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10 [[quoteright:350:[[VideoGame/MediEvilResurrection https://static.tvtropes.org/pmwiki/pub/images/medievilrcemetery.png]]]]
11
12An instantly recognizable form of DeathCourse. Three things must occur in conjunction:
13
14* A long segment (sometimes an entire level, especially if it's a [[SideView Side Scroller]]) through which the player must travel to reach their objective;
15* A hazard that occurs at regular, predictable intervals, which will delay or injure the protagonist in some manner (sometimes even a OneHitKill) if he's caught in the open when it strikes.
16* A variety of "safe" zones scattered throughout the area, behind which the protagonist can take cover to avoid the hazard in question.
17
18The most common hazards include giant laser beam in futuristic settings, giant flames, {{fireballs}}, rising and falling liquid, and [[WatchForRollingObjects rolling boulders or other such objects]].
19
20See also ConvenientCranny and ByWallThatIsHoley. Not to be confused with ScoobyDoobyDoors.
21----
22!!Examples:
23[[foldercontrol]]
24
25[[folder:Action Games]]
26* ''VideoGame/{{Bayonetta}}'' has a couple of these, featuring corridors where spears shoot through the floor in repeating patterns, requiring the player to spot the pattern and move to the safe spots to make it through unscathed.
27* ''VideoGame/BlasterMasterZero'' has one [[spoiler:in Area 9, where the player has to dodge Acceleration Blast volleys by Invem Sophia until they can break the amplifier at the end]].
28* ''Hostages'' (a.k.a. ''Hostage: Rescue Mission''): The snipers of your team need to avoid the searchlights from the terrorist embassy as they walk along the street. Almost like there's no back to the buildings they take cover in -- and you also need to cross all three sides of the embassy before continuing with storming the embassy.
29* The prelude to the Scorpion battle in ''VideoGame/SpiderManTheMovie''. Also the Shocker one, in which you must advance down a subway tunnel and periodically hide in nooks and crannies to avoid Shocker's shockwaves. If you play as the Green Goblin, you can make it easy by gliding down the tunnel before the poor guy can shoot once.
30* ''[[VideoGame/TheForceUnleashed Star Wars: The Force Unleashed]]'' features at least two: one's [[WombLevel inside a sarlaac]], whose breath will knock you backward unless you hide behind a pillar, and one occurs in the Death Star, where you're traveling through the firing line of one of the [[WaveMotionGun superlasers]] ''many'' tributary lasers.
31* Subverted in ''[[VideoGame/ZoneOfTheEnders Zone Of The Enders 2]]''. Late in the game, you have to go down a corridor where a massive cannon periodically discharges energy which'll send you backwards a hefty distance and hurt you a ton. The subversion is that ''there are no cubbies''. Instead, you have to rip off plates off the wall and ''block'' the incoming waves.
32[[/folder]]
33
34[[folder:Action Adventure Games]]
35* ''VideoGame/ANNOMutationem'': At the [[ShipLevel Walter Raleigh]], the [[WardensAreEvil chief warden]] activates a hallway filled with bursting flamethrowers that disperse while waiting for an open area. Later at The Consortium's base, a LaserHallway moves large lasers that have to be avoided by {{Wall Crawl}}ing around the platforms until most of the lasers have shifted enough to open the path forward.
36* In ''VideoGame/CastlevaniaPortraitOfRuin'', the Sandy Grave has large boulders rolling down a ramp. You avoid the boulders by reaching one of the high ceiling-ed alcoves and timing your jumps to hop over the bounders.
37* The Egg Corridor in ''VideoGame/CaveStory'' has a bottom level occupied by an InvincibleMinorMinion which runs back and forth very fast and causes instantly lethal CollisionDamage. There are a few cubbyholes (some empty, some obligatory, one with a HeartContainer) that can only be accessed by jumping from the bottom of the corridor.
38* The GBC version of ''VideoGame/{{Daikatana}}'' has an area where you have to run into cubbyholes to avoid rolling boulders. It's notable for being the sole hazard in the entire game that [[OneHitKill kills you instantly]] rather than deducting a small amount of HP.
39* There's a stretch in a level (it's late in world 3) of ''VideoGame/HenryHatsworthInThePuzzlingAdventure'' where the titular Professor must duck through the floor into cubbies in order to dodge rolling boulders.
40* ''Franchise/TheLegendOfZelda'':
41** In the very first proper dungeon in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'', you have to navigate a corridor of dark boulders rolling down. Areas like these appeared throughout the series in various forms.
42** The Forest Temple in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' has a crushing ceiling with small squares cut out of it. Unfortunately, some of those squares are occupied by [[GiantSpider Skulltulas]].
43** Subverted in the [[ShiftingSandLand Sand Temple]] in ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''. Sets of two boulders close together are rolling down at regular intervals and there's a safe area halfway through, but it turns out to be a TrapDoor into a BottomlessPit. You're instead supposed to squeeze between the boulders.
44* The second intro level in ''VideoGame/TheMatrixPathOfNeo''. You have to avoid being seen by the security and Agents as you try to get to the bottom of the building. At the beginning of the level, you have to duck into cubicles to avoid being seen. If you get seen by security you can shove them off as they try to hold you. However, if an Agent sees you, you're caught and fail the mission -- though you still continue to the next mission because that's how it happened in the movie.
