/MegaMan2'' is brief, but very annoying the first time. 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 1/3 of the screen flies in behind him.
** 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 SugarWiki/AwesomeMusic [[https://www.youtube.com/watch?v=MlRGotA3Yzs&feature=related doesn't hurt, either]].
** 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.
** The first section of Tengu Man's stage in ''VideoGame/MegaManAndBass'' auto-scrolls, and you must hop on fast-popping balloons to boot.

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* The Jet Bike levels from the ''VideoGame/MegaManX'' series. [[ThatOneLevel Fans do not want to remember.]]
''Franchise/MegaMan''
** In ''X6'', the hidden sub-stage of Metal Shark Player's recycling facility stage has a crushing ceiling AND forced scrolling! [[SarcasmMode Joy!]]
** Burn Rooster's stage from ''X8.'' [[NintendoHard Many had nightmares.]]
** The jetboard sections in ''VideoGame/MegaMan8'' are particularly irritating.
**
''VideoGame/MegaManClassic''
***
The fixed scrolling in Stage 1 of Dr. Wily's Castle in ''VideoGame/MegaMan2'' is brief, but very annoying the first time. 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 1/3 of the screen flies in behind him.
** *** 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 SugarWiki/AwesomeMusic [[https://www.youtube.com/watch?v=MlRGotA3Yzs&feature=related doesn't hurt, either]].
** *** 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.
** *** The jetboard sections in ''VideoGame/MegaMan8'' are particularly irritating.
***
The first section of Tengu Man's stage in ''VideoGame/MegaManAndBass'' auto-scrolls, and you must hop on fast-popping balloons to boot.



*** Wily Stage 2's second half. It has an {{Homage}} to the ''VideoGame/{{Gradius}}'' series' High Speed Zone stages. It even comes with 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 the shutting doors and a song from the NES ''VideoGame/{{Gradius}} ''Gradius 2'' soundtrack. soundtrack.
** ''VideoGame/MegaManX''
*** The Ride Chaser levels, introduced in ''VideoGame/MegaManX2'' and has appeared in almost every game since (with the exception of ''X3'' and ''X6''). ''X8'' has ''two'' of them.
*** In ''VideoGame/MegaManX6'', the BrutalBonusLevel of Metal Shark Player's level has a crushing ceiling AND forced scrolling!
*** Burn Rooster's stage, also from ''VideoGame/MegaManX8'', has ''three'' auto-scrolling segments: two separate descending variants (first at the beginning and then in the final stretch to the boss), and a RiseToTheChallenge ''after'' defeating the boss.
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* ''VideoGame/EighthMan'' have the "Chase Levels", where you activates your [[SuperSpeed dash]] mode and starts speeding forward to pursue enemies in their getaway vehicles while avoiding obstacles in your way.
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[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/auto_scrolling_level_0.png]]

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[[quoteright:256:https://static.[[quoteright:256:[[VideoGame/SuperMarioBros3 https://static.tvtropes.org/pmwiki/pub/images/auto_scrolling_level_0.png]]
png]]]]
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[[caption-width-right:256:[[SoundEffectBleep Those F***ing cannons.]]]]

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[[caption-width-right:256:[[SoundEffectBleep Those F***ing cannons.]]]]

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->''"There's a stage where the screen keeps scrolling up. If you're caught at the bottom, you die. In Trevor Belmont's world, what killed him? The T.V. Screen?"''
-->-- '''WebVideo/TheAngryVideoGameNerd''' on ''Videogame/CastlevaniaIIIDraculasCurse''


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->''"There's a stage where the screen keeps scrolling up. If you're caught at the bottom, you die. In Trevor Belmont's world, what killed him? The T.V. Screen?"''
-->-- '''WebVideo/TheAngryVideoGameNerd''' on ''Videogame/CastlevaniaIIIDraculasCurse''
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* In ''VideoGame/{{Kolibri}}, autoscrolling levels take up around half of the game, usually acting as bookends between the different biomes Kolibri travels to in order to purge them of the [[AlienInvaders dark crystal's]] influence.

