History Main / RiseToTheChallenge

26th Apr '17 8:48:10 AM QuizzicalPieridine
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* In ''VideoGame/ShovelKnight'''': Specter of Torment'', there's an optional challenge where Specter Knight must climb the Tower of Fate while staying ahead of a rising electrical current.
16th Apr '17 4:10:33 PM bt8257
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Compare DownTheDrain and OutrunTheFireball. The reverse is DescendingCeiling. Sideways you get an IndyEscape or AdvancingWallOfDoom. See also LiftOfDoom where the rising threat is solid rather than fluid. A form of EscapeSequence.

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Compare DownTheDrain and OutrunTheFireball. The reverse inverse is DescendingCeiling. Sideways you get an IndyEscape or AdvancingWallOfDoom. See also LiftOfDoom where the rising threat is solid rather than fluid. A form of EscapeSequence.
11th Apr '17 9:46:40 AM erforce
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* ''[[VideoGame/TheAngryVideoGameNerdAdventures The Angry VideoGame Nerd II: ASSimilation]]'' inverts this trope in "Slide Down The Shaft", a downward AutoScrollingLevel where both the top and bottom of the screen are bordered by instant-death lasers.

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* ''[[VideoGame/TheAngryVideoGameNerdAdventures The Angry VideoGame Nerd II: ASSimilation]]'' ''VideoGame/TheAngryVideoGameNerdIIAssimilation'' inverts this trope in "Slide Down The Shaft", a downward AutoScrollingLevel where both the top and bottom of the screen are bordered by instant-death lasers.
21st Mar '17 9:46:03 AM Leporidae
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* Some of the later levels in ''VideoGame/HannahAndThePirateCaves'' and the sequel, ''Hannah and the Ice Caves'', have areas that fill with water as time passes. Falling into the water isn't an insta-kill as the player character can swim, but she's got precious little oxygen and needs to replenish it in the air pockets left after the maps flood.
11th Oct '16 4:44:51 PM nombretomado
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* ''VideoGame/MickeyMania'', a video game in which you play through the settings of several classic [[ClassicDisneyShorts Mickey Mouse]] cartoons, featured a memorable stage near the end (in the ''Prince and the Pauper'' world) with groundbreaking special effects in which you race up a spiral staircase to escape rising flames. ([[FridgeLogic Why you're trying to get to the top of a tower while the rest of the building is on fire is anyone's guess]].)

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* ''VideoGame/MickeyMania'', a video game in which you play through the settings of several classic [[ClassicDisneyShorts [[WesternAnimation/ClassicDisneyShorts Mickey Mouse]] cartoons, featured a memorable stage near the end (in the ''Prince and the Pauper'' world) with groundbreaking special effects in which you race up a spiral staircase to escape rising flames. ([[FridgeLogic Why you're trying to get to the top of a tower while the rest of the building is on fire is anyone's guess]].)
22nd Sep '16 8:24:53 AM FlyingDuckManGenesis
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* In ''VideoGame/TheFlintstonesTheRescueOfDinoAndHoppy'', the [[BigBoosHaunt haunted castle]] has a large lava pit near the beginning of it that starts rising once Fred passes a certain point in the level. You must get Fred to the top of the tower before his toes are toasted, obviously.
1st Sep '16 7:22:51 PM wolftickets1969
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** ''Marathon Infinity'' does it again in "A Converted Church in Venice, Italy".
14th Aug '16 5:14:44 AM FlyingDuckManGenesis
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* "Slime Climb" in ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' is like this, except that since the DKC series doesn't feature SuperDrowningSkills, the actual reason the player has to avoid the water is the InvincibleMinorMinion Snapjaw lurking in it.
** Because Snapjaw could not be implemented on the Game Boy, touching the slime hurts you in ''VideoGame/DonkeyKongLand 2''.

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* ''Franchise/DonkeyKongCountry:''
**
"Slime Climb" in ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' is like this, except that since the DKC series doesn't feature SuperDrowningSkills, the actual reason the player has to avoid the water is the InvincibleMinorMinion Snapjaw lurking in it.
** *** Because Snapjaw could not be implemented on the Game Boy, touching the slime hurts you in ''VideoGame/DonkeyKongLand 2''.



* ''VideoGame/{{Rayman 2}}: The Great Escape'' also employed the [[PiranhaProblem piranha]] justification.