45* This is a large portion of gameplay in ''VideoGame/MetroidPrime2Echoes'' during visits to [[DarkWorld Dark Aether]]. [[DeathWorld The atmosphere is severely caustic]], forcing you to run between safe zones set up during [[LateToTheTragedy the war in the backstory]]. The Dark Suit lessens the damage you take, and the Light Suit negates it.
46* ''VideoGame/SecondSight'' involves several areas patrolled by guards that the player can sneak past, although charging in with guns blazing is often a viable option as well. One mission also includes a hallway full of endless {{Mook}}s with cover along both walls.
47* A common hazard in ''VideoGame/StarTropics'' is to have to avoid giant purple boulders by hiding in alcoves in the wall while they pass.
48* In ''VideoGame/StarWarsJediSurvivor'', one level involves running down the firing of a massive mining laser while going through narrow corridors and jumping from platform to platform. An achievement is available if you manage to Force push an enemy into the laser while it's active.
49* Lots of these in ''Franchise/TombRaider'' -- usually swinging blades, SmashingHallwayTrapsOfDoom, poison darts, or [[SpikesOfDoom spikes that pop up from the floor]].
50[[/folder]]
51
52[[folder:Adventure Games]]
53* In ''VideoGame/DreamfallTheLongestJourney'', protagonist Zöe Castillo is forced to complete one of these twice during her infiltration of [=WATICorp=]. The first time, she has to avoid guard robots in order to get into the corporation's main labs; the second time, she has to avoid a security assault squadron in order to get out.
54* The first ''VideoGame/MediEvil'' has a mountain with infinite boulders rolling down it, spawned from enchanted gargoyle statues, in the third level. In a bit of a subversion, you can just smash some of the boulders with the club.
55* The second boss in ''VideoGame/ZackAndWikiQuestForBarbarosTreasure'' has a BreathWeapon of the KillItWithIce variety, and the player must regularly take cover behind various ice mirrors to avoid getting frozen solid.
56[[/folder]]
57
58[[folder:Fighting Games & Beat 'Em Ups]]
59* In ''Express Raider'''s BeatEmUp levels, you periodically have to duck under hanging signs and tunnel portals.
60* The Platform/SuperNintendo game of the ''VideoGame/MightyMorphinPowerRangersNintendo'' has a WaveMotionGun hallway in the second level, which forces the player to duck down repeatedly. At the end of the hallway, the Power Ranger has to physically destroy the weapon as well, in order to progress.
61* ''VideoGame/MortalKombatArmageddon'' has at least one in its Konquest mode, where Taven runs down a corridor as fireballs are shot at him.
62* In ''VideoGame/NinjaGaidenArcade'''s second stage, Ryu has to dodge through several lanes of highway traffic.
63* ''[[VideoGame/StreetsOfRage Streets Of Rage 3]]'' has one in a subway station, where you have to dodge incoming trains.
64* Level 4 of ''VideoGame/ViewtifulJoe''. You're in a submarine, and torpedoes are being shot at you. Especially irritating because it's also an EscortMission; if the moving platform following you doesn't make it to safety, you need to backtrack all the way to the beginning of the sequence and get a new one.
65[[/folder]]
66
67[[folder:First-Person Shooters]]
68* In many games of the ''VideoGame/CallOfDuty'', enemies constantly respawn out-of-view until you reach the spawn point, forcing you to advance from cover to cover while picking them off.
69* Number Six in ''Franchise/AlienVsPredator'' at one point has to navigate a large tunnel with a massive fan at one end by leaping between the vents that line the tunnel walls rather than simply running down the wall. As she approaches the tunnel, the danger is shown with an Alien getting pulled up into the fan and being [[BloodyMurder completely mulched]].
70* ''[[VideoGame/{{Descent}} Descent 3]]'' has a sequence where you have to fly your Pyro-GL through [[SinisterSubway subway tunnels]] that periodically have trains going through them. It was made worse by the fact that the trains came at you head-on and the timing was extremely strict, making the sequence so [[NintendoHard maddeningly difficult]] that many players gave up then and there.
71* ''VideoGame/DeusEx'':
72** In several missions, escaped lab animals can be found in the ventilation ducts or sewer systems, and you need to dodge in and out of side openings to avoid being caught by them in long straight segments.
73** The corridors of Majestic-12 headquarters are patrolled by humans and security robots. At some points, you can sneak through gratings in the floor or hide just out of sight of a guard at one end of his patrol.
74** The catwalks and corridors of the ship in the Brooklyn Naval Shipyards are {{Corridor Cubbyhole Run}}s with occasional ventilation duct openings, alcoves holding cargo, or side passages. The corridors are regularly patrolled by the ship's crew, almost all of whom are armed.
75* ''VideoGame/HalfLife'':
76** In the original ''Videogame/HalfLife1'', the generator for the rocket test chamber is located in a cylindrical room with a deadly horizontal fan zipping around its circumference. Turning on the generator requires you to climb some ladders, and getting to the ladders puts you in the path of the fan.
77** ''VideoGame/HalfLife2'': While escaping from the mines under Ravenholm, Gordon runs across a sort of trolley with a spinning blade mounted on top traveling up and down a set of train tracks. While it poses a legitimate threat to him, it is much more effective at chopping up zombies, so activating it is still the better choice.
