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-->-- '''Barry''' after saving Jill, ''VideoGame/ResidentEvil1'' (original [=PS1=] version)

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-->-- '''Barry''' '''Barry Burton''' after saving Jill, Jill Valentine, ''VideoGame/ResidentEvil1'' (original [=PS1=] version)
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* ''WesternAnimation/DadX'': The cell that Foudror imprisons the elves in has a lowering spiked ceiling to have them "reduced to couscous".
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* In ''VideoGame/LegacyOfKain: BloodOmen2'', there's one part of the maze in the Eternal Prison where you get trapped by moving pegs and a spiked ceiling begins to descend. Fortunately, it's much further above you than the cutscene makes it look, it descends VERY slowly, and all you have to do is flip a nearby switch with your telekinetic powers.
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* This was actually used on a GameShow: One of the games on the Japanese game show ''Series/DasshutsuGameDERO'' places a team of players in a room where they have to solve a series of puzzles via LinkedListClueMethodology while the ceiling slowly descends. (Unlike most examples of this trope, the ceiling actually seems to pause if it's about to render the game {{Unwinnable}} by blocking access to any items needed for an unsolved puzzle, but will speed up afterward to compensate.) The puzzles eventually lead to a way to open up a duct at the bottom of one wall, after which one member of the team must crawl in to reach the button that raises the ceiling back up and wins them money, but it's not easy, as the only thing that separates between the one contestant crawling and the button is the plexiglass, which is lubed with oil to make it slippery, also hidden are spider webs designed to slow them down. If time runs out and the ceiling reaches 3 meters below its initial height (this seems to be the height at which it would start to block the duct if it went any lower), the team fails and leaves empty-handed.

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* This was actually used on a GameShow: One of the games on the Japanese game show GameShow ''Series/DasshutsuGameDERO'' places a team of players in a room where they have to solve a series of puzzles via LinkedListClueMethodology while the ceiling slowly descends. (Unlike most examples of this trope, the ceiling actually seems to pause if it's about to render the game {{Unwinnable}} by blocking access to any items needed for an unsolved puzzle, but will speed up afterward to compensate.) The puzzles eventually lead to a way to open up a duct at the bottom of one wall, after which one member of the team must crawl in to reach the button that raises the ceiling back up and wins them money, but it's not easy, as the only thing that separates between the one contestant crawling and the button is the plexiglass, which is lubed with oil to make it slippery, also hidden are spider webs designed to slow them down. If time runs out and the ceiling reaches 3 meters below its initial height (this seems to be the height at which it would start to block the duct if it went any lower), the team fails and leaves empty-handed.
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* ''Film/IndianaJonesAndTheTempleOfDoom''. Descending Ceiling. Also involves spikes that spring out of the ground carrying mysterious impaled skulls that weren't there before.

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* ''Film/IndianaJonesAndTheTempleOfDoom''. Descending Ceiling. Also involves spikes that spring out of the ground carrying mysterious impaled skulls that weren't there before.



* There was an episode of ''Series/CaptainScarletAndTheMysterons'' where Col. White and Captain Blue were trapped in a hunting lodge with a Descending Ceiling.

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* There was In an episode of ''Series/CaptainScarletAndTheMysterons'' where Col. White and Captain Blue were are trapped in a hunting lodge with a Descending Ceiling.



* ''Series/JonathanCreek'' does this, in one of the episodes, a legendary escape artist attempts to escape from an ancient well, which was believed to be a "doorway to hell". [[spoiler: The escape artist isn't there when they check later. And he is later found dead in a river. Jonathan deduces that the well actually had a massive false DescendingCeiling that descended upon people in the room. The rest is too spoiler-y.]]

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* ''Series/JonathanCreek'' does this, in one of the episodes, a legendary escape artist attempts to escape from an ancient well, which was believed to be a "doorway to hell". [[spoiler: The escape artist isn't there when they check later. And he is later found dead in a river. Jonathan deduces that the well actually had a massive false DescendingCeiling Descending Ceiling that descended upon people in the room. The rest is too spoiler-y.]]



* In the ''TabletopGame/DungeonsAndDragons'' module ''TabletopGame/TombOfHorrors'', one of the false entrances to the the tomb traps the characters in and then hits them with a DescendingCeiling trap.

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* In the ''TabletopGame/DungeonsAndDragons'' module ''TabletopGame/TombOfHorrors'', one of the false entrances to the the tomb traps the characters in and then hits them with a DescendingCeiling Descending Ceiling trap.

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* ''Film/EscapeRoomTournamentofChampions'' During Ben's nightmare, Zoey goes to use the restroom at the hotel while Ben lays down. He gets up and checks the window when all of a sudden he hears Zoey start panicking because the bathroom door gets mysteriously locked. When the camera pans over to the bathroom door, you can see the ceiling descending.



* ''Film/EscapeRoomTournamentOfChampions'' During Ben's nightmare, Zoey goes to use the restroom at the hotel while Ben lays down. He gets up and checks the window when all of a sudden he hears Zoey start panicking because the bathroom door gets mysteriously locked. When the camera pans over to the bathroom door, you can see the ceiling descending.



* This trope may have originated with the Literature/SherlockHolmes story "The Engineer's Thumb", in which the titular engineer almost gets turned into a hamburger.

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* This trope may have originated with the Literature/SherlockHolmes ''Literature/SherlockHolmes'' story "The Engineer's Thumb", in which the titular engineer almost gets turned into a hamburger.

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* In ''VideoGame/AlexKidd in Miracle World'', several rooms in the final castle level would try to trap Alex Kidd in an enclosed space and drop either a curtain of water or SpikesOfDoom on him.
* At the end of Stage 8 in ''VideoGame/ArdyLightfoot'', the hallway's ceiling starts to fall, and as hope seems lost for Ardy, the ceiling suddenly stalls; Don Jacoby is using all of his strength to hold up the ceiling to give Ardy enough time to escape. Ardy does, but [[spoiler:the ceiling completely falls as soon as he reaches safely, implying that Don was crushed to death. However, Don shows up--alive and well--to assist Ardy in the final battle]].
* In the Illithidae realm from ''VideoGame/BallRevamped IV: Amplitude'', a descenting wall gradually reduces the amount of safe space.



* In ''VideoGame/ConquestOfTheCrystalPalace'', the hallway to the final boss room has a rapidly descending ceiling. If you take too long to break the door open, it crushes you to death.
* ''VideoGame/{{Contra}} 4'' has something like this in the final level.



