History Main / GimmickLevel

19th Sep '16 7:21:33 PM MyFinalEdits
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** The first game, along with several genre changes, featured levels where you lost your power suit and had to crawl around as an earthworm, a level where you were in pitch blackness, and could only see the eyes of the hero and his enemies, and the first part of the final stage had you slow-fall (by using your head as a helicopter) down a long, narrow spiked chasm. The Bungee-Jumping level, and the Bathysphere portion of the Water Level border more on You-know-what.
** ''Earthworm Jim 2'' had many other variations, such as a level where you play a blind cave salamander swimming through an intestinal tract (and briefly [[PopQuiz answering nonsensical questions in a mock quiz-show]] at one point), a level where you have to burrow underground with your modified gun, an isometric shooter level where you push a crate of dynamite tied to a balloon so you can use it on the level's boss and one where you inflate your head to float upwards through the level. The ''Earthworm Jim'' series is known for its surreal craziness.
* The ''VideoGame/DonkeyKongCountry'' series had more and more of these as it went on. The [[VideoGame/DonkeyKongCountry1 first one]] had some gimmick levels, but they were mostly in the minority. The [[VideoGame/DonkeyKongCountry2DiddysKongQuest second]] was roughly half-and-half (half gimmick levels, half non-gimmick levels), and by the time the [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble 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.
** The GameBoy GaidenGame, ''Donkey Kong Land III'', averts this by having no gimmick levels at all, possibly due to engine limitations.
** In ''VideoGame/DonkeyKongCountryReturns'', World 4 is notoriously dedicated to levels based on MinecartMadness and RocketRide. These levels are much less often in the other worlds in comparison.

to:

** The first game, along with several genre changes, featured features levels where you lost your power suit and had have to crawl around as an earthworm, a level where you were in pitch blackness, and could only see the eyes of the hero and his enemies, and the first part of the final stage had has you slow-fall (by using your head as a helicopter) down a long, narrow spiked chasm. The Bungee-Jumping level, and the Bathysphere portion of the Water Level border more on You-know-what.
** ''Earthworm Jim 2'' had has many other variations, such as a level where you play a blind cave salamander swimming through an intestinal tract (and briefly [[PopQuiz answering nonsensical questions in a mock quiz-show]] at one point), a level where you have to burrow underground with your modified gun, an isometric shooter level where you push a crate of dynamite tied to a balloon so you can use it on the level's boss and one where you inflate your head to float upwards through the level. The ''Earthworm Jim'' series is known for its surreal craziness.
* The ''VideoGame/DonkeyKongCountry'' series has had more and more of these as it went on. on.
**
The [[VideoGame/DonkeyKongCountry1 first one]] had has some gimmick levels, but they were are mostly in the minority. The [[VideoGame/DonkeyKongCountry2DiddysKongQuest second]] was is roughly half-and-half (half gimmick levels, half non-gimmick traditional levels), and by the time the [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble third]] came out, the non-gimmick traditional 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 difficult level 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.
attacking.
** The GameBoy UsefulNotes/GameBoy GaidenGame, ''Donkey Kong Land III'', averts this by having no gimmick levels at all, possibly due to engine limitations.
** In ''VideoGame/DonkeyKongCountryReturns'', World 4 is notoriously dedicated to levels based on MinecartMadness and RocketRide. These levels are much less often in the other worlds in comparison.comparison, including the sequel ''VideoGame/DonkeyKongCountryTropicalFreeze''.



* ''{{VideoGame/Gauntlet}} II'' sometimes had stages where the walls were invisible.
** The original had a whole ''world'' of invisible-wall stages, though only a small chunk of said stages actually had invisible walls.

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* ''{{VideoGame/Gauntlet}} II'' sometimes had has stages where the walls were invisible.
**
invisible. The original had first game has a whole ''world'' of invisible-wall stages, though only a small chunk of said stages actually had have invisible walls.