78** ''Half-Life 2: Episode Two'': The sequence where Gordon must evade the Antlion Guardian by ducking into a series of antlion hatcheries. [[FromBadToWorse And then]], the last tunnel (a mineshaft access rather than more antlion tunnels) is barred, and you have to break through before the Guardian catches you... That's when you're happy to still have an SMG grenade.
79* ''VideoGame/Left4Dead'' has a strategy that involves everyone on the team dashing from one cubbyhole to the next, dealing with zombies while safely behind cover. Works well, if you can find a well-organized group of random players who all follow orders well.
80* The level "Escape from Trondheim" in ''VideoGame/MedalOfHonorAlliedAssault'' features a long corridor with RespawningEnemies at the end, thus you must run from alcove to alcove while advancing and fighting them off.
81* At the end of the fourth chapter of ''VideoGame/MirrorsEdge'', Faith dodges several subway trains this way, then avoids obstacles while riding on the roof of one of said trains. [[KaizoTrap Then after you get off the last train]], it reverses and tries to run you over once more.
82[[/folder]]
83
84[[folder:Hack and Slashers]]
85* ''VideoGame/{{Drakengard 2}}'' has a variation in a PuzzleBoss battle against a Seed of Resurrection: The seed charges and releases OneHitKill energy shockwaves, and the only way to survive is to take cover behind matching elemental crystals surrounding the area.
86* The ''VideoGame/GodOfWar'' series features these often -- Kratos needs to make his way down corridors with hazards including an endless supply of spherical boulders, a fire-breathing statue, and a Hydra.
87* ''VideoGame/NoMoreHeroes'':
88** In the first game, The Speed Buster battle. Travis has to smash his way into abandoned, ruined houses on either side of a street to avoid blasts from the bag lady/witch's WaveMotionGun.
89** ''VideoGame/NoMoreHeroes2DesperateStruggle'': The battle against [[spoiler:the returned, EmergencyTransformation form of Letz Shake]] is a variation; it is a circular area rather than a corridor, but the rest of the criteria is there. His main attack is sending a massive shockwave through the entire arena, and if you haven't made it to one of the few stable chunks of ground in the area when that happens, say bye-bye to half your health.
90[[/folder]]
91
92[[folder:[=MMORPGs=]]]
93* ''VideoGame/{{Runescape}}'':
94** There's one in the quest Icthlarin's Little Helper, where the corridor is two spaces wide and traps that take up one space each litter the corridor. [[HaveANiceDeath Have fun trying to make it past the trapdoors without a guide.]]
95** There's another example in the Ritual of the Mahjarrat quest, where players must traverse a tropical jungle that is periodically blasted with fireballs by a trio of humanoid dragons, and staying behind the cover of the trees is the only way to avoid the fate of the player's NPC ally, Sir Ten Death.
96[[/folder]]
97
98[[folder:Party Games]]
99* ''VideoGame/MarioParty'':
100** ''VideoGame/MarioPartyIslandTour'': Banzai Bill's Mad Mountain. There are two segments of the board that are each in the line of fire by a Banzai Bill's cannon; and if a character throws their dice and gets the side of a Bill, then the Banzai will fire away from the cannon it's currently positioned and knock off anyone in its trajectory; a character can avoid the large enemy by hiding on one of the many caves that act like safe zones. If a character lands onto an Event Space located between the two segments, the Bill will stop occupying its current cannon to reappear into the other.
101** ''VideoGame/MarioParty10'': In Mario Party mode, the Homestretch of Chaos Castle is one straight bridge leading to Bowser's throne, where he awaits the players. The bridge features spaces on both raised and lowered portions of the bridge. After each player rolls their Dice Block, Bowser will launch a massive fireball that goes across the entire bridge, and if Team Mario's vehicle lands on a raised space, the fireball will hit them, and the current Captain will lose half their Mini-Stars, so players must aim to land on the lowered spaces in order to avoid them.
102[[/folder]]
103
104[[folder:Platformers]]
105* In ''VideoGame/TheAngryVideoGameNerdAdventures'', periodically appearing and disappearing Death Blocks are used for this purpose.
106* ''VideoGame/BanjoTooie'' has a giant dinosaur foot that will [[HPTo1 knock you to one HP]] if you have more than that, and kill you if you don't. You can hide in a series of footprint-shaped holes, forcing you to play this when getting across with solo Kazooie (as a pair, you can just activate [[InvincibilityPowerup Wonderwing]], and a solo Banjo has to [[GoodThingYouCanHeal get creative with Snooze Pack]] to get across.)
107%% Needs context * East Labyrinth in ''[[VideoGame/DarkCastle Beyond Dark Castle]]''.
108* ''VideoGame/{{Bug|1995}}'' has a segment where the titular character has to avoid slowly-growing snowballs rolling down a snow-covered hill.
109* ''VideoGame/CastleOfIllusion'' on the Platform/SegaGenesis has several of these, of the "dodge large rolling obstruction by jumping into a hole" variety. One involves a narrow passageway with a periodically rising and falling torrent of water that doesn't kill Mickey if he gets caught in it but sweeps him back some distance.
110* ''VideoGame/CrashBandicoot1996'' has this in Toxic Waste: most barrels are yellow and bounce on the catwalk, while others are brown and roll along the floor. It gets to ThatOneLevel material when going for the Gem, which has to be done without losing a life whilst trying to judge where the barrels will land. [[VideoGame/CrashBandicootNSaneTrilogy The remake]] fixed this by having visibly damaged spots on the catwalk so you can tell where the barrels will land.