* Some dungeons in ''VideoGame/TheElderScrollsIVOblivion'' contain an interesting [[SubvertedTrope subversion]] (As well as an [[{{Pun}} inversion]]); instead of the ceiling coming ''down'', the floor rockets ''upwards''. Towards a spiky ceiling.
* In ''VideoGame/FableIII'', during the quest "Gone, But Not Forgotten" the ghost of Max (one of the two brothers from ''Fable II'' who kept getting involved in supernatural trouble), having gone mad with power after getting his spectral hands on [[TomeOfEldritchLore the Normanomicon]] again, traps your hero in a room with one of these. His brother Sam shows up to save you, but ends up going on a tangent that results in him not stopping the descending, spiky ceiling until the very last second.



* In ''VideoGame/FinalFight 3'''s GameOver screen, your character (either [[{{Ambadassador}} Haggar]], [[{{Ninja}} Guy]], [[ActionGirl Lucia]] or [[TheLancer Dean]]) is bound to a table as a deluxe spiked ceiling descends on them. [[GuiltBasedGaming If you don't slip in a quarter and continue, it's safe to assume]] [[CruelAndUnusualDeath they were pierced AND crushed to death.]]
* In ''VideoGame/GodOfWarI'', Kratos must hold one up and slowly inch his way to the exit while being attacked by dogs. Hilariously, if you stick around after escaping, you'll see the dogs get crushed.
* In ''VideoGame/GodOfWarPS4'', there are a number of ceiling traps that have to be ''set'' by winding them up and then freezing the gears with his Frost Ax. In one setpiece, you also have to fight some Draugr without your ax, as it is holding up the ceiling. But while Kratos can jump across gaps, draugr can't. So if you run from them, and retrieve your ax, the ceiling will slowly descend towards them, and then crush them, making the fight much easier. Atreus thinks it's hilarious.
* ''VideoGame/GoldenForce'' have these obstacles in several ruins, either as spiked ceilings lowering towards the ground or the floor raising to the ceiling to crush you, and you'll need to reach the next area in time or lose a life. Onscreen mooks tends to die horribly in the process.
* ''VideoGame/GunstarSuperHeroes'' has this as a boss; the "File Crash/Save Crusher". It's a boss in the Dice Palace where you have to shoot downwards to escape. If you die, your save file apparently gets deleted. Thankfully, this is just an empty threat to scare the player.



* ''[[VideoGame/Kirby64TheCrystalShards Kirby 64]]: The Crystal Shards'' has this on Shiver Star Stage 4, which makes it probably the toughest level in the game.
* ''VideoGame/KirbysReturnToDreamLand'' has a stage in the Egg Engines area where several of the area features the ceiling constantly falling and lifting; each time, the placement of the safe areas was different, and some even had the [[MacGuffin Energy Spheres]] tucked in these safe spots that had to be collected before the ceiling lifted up.



* In ''VideoGame/LittleNemoTheDreamMaster'', the [[AutoScrollingLevel auto-scrolling]] House of Toys level has a part in which a ceiling covered with SpikesOfDoom repeatedly tries to strike Nemo from above. There's a similar but more drawn-out example of this in [[TheVeryDefinitelyFinalDungeon Nightmare Land]].



* In ''VideoGame/LaMulana'', one room in the Chamber of Birth has a switch that causes a spiked ceiling to descend. You need to activate a hidden switch to open a wall that suddenly appears to trap you in, and then use the spikeless other side of the ceiling as a platform.
* In ''VideoGame/NinjaSpirit'', the area of the fourth stage leading to the BossRoom is a long corridor with a slowly descending ceiling, with {{Mooks}} to hinder you along the way. You have to reach the end before the ceiling touches your head.
* Projector Games, a series of massive local multiplayer [[MiniGame minigames]] often found at Dutch anime cons, contains the game ''Pitfall'' ([[{{VideoGame/Pitfall}} no relation]]) where every player runs down a series of platforms attempting to outrun several buzzsaws at the top.



* ''VideoGame/PortalRunner'': One of Leo's puzzles in the Medieval world dungeon is to hit four switches and then make for the exit before a spiked ceiling kills him.
* ''[[VideoGame/BubbleBobble Puzzle Bobble]]'' (''Bust-A-Move'') and ''PB2'' (''[=BaM2=]'') have a variant that pushes the stacked bubbles closer to the line at the bottom and threatens the player's character(s).



* The original ''[[VideoGame/Rayman1 Rayman]]'' game features a level with an unusual variation on this trope, combining it with an inverse RiseToTheChallenge. In it, the eponymous hero is trapped in a vertical tunnel, with two attached weights dragging down the ceiling above, and descending water below. The water is draining at a slightly slower rate than the ceiling's descent, so you need to have Rayman cut the weights from the ceiling to stop it from dragging him down into the water.



* The captive Naoko faces one during the final battle of the Genesis ''VideoGame/TheRevengeOfShinobi''.
* ''VideoGame/RickDangerous'' features a descending ceiling trap in two passageways of the Egpytian level.



* The ceiling presses down (or the level rises up into the ceiling, it's a bit vague) in Marble Garden's second act in ''VideoGame/Sonic3AndKnuckles'', as well as the second act of Planet Wisp in the DS version of ''VideoGame/SonicColors''. The latter of which occurs while Sonic is underground as a drill, in a bizarre twist.



* In the ''VideoGame/TeamFortress2'' map "Egypt", there are antechambers between some defender respawn rooms and the map at large. Should players get trapped in there when the first point is lost, the ceiling will descend and crush them, prompting them to respawn in the fallback room.
* Don't let the explorer get high enough to touch it in ''[[VideoGame/{{Tetris}} Tetris Plus]]''.






* ''[[VideoGame/BubbleBobble Puzzle Bobble]]'' (''Bust-A-Move'') and ''PB2'' (''[=BaM2=]'') have a variant that pushes the stacked bubbles closer to the line at the bottom and threatens the player's character(s).
* In ''VideoGame/LaMulana'', one room in the Chamber of Birth has a switch that causes a spiked ceiling to descend. You need to activate a hidden switch to open a wall that suddenly appears to trap you in, and then use the spikeless other side of the ceiling as a platform.