* ''SuperMarioBros'' examples:

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* ''SuperMarioBros'' ''Franchise/SuperMarioBros'' examples:



** World 5-3 of ''VideoGame/SuperMarioBros3'', also known as "TheOneWith The Shoe". (There are a few more levels with the shoe that didn't make it into the final game, but [[DummiedOut can be accessed]] through hacking.)
** ''VideoGame/SuperMarioWorld'' has the special level Tubular, where Mario needs to be in balloon form through the whole level or die very, very quickly. Almost all the special levels, for that matter, were this to one degree or another. Another one, say, had a water level that constantly rose and fell.
** ''VideoGame/SuperMarioSunshine'' had many levels in which Mario was left without the F.L.U.D.D. to navigate through them. Although if you beat them you could come back with F.L.U.D.D. for a new challenge.
** ''VideoGame/SuperMarioGalaxy'' has several Gimmick Levels, the most recognizable ones being those involving the Wiimote's motion-sensing abilities to control different actions, like balancing Mario on top of a rolling ball, riding a [[ScrappyLevel manta ray around a course]], or using a fan to blow a bubble around an electrified maze [[DoomyDoomsOfDoom of doom]]. This makes the game better because you hardly ever do the same thing twice (though those types of levels do appear at least twice each: One where you can practice with them, and then the harder variations that appear later).
** Similarly, ''VideoGame/NewSuperMarioBrosWii'' has levels where the Wiimote operates something the characters ride in, like a movable platform.
** The sequel, ''VideoGame/SuperMarioGalaxy2'', adds flying on a bird.

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** World 5-3 of ''VideoGame/SuperMarioBros3'', also known as "TheOneWith The Shoe". (There There are a few more levels with the shoe that didn't make it into the final game, but [[DummiedOut can be accessed]] through hacking.)
hacking.
** Several of the Star World and Special Zone levels in ''VideoGame/SuperMarioWorld'' have unique gameplay mechanics to increase the challenge. There's one level where Mario has to use the special spin jump to drill through a large body of blocks until reaching the bottom (which leads to the exit). There's also the level Tubular, where Mario needs to be in balloon form through the whole level or die very, very quickly. Almost all Yet another level, Mondo, revolves around the special levels, for that matter, were this to one degree or another. Another one, say, had a water water's level that constantly rose rising and fell.
lowering.
** ''VideoGame/SuperMarioSunshine'' had has many levels in which Mario was is left without the F.L.U.D.D. to navigate through them. Although if you beat them you could can come back with F.L.U.D.D. for a new challenge.
** ''VideoGame/SuperMarioGalaxy'' has several Gimmick Levels, the most recognizable ones being those involving the Wiimote's motion-sensing abilities to control different actions, like balancing Mario on top of a rolling ball, riding a [[ScrappyLevel manta ray around a course]], course, or using a fan to blow a bubble around an electrified maze [[DoomyDoomsOfDoom of doom]]. This makes the game better because you hardly ever do the same thing twice (though those types of levels do appear at least twice each: One where you can practice with them, and then the harder variations that appear later).
later). The sequel, ''VideoGame/SuperMarioGalaxy2'', adds flying on a bird.
** Similarly, ''VideoGame/NewSuperMarioBrosWii'' has levels where the Wiimote operates something the characters ride in, like a movable platform.
** The sequel, ''VideoGame/SuperMarioGalaxy2'', adds flying on a bird.
platform.



* ''{{Metro 2033}}'' has the "Child" level, where a kid is riding on your back, making your look controls drift strongly. By the way, there are ''still'' plenty of mutants around, and they ''still'' want to eat you.

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* ''{{Metro ''VideoGame/{{Metro 2033}}'' has the "Child" level, where a kid is riding on your back, making your look controls drift strongly. By the way, there are ''still'' plenty of mutants around, and they ''still'' want to eat you.



* ''StreetsOfRage 3'' had plans for a a level where the cast rode on motorcycles; this was scrapped during development, but through cheat codes the level can still be partially accessed.