111* ''VideoGame/DistortedTravesty'' has this in the final level, in the form of the Spinning Color Wheels of Death. At regular intervals (that vary from room to room), wheels in the background would flash a certain color several times. When this happens, you have until the end of the third flash to get to a safe zone of that color, or else suffer massive amounts of unblockable damage. Several rooms are designed such that you have to progress at a specific pace or you will not be able to find the proper safe zone.
112* "Tidal Terror" in ''VideoGame/DonkeyKongCountryReturns'': Large tidal waves crash into the level at regular intervals, and ''anything'' (including enemies and items) that isn't behind cover gets washed out of the level.
113* Stage 8 of ''VideoGame/DynamiteHeaddy'' includes two rooms where Headdy is making his way through a missile bay. Two options for avoiding the missiles exist: You either shrink Headdy down and hide in holes in the floor, or grab the spike head and repeatedly [[GrapplingHookPistol grapple]] the ceiling until the missile passes. The latter is faster, but the former is safer.
114* In ''VideoGame/{{Jetpack}}'', the fifth level has a variant of this: a pair of missiles fly back and forth across the length of each platform, and the short ladders connecting them are the player's only refuge.
115* The ''Franchise/{{Kirby}}'' franchise:
116** One section of planet Shiver Star in ''VideoGame/Kirby64TheCrystalShards'' contains an area where the ceiling slams down into the floor at regular intervals. The floor has holes roughly Kirby's height which you can take refuge in to keep from getting crushed to death, and the holes get further apart as you progress.
117** One of the [[ShiftingSandLand Sand Canyon]] levels in ''VideoGame/KirbyMassAttack'' has a very dense wind periodically occurring and cover must be taken from it. There's also a miniboss fought this way, but underwater.
118** ''VideoGame/KirbyTripleDeluxe'' has a section in World 3 where a wall slowly rises, eventually slamming Kirby into the screen if he doesn't get into one of the holes in the wall in time. This causes heavy damage, as well as causing your Copy Ability to be lost permanently (the wall smashes it, too).
119* ''VideoGame/LittleBigPlanet'':
120** The "combat" in the ''VideoGame/MetalGearSolid'' level pack consists almost entirely of hiding in the stage background, popping out when it's safe to take a quick potshot before returning to your cubbyhole.
121** The Serpent Shrine level, there is a section where you must travel along a passage where a fiery serpent passes through at intervals, except the cubbyholes, in this case, are in the ceiling and you must grab a winch to pull up to safety.
122* In the cave level of ''VideoGame/McDonaldsTreasureLandAdventure'', there are flows of water that cause Ronald to lose health if he stands under them, complete with countdown timers to warn him when they're going to go off. Thankfully, there are safety zones he can stand under to protect himself when the water flows.
123* ''Franchise/MegaMan'':
124** ''VideoGame/MegaManX5''. Burn Dinorex's stage (a volcano) has a corridor like this, complete with rock barricades. Stray too far from them during the periodic lava flows, and you get instantly fried.
125** ''VideoGame/MegaManZero4'' had the Particle Beam stage where you entered a solar-powered WaveMotionGun through the barrel. Better hide when it fired...
126** ''VideoGame/MegaManX6'' -- ThatOneLevel, Metal Shark Player's stage -- the ground is a conveyor belt, there are instant-death spikes in addition to the crushing danger, and various Nightmare effects can add super-slippery or nigh-invulnerable crates or metal blocks that are in the way.
127* ''Ori'':
128** ''VideoGame/OriAndTheBlindForest'' has several corridors with falling boulders, [[LaserHallway insta-kill lasers]], or SmashingHallwayTrapsOfDoom that you have to dodge by ducking into cubbyholes or waiting between them. The Forlorn Ruins EscapeSequence has you running from one tree to the next for shelter from [[BigBad Kuro]]'s OneHitKill attacks.
129** ''VideoGame/OriAndTheWillOfTheWisps'' uses this trope to avoid being [[DarknessEqualsDeath killed in/by the darkness]] in Mouldwood Depths, and evade [[BigBad Shriek]] in the Feeding Grounds.
130* ''[[VideoGame/{{Pitfall}} Pitfall 2]]'' has at least ten "floors" in a row which entirely consisted of walking across the screen as a bat flew towards Harry and having to run Harry under the bat ''only if the wings were flapping up''.
131* The main portion of Black Velvetopia in ''VideoGame/{{Psychonauts}}.'' It's set in the alleyway of a crowded Spanish town, and a rampaging bull stampedes down it every minute or so. You'd best be in the side streets when it passes, or else you'll be knocked all the way back to the beginning. [[spoiler:After you beat the level's boss, though, the dysfunction that spawned said bull will be gone, and you can walk the streets free as a bird]].
132* ''VideoGame/SecretAgentClank'' features a couple of levels where, at predictable intervals, the enemies will look in Clank's direction. Dotted along these levels (or level segments) there will be hiding places.
133* ''Franchise/SonicTheHedgehog'':
134** A great deal of the final level of ''VideoGame/ShadowTheHedgehog'' (Eggman's fortress) are like this, especially if you choose to destroy the place and fill it with lava.
135** ''VideoGame/SonicColors'': In the Sweet Mountain level, gigantic missiles are deployed one by one as you try to go forward. You must stay below the trajectory, or bounce really high, to avoid getting hit.