* ''VideoGame/{{Contra}} 4'' has something like this in the final level.
* ''[[VideoGame/Kirby64TheCrystalShards Kirby 64]]: The Crystal Shards'' has this on Shiver Star Stage 4, which makes it probably the toughest level in the game.
* ''VideoGame/KirbysReturnToDreamLand'' has a stage in the Egg Engines area where several of the area features the ceiling constantly falling and lifting; each time, the placement of the safe areas was different, and some even had the [[MacGuffin Energy Spheres]] tucked in these safe spots that had to be collected before the ceiling lifted up.
* In the ''VideoGame/TeamFortress2'' map "Egypt", there are antechambers between some defender respawn rooms and the map at large. Should players get trapped in there when the first point is lost, the ceiling will descend and crush them, prompting them to respawn in the fallback room.
* The ceiling presses down (or the level rises up into the ceiling, it's a bit vague) in Marble Garden's second act in ''VideoGame/Sonic3AndKnuckles'', as well as the second act of Planet Wisp in the DS version of ''VideoGame/SonicColors''. The latter of which occurs while Sonic is underground as a drill, in a bizarre twist.
* In ''VideoGame/FableIII'', during the quest "Gone, But Not Forgotten" the ghost of Max (one of the two brothers from ''Fable II'' who kept getting involved in supernatural trouble), having gone mad with power after getting his spectral hands on [[TomeOfEldritchLore the Normanomicon]] again, traps your hero in a room with one of these. His brother Sam shows up to save you, but ends up going on a tangent that results in him not stopping the descending, spiky ceiling until the very last second.
* In ''VideoGame/GodOfWarI'', Kratos must hold one up and slowly inch his way to the exit while being attacked by dogs. Hilariously, if you stick around after escaping, you'll see the dogs get crushed.
* In ''VideoGame/GodOfWarPS4'', there are a number of ceiling traps that have to be ''set'' by winding them up and then freezing the gears with his Frost Ax. In one setpiece, you also have to fight some Draugr without your ax, as it is holding up the ceiling. But while Kratos can jump across gaps, draugr can't. So if you run from them, and retrieve your ax, the ceiling will slowly descend towards them, and then crush them, making the fight much easier. Atreus thinks it's hilarious.
* ''VideoGame/GoldenForce'' have these obstacles in several ruins, either as spiked ceilings lowering towards the ground or the floor raising to the ceiling to crush you, and you'll need to reach the next area in time or lose a life. Onscreen mooks tends to die horribly in the process.
* In ''VideoGame/LittleNemoTheDreamMaster'', the [[AutoScrollingLevel auto-scrolling]] House of Toys level has a part in which a ceiling covered with SpikesOfDoom repeatedly tries to strike Nemo from above. There's a similar but more drawn-out example of this in [[TheVeryDefinitelyFinalDungeon Nightmare Land]].
* In ''VideoGame/AlexKidd in Miracle World'', several rooms in the final castle level would try to trap Alex Kidd in an enclosed space and drop either a curtain of water or SpikesOfDoom on him.
* In ''VideoGame/FinalFight 3'''s GameOver screen, your character (either [[{{Ambadassador}} Haggar]], [[{{Ninja}} Guy]], [[ActionGirl Lucia]] or [[TheLancer Dean]]) is bound to a table as a deluxe spiked ceiling descends on them. [[GuiltBasedGaming If you don't slip in a quarter and continue, it's safe to assume]] [[CruelAndUnusualDeath they were pierced AND crushed to death.]]
* At the end of Stage 8 in ''VideoGame/ArdyLightfoot'', the hallway's ceiling starts to fall, and as hope seems lost for Ardy, the ceiling suddenly stalls; Don Jacoby is using all of his strength to hold up the ceiling to give Ardy enough time to escape. Ardy does, but [[spoiler:the ceiling completely falls as soon as he reaches safely, implying that Don was crushed to death. However, Don shows up--alive and well--to assist Ardy in the final battle]].
* Some dungeons in ''VideoGame/TheElderScrollsIVOblivion'' contain an interesting [[SubvertedTrope subversion]] (As well as an [[{{Pun}} inversion]]); instead of the ceiling coming ''down'', the floor rockets ''upwards''. Towards a spiky ceiling.
* In the Illithidae realm from ''VideoGame/BallRevamped IV: Amplitude'', a descenting wall gradually reduces the amount of safe space.
* ''VideoGame/RickDangerous'' features a descending ceiling trap in two passageways of the Egpytian level.
* Projector Games, a series of massive local multiplayer [[MiniGame minigames]] often found at Dutch anime cons, contains the game ''Pitfall'' ([[{{VideoGame/Pitfall}} no relation]]) where every player runs down a series of platforms attempting to outrun several buzzsaws at the top.
* In ''VideoGame/NinjaSpirit'', the area of the fourth stage leading to the BossRoom is a long corridor with a slowly descending ceiling, with {{Mooks}} to hinder you along the way. You have to reach the end before the ceiling touches your head.
* The original ''[[VideoGame/Rayman1 Rayman]]'' game features a level with an unusual variation on this trope, combining it with an inverse RiseToTheChallenge. In it, the eponymous hero is trapped in a vertical tunnel, with two attached weights dragging down the ceiling above, and descending water below. The water is draining at a slightly slower rate than the ceiling's descent, so you need to have Rayman cut the weights from the ceiling to stop it from dragging him down into the water.
* ''VideoGame/GunstarSuperHeroes'' has this as a boss; the "File Crash/Save Crusher". It's a boss in the Dice Palace where you have to shoot downwards to escape. If you die, your save file apparently gets deleted. Thankfully, this is just an empty threat to scare the player.
* ''VideoGame/PortalRunner'': One of Leo's puzzles in the Medieval world dungeon is to hit four switches and then make for the exit before a spiked ceiling kills him.
* The captive Naoko faces one during the final battle of the Genesis ''VideoGame/TheRevengeOfShinobi''.
* Don't let the explorer get high enough to touch it in ''[[VideoGame/{{Tetris}} Tetris Plus]]''.
* In ''VideoGame/ConquestOfTheCrystalPalace'', the hallway to the final boss room has a rapidly descending ceiling. If you take too long to break the door open, it crushes you to death.



* ''WesternAnimation/DuckTales1987'': Seen in "Dime Enough For Luck". One of Magica's death traps involves a descending ceiling, threatening to crush Scrooge and the [[NotMyLuckyDay temporarily-unlucky Gladstone Gander]].



