History Main / DirectContinuousLevels

18th Apr '18 8:46:51 PM jormis29
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* ''FarCry'' follows this format, with the only separations being the mission debriefing screens.

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* ''FarCry'' ''VideoGame/FarCry1'' follows this format, with the only separations being the mission debriefing screens.
9th Apr '18 6:42:33 PM Malady
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* ''VideoGame/{{Scramble}}'' (and its semi-sequel Super Cobra) are probably the TropeMakers for continous-scrolling shooters. The end of each level opens up onto a piece of flat terrain, a short message is displayed with an accompanying jingle, and then the next level scrolls into view.
* RefleX does this with stages 1 to 6.

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* ''VideoGame/{{Scramble}}'' (and ''VideoGame/{{Scramble}}'': It, and its semi-sequel Super Cobra) Cobra, are probably the TropeMakers for continous-scrolling shooters. The end of each level opens up onto a piece of flat terrain, a short message is displayed with an accompanying jingle, and then the next level scrolls into view.
* RefleX ''VideoGame/RefleX'' does this with stages 1 to 6.
6th Apr '18 2:56:47 AM YeOldeLuke
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* Every level in ''VideoGame/Gamer2'' is separated with a cutscene directly linking the location with the previous level.
17th Feb '18 10:42:47 PM nombretomado
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** Ditto the Toaplan-inspired ''{{Raiden}}'' series.

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** Ditto the Toaplan-inspired ''{{Raiden}}'' ''VideoGame/{{Raiden}}'' series.
13th Feb '18 2:00:57 PM VicGeorge2011
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* Universal's ''VideoGame/CosmicAvenger'' has levels that just directly connect to each other without any pause between them.
9th Jan '18 3:12:11 AM Cryoclaste
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* Most if not all of ''{{Vanquish}}'''s levels have seamless transitions in between.

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* Most if not all of ''{{Vanquish}}'''s ''VideoGame/{{Vanquish}}'''s levels have seamless transitions in between.
3rd Jan '18 2:32:58 AM Cryoclaste
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* JakAndDaxter, at least the first game, has no seams between zones and no obvious loading. A player can walk from one end of the land to the other without ever seeing a load screen.

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* JakAndDaxter, ''Franchise/JakAndDaxter'', at least the first game, has no seams between zones and no obvious loading. A player can walk from one end of the land to the other without ever seeing a load screen.
16th Sep '17 11:33:00 PM jtierney50
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* Done in the ''VideoGame/BioShock'' games: each "level" blends into the next, the only indication that you've changed levels being the different locales - and in ''VideoGame/BioShockInfinite'', Booker's narration on the loading screen.
15th Sep '17 8:45:31 PM HyperEmerson
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** ''VideoGame/SonicTimeTwisted'' has both act and zone transitions. Unlike in ''Sonic 3'', zones also transition from one to the next without a fadeout.
** ''VideoGame/SonicMania'' has act and zone transitions, but most of the zones take place in different islands of the series' setting. The player is usually teleported between them through the power of the Phantom Ruby, but some transitions are [[PlotHole missing]] from the story.
27th Aug '17 1:36:43 AM SeptimusHeap
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* ''{{Quake}} II'' and ''IV''. The units or missions in the former each have a logical connection to the next, and you can (and usually need to) backtrack to areas within a unit, ala {{Metroidvania}}; also, some missions in ''IV'' backtrack through previous levels.

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* ''{{Quake}} ''VideoGame/{{Quake}} II'' and ''IV''. The units or missions in the former each have a logical connection to the next, and you can (and usually need to) backtrack to areas within a unit, ala {{Metroidvania}}; also, some missions in ''IV'' backtrack through previous levels.



* ''RedFaction'' is continuous most if not all the way, with only loading screens and sometimes cutscenes marking the end of each section. The second game also does this, with the exception of the break between the prologue and the main story.

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* ''RedFaction'' ''VideoGame/RedFaction'' is continuous most if not all the way, with only loading screens and sometimes cutscenes marking the end of each section. The second game also does this, with the exception of the break between the prologue and the main story.
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