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* ''StreetsOfRage ''VideoGame/StreetsOfRage 3'' had plans for a a level where the cast rode on motorcycles; this was scrapped during development, but through cheat codes the level can still be partially accessed.



** ''VideoGame/FinalFantasyVI'' had plenty:

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** ''VideoGame/FinalFantasyVI'' had has plenty:



** ''VideoGame/FinalFantasyV'' had an underwater level. You had 20 minutes to finish it.
** ''VideoGame/FinalFantasyVIII'' had a few multi-party levels, including TheVeryDefinitelyFinalDungeon.

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** ''VideoGame/FinalFantasyV'' had has an underwater level. You had have 20 minutes to finish it.
** ''VideoGame/FinalFantasyVIII'' had has a few multi-party levels, including TheVeryDefinitelyFinalDungeon.



** ''VideoGame/FinalFantasyXII'' had the evil, ''evil'' Demon Wall battle. Not often do you get to run away from a boss. And unless you're power-leveled, it's the ''only way to win.'' Also, any optional Esper.
* ''VideoGame/WarCraftIII: The Frozen Throne'' has a bonus level inspired by the custom-made "Tower Defense" maps. Instead of building a base as normal, you had to line up special towers only available in that mission along a maze to shoot down attackers. 2 regular levels also took inspiration from custom maps to mix things up. And then there was the Orc campaign, which was an RPG. A rather simple one since it still used the same interface, but still pretty good.
** And that is just the (official) tip of the iceberg of uses of the game's engine and powerful editor, which people have used to create all sorts of games. One of them, Defense of the Ancients, has become a game of its own.

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** ''VideoGame/FinalFantasyXII'' had has the evil, ''evil'' Demon Wall battle. Not often do you get to run away from a boss. And unless you're power-leveled, it's the ''only way to win.'' Also, any optional Esper.
* ''VideoGame/WarCraftIII: The Frozen Throne'' has a bonus level inspired by the custom-made "Tower Defense" maps. Instead of building a base as normal, you had have to line up special towers only available in that mission along a maze to shoot down attackers. 2 regular levels also took inspiration from custom maps to mix things up. And then there was the Orc campaign, which was an RPG. A rather simple one since it still used the same interface, but still pretty good.
**
good. And that is just the (official) tip of the iceberg of uses of the game's engine and powerful editor, which people have used to create all sorts of games. One of them, Defense of the Ancients, has become a game of its own.



* ''[[VideoGame/TronTwoPointOh Tron 2.0]]'' had lightcycle races in a few parts of the game. Then again, [[JustifiedTrope they were in the movie]].
* ''Franchise/CrashBandicoot'' (and too many 3d platformers to name) have levels where the player has to run away from a rolling object of death and [[CameraScrew towards the camera]]. Worst. Idea. Ever. The series also had the character riding atop ever-running animals, and vehicle levels.

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* ''[[VideoGame/TronTwoPointOh Tron 2.0]]'' had has lightcycle races in a few parts of the game. Then again, [[JustifiedTrope they were in the movie]].
* The ''Franchise/CrashBandicoot'' (and too many 3d platformers to name) games have levels where the player has to run away from a rolling object of death and [[CameraScrew towards the camera]]. Worst. Idea. Ever. The series has also had the character riding atop ever-running animals, and vehicle levels.



* ''VideoGame/{{Diablo}} II'' had the Secret Cow Level. It's [[ExactlyWhatItSaysOnTheTin a secret level, full of cows]]. They are armed with halberds, walk on two legs and there are lots of them. In the original Diablo, there were rumours of a secret cow level that did not actually exist. So they made one for Diablo 2 to shut the fans up.[[note]]This joke made it to ''Starcraft'', where typing "there is no cow level" on the in-game chat during a single player game will instantly complete the current mission.[[/note]]
** ''VideoGame/DiabloIII'' has [[SugarBowl Whimsyshire]], an extension of a previous TakeThat to complaints that the more colorful visuals in III would "ruin the atmosphere" of the game and series.
*** 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.