* ''WesternAnimation/WordGirl'''s villain Chuck the Evil Sandwich-Making Guy toys with a new evil lair, which includes one of these that almost leads to Wordgirl's demise.

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* ''WesternAnimation/WordGirl'''s villain Chuck ''WesternAnimation/DuckTales1987'': Seen in "Dime Enough For Luck". One of Magica's death traps involves a descending ceiling, threatening to crush Scrooge and the Evil Sandwich-Making Guy toys with a new evil lair, which includes one of these that almost leads to Wordgirl's demise.[[NotMyLuckyDay temporarily-unlucky Gladstone Gander]].



* Done in the ''WesternAnimation/MegaManRubySpears'' cartoon, complete with spikes. Unlike most examples, Mega was bound to the floor, unable to move as the ceiling descended. Luckily, the handcuffs weren't of the strongest material, which was made sillier by the fact that ''Wily left Mega Man in his base unattended''.


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* Done in the ''WesternAnimation/MegaManRubySpears'' cartoon, complete with spikes. Unlike most examples, Mega was bound to the floor, unable to move as the ceiling descended. Luckily, the handcuffs weren't of the strongest material, which was made sillier by the fact that ''Wily left Mega Man in his base unattended''.


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* ''WesternAnimation/WordGirl'''s villain Chuck the Evil Sandwich-Making Guy toys with a new evil lair, which includes one of these that almost leads to Wordgirl's demise.

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* In ''Anime/AngelBeats'' this is one of the traps set up to protect the Guild against Angel. Unfortunately, it works for the SSS as well, meaning TK has to sacrifice himself. Luckily for him, DeathIsCheap.



* ''Manga/YuYuHakusho'' had a variation on this, where the Descending Ceiling was precisely calibrated so that it took all the strength of Yusuke, Kuwabara, Kurama, and Hiei to hold it up and keep it from crushing them; it was set up to let the most traitorous member in, with the first one to let go being able to escape in time while the other three were crushed.

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* ''Manga/YuYuHakusho'' had In ''Manga/GhostHunt'' there is a variation on this, where ghost who makes the Descending Ceiling was precisely calibrated so that it took all the strength of Yusuke, Kuwabara, Kurama, and Hiei to hold it up and keep it from crushing them; it was set up to let the most traitorous member in, with the first one to let go being able to escape ceiling collapse in time while the other three were crushed.a school.



* In ''Anime/AngelBeats'' this is one of the traps set up to protect the Guild against Angel. Unfortunately, it works for the SSS as well, meaning TK has to sacrifice himself. Luckily for him, DeathIsCheap.
* In ''Manga/GhostHunt'' there is a ghost who makes the ceiling collapse in a school.
* In ''Manga/StreetFighterAlpha'' Vega's arena is rigged so if more than two fighters fight at a time the ceiling will lower and crush them.



* In ''Manga/StreetFighterAlpha'' Vega's arena is rigged so if more than two fighters fight at a time the ceiling will lower and crush them.
* ''Manga/YuYuHakusho'' had a variation on this, where the Descending Ceiling was precisely calibrated so that it took all the strength of Yusuke, Kuwabara, Kurama, and Hiei to hold it up and keep it from crushing them; it was set up to let the most traitorous member in, with the first one to let go being able to escape in time while the other three were crushed.



* ''Cherry Comics'': Cherry and AdventurerArchaeologist Oklahoma Smith [[MakingLoveInAllTheWrongPlaces have sex while one is descending on them]] in "Oklahoma Smith and the Lost Temple of Doomed Raiders".



* ''Cherry Comics'': Cherry and AdventurerArchaeologist Oklahoma Smith have sex while one is descending on them in "Oklahoma Smith and the Lost Temple of Doomed Raiders".
* "Mary Marvel": #24 has Mary knocked out by the Nightowl, who [[BoundAndGagged binds and gags her]] and places her under an automatic presser. But she removes her gag on a spike from the guard gate, escapes, and captures the Nightowl.

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* ''Cherry Comics'': Cherry and AdventurerArchaeologist Oklahoma Smith have sex while one is descending on them in "Oklahoma Smith and the Lost Temple of Doomed Raiders".
* "Mary Marvel":
''[[ComicBook/{{Shazam}} Mary Marvel]]'' #24 has Mary knocked out by the Nightowl, who [[BoundAndGagged binds and gags her]] and places her under an automatic presser. But she removes her gag on a spike from the guard gate, escapes, and captures the Nightowl.



[[folder:Films -- Animation]]

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[[folder:Films [[folder:Film -- Animation]]



[[folder:Films -- Live-Action]]
* ''Film/IndianaJonesAndTheTempleOfDoom''. Descending Ceiling. Also involves spikes that spring out of the ground carrying mysterious impaled skulls that weren't there before.
* Parodied (like so much else) in Creator/NeilSimon's ''Film/MurderByDeath''.

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[[folder:Films [[folder:Film -- Live-Action]]
* ''Film/IndianaJonesAndTheTempleOfDoom''. Descending Ceiling. Also involves spikes that spring out of ''Film/EscapeRoomTournamentofChampions'' During Ben's nightmare, Zoey goes to use the ground carrying mysterious impaled skulls that weren't there before.
* Parodied (like so much else) in Creator/NeilSimon's ''Film/MurderByDeath''.
restroom at the hotel while Ben lays down. He gets up and checks the window when all of a sudden he hears Zoey start panicking because the bathroom door gets mysteriously locked. When the camera pans over to the bathroom door, you can see the ceiling descending.



* From the silent film ''Film/TheGolem'': When the Rabbi's magic show at the Imperial court is interrupted by the frivolous courtiers, the magic backfires and causes the ceiling of the palace begins to descend. Luckily, [[LoadBearingHero the Golem saves the day before the worst happens]].



* From the silent film ''Film/TheGolem'': When the Rabbi's magic show at the Imperial court is interrupted by the frivolous courtiers, the magic backfires and causes the ceiling of the palace begins to descend. Luckily, [[LoadBearingHero the Golem saves the day before the worst happens]].



* ''Film/IndianaJonesAndTheTempleOfDoom''. Descending Ceiling. Also involves spikes that spring out of the ground carrying mysterious impaled skulls that weren't there before.