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* ''Franchise/{{Rayman}}:''
** [[VideoGame/{{Rayman}} The original game]] had a jungle level and a mountain level with plain old regular water that was rising, but there was also a mountain level where the hero was trapped between slowly ''descending'' water and a quicker DescendingCeiling. The idea was to use Rayman's hair-helicopter to cut through ropes tied to this ceiling so the weights attached to the ceiling would drop into the water, and the ceiling would stop descending before it pressed Rayman into the water and drowned him.
**
''VideoGame/{{Rayman 2}}: The Great Escape'' also employed the [[PiranhaProblem piranha]] justification.



** The original ''VideoGame/{{Rayman}}'' had a jungle level and a mountain level with plain old regular water that was rising, but there was also a mountain level where the hero was trapped between slowly ''descending'' water and a quicker DescendingCeiling. The idea was to use Rayman's hair-helicopter to cut through ropes tied to this ceiling so the weights attached to the ceiling would drop into the water, and the ceiling would stop descending before it pressed Rayman into the water and drowned him.
* ''VideoGame/SonicHeroes'' did this with "energy."

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* ''Franchise/SonicTheHedgehog:''
** The infamous Labyrinth Zone "boss" for [[VideoGame/SonicTheHedgehog the original ''VideoGame/{{Rayman}}'' had a jungle level and a mountain level with plain old regular game]] was nothing more than you chasing Robotnik up one of these, water that was rising, but there was rising behind you with no air bubbles to save you if you lag behind. And lag you will, as the way is also a mountain level where lined with retracting spikes and fireball-throwing gargoyles. The game ''does'' show some mercy, however, as once you reach the hero top, Robotnik [[http://www.youtube.com/watch?v=FFaXI4jKKIk runs away]], leaving Sonic to hit the end-of-zone animal cage and head for Star Light Zone. You ARE able to defeat him if you're good, though.
*** This "fight"
was trapped between slowly ''descending'' water and a quicker DescendingCeiling. The idea was to use Rayman's hair-helicopter to cut through ropes tied to revisited in ''VideoGame/SonicTheHedgehog4'', this ceiling so the weights attached to the ceiling would drop into the water, and the ceiling would stop descending before it pressed Rayman into the water and drowned him.
* ''VideoGame/SonicHeroes'' did this
time with "energy."a real boss at the end.



** Hill Top Zone, in addition to [[LiftOfDoom rising floors]], also had rising lava.
** The infamous Labyrinth Zone "boss" for the original ''VideoGame/SonicTheHedgehog'' game was nothing more than you chasing Robotnik up one of these, water rising behind you with no air bubbles to save you if you lag behind. And lag you will, as the way is also lined with retracting spikes and fireball-throwing gargoyles. The game ''does'' show some mercy, however, as once you reach the top, Robotnik [[http://www.youtube.com/watch?v=FFaXI4jKKIk runs away]], leaving Sonic to hit the end-of-zone animal cage and head for Star Light Zone. You ARE able to defeat him if you're good, though.
*** This "fight" was revisited in ''VideoGame/SonicTheHedgehog4'', this time with a real boss at the end.
** Near the end of Knuckles' version of Launch Base Zone, from ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'', the water level rises, and you have to rush to avoid drowning.

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** In the same game, Hill Top Zone, in addition to [[LiftOfDoom rising floors]], also had rising lava.
** The infamous Labyrinth Zone "boss" for the original ''VideoGame/SonicTheHedgehog'' game was nothing more than you chasing Robotnik up one of these, water rising behind you with no air bubbles to save you if you lag behind. And lag you will, as the way is also lined with retracting spikes and fireball-throwing gargoyles. The game ''does'' show some mercy, however, as once you reach the top, Robotnik [[http://www.youtube.com/watch?v=FFaXI4jKKIk runs away]], leaving Sonic to hit the end-of-zone animal cage and head for Star Light Zone. You ARE able to defeat him if you're good, though.
*** This "fight" was revisited in ''VideoGame/SonicTheHedgehog4'', this time with a real boss at the end.
** Near the end of Knuckles' version of Launch Base Zone, from ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'', the water level rises, and you have to rush to avoid drowning.
lava.



** Near the end of Knuckles' version of Launch Base Zone, from ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'', the water level rises, and you have to rush to avoid drowning.
** ''VideoGame/SonicHeroes'' did this with "energy" in the [[SkyscraperCity Power Plant]] stage.