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* ''VideoGame/{{Diablo}} II'' had has the Secret Cow Level. It's [[ExactlyWhatItSaysOnTheTin a secret level, full of cows]]. They are armed with halberds, walk on two legs and there are lots of them. In the original Diablo, there were rumours of a secret cow level that did not actually exist. So they made one for Diablo 2 to shut the fans up.[[note]]This joke made it to ''Starcraft'', where typing "there is no cow level" on the in-game chat during a single player game will instantly complete the current mission.[[/note]]
* ''VideoGame/DiabloIII'':
** ''VideoGame/DiabloIII'' The game has [[SugarBowl Whimsyshire]], an extension of a previous TakeThat to complaints that the more colorful visuals in III would "ruin the atmosphere" of the game and series.
*** 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.



* ''VideoGame/HotelMario'' had these in every hotel, with Mario and Luigi having to 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 has these in every hotel, with Mario and Luigi having to 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.



* In the first ''VideoGame/{{Marathon}}'' game, there was one vacuum level. You had an oxygen meter that constantly drained and you couldn't use your assault rifle, but everything else was the same. After it, everything went back to normal for the rest of the game.

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* In the first ''VideoGame/{{Marathon}}'' game, there was one vacuum level. You had have an oxygen meter that constantly drained and you couldn't use your assault rifle, but everything else was the same. After it, everything went back to normal for the rest of the game.



* ''VideoGame/TheImmortal'' had a level with flame jets emerging from the floor and fireballs shooting from the walls - all relatively easy to avoid on foot - but you couldn't traverse the level on foot. The floor was infested with giant sandworms, so you had to fly on an insanely difficult to control FlyingCarpet.
* Pretty much the point of ''VideoGame/{{Jumpman}}'' and ''Jumpman Junior'' - every single level would have a unique gimmick for you to deal with, from floating platforms to invisible floors to moving bombs to an alien invasion.

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* ''VideoGame/TheImmortal'' had has a level with flame jets emerging from the floor and fireballs shooting from the walls - all relatively easy to avoid on foot - but you couldn't can't traverse the level on foot. The floor was is infested with giant sandworms, so you had have to fly on an insanely difficult to control FlyingCarpet.
* Pretty much This is the point of ''VideoGame/{{Jumpman}}'' and ''Jumpman Junior'' - every single level would have has a unique gimmick for you to deal with, from floating platforms to invisible floors to moving bombs to an alien invasion.



* ''Tiny Toon Adventures'' on the SNES was mainly regular platform levels of one sort of another, but halfway through the game it had an American-style football stage where you had to run, jump and tackle your way with the ball to the goal line within the time limit.
** There was also a Tiny Toons sports game on Genesis where each level had a different gimmick. Besides a basic gym, there was a field with spots where the characters could trip, Monty's house would have vehicles hit you, etc.
* Apogee's ''MonsterBash'' has the second-last level of Part 3. You can fly on a broom and shoot lightning bolts in that level, in addition to the normal gameplay mechanics.

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* ''Tiny Toon Adventures'' on the SNES was is mainly regular platform levels of one sort of another, but halfway through the game it had has an American-style football stage where you had have to run, jump and tackle your way with the ball to the goal line within the time limit.
** There was
limit. There's also a Tiny Toons sports game on Genesis where each level had has a different gimmick. Besides a basic gym, there was is a field with spots where the characters could can trip, Monty's house would have has vehicles hit you, etc.
* Apogee's ''MonsterBash'' ''VideoGame/MonsterBash'' has the second-last level of Part 3. You can fly on a broom and shoot lightning bolts in that level, in addition to the normal gameplay mechanics.



* SpyroTheDragon features this in the form of "Speedway" levels.

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* SpyroTheDragon ''Franchise/SpyroTheDragon'' features this in the form of "Speedway" levels.