* ''Film/EscapeRoomTournamentofChampions'' During Ben's nightmare, Zoey goes to use the restroom at the hotel while Ben lays down. He gets up and checks the window when all of a sudden he hears Zoey start panicking because the bathroom door gets mysteriously locked. When the camera pans over to the bathroom door, you can see the ceiling descending.

to:

* ''Film/EscapeRoomTournamentofChampions'' During Ben's nightmare, Zoey goes to use the restroom at the hotel while Ben lays down. He gets up and checks the window when all of a sudden he hears Zoey start panicking because the bathroom door gets mysteriously locked. When the camera pans over to the bathroom door, you can see the ceiling descending. Parodied (like so much else) in Creator/NeilSimon's ''Film/MurderByDeath''.



* This trope may have originated with the Literature/SherlockHolmes story ''The Engineer's Thumb'', in which the titular engineer almost gets turned into a hamburger.
* A famous variation can also be found in Creator/EdgarAllanPoe's ''The Pit and the Pendulum''.
* The gruesome short story ''The Iron Shroud'' by William Mudford, published in 1830, has this trope as its entire plot.
* In "A Terribly Strange Bed", a short story by Creator/WilkieCollins, some innkeepers murder (in order to rob) their guests by giving them a canopied bed where the canopy can be silently lowered to smother the sleeper.



* The gruesome short story "The Iron Shroud" by William Mudford, published in 1830, has this trope as its entire plot.
* A famous variation can also be found in Creator/EdgarAllanPoe's "Literature/ThePitAndThePendulum".
* This trope may have originated with the Literature/SherlockHolmes story "The Engineer's Thumb", in which the titular engineer almost gets turned into a hamburger.
* In "A Terribly Strange Bed", a short story by Creator/WilkieCollins, some innkeepers murder (in order to rob) their guests by giving them a canopied bed where the canopy can be silently lowered to smother the sleeper.



* ''Series/StargateSG1'' includes at least one episode with two chambers with Descending Ceilings.
* ''Series/JonathanCreek'' does this, in one of the episodes, a legendary escape artist attempts to escape from an ancient well, which was believed to be a "doorway to hell". [[spoiler: The escape artist isn't there when they check later. And he is later found dead in a river. Jonathan deduces that the well actually had a massive false DescendingCeiling that descended upon people in the room. The rest is too spoiler-y.]]
* In the ''[[Series/MysteryScienceTheater3000 MST3K]]'' episode, ''Hercules Versus The Moon Men'', a hokey spike trap, inspires Joel and the Bots to recreate a classic "booby" trap trick. HilarityEnsues.
* This was actually used on a GameShow: One of the games on the Japanese game show ''Series/DasshutsuGameDERO'' places a team of players in a room where they have to solve a series of puzzles via LinkedListClueMethodology while the ceiling slowly descends. (Unlike most examples of this trope, the ceiling actually seems to pause if it's about to render the game {{Unwinnable}} by blocking access to any items needed for an unsolved puzzle, but will speed up afterward to compensate.) The puzzles eventually lead to a way to open up a duct at the bottom of one wall, after which one member of the team must crawl in to reach the button that raises the ceiling back up and wins them money, but it's not easy, as the only thing that separates between the one contestant crawling and the button is the plexiglass, which is lubed with oil to make it slippery, also hidden are spider webs designed to slow them down. If time runs out and the ceiling reaches 3 meters below its initial height (this seems to be the height at which it would start to block the duct if it went any lower), the team fails and leaves empty-handed.



* ''Series/DoctorWho'': Barbara is almost killed by one (the deluxe spiked version) in "The Keys of Marinus".
* The fifth episode of ''Series/UltramanAce'' have Ace getting trapped in Giron Man's massive underground cavern and caught in a spiked ceiling that's threatening to crush him. In a typical villainous display of BondVillainStupidity, Giron Man then leaves Ace trapped over there while going to the surface to wreak havoc with his monster, Aribunta, but Ace is able to deliver an Ultra Sign getting his eldest brother, Zoffy, to bail him out.

to:

* There was an episode of ''Series/CaptainScarletAndTheMysterons'' where Col. White and Captain Blue were trapped in a hunting lodge with a Descending Ceiling.
* This was actually used on a GameShow: One of the games on the Japanese game show ''Series/DasshutsuGameDERO'' places a team of players in a room where they have to solve a series of puzzles via LinkedListClueMethodology while the ceiling slowly descends. (Unlike most examples of this trope, the ceiling actually seems to pause if it's about to render the game {{Unwinnable}} by blocking access to any items needed for an unsolved puzzle, but will speed up afterward to compensate.) The puzzles eventually lead to a way to open up a duct at the bottom of one wall, after which one member of the team must crawl in to reach the button that raises the ceiling back up and wins them money, but it's not easy, as the only thing that separates between the one contestant crawling and the button is the plexiglass, which is lubed with oil to make it slippery, also hidden are spider webs designed to slow them down. If time runs out and the ceiling reaches 3 meters below its initial height (this seems to be the height at which it would start to block the duct if it went any lower), the team fails and leaves empty-handed.
* ''Series/DoctorWho'': Barbara is almost killed by one (the deluxe spiked version) in "The "[[Recap/DoctorWhoS1E5TheKeysOfMarinus The Keys of Marinus".
* The fifth episode of ''Series/UltramanAce'' have Ace getting trapped in Giron Man's massive underground cavern and caught in a spiked ceiling that's threatening to crush him. In a typical villainous display of BondVillainStupidity, Giron Man then leaves Ace trapped over there while going to the surface to wreak havoc with his monster, Aribunta, but Ace is able to deliver an Ultra Sign getting his eldest brother, Zoffy, to bail him out.
Marinus]]".



* ''Series/JonathanCreek'' does this, in one of the episodes, a legendary escape artist attempts to escape from an ancient well, which was believed to be a "doorway to hell". [[spoiler: The escape artist isn't there when they check later. And he is later found dead in a river. Jonathan deduces that the well actually had a massive false DescendingCeiling that descended upon people in the room. The rest is too spoiler-y.]]
* In the ''[[Series/MysteryScienceTheater3000 MST3K]]'' episode, ''Hercules Versus The Moon Men'', a hokey spike trap, inspires Joel and the Bots to recreate a classic "booby" trap trick. HilarityEnsues.
* ''Series/StargateSG1'' includes at least one episode with two chambers with Descending Ceilin gs.
* The fifth episode of ''Series/UltramanAce'' have Ace getting trapped in Giron Man's massive underground cavern and caught in a spiked ceiling that's threatening to crush him. In a typical villainous display of BondVillainStupidity, Giron Man then leaves Ace trapped over there while going to the surface to wreak havoc with his monster, Aribunta, but Ace is able to deliver an Ultra Sign getting his eldest brother, Zoffy, to bail him out.



