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* Krazoa Palace in ''StarFoxAdventures'' is this trope mixed with TempleOfDoom.

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* Krazoa Palace in ''StarFoxAdventures'' ''VideoGame/StarFoxAdventures'' is this trope mixed with TempleOfDoom.
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* The ''ChipandDaleRescueRangers'' NES game featured giant fans that blew you around in one particularly annoying level.

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* The ''ChipandDaleRescueRangers'' ''VideoGame/ChipNDaleRescueRangers'' NES game featured giant fans that blew you around in one particularly annoying level.
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* Krazoa Palace in ''StarFoxAdventures'' is this trope mixed with TempleOfDoom.
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*** Pumpman's level in MM10 has underwater currents as well.

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*** Pumpman's level in MM10 ''[=MM10=]'' has underwater currents as well.



* The VentPhysics in ''{{Glider}} PRO'' easily leads to this with the presence of invisible air currents that can push up, down, left or right. "Sky Links" is a first-class example.

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* The VentPhysics in ''{{Glider}} PRO'' ''GliderPRO'' easily leads to this with the presence of invisible air currents that can push up, down, left or right. "Sky Links" is a first-class example.



* In ''{{Purple}}'', the player can encounter blowing winds in World 5.

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* In ''{{Purple}}'', ''VideoGame/{{Purple}}'', the player can encounter blowing winds in World 5.
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* ''SuperMarioBrosTheLostLevels'' does this, [[NintendoHard to the infuriation of many players]].

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* ''SuperMarioBrosTheLostLevels'' ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'' does this, [[NintendoHard to the infuriation of many players]].
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* One level in [[ShiftingSandLand World 2]] of ''NewSuperMarioBrosWii'' has strong winds, but it blows coins, too.

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* One level in [[ShiftingSandLand World 2]] of ''NewSuperMarioBrosWii'' ''VideoGame/NewSuperMarioBrosWii'' has strong winds, but it blows coins, too.
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** ''SonicAndTheSecretRings'' has hindering wind in Levitated Ruin; it is incredibly strong wind to not only rob Sonic of his speed, but pushes him backwards slowly even at maximum speed. Sonic needs to use alternate techniques to get by, such as the Homing Attack and the Speed Break.
** Sky Canyon in ''[[SonicAdvanceSeries Sonic Advance 2]]'' has fans that pop up. Some will blow wind in Sonic's direction and pushes him more easily to top speed; others will blow wind against Sonic and will stop him in his tracks, preventing him from running further. However, Sonic can use it to accelerate to top speed without anything getting in his way, then turn around and zoom back at blistering velocity.
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* ''SuperMarioGalaxy2'' is an inversion. There are winds in some levels, but they're there to help you by pushing your clouds along rather than impede you.
** Also "Gusty Garden Galaxy" from the first ''SuperMarioGalaxy'' game.

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* ''SuperMarioGalaxy2'' ''VideoGame/SuperMarioGalaxy2'' is an inversion. There are winds in some levels, but they're there to help you by pushing your clouds along rather than impede you.
** Also "Gusty Garden Galaxy" from the first ''SuperMarioGalaxy'' ''VideoGame/SuperMarioGalaxy'' game.
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A videogame setting where the player's challenge is made more difficult by winds, air currents (visible or otherwise) that push the player around, interfering with their platforming skills. The winds may be localized to specific sections of the level, or may be stop and blow at intervals. Depending on the pattern, the player will have to [[AirAidedAcrobatics time their actions with favorable winds]] and/or push forward to compensate for hostile winds.

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A videogame video game setting where the player's challenge is made more difficult by winds, winds or air currents (visible or otherwise) that push the player around, interfering with their platforming skills. The winds may be localized to specific sections of the level, or may be stop and blow at intervals. Depending on the pattern, the player will have to [[AirAidedAcrobatics time their actions with favorable winds]] and/or push forward to compensate for hostile winds.
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* ''LegendOfZelda'' has this all over the 3D games. Currents (especially circling ones) are a favorite in water levels, while giant fans often show up in wind temples.
** E.g. the Wind Temple in ''Wind Waker'', and the Forest Temple in ''Twilight Princess''.