136** An early segment in Egg Gate in ''VideoGame/SonicForces'' has Sonic running down a long hallway within the Death Egg with a crushing ceiling, except there are gaps here and there. Given Sonic's speed, these gaps are spaced a bit further apart than is normal in other platforming games.
137* The Meadows in ''VideoGame/SpikesPeak''.
138* The NES version of ''VideoGame/{{Strider}}'' has you dodging {{Advancing|WallOfDoom}} [[SpikesOfDoom Spiked Walls of Doom]] in at least two levels.
139* ''Franchise/SuperMarioBros''
140** ''VideoGame/SuperMarioBros3'' has some of this action in the very first fortress: a crushing ceiling that's slightly higher in a few places.
141** ''VideoGame/SuperMarioWorld'': A part of Ludwig's Castle in the fourth world has Mario or Luigi run to the left quickly before the spike-filled ceiling, which gradually falls down, gets him. There's an ON/OFF switch halfway that makes the ceiling rise for a few seconds, but afterwards its effect expires and the ceiling will go down again.
142** ''VideoGame/SuperMario64'' has this in a pyramid in ShiftingSandLand, and an easier version in Bob-Omb's Battlefield while climbing the hill.
143** ''VideoGame/NewSuperMarioBros1'': There are giant screen-filling wooden logs smashing down with Mario having to duck in an indent in the floor, and in the areas with the spiked pillars there are chainsaws going along a line in the points between them.
144** ''VideoGame/NewSuperMarioBrosWii'': Some of the fortresses feature spiked, rotating pillars that stab upward/downward/sideways at regular intervals. Naturally, there's always a safe place to stand, but getting there can be a challenge.
145** ''VideoGame/SuperMarioGalaxy2'' features a pair of areas in the [[TempleOfDoom Clockwork Ruins Galaxy]] in which enormous stone wheels roll down a hill Mario must traverse. There is one alcove in the first hill to take shelter in, and the wheels themselves have [[ByWallThatIsHoley Mario-sized cutouts]] to aim for.
146** ''VideoGame/PrincessPeachShowtime'' has the battle with Light Fang, where Peach has to evade its searchlight gaze by hiding behind various walls, some of which its tail can break. If spotted for long enough, Light Fang will [[ColorCodedTimestop grayscale all non-cover areas]] and [[TimeMaster rewind time by a few seconds]]; if she's caught out during the greyscale, Peach takes a hit and gets rewound, too. [[spoiler:Zapping a small Darkle coil disables the boss and its minions momentarily; zapping a large coil disrupts it and leaves its core exposed.]]
147* ''[[VideoGame/MeatBoy Super Meat Boy]]'' gets plenty of mileage out of this trope, using sawblades, lasers, etc. as the hazard.
148* The hallway before the FinalBoss in ''VideoGame/TeenageMutantNinjaTurtles1989'' features [[DemonicSpiders Laser Soldiers]] spawning every 10 seconds. Most of the time they can be avoided, but sometimes you have to fight them, which is a pain.
149* The "[[SpaceZone Space Opera]]" stage of ''VideoGame/TinyToonAdventuresBusterBustsLoose'' has an auto-scrolling section in a space battle with ships in the background occasionally firing at the screen; Buster has to stand in front of blast shields to protect himself.
150[[/folder]]
151
152[[folder:Racing Games]]
153* In ''VideoGame/MarioKartWii'': There's a Bowser's Castle course with an unusual version of this trope: fireballs are being shot straight down a corridor, and the track weaves back and forth through the fireballs' path.
154[[/folder]]
155
156[[folder:Rail Shooters]]
157* At the beginning of ''VideoGame/TimeCrisis II'''s Stage 1-2, you have to shoot and dodge through a barrage of barrels. Stage 2-2, on a train, involves dodging passing obstacles.
158[[/folder]]
159
160[[folder:Real-Time Strategy]]
161* ''[[VideoGame/DawnOfWar Dawn Of War: Dark Crusade]]'': The approach to the Imperial Guard's HQ is guarded by a big frickin' laser that can instantly destroy anything that it hits. One strategy is to cross the firing trench at intervals, fighting through legions of enemies on either side; the other strategy is to destroy the cannon's energy source, which you can reach before you're in firing range of the cannon itself.
162** More importantly: if you ''do'' deal with the energy source, you can seize control of the cannon. [[HoistByHisOwnPetard Enemy forces advancing through the firing trench? Not for long]].
163* ''VideoGame/LittleKingsStory'' features an area where you must make one of these while dodging the boss's lethal beard.
164[[/folder]]
165
166[[folder:[=RPGs=]]]
167* These corridors turn up quite often in ''VideoGame/{{Boktai}}''.
168* ''VideoGame/BoxxyQuestTheGatheringStorm'' has two -- the first is a path in Mt. Dramatica’s cave system littered with rolling boulders, while the second is a gauntlet of fireballs on the Wayback Machine.
169* The Death Peak sequence in ''VideoGame/ChronoTrigger'' involves a slippery slope where wind will blow your party off the screen if you don't hide behind trees.
170** Much earlier, when Crono is trying to escape from Guardia Castle's dungeon, he can sneak up on guards when their backs are turned and hide in nooks in the wall when they turn around. Or he can just fight them (they're not very tough) if the bonus healing items for knocking them out aren't too important.