** Pharaoh Man's stage had the pyramid's curse.

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** Pharaoh Man's stage had has the pyramid's curse.



** Cossack Castle Stage 2 had Mega Man use the Wire Adapter for its second half.

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** Cossack Castle Stage 2 had has Mega Man use the Wire Adapter for its second half.



* ''VideoGame/{{Puggsy}}'' which is usually a puzzle/item based platformer, had a level where you are in a tiny spaceship and have to avoid all of the walls to get through.

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* ''VideoGame/{{Puggsy}}'' which is usually a puzzle/item based platformer, had has a level where you are in a tiny spaceship and have to avoid all of the walls to get through.



** ''Combat Evolved'' 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 change with it.

to:

** ''Combat Evolved'' had has quite a few gimmick levels for its multiplayer mode. You had have "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 can fly between the two sides of the map. [[WhatCouldHaveBeen When jetpacks were cut]], the layout didn't change with it.



** ''Super Mario :p:p:p'', which had a weird puzzle game like level and a ''Franchise/FinalFantasy'' inspired Iggy Koopa battle.
** The entirety of ''The Mario'', which had level gimmicks like laser shooting Mecha Koopas and giant Thwomps.

to:

** ''Super Mario :p:p:p'', which had has a weird puzzle game like level and a ''Franchise/FinalFantasy'' inspired Iggy Koopa battle.
** The entirety of ''The Mario'', which had has level gimmicks like laser shooting Mecha Koopas and giant Thwomps.



* ''VideoGame/RollerCoasterTycoon'' had more and more Gimmick Levels in each of its successive expansion packs. Setting aside parks that are merely based around a certain scenic theme or ride selection (such as Aqua Park and Karts & Coasters in the original level pack, which have exactly the types of rides their names would lead you to expect), we have:

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* ''VideoGame/RollerCoasterTycoon'' has had more and more Gimmick Levels in each of its successive expansion packs. Setting aside parks that are merely based around a certain scenic theme or ride selection (such as Aqua Park and Karts & Coasters in the original level pack, which have exactly the types of rides their names would lead you to expect), we have:
3rd Sep '16 2:42:24 PM lCOYAR
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* The ''VideoGame/DonkeyKongCountry'' series had more and more of these as it went on. The [[VideoGame/DonkeyKongCountry1 first one]] had some gimmick levels, but they were mostly in the minority. The [[VideoGame/DonkeyKongCountry2DiddysKongQuest second]] was roughly half-and-half (half gimmick levels, half non-gimmick levels), and by the time the [[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.

to:

* The ''VideoGame/DonkeyKongCountry'' series had more and more of these as it went on. The [[VideoGame/DonkeyKongCountry1 first one]] had some gimmick levels, but they were mostly in the minority. The [[VideoGame/DonkeyKongCountry2DiddysKongQuest second]] was roughly half-and-half (half gimmick levels, half non-gimmick levels), and by the time the [[VideoGame/DonkeyKongCountry3DixieKonsDoubleTrouble [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble 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.
6th Aug '16 12:34:38 AM UmbrellasWereAwesome
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* In every ''Franchise/{{Halo}}'' incarnation, there was a "warthog level". Not necessarily needing to actually have a warthog, some missions (such as the trendsetting last mission in ''VideoGame/HaloCombatEvolved'') have long driving sequences where the main obstacles are the terrain, not the enemy.

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* In every ''Franchise/{{Halo}}'' incarnation, there was ''Franchise/{{Halo}}'':
** There's usually
a "warthog level". Not "Warthog level" in each game. While the vehicle in question doesn't necessarily needing to actually have to be a warthog, Warthog, some missions (such as the trendsetting last mission in ''VideoGame/HaloCombatEvolved'') have long driving sequences where the main obstacles are the terrain, not the enemy.



** 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 change with it.

to:

** The first game ''Combat Evolved'' 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 change with it.
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.

to:

* 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.

to:

** 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.

to:

* 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.

to:

** 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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.GimmickLevel