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* ''LegendOfZelda'' ''TheLegendOfZelda'' has this all over the 3D games. Currents (especially circling ones) are a favorite in water levels, while giant fans often show up in wind temples.
** E.g. the The Wind Temple in ''Wind Waker'', and Waker'' is actually dedicated to this, as is the Forest Temple in ''Twilight Princess''.
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* Several of the DynastyWarriors games add this element to the Yellow Turban Rebellion stage, as one of the enemy generals is supposedly a sorcerer with power over the winds. Depending on which game you play it's either push your way against the wind or choose the path with [[RocksFallEveryoneDies falling boulders]] and flank him.

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* Several of the DynastyWarriors ''DynastyWarriors'' games add this element to the Yellow Turban Rebellion stage, as one of the enemy generals is supposedly a sorcerer with power over the winds. Depending on which game you play it's either push your way against the wind or choose the path with [[RocksFallEveryoneDies falling boulders]] and flank him.
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* Several of the DynastyWarriors games add this element to the Yellow Turban Rebellion stage, as one of the enemy generals is supposedly a sorcerer with power over the winds. Depending on which game you play it's either push your way against the wind or choose the path with [[RocksFallEveryoneDies falling boulders]] and flank him.
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* In ''{{Terranigma}}'', there's a boss in Eklemata whose first form takes shape of a yeti which constantly shifting wind in all directions while you avoid blocks of ice.
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You're getting closer to the end of your game. The player's shown he's mastered the basics, and you don't want to just keep providing the same old challenges. What do you do? Throw him around a bit!

This is about video game levels where a challenge is made more difficult by winds, or currents or whatever, pushing the player around, often forcing him either to time his actions, or to compensate for the push. The source could be an object in the level, an enemy or just Mother Nature getting in on the EverythingTryingToKillYou. Or [[AirAidedAcrobatics assisting you]]. Or both.

Not to be confused with a powerful wind that blocks the character's progress; that's just a BrokenBridge. Compare InconvenientlyPlacedConveyorBelt. May overlap with BubblyClouds or DeathMountain.

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You're getting closer to A videogame setting where the end of your game. The player's shown he's mastered the basics, and you don't want to just keep providing the same old challenges. What do you do? Throw him around a bit!

This is about video game levels where a
challenge is made more difficult by winds, or air currents (visible or whatever, pushing otherwise) that push the player around, often forcing him either interfering with their platforming skills. The winds may be localized to specific sections of the level, or may be stop and blow at intervals. Depending on the pattern, the player will have to [[AirAidedAcrobatics time his actions, or their actions with favorable winds]] and/or push forward to compensate for the push. hostile winds.

The source of these mighty winds could be anything -- an object in the level, an enemy a specific enemy, or just Mother Nature getting in on the EverythingTryingToKillYou. Or [[AirAidedAcrobatics assisting you]]. Or both.

EverythingTryingToKillYou. Characters of a metallic or robotic nature can also blame magnets for similar trouble.

Not to be confused with a powerful wind that blocks halts the character's progress; that's progress through a specific area ''entirely'' (that's just a BrokenBridge. another kind of BrokenBridge). Compare InconvenientlyPlacedConveyorBelt. InconvenientlyPlacedConveyorBelt for the on-ground version. May overlap with BubblyClouds or DeathMountain.DeathMountain.
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**There's the TropeNamer Gusty Glade, which combines wind with mildly difficult platforming. Most of the difficulty comes from not being used to the wind gimmick yet.
**Then there's Windy Well, which uses the wind to suspend or raise the player through the air.
**Finally, there's [[ThatOneLevel Animal Antics]], where you have to fly through a bramble maze while winds try to push you to the side.
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** Also "Gusty Garden Galaxy" from the first ''SuperMarioGalaxy'' game.

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** As Donkey Kong Land 2 is largely based on Donkey Kong Country 2, it also features wind levels.