171* Creator/FromSoftware's games:
172** The ''VideoGame/DarkSouls'' series:
173*** ''VideoGame/DarkSoulsII'' has this in the Executioner's Chariot boss fight, taking place on a "track" of sorts that the chariot circles endlessly. Thanks to spikes on its wheels, the Chariot itself is so wide that you'll need to hide in the indents in the walls to avoid being trampled, which is almost always instant death. You have to dip in and out of the indents to reach a switch that causes the Chariot to crash. In true Souls fashion, this one ups the difficulty, as skeletons will mob you as you wait for the chariot to pass, which can't even be permanently killed until you defeat the necromancers, and neither enemies are pushovers.
174*** ''VideoGame/DarkSoulsIII'' welcomes you to the Ringed City proper in its final DLC by presenting you with an open corridor where a small army of ghost archers will, at intervals, spawn into existence, fire a few volleys, and disappear. The intervals are quite short, and the volleys can very effectively stunlock you to death, leaving sprinting between small "boxes" of gravestones your only option; naturally, there are small holes in the gravestones, so you can still take some damage while doing this, you just won't ''instantly die'' like you would if you were caught out in the open. If you can get to the side corridor you can go up and kill the giant who's summoning the ghost archers, at least.
175** ''VideoGame/EldenRing'' has the Hero's Grave dungeons, which require the player to avoid giant stone chariots riding back and forth along a slope by ducking into safe spots. Touching one of these chariots, of course, is instant death. Some of these safe spots aren't very safe either with enemies in them.
176* In ''VideoGame/FalloutNewVegas'', when approaching Nellis Air Force Base, you have to use the ruined houses as shelter from the [[MadBomber Boomers]]' artillery barrages. In parts of the ''Dead Money'' DLC, you will find yourself doing this to avoid the [[InvincibleMinorMinion invincible]] [[PatrollingMook patrolling holograms]] and speakers that set off your [[ExplosiveLeash bomb collar]] if you linger near them too long.
177* ''Franchise/FinalFantasy'':
178** ''VideoGame/FinalFantasyVI'' does this with an enormous "boulder" ceiling in Gogo's Cave, which has small holes to hide in when it comes crashing down. Thankfully, random encounters are turned off in this room.
179** ''VideoGame/FinalFantasyVII'' has a version of this if you break into Shinra's front door: after hiding behind statues manually to get by guards, Cloud must call Barrett and Tifa across, timing it so they don't get seen. Used again in the Temple of the Ancients, where there's a hallway with boulders rolling down it every few seconds. Instead of ducking into a cubbyhole, you have to stand still in the right places so that the boulders pass harmlessly over your head (thanks to big pieces that have been cut out of them).
180* ''VideoGame/GoldenSunTheLostAge'' springs a couple of these on the player. In Jupiter and Mars Lighthouse, twisters are fired out from women's mouths and there's a twisty path that intersects the twisters' line of travel.
181* ''VideoGame/MassEffect3'' features one on Tuchanka. You're running toward a Reaper and must occasionally take cover from its lasers. There's also the entire segment of the geth dreadnought mission that you spend traversing the length of the ship through a giant, kilometers-long gun, which is currently firing at quarian vessels. With every shot, you have to take cover to avoid the huge wave of electrical discharge zooming down the corridor.
182* ''VideoGame/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar'': [=BlastMan.EXE's=] stage consists of said Navi periodically summoning telegraphed fire storms that [=MegaMan.EXE=] must hide from by hiding behind conveniently-placed metal blocks in the area. He'll also use this attack during his boss battle, but fortunately there's also a metal block on the battlefield for Mega to hide behind.
183* ''VideoGame/MarchenForestMylneAndTheForestGift'': On the second floor, the RandomlyGeneratedLevels may make one room be this, with the thing to dodge being giant spiked balls.
184* ''VideoGame/PokemonRangerGuardianSigns'': Avalanches periodically occur on the slopes of Mount Sorbet and you have to take refuge from them behind large rocks. You also have to cross large ponds of water in Mount Layuda between periodic lightning strikes.
185* ''VideoGame/SoulBlazer'' uses these a couple times, one of them being corridors in the fire-themed dungeon.
186%% Needs context * ''VideoGame/TalesOfLegendia'' has a couple.
187* ''VideoGame/XenobladeChronicles1'' has a unique example in the first battle with Jade Face. He plants himself at the other end of a long corridor and will continually snipe at your party with a long-range laser. Using Shulk's [[CombatClairvoyance visions]] to warn you of the incoming attacks, you have to avoid them by hiding behind walls (or using Monado Shield) while also dealing with the enemies scattered along the path.
188[[/folder]]
189
190[[folder:Run And Gun]]
191* The original ''VideoGame/{{Contra}}'' game featured a level with a long corridor in which large red spiked claws drop from above. Some of these have safe zones (with white immobile plate things instead) while others require the player to shuffle back and forth underneath the alternating claws.
192[[/folder]]
193
194[[folder:Shoot 'Em Up]]
195* ''VideoGame/{{Dogyuun}}'' has the fifth boss, who summons flying shield things that block your shots. These should NOT be destroyed quickly, because [[http://www.shmups.com/reviews/dogyuun/images/dogy0135.png they're also the only things that will protect you]] from the boss' full-screen WaveMotionGun.