[[folder:Puppet Shows]]
* There was an episode of ''Series/CaptainScarletAndTheMysterons'' where Col. White and Captain Blue were trapped in a hunting lodge with a Descending Ceiling.
[[/folder]]



* ''VideoGame/FinalFantasyVI'': Inside the Zone Eater, there is an area with a ceiling that slams onto the ground every few seconds. There are holes in the ceiling that you can hide in, but if you slip up and get crushed, the screen slowly fades out to a GameOver. Fortunately there is a SavePoint in the preceding room.

to:

* ''VideoGame/FinalFantasyVI'': Inside ''VideoGame/BanjoKazooie'' has a large maze in the Zone Eater, there is an area with ShiftingSandLand area. The maze has a ceiling that slams onto the ground every few seconds. There are holes in time limit, and the ceiling that fall and crush you can hide in, but if you slip up and get crushed, when time runs out. To add to the screen slowly fades out to a GameOver. Fortunately tension, there is a SavePoint are some really good items hidden in the preceding room.corners, and the [[SongsInTheKeyOfPanic music that plays over the area]] gets faster and higher in pitch the closer the timer gets to running out.



* ''VideoGame/{{Doom}}'' uses many areas with crushing ceilings to inflict critical damage on any poor soul unfortunate enough to get caught under one. There are two versions, both doing the same damage over time. The "slow" descending traps the player by slowing down the crushing process, while the fast one does a quick crush and raise. Also, during the crushing phase, the player can't move because the ceiling is too low. Both of these are introduced in [=E2M4=], the "slow" crusher having blood splatters on the ground, while the fast crusher being a surprise trap covering the key.
* ''VideoGame/DoomII'': In Level 6, if the player is playing above "Hey, Not Too Rough" difficulty, he is pitted against a Spider Mastermind that one would normally be ill-prepared to fight at this point in the game. Fortunately for the player, a switch near the elevator you get off lowers down a crushing ceiling to kill the Spider Mastermind for you. Thus, the level is appropriately named "The Crusher".



* ''Franchise/ResidentEvil'' series:
** The infamous [[VideoGame/ResidentEvil "Jill Sandwich"]] moment. Notable in that it really was inescapable from within the room once it triggered. Either you had to replace the shotgun (whose absence on a wall rack triggered the trap) with a rusted one... or hope you were playing Jill for a [[BigDamnHeroes conveniently timely rescue by Barry]] The Remake changes things a little bit: Jill still gets trapped in the room if she doesn't replace the shotgun with the broken shotgun, but if Chris doesn't place the broken shotgun, he can go back to the room and replace the shotgun itself -- the door doesn't lock behind him.
** ''VideoGame/ResidentEvil4'' contains two rooms with a spiked ceiling, with four sensors that need to be shot out -- this apparently tricks the ceiling into thinking it's hit the bottom, causing it to retract.
** ''VideoGame/ResidentEvil5'''s "Lost in Nightmares" add-on, which was heavily influenced by the trap in the first game.

to:

* ''Franchise/ResidentEvil'' series:
** The infamous [[VideoGame/ResidentEvil "Jill Sandwich"]] moment. Notable in that it really was inescapable from within
''VideoGame/FinalFantasyVI'': Inside the room once it triggered. Either you had to replace the shotgun (whose absence on a wall rack triggered the trap) Zone Eater, there is an area with a rusted one... or hope you were playing Jill for a [[BigDamnHeroes conveniently timely rescue by Barry]] The Remake changes things a little bit: Jill still gets trapped in the room if she doesn't replace the shotgun with the broken shotgun, but if Chris doesn't place the broken shotgun, he can go back to the room and replace the shotgun itself -- the door doesn't lock behind him.
** ''VideoGame/ResidentEvil4'' contains two rooms with a spiked ceiling, with four sensors
ceiling that need to be shot out -- this apparently tricks slams onto the ground every few seconds. There are holes in the ceiling into thinking it's hit that you can hide in, but if you slip up and get crushed, the bottom, causing it screen slowly fades out to retract.
** ''VideoGame/ResidentEvil5'''s "Lost in Nightmares" add-on, which was heavily influenced by the trap
a GameOver. Fortunately there is a SavePoint in the first game.preceding room.



* ''VideoGame/BanjoKazooie'' has a large maze in the ShiftingSandLand area. The maze has a time limit, and the ceiling fall and crush you when time runs out. To add to the tension, there are some really good items hidden in the corners, and the [[SongsInTheKeyOfPanic music that plays over the area]] gets faster and higher in pitch the closer the timer gets to running out.

to:

* ''VideoGame/BanjoKazooie'' has a large maze Occurs in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' in the ShiftingSandLand area. The maze has a time limit, and Forest Temple. Not only is the ceiling fall and crush you when time runs out. To add to falling, spiders hide above the tension, there safe squares to doom you. There are some really good items hidden also spiked weights in the corners, and the [[SongsInTheKeyOfPanic music Shadow Temple that plays over the area]] gets faster and higher in pitch the closer the timer gets you need to running out.prop up, or else you will get squished.



* A few are found in the ''Franchise/MegaMan'' franchise, including:
** ''VideoGame/MegaManX3'' has a ceiling trap, and you have to fight a miniboss before you can escape. One reason to be careful with Zero during the game is that he'll [[LoadBearingHero hold up the ceiling]] here if you haven't broken him.
** ''VideoGame/MegaManX6'' has Metal Shark Player's stage, which has a trash compactor threatening you with instant death throughout the entire level. Said trash compactor returns in the second stage of Gate's Lab if you're playing as Zero.
** Lan has to escape one of these traps in the castle in ''VideoGame/MegaManBattleNetwork2''.
** Uranus could do this in ''VideoGame/MegaManV (GB)''/''Rockman World V'' for a OneHitKill attack.
** In a {{homage}} to Uranus, Drill Man in ''VideoGame/Rockman4MinusInfinity'' could do the same thing.
** ''VideoGame/MegaManZero1'' has an interesting variation - Zero and Aztec Falcon are fighting ''on top'' of the ceiling, and Zero's trying to prevent it from crushing the Reploids underneath.
* The trailer for the video game ''VideoGame/{{Portal}}'' shows a crushing ceiling (with spikes no less!) coming down to crush the character (while there are ''flames'' coming out of the pit next to you). In the video, the player simply fires a portal across the room, and one into the wall, and walks through it. [[NeverTrustATrailer The interesting thing about it]] is that there are no fires anywhere in the game except near the end, and there are no crushing ceilings -- and none with spikes -- anywhere in ''Portal''. However, custom maps and mods that re-create cut content restore this, such as the ''VideoGame/PortalTheFlashVersion Map Pack''. Officially, ''VideoGame/Portal2'' includes fast [[SmashingHallwayTrapsOfDoom Crushers]].



