History Main / GimmickLevel

16th Jun '16 7:04:01 AM erforce
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* The ''VideoGame/DonkeyKongCountry'' series had more and more of these as it went on. The first one had some gimmick levels, but they were mostly in the minority. The second was roughly half-and-half (half gimmick levels, half non-gimmick levels), and by the time the third came out, the non-gimmick levels were in the minority. Some of the more memorable examples are: A mostly swimming level where your left/right controls are reversed while in the water, a level with significantly decreased gravity, a level where through the entire thing an offscreen enemy is shooting at you, a ScrappyLevel where lightning is constantly trying to strike you, and a level where a hungry fish is constantly following you and have to feed normal fish enemies to him to keep him from attacking.

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* The ''VideoGame/DonkeyKongCountry'' series had more and more of these as it went on. The [[VideoGame/DonkeyKongCountry1 first one one]] had some gimmick levels, but they were mostly in the minority. The second [[VideoGame/DonkeyKongCountry2DiddysKongQuest second]] was roughly half-and-half (half gimmick levels, half non-gimmick levels), and by the time the third [[VideoGame/DonkeyKongCountry3DixieKonsDoubleTrouble third]] came out, the non-gimmick levels were in the minority. Some of the more memorable examples are: A mostly swimming level where your left/right controls are reversed while in the water, a level with significantly decreased gravity, a level where through the entire thing an offscreen enemy is shooting at you, a ScrappyLevel where lightning is constantly trying to strike you, and a level where a hungry fish is constantly following you and have to feed normal fish enemies to him to keep him from attacking.



* Every ''MetroidPrime'' game so far has had at least one "Freaking Huge Spiderball Maze" that the player must navigate.

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* Every ''MetroidPrime'' ''VideoGame/MetroidPrimeTrilogy'' game so far has had at least one "Freaking Huge Spiderball Maze" that the player must navigate.
21st May '16 10:03:09 PM nombretomado
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** All of the ''VideoGame/SonicUnleashed'' stages in the 360 and PS3 version that comes directly after a main daytime stage requires heavy use of one of Sonic's skills. For instance, Windmill Isle's stage tested the player's ability to use rails, Savannah Citadel's tested the Sonic Drift, Rooftop Run's tested the Homing Attack, and so forth. These were always NintendoHard. This would return, toned down in difficulty, in ''VideoGame/SonicGenerations'', and uses stage gimmicks rather than abilities.

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** All of the ''VideoGame/SonicUnleashed'' stages in the 360 and PS3 [=PS3=] version that comes directly after a main daytime stage requires heavy use of one of Sonic's skills. For instance, Windmill Isle's stage tested the player's ability to use rails, Savannah Citadel's tested the Sonic Drift, Rooftop Run's tested the Homing Attack, and so forth. These were always NintendoHard. This would return, toned down in difficulty, in ''VideoGame/SonicGenerations'', and uses stage gimmicks rather than abilities.
14th Apr '16 8:26:46 AM Morgenthaler
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* The middle section of ''IndianaJonesAndTheLastCrusade'' LicensedGame is a series of boxing matches. However, these can be bypassed in a few ways, one of which was the source of the "I'm selling fine leather jackets." line used in many later Lucas Arts games.

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* The middle section of ''IndianaJonesAndTheLastCrusade'' ''VideoGame/IndianaJonesAndTheLastCrusade'' LicensedGame is a series of boxing matches. However, these can be bypassed in a few ways, one of which was the source of the "I'm selling fine leather jackets." line used in many later Lucas Arts games.
5th Apr '16 6:42:00 PM Dramatic
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** The first game had quite a few gimmick levels for its multiplayer mode. You had "Boarding Action" (Two open ships side-by-side, with a bottomless pit separating them and teleporters to connect the two halves), "Chiron TL-34" (A series of small rooms connected by teleporters), and "Longest" (Two long narrow hallways connecting each base, this one would be remade as "Elongation" in ''Halo 2''). "Boarding Action" is a unique case because it was designed with the jetpack mechanic in mind; you could fly between the two sides of the map. [[WhatCouldHaveBeen When jetpacks were cut]], the layout didn't.