196* In ''VideoGame/{{Gradius}} V'', the [[SpiderTank spider mech]] in Stage 3 periodically fires a rotating WaveMotionGun that can only be avoided by taking cover behind one of the blocks. The Blaster Cannon Core in Stage 5 periodically fires BulletHell at you, and the only shelter is the shower of asteroids it pulls toward itself. Between those, it fires multiple {{Wave Motion Gun}}s, so you have to duck into the core's "gate" area to avoid both those and the asteroids.
197* Stage 1 of ''VideoGame/{{Granada}}'' has two giant rollers plowing the length of one avenue, with a few small cul-de-sacs of refuge.
198* During several of the flying sections of ''VideoGame/KidIcarusUprising'', Pit will have to swoop through narrower passages and can potentially run along floors and walls. You can even get bonus points for having Pit run in some of these sections.
199* ''VideoGame/RType III''. Stage 4 has two variations -- the first is the compactor system that crushes you (stand in the green crosshair to evade it) and the second is the maze where molten metal periodically flows through at intervals.
200* The final boss of ''VideoGame/SteelEmpire'' is fought in space with asteroids periodically traversing the screen. Its DesperationAttack has it fire out massive waves of fire that can only be avoided by staying directly behind one of the asteroids (or just use your SmartBomb for invincibility and massive damage).
201* In stage 6 of ''VideoGame/ThunderCross II'', you travel through an asteroid field while the boss fires a WaveMotionGun at you from offscreen. At first, the laser is fired at slow intervals, but later on, you will have to use the asteroids for cover in order to survive.
202[[/folder]]
203
204[[folder:Stealth-Based Games]]
205* ''VideoGame/MetalGearGhostBabel'' has periodic rushes of water in an AbsurdlySpaciousSewer, forcing Snake to take cover. Also a viable strategy to avoid The Fury's attacks in ''VideoGame/MetalGearSolid3SnakeEater''.
206* The ''VideoGame/{{Thief}}'' series, due to its emphasis on stealth over fighting, is replete with guards patrolling specific areas at regular intervals, who will raise an alarm if the player doesn't take some kind of cover (shadows, etc.) to avoid being spotted ... ''or heard''.
207[[/folder]]
208
209[[folder:Survival Horror]]
210* In ''VideoGame/DeadSpace'', Chapters 3 and 4. First, you have to run a circular through a now-active centrifuge to reach an elevator and leave the area, ducking into large niches in the walls when the arm goes past or being torn to shreds. In the next chapter, you have to run over the outside of the Ishimura and hide behind metal walls to avoid getting splattered by asteroid impacts. Bonus points in both cases because if you take too long, you asphyxiate, while Chapter 3 also has Necromorphs pop up in each cubby. Going to one of the ADS cannons to destroy incoming asteroids also involves Isaac running down a long trench while meteors periodically pummel the surface. If Isaac is caught in the open during this, he dies.
211* ''VideoGame/ResidentEvil5'' has a cavernous room with two laser-like sunbeams strafing the corridors. Thankfully, the AI is smart enough to usually keep your partner out of the way, and if you can make it to the right location, you can disable the beams by sniping the Majini operating them. Of course, the AI is also dumb enough to have some enemies stand in the path of said beams.
212* The [[AmbushingEnemy Wall Snatcher]] escalator in ''VideoGame/SilentHill4''. Later, you have to escort Eileen through it.
213[[/folder]]
214
215[[folder:Third-Person Shooters]]
216* ''VideoGame/GearsOfWar2'' has you running amok inside a giant worm while avoiding digestive teeth.
217* The arena where you fight Loewenzahn in ''VideoGame/PN03'' has divots in the floor you need to duck into to avoid its [[ShockAndAwe electrified]] {{spin attack}}.
218* One level of ''VideoGame/PsiOpsTheMindgateConspiracy'' forces you (and mind-controlled {{Mooks}}) to run through a particle accelerator, complete with cubbyholes, which fires every now and then. To pass the segment, you must pull several levers, every one of which increases the accelerator's firing rate.
219** One of the boss fights also requires you to hide behind heat shields at regular intervals; the boss is a pyrokinetic woman attached to a machine that greatly amplifies her powers, and every so often the entire stage is bathed in flame except for the shields. ConvectionSchmonvection probably factors in as well, there.
220* In ''VideoGame/SyphonFilter'', the tunnels and trains of the Washington Metro take on this role during a chase.
221* The level "Death of Hope" in ''VideoGame/TransformersWarForCybertron'' uses this frequently, most noticeably when fleeing from Omega Supreme, and when the Decepticons must maneuver through a tunnel that fills up with enormous amounts of heat every so often.
222* In ''VideoGame/{{Vanquish}}'''s Act 2-5, you must ascend a ramp while chunks of debris, and occasionally entire buildings, are bouncing down towards you.
223* One Corpus data-vault in ''VideoGame/{{Warframe}}'' is guarded by one or two laser barriers that move back and forth along a corridor featuring convenient alcoves to duck into. DimensionalTraveller Limbo can easily cheese through these by entering the Rift, needing to leave it only to disable the lasers and access the vault.
224** A Grineer data-vault on Uranus requires the Tenno to navigate to it past underwater fans that can push or pull them, often either out of bounds or into security lasers that will trip the alarms. While the intended strategy is to wait for the fans to turn off and rush past, the fans can be permanently disabled with weapon-fire, either on 4 generators on the fans' corners, or with a switch in the same corridor.