* ''VideoGame/{{Doom}}'' uses many areas with crushing ceilings to inflict critical damage on any poor soul unfortunate enough to get caught under one. There are two versions, both doing the same damage over time. The "slow" descending traps the player by slowing down the crushing process, while the fast one does a quick crush and raise. Also, during the crushing phase, the player can't move because the ceiling is too low. Both of these are introduced in [=E2M4=], the "slow" crusher having blood splatters on the ground, while the fast crusher being a surprise trap covering the key.
* ''VideoGame/DoomII'': In Level 6, if the player is playing above "Hey, Not Too Rough" difficulty, he is pitted against a Spider Mastermind that one would normally be ill-prepared to fight at this point in the game. Fortunately for the player, a switch near the elevator you get off lowers down a crushing ceiling to kill the Spider Mastermind for you. Thus, the level is appropriately named "The Crusher".
* The trailer for the video game ''VideoGame/{{Portal}}'' shows a crushing ceiling (with spikes no less!) coming down to crush the character (while there are ''flames'' coming out of the pit next to you). In the video, the player simply fires a portal across the room, and one into the wall, and walks through it. [[NeverTrustATrailer The interesting thing about it]] is that there are no fires anywhere in the game except near the end, and there are no crushing ceilings -- and none with spikes -- anywhere in ''Portal''. However, custom maps and mods that re-create cut content restore this, such as the ''VideoGame/PortalTheFlashVersion Map Pack''. Officially, ''VideoGame/Portal2'' includes fast [[SmashingHallwayTrapsOfDoom Crushers]].

to:

* ''VideoGame/{{Doom}}'' uses many areas ''Franchise/ResidentEvil'' series:
** The infamous [[VideoGame/ResidentEvil "Jill Sandwich"]] moment. Notable in that it really was inescapable from within the room once it triggered. Either you had to replace the shotgun (whose absence on a wall rack triggered the trap)
with crushing ceilings a rusted one... or hope you were playing Jill for a [[BigDamnHeroes conveniently timely rescue by Barry]] The Remake changes things a little bit: Jill still gets trapped in the room if she doesn't replace the shotgun with the broken shotgun, but if Chris doesn't place the broken shotgun, he can go back to inflict critical damage on any poor soul unfortunate enough to get caught under one. There are the room and replace the shotgun itself -- the door doesn't lock behind him.
** ''VideoGame/ResidentEvil4'' contains
two versions, both doing the same damage over time. The "slow" descending traps the player by slowing down the crushing process, while the fast one does rooms with a quick crush and raise. Also, during the crushing phase, the player can't move because spiked ceiling, with four sensors that need to be shot out -- this apparently tricks the ceiling is too low. Both of these are introduced in [=E2M4=], into thinking it's hit the "slow" crusher having blood splatters on bottom, causing it to retract.
** ''VideoGame/ResidentEvil5'''s "Lost in Nightmares" add-on, which was heavily influenced by
the ground, while the fast crusher being a surprise trap covering the key.
* ''VideoGame/DoomII'': In Level 6, if the player is playing above "Hey, Not Too Rough" difficulty, he is pitted against a Spider Mastermind that one would normally be ill-prepared to fight at this point
in the game. Fortunately for the player, a switch near the elevator you get off lowers down a first game.
* Several levels in ''[[VideoGame/SeriousSam Serious Sam: The Second Encounter]]'' have
crushing ceiling to kill traps both of the Spider Mastermind for you. Thus, the level is appropriately named "The Crusher".
* The trailer for the video game ''VideoGame/{{Portal}}'' shows a crushing
"pillar" and "entire ceiling (with spikes no less!) coming down to crush the character (while there are ''flames'' coming out minus a few safe holes" variety. One of the pit next to you). In the video, them, upon completion, treats the player simply fires to a portal across the room, and one into the wall, and walks through it. [[NeverTrustATrailer The interesting thing about it]] is that there are no fires anywhere in the game except near the end, and there are no crushing ceilings -- and none with spikes -- anywhere in ''Portal''. However, custom maps and mods that re-create cut content restore this, such as the ''VideoGame/PortalTheFlashVersion Map Pack''. Officially, ''VideoGame/Portal2'' includes fast [[SmashingHallwayTrapsOfDoom Crushers]].round of applause.



* Several levels in ''[[VideoGame/SeriousSam Serious Sam: The Second Encounter]]'' have crushing ceiling traps both of the "pillar" and "entire ceiling minus a few safe holes" variety. One of them, upon completion, treats the player to a round of applause.
* Occurs in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' in the Forest Temple. Not only is the ceiling falling, spiders hide above the safe squares to doom you. There are also spiked weights in Shadow Temple that you need to prop up, or else you will get squished.

to:

* Several levels in ''[[VideoGame/SeriousSam Serious Sam: The Second Encounter]]'' have crushing ceiling traps both ''VideoGame/SkiesOfArcadia'' had an interesting subversion of this trope. One of the "pillar" villains tries to crush Vyse and "entire ceiling minus his crew beneath a few safe holes" variety. One of them, upon completion, treats spiked ceiling... but the player mechanism to a round of applause.
* Occurs in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' in the Forest Temple. Not only is
start the ceiling falling, spiders hide above doesn't work.
* One of these may spawn in ''VideoGame/{{Spelunky}}'' to punish
the safe squares to doom you. There are also spiked weights greedy, unprepared player in Shadow Temple that the later areas of the game. Hope you need saved some bombs to prop up, or else you will get squished.blast free.