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** The first game had quite a few gimmick levels for its multiplayer mode. You had "Boarding Action" (Two open ships side-by-side, with a bottomless pit separating them and teleporters to connect the two halves), "Chiron TL-34" (A series of small rooms connected by teleporters), and "Longest" (Two long narrow hallways connecting each base, this one would be remade as "Elongation" in ''Halo 2''). "Boarding Action" is a unique case because it was designed with the jetpack mechanic in mind; you could fly between the two sides of the map. [[WhatCouldHaveBeen When jetpacks were cut]], the layout didn't.didn't change with it.
5th Apr '16 6:41:30 PM Dramatic
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** The first game had quite a few gimmick levels for its multiplayer mode. You had "Boarding Action" (Two open ships side-by-side, with a bottomless pit separating them and teleporters to connect the two halves), "Chiron TL-34" (A series of small rooms connected by teleporters), and "Longest" (Two long narrow hallways connecting each base, this one would be remade as "Elongation" in ''Halo 2''). "Boarding Action" is a unique case because it was designed with the jetpack mechanic in mind; you could fly between the two sides of the map. [[WhatCouldHaveBeen When jetpacks were cut]], the layout didn't.
3rd Apr '16 6:24:52 AM TSBasilisk
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*** The set dungeons of ''Diablo III'' are a more serious example of this trope. Each dungeon is associated with a set of armor that modifies how skills function and focuses on testing how well the player has mastered those skills. As a result they have unique objectives which require more finesse than usual.
1st Apr '16 8:20:01 AM Oneshiningstar
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* ''VideoGame/{{Doom}} 2'' had a level that punished you if you stuck around to fight the demons. Moments after the level started, there began a chain reaction of explosive barrels which would kill you if you didn't run straight for the exit.

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* ''VideoGame/{{Doom}} 2'' had a level that punished you if you stuck around to fight the demons. Moments after features the level started, there began ''Barrels o' Fun''. As the name suggests, the level is stuffed with large amounts of barrels, and the first two areas feature you running through rows of barrels to safety as a monster emerges behind you, attacks and inadvertently sets off a chain reaction of explosive barrels which would kill you if you didn't run straight for the exit.exploding barrels.
22nd Jan '16 6:14:27 PM Berrenta
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# The "Technique level". This forces you to master a little-used or barely challenged ability to get through the stage. Some examples would be utilizing {{Wall Jump}}s to scale a tall cliff, or using a sonar sensor to find your way through a pitch-black maze. This is different (at least, it should be in most cases) from a CardboardObstacle, as you actually have to be good at said ability, not just able to use it. This form of Gimmick Level doesn't require a change in coding or visuals, just a change in the layout and placement of objects.

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# The "Technique level". This forces you to master a little-used or barely challenged ability to get through the stage. Some examples would be utilizing {{Wall Jump}}s to scale a tall cliff, or using a sonar sensor to find your way through a pitch-black maze. This is different (at least, it should be in most cases) from a CardboardObstacle, as you actually have to be good at said ability, not just able to use it. This form of Gimmick Level doesn't require a change in coding or visuals, just a change in the layout and placement of objects.
15th Jan '16 9:48:00 AM Anddrix
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* ''VideoGame/HotelMario'' had these in every hotel, with Mario and Luigi having to [[ViewersAreMorons point them out]] in each of the introduction scenes for the hotels. Of course, the elevators have a habit of switching directions on you in later levels.

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* ''VideoGame/HotelMario'' had these in every hotel, with Mario and Luigi having to [[ViewersAreMorons point them out]] out in each of the introduction scenes for the hotels. Of course, the elevators have a habit of switching directions on you in later levels.
8th Nov '15 12:24:00 PM billybobfred
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** ''VideoGame/SuperMarioMaker'', being a GameMaker, is naturally chock-full of them. Even the built-in levels have a few gimmicks.
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