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** As Donkey ''Donkey Kong Land 2 2'' is largely based on Donkey ''Donkey Kong Country 2, 2'', it also features wind levels.levels.
** ''Donkey Kong Country 3'' has a couple of levels with ocean current. In some sections, the player has to try to swim against the current, and in others, the player has to swim with the current and avoid being pushed into enemies.
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* {{Heretic}} had some areas like this.
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* Sector 7 in ''{{Game/Jumper}} Two'' had wind that blew at 4-second intervals.
* In ''{{Purple}}'', the player can encounter blowing winds in World 5.

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* Some levels in ''{{Kirby}}'s Adventure'' include winds, like the airship section in one level.

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* ''{{Kirby}}'' games have lots of them and typically several can be found in every game.
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Some levels in ''{{Kirby}}'s Adventure'' include winds, like the airship section in one level.level.
** ''KirbySuperStar'' has also several areas like that.
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This is about video game levels where a challenge is made more difficult by winds, or currents or whatever, pushing the player around, often forcing him either to time his actions, or to compensate for the push. The source could be an object in the level, an enemy or just Mother Nature getting in on the EverythingTryingToKillYou. Or [[AirAidedAcrobatics assist you]]. Or both.

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This is about video game levels where a challenge is made more difficult by winds, or currents or whatever, pushing the player around, often forcing him either to time his actions, or to compensate for the push. The source could be an object in the level, an enemy or just Mother Nature getting in on the EverythingTryingToKillYou. Or [[AirAidedAcrobatics assist assisting you]]. Or both.
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This is about video game levels where a challenge is made more difficult by winds, or currents or whatever, pushing the player around, often forcing him either to time his actions, or to compensate for the push. The source could be an object in the level, an enemy or just Mother Nature getting in on the EverythingTryingToKillYou. Or [[AirAssistedAcrobatics assist you]]. Or both.

to:

This is about video game levels where a challenge is made more difficult by winds, or currents or whatever, pushing the player around, often forcing him either to time his actions, or to compensate for the push. The source could be an object in the level, an enemy or just Mother Nature getting in on the EverythingTryingToKillYou. Or [[AirAssistedAcrobatics [[AirAidedAcrobatics assist you]]. Or both.
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This is about video game levels where a challenge is made more difficult by winds, or currents or whatever, pushing the player around, often forcing him either to time his actions, or to compensate for the push. The source could be an object in the level, an enemy or just Mother Nature getting in on the EverythingTryingToKillYou.

to:

This is about video game levels where a challenge is made more difficult by winds, or currents or whatever, pushing the player around, often forcing him either to time his actions, or to compensate for the push. The source could be an object in the level, an enemy or just Mother Nature getting in on the EverythingTryingToKillYou.
EverythingTryingToKillYou. Or [[AirAssistedAcrobatics assist you]]. Or both.
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** E.g. the Wind Temple in ''Wind Waker'', and the Forest Temple in ''Twilight Princess''.
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* [[MegaMan Air Man]]'s level does this. He does, too, actually.
** Other ''MegaMan'' examples: The rain in Toad Man's stage in the fourth game has this effect. This obstacle is repeated in Tornado Man's level in the ninth game.

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* [[MegaMan [[Game/MegaMan Air Man]]'s level does this. He does, too, actually.
** Other ''MegaMan'' ''Mega Man'' examples: The rain in Toad Man's stage in the fourth game has this effect. This obstacle is repeated in Tornado Man's level in the ninth game.
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** As Donkey Kong Land 2 is largely based on Donkey Kong Country 2, it also features wind levels.
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** The Sonic series in general rather likes this trope. Anyone remember [[ThatOneLevel Wing Fortress Zone?]]
* [[UpdatedRerelease Donkey Kong]] [[FanNickname '94]], Area Six, which happens to take place on an airplane.
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* Played with in ''SonicAdventure''. Yes, Windy Valley is called that because it has strong winds. But they usually help you.
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*** Pumpman's level in MM10 has underwater currents as well.
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* Waterway from ''CaveStory''. Without active currents, it would be a slow DownTheDrain level.

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