* A few are found in the ''Franchise/MegaMan'' franchise, including:
** ''VideoGame/MegaManX3'' has a ceiling trap, and you have to fight a miniboss before you can escape. One reason to be careful with Zero during the game is that he'll [[LoadBearingHero hold up the ceiling]] here if you haven't broken him.
** ''VideoGame/MegaManX6'' has Metal Shark Player's stage, which has a trash compactor threatening you with instant death throughout the entire level. Said trash compactor returns in the second stage of Gate's Lab if you're playing as Zero.
** Lan has to escape one of these traps in the castle in ''VideoGame/MegaManBattleNetwork2''.
** Uranus could do this in ''VideoGame/MegaManV (GB)''/''Rockman World V'' for a OneHitKill attack.
** In a {{homage}} to Uranus, Drill Man in ''VideoGame/Rockman4MinusInfinity'' could do the same thing.
** ''VideoGame/MegaManZero1'' has an interesting variation - Zero and Aztec Falcon are fighting ''on top'' of the ceiling, and Zero's trying to prevent it from crushing the Reploids underneath.
* One of these may spawn in ''VideoGame/{{Spelunky}}'' to punish the greedy, unprepared player in the later areas of the game. Hope you saved some bombs to blast free.
* ''VideoGame/SkiesOfArcadia'' had an interesting subversion of this trope. One of the villains tries to crush Vyse and his crew beneath a spiked ceiling... but the mechanism to start the ceiling doesn't work.

to:

* A few are found in the ''Franchise/MegaMan'' franchise, including:
** ''VideoGame/MegaManX3'' has a ceiling trap, and you have to fight a miniboss before you can escape. One reason to be careful with Zero during the game is that he'll [[LoadBearingHero hold up the ceiling]] here if you haven't broken him.
** ''VideoGame/MegaManX6'' has Metal Shark Player's stage, which has a trash compactor threatening you with instant death throughout the entire level. Said trash compactor returns in the second stage of Gate's Lab if you're playing as Zero.
** Lan has to escape one of these traps in the castle in ''VideoGame/MegaManBattleNetwork2''.
** Uranus could do this in ''VideoGame/MegaManV (GB)''/''Rockman World V'' for a OneHitKill attack.
** In a {{homage}} to Uranus, Drill Man in ''VideoGame/Rockman4MinusInfinity'' could do the same thing.
** ''VideoGame/MegaManZero1'' has an interesting variation - Zero and Aztec Falcon are fighting ''on top'' of the ceiling, and Zero's trying to prevent it from crushing the Reploids underneath.
* One of these may spawn in ''VideoGame/{{Spelunky}}'' to punish the greedy, unprepared player in the later areas of the game. Hope you saved some bombs to blast free.
* ''VideoGame/SkiesOfArcadia'' had an interesting subversion of this trope. One of the villains tries to crush Vyse and his crew beneath a spiked ceiling... but the mechanism to start the ceiling doesn't work.


Is there an issue? Send a MessageReason:
Improper tense


* ''VideoGame/BanjoKazooie'' had a large maze in the ShiftingSandLand area. The maze had a time limit, and the ceiling fell and crushed you when time ran out. To add to the tension, there were some really good items hidden in the corners, and the [[SongsInTheKeyOfPanic music that plays over the area]] gets faster and higher in pitch the closer the timer gets to running out.

to:

* ''VideoGame/BanjoKazooie'' had has a large maze in the ShiftingSandLand area. The maze had has a time limit, and the ceiling fell fall and crushed crush you when time ran runs out. To add to the tension, there were are some really good items hidden in the corners, and the [[SongsInTheKeyOfPanic music that plays over the area]] gets faster and higher in pitch the closer the timer gets to running out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* This was one of the challenges on ''Series/FortBoyard''. The ceiling doesn't crush the contestants as they try to find the right key, but it will sink low enough to block off access to the exit if they're not quick enough, resulting in them being locked in.

Added: 407

Changed: 584

Is there an issue? Send a MessageReason:
On a second thought, it's worth expanding the first game's example


* ''VideoGame/{{Doom}}'' uses many areas with crushing ceilings to inflict critical damage on any poor soul unfortunate enough to get caught under one. In fact, in Level 6 of ''VideoGame/DoomII'', if the player is playing above "Hey, Not Too Rough" difficulty, he is pitted against a Spider Mastermind that one would normally be ill-prepared to fight at this point in the game. Fortunately for the player, a switch near the elevator you get off lowers down a crushing ceiling to kill the Spider Mastermind for you. Thus, the level is appropriately named "The Crusher".

to:

* ''VideoGame/{{Doom}}'' uses many areas with crushing ceilings to inflict critical damage on any poor soul unfortunate enough to get caught under one. There are two versions, both doing the same damage over time. The "slow" descending traps the player by slowing down the crushing process, while the fast one does a quick crush and raise. Also, during the crushing phase, the player can't move because the ceiling is too low. Both of these are introduced in [=E2M4=], the "slow" crusher having blood splatters on the ground, while the fast crusher being a surprise trap covering the key.
* ''VideoGame/DoomII'':
In fact, in Level 6 of ''VideoGame/DoomII'', 6, if the player is playing above "Hey, Not Too Rough" difficulty, he is pitted against a Spider Mastermind that one would normally be ill-prepared to fight at this point in the game. Fortunately for the player, a switch near the elevator you get off lowers down a crushing ceiling to kill the Spider Mastermind for you. Thus, the level is appropriately named "The Crusher".
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Doom}}'' uses many areas with crushing ceilings to inflict critical damage on any poor soul unfortunate enough to get caught under one. In fact, in Level 6 of ''Doom 2'', if the player is playing above "Hey, Not Too Rough" difficulty, he is pitted against a Spider Mastermind that one would normally be ill-prepared to fight at this point in the game. Fortunately for the player, a switch near the elevator you get off lowers down a crushing ceiling to kill the Spider Mastermind for you. Thus, the level is appropriately named "The Crusher".

to:

* ''VideoGame/{{Doom}}'' uses many areas with crushing ceilings to inflict critical damage on any poor soul unfortunate enough to get caught under one. In fact, in Level 6 of ''Doom 2'', ''VideoGame/DoomII'', if the player is playing above "Hey, Not Too Rough" difficulty, he is pitted against a Spider Mastermind that one would normally be ill-prepared to fight at this point in the game. Fortunately for the player, a switch near the elevator you get off lowers down a crushing ceiling to kill the Spider Mastermind for you. Thus, the level is appropriately named "The Crusher".

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