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* In ''VideoGame/{{Kolibri}}, ''VideoGame/{{Kolibri}}'', autoscrolling levels take up around half of the game, usually acting as bookends transit zones between the different biomes Kolibri travels to in order to purge them of the [[AlienInvaders dark crystal's]] influence.
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* In ''VideoGame/{{Kolibri}}, autoscrolling levels take up around half of the game, usually acting as bookends between the different biomes Kolibri travels to in order to purge them of the [[AlienInvaders dark crystal's]] influence.
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Bubbly Clouds has been renamed into Level In The Clouds. Swapping wicks for fitting examples, removing wicks for misuse, and adding context whenever necessary


* ''VideoGame/LittleNemoTheDreamMaster'' gave us House of Toys, a level that took place on the back of a moving toy train set where you had to survive divebombing toy airplanes, bombs dropped by toy hot air balloons and plenty of [[SpikesOfDoom instant death spikes]] on [[DescendingCeiling descending ceilings]]. [[BubblyClouds Cloud Ruins]] has a section where the screen suddenly starts scrolling up, and then where it goes back down again; in both cases the bottom of the screen becomes deadly.

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* ''VideoGame/LittleNemoTheDreamMaster'' gave us House of Toys, a level that took place on the back of a moving toy train set where you had to survive divebombing toy airplanes, bombs dropped by toy hot air balloons and plenty of [[SpikesOfDoom instant death spikes]] on [[DescendingCeiling descending ceilings]]. [[BubblyClouds [[LevelInTheClouds Cloud Ruins]] has a section where the screen suddenly starts scrolling up, and then where it goes back down again; in both cases the bottom of the screen becomes deadly.
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[[caption-width-right:256:[[SoundEffectBleep Those F***ing cannons.]]]]
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There was no image (sorry if i messed it up)



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[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/auto_scrolling_level_0.png]]
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** The ''Super Mario Bros.'' UsefulNotes/GameAndWatch from the 80s is fixed scrolling, the first example of this trope in the ''Mario'' series.

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

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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.



** The autoscrolling levels in ''Super Mario World 2: VideoGame/YoshisIsland'' include 1-5, E-1, 6-5, 6-Secret and 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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** ''VideoGame/SuperMarioBros3'': The autoscrolling auto-scrolling levels 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 ''Super Mario World 2: VideoGame/YoshisIsland'' the game.
** ''VideoGame/SuperMarioWorld2YoshisIsland'': The auto-scrolling levels are
include 1-5, E-1, 6-5, 6-Secret and 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.



** Inverted in parts of ''Super Mario World'' and ''New Super Mario Bros.'' with some castle levels having crawling block platforms.
** Justified in level 7-3 of ''VideoGame/NewSuperMarioBros1'', where the entire level takes place on the back on a giant Wiggler.

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** Inverted ''VideoGame/SuperMarioWorld'' features auto-scrolling in parts of ''Super Mario World'' and ''New Super Mario Bros.'' with some athletic, underground and castle/fortress levels, but they're otherwise scarce. Some castle levels having have crawling block platforms.
platforms instead.
** ''VideoGame/NewSuperMarioBros1'': Justified in level 7-3 of ''VideoGame/NewSuperMarioBros1'', 7-3, where the entire level takes place on the back on a giant Wiggler.



** ''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''

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** ''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''
cheetah respectively. ''VideoGame/SuperMarioMaker2'' allows this to the added vertical areas as well (the scrolling speed is represented by, in rising order, a hot-air balloon, helicopter and an UFO), and also makes customized auto-scrolling possible in the horizontal areas.
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* In ''VideoGame/JumpjetRex'', the screen moves on its own in the level "Scrollway". Touching the back of the screen will kill Rex even if he isn't caught between it and an obstacle.

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* In ''VideoGame/JumpjetRex'', the screen moves on its own in the level "Scrollway". "Scrollway" and the bonus sections of some other levels. Touching the back of the screen will kill hurt Rex even if he isn't caught between it and an obstacle.
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* In ''VideoGame/JumpjetRex'', the screen moves on its own in the level "Scrollway". Touching the back of the screen will kill Rex even if he isn't caught between it and an obstacle.
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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 [[VideoGame/SonicTheHedgehog18Bit 8-bit version of the original of]] ''[[VideoGame/SonicTheHedgehog18Bit Sonic the Hedgehog 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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Added DiffLines:

* In the obscure ''Creator/{{Toaplan}}'' game ''Demon's World'', every level is one of these. The screen only stops scrolling during boss battles.

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