225[[/folder]]
226
227[[folder:Turn-Based Strategy Games]]
228* The final mission in ''[[VideoGame/NintendoWars Advance Wars 2]]''. [[spoiler:Those lasers the team has been dealing with in earlier missions? Sturm has one that hopped up on steroids, fires three tiles wide, and deals quite a bit of damage. It doesn't help that the terrain isn't really conducive to avoiding it]].
229* During one battle in ''VideoGame/ShiningForce'', the [[WaveMotionGun Laser Eye]] blasts everyone on a fairly narrow bridge every few turns, with a few safe spots. However, at this point, the Force includes two aerial units (Amon and Balbaroy) who can just fly behind the Laser Eye and wail on it -- though they must also be leveled up enough to deal with the Pegasus Knights on their own. The player could also let the cannon fire several times, then calmly walk across the now-empty bridge and smash the Laser Eye. [[spoiler:[[DungeonBypass Or those flying units could swoop in and kill the Silver Knight that tried to kill Pelle to win the battle.]]]]
230[[/folder]]
231
232[[folder:Wide Open Sandboxes]]
233* ''VideoGame/GrandTheftAutoSanAndreas''. The corridor is up the middle of a rising plane with the cargo loader door open. The random obstacles are barrels the enemies (human?) are pushing at you.
234* ''VideoGame/{{Ufouria}}'': To get a key, the game forces the player to climb a cliff while boulders rain from above. The cliff has a couple of notches in it where the player can wait. Usually two rocks fall, and then there's a bit of a pause... but, at other times, ''three'' rocks fall, [[TheComputerIsACheatingBastard which is guaranteed to mess you up.]] And if you get hit it's down to the bottom for you.
235[[/folder]]
236
237!!Non-Video-Game Examples
238
239[[folder:Anime & Manga]]
240* ''Manga/DragonBall'' features one in a pirate cave. The floor is covered in marked pressure plates that fire arrows out of the walls when stepped on. Goku and Krillin bypass them by jumping and then get Bulma across by extending and retracting his Power Pole with her hanging on. General Blue finds out that the real way is to find a hidden button on the wall.
241[[/folder]]
242
243[[folder:Films -- Live-Action]]
244* ''Film/GuestHouseParadiso'' has the two main characters try to avoid a hallway of projectile vomiting hotel guests. ...ItMakesSenseInContext.
245* ''Film/JudgeDredd'' has Sylvester Stallone and the comic sidekick trying to sneak back into town by evading an incinerator tube that activates like a flamethrower for 5 seconds once every 30 seconds, so all they have to do is get through the tube in 25 seconds from when one of the fire blasts stops.
246* ''Film/TheRock'' has Sean Connery and Nicholas Cage trying to get ''into'' Alcatraz by sneaking past a hazardous zone which if they don't get past it on a certain time sequence, it will kill them. Not mentioned why a prison has the equivalent of a [[NoOshaCompliance smoke and fire factory]] or why a prison that has been shut down for over 20 years would have one still running.
247* While fighting Darth Maul in ''[[Film/ThePhantomMenace Star Wars: The Phantom Menace]]'', Obi-Wan and Qui-Gon have to navigate a gauntlet of force fields that periodically turn on and off.
248[[/folder]]
249
250[[folder:Literature]]
251* Creator/MatthewReilly's ''The Six Sacred Stones'' contains a rare Shaft Cubbyhole Climb (a Corridor Cubbyhole Run, but vertical). It regularly drops giant boulders down the shaft and also has to be speedrun in both directions.
252* Subverted in ''Literature/TheDresdenFiles'': Like the Thundercats example, the last bit is timed differently.
253[[/folder]]
254
255[[folder:Live-Action TV]]
256* A live-action GameShow variant: ''Series/TakeshisCastle'' (and its GagDub ''[[Series/MostExtremeEliminationChallenge MXC]]'') featured a game where one must run up a hill-based corridor while giant foam boulders come rolling down on them, with little crevices their only way of avoiding the boulders. Slightly altered in that the crevices were occupied by guards who would try to push the contestants out in front of the boulders.
257[[/folder]]
258
259[[folder:Tabletop Games]]
260* It's relatively simple for the DM to build a trap like this in ''TabletopGame/DungeonsAndDragons'' with the use of fire spell-based traps. Obstacle courses for rogues with high dexterity and Uncanny Dodge ability. The "Door opens and you find an arrow heading towards you" kind of obstacle course.
261[[/folder]]
262
263[[folder:Web Original]]
264* EvilOverlordList:
265-->63. Bulk trash will be disposed of in incinerators, not compactors. And they will be kept hot, with none of that nonsense about flames going through accessible tunnels at predictable intervals.
266[[/folder]]
267
268[[folder:Western Animation]]
269* Played mostly straight in, oddly enough, an episode of the ''WesternAnimation/{{ThunderCats|1985}}''. A drugged Panthro has been dropped down a chasm to die and survives. The chasm ejects lethal energies at regular intervals, but there are crannies he can fit in that are mostly safe. Panthro thinks, "Got to time them, move between blasts. Thirty-four seconds, I can do this." When he reaches the top, a blast fires early, driving him to remark, "Twenty-eight seconds? That's foul play!"
270[[/folder]]
271
272[[folder:Real Life]]
273* Railroad tunnels and bridges often have alcoves at regular intervals so that maintenance and inspection teams can get out of the way of approaching trains.
274[[/folder]]

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