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1[[quoteright:216:[[VideoGame/TheIncredibleMachine https://static.tvtropes.org/pmwiki/pub/images/mel_3740.png]]]]
2[[caption-width-right:216:Mel Schlemming is not having a good day.]]
3%%
4->''Exacerbating the situation, Mario said, is the seemingly arbitrary placement of the hazards. "I could see why, if you're in a factory, you might find yourself jumping around on dangerous conveyor belts moving in different directions," he said. "But why would you have conveyor belts in a castle? Or in the middle of a forest?"''
5-->-- ''Website/TheOnion'', [[http://www.theonion.com/content/node/28338 "Video-Game Characters Denounce Randomly Placed Swinging Blades"]]
6
7In RealLife, conveyor belts, escalators, moving walkways and similar conveyances are part of certain specialized environments, and serve the function of moving things in a convenient direction. They are most commonly seen in shopping centers, checkouts, transportation hubs and, or course, various factories.
8
9In video games, conveyor belts can show up anywhere: in the middle of a forest, in underground catacombs, etc. Even if they show up in factories, these belts still don't move in a logical direction. They carry pedestrians against dead ends of a corridor, into SpikesOfDoom or drop them down BottomlessPits, or a LavaPit. Sometimes, multiple conveyor belts move in opposite directions to trap players.
10
11In short, the conveyor belt in video games often serves the purpose of hindering instead of helping its user.
12
13This is almost always a sub-trope of MalevolentArchitecture. (It could be some sort of BenevolentArchitecture, but don't count on it.) Justified by the RuleOfFun, though it can get irritating on occasion, particularly when used with other, nastier hazards like SpikesOfDoom, {{Smashing Hallway Traps|OfDoom}}, {{Descending Ceiling}}s and the like.
14
15In top-down games, a conveyor belt will often act as a BrokenBridge, going too fast for you to be able to run against. It's a one-way trip unless you can find a way to shut it off, reverse it, outrun its effect, or somehow become immune to its effects.
16
17A staple element to both 2D and 3D platformers. While the first known instance of conveyor belt hazard appeared in ''VideoGame/DonkeyKong'' back in 1981, its usage started to become widespread from the era of third generation of gaming consoles onward. Out-of-place conveyor belts are not limited to platform games, most commonly also appearing in first-person shooters and puzzle games. In [[FactoryBuildingGame Factory Building Games]] with conveyor belts, however, the objective for the player is to defy this trope, making sure that conveyor belts transport materials and products as efficiently as possible.
18
19Occasionally overlaps with ConveyorBeltODoom, which may get adapted into this trope in {{Licensed Game}}s. Common feature of an EternalEngine level.
20
21----
22[[foldercontrol]]
23
24[[folder:Video Game Examples:]]
25* ''VideoGame/{{Action 52}}'': Active Enterprises game ''Cheetahmen'' managed to contain conveyor belts. They can also be exploited to WrapAround from one screen to another.
26* ''VideoGame/TheAdventuresOfRadGravity'': [[DownInTheDumps Effluvia]] and [[TheVeryDefinitelyFinalDungeon Telos]] are full of conveyor belts, especially the latter. The former also has a ConveyorBeltODoom you have to rescue your RobotBuddy from.
27* ''VideoGame/BabaIsYou'' uses the conveyor belt to introduce the "Shift" property. Due to the RewritingReality theme of the game, there is nothing inherent in the connection between "Shift" and "Belt", so just as easily you can have a conveyor apple and belts that open closed lava. Puzzles involving them are usually about how to rearrange them into a useful configuration, but sometimes they're just used as one way passages.
28* The second episode of ''VideoGame/BackDoor'' includes an abandoned factory with a bunch of conveyor belts. One room uses one as a BrokenBridge, while another room uses them to form a maze.
29* ''Franchise/{{Batman}}'' has dealt with them numerous video games, including both NES [[VideoGame/BatmanSunsoft Sunsoft games]]. For an example, in the second level of the first NES game, conveyor belts often lead Batman into grinders and other perilous locations.
30* ''B.I.O.T.A.'': Factory area features a lot of conveyor belts for the player to navigate, most of them being part of MalevolentArchitecture.
31* ''VideoGame/BomermanHero'' has conveyor belts as a navigation hazard.
32* ''[[VideoGame/DarkCastle Beyond Dark Castle]]'': "Black Knight's Brewery" has conveyor belts to jump on and off as part of a homage to ''VideoGame/DonkeyKong''.
33* ''VideoGame/BionicCommando Rearmed'' has ''{{spike|sOfDoom}}d'' conveyor belts in Area 9.
34* ''VideoGame/BlueDragon'' has conveyor belt puzzles, in which you will generally need to flip a switch to make them go the opposite direction, since it's not possible to actively move around on them, for [[InsurmountableWaistHeightFence some weird reason]].
35* ''VideoGame/TheCastlesOfDoctorCreep'' has conveyor belts as one possible obstacle. Generally you need to find the switch to control them, so that they are stopped or set to go in a certain direction. Sometimes the switch will be impossible to reach, in which case it generally acts as a one-way path (since it's moving too fast to run against; if you try to run against it, you'll slowly get pushed by it toward the end). %%Example needs context to make sense on its own.
36* ''VideoGame/CastlevaniaAriaOfSorrow'': Conveyor belts are not