* A few levels in ''VideoGame/NewSuperMarioBros.'', including a fortress level with rising lava. There's a code that enables "Challenge Mode". When used on side-scrolling stages, it disables scrolling left, making the experience more like the first ''VideoGame/SuperMarioBros'' game (as well as allowing you to occasionally get into an {{Unwinnable}} situation). In vertical-scrolling stages however, it turns falling off the bottom of the screen at any time into an instant death, making those vertically-scrolling stages into Rise To The Challenge levels that move at your own pace.

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* ''Franchise/SuperMarioBros:''
** Several levels in ''VideoGame/SuperMarioBros3'' had rising and falling water, usually accompanied by the DemonicSpider Boss Bass.
**
A few levels in ''VideoGame/NewSuperMarioBros.'', ''VideoGame/NewSuperMarioBros'', including a fortress level with rising lava. There's a code that enables "Challenge Mode". When used on side-scrolling stages, it disables scrolling left, making the experience more like the first ''VideoGame/SuperMarioBros'' game (as well as allowing you to occasionally get into an {{Unwinnable}} situation). In vertical-scrolling stages however, it turns falling off the bottom of the screen at any time into an instant death, making those vertically-scrolling stages into Rise To The Challenge levels that move at your own pace.pace.
** There is a lava one in ''VideoGame/SuperMarioGalaxy'', too. It's technically because of the ground sinking instead of the lava rising, but functionally it plays like any regular example. Then, you have to redo it [[OneHitPointWonder with only one HP...]]
** In the same game, there is another that is somewhere between this and DescendingCeiling. Mario is upside down to the player so it is hard to say whether the sand is the floor or the ceiling.



* There is a lava one in ''VideoGame/SuperMarioGalaxy'', too. It's technically because of the ground sinking instead of the lava rising, but functionally it plays like any regular example. Then, you have to redo it [[OneHitPointWonder with only one HP...]]
** There is another that is somewhere between this and DescendingCeiling. Mario is upside down to the player so it is hard to say whether the sand is the floor or the ceiling.



* The recent freeware PlatformHell game ''Flood The Chamber'' consists of a large room that is slowly being filled with water. Touching the water results in an instant KO, forcing you to restart
* Several levels in ''VideoGame/SuperMarioBros3'' had rising and falling water, usually accompanied by the DemonicSpider Boss Bass.

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* The recent freeware PlatformHell game ''Flood The Chamber'' consists of a large room that is slowly being filled with water. Touching the water results in an instant KO, forcing you to restart
* Several levels in ''VideoGame/SuperMarioBros3'' had rising and falling water, usually accompanied by the DemonicSpider Boss Bass.
restart.



** ''Tiny Toon Adventures 2: Montana's Movie Madness'' has two of these examples; the first is in the Samurai Saga, wherein Buster has to avoid a rising and falling flow of OneHitKill water in the bath house, and the second is in the [[BigBoosHaunt Monster Movie]], wherein Buster has to climb to the top of the stage to avoid rising flows of the same kind of water twice.

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** ''Tiny Toon Adventures 2: Montana's Movie Madness'' has two of these examples; the first is in the [[{{Wutai}} Samurai Saga, Saga]], wherein Buster has to avoid a rising and falling flow of OneHitKill water in the bath house, and the second is in the [[BigBoosHaunt Monster Movie]], wherein Buster has to climb to the top of the stage to avoid rising flows of the same kind of water twice.
6th Jul '16 1:30:41 AM morenohijazo
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* ''VideoGame/TheTalosPrinciple'': [[spoiler:If you chose to climb the tower past the fifth floor, above the dark cloud, you enter a single long puzzle that takes you up several vertical levels. But that cloud begins to rise as you work through it, and failure to complete the puzzle before the cloud consumes you will cause you to die and restart the puzzle]].
29th Jun '16 11:39:57 AM REV6Pilot
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The hazard may be water (due to SuperDrowningSkills), a rising LavaPit (with ConvectionShmonvection, naturally), [[GrimyWater toxic waste]], or anything else that will [[CollisionDamage injure]] or [[OneHitKill kill]] you if you fall in.

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The hazard may be water [[RisingWaterRisingTension water]] (due to SuperDrowningSkills), a rising LavaPit (with ConvectionShmonvection, naturally), [[GrimyWater toxic waste]], or anything else that will [[CollisionDamage injure]] or [[OneHitKill kill]] you if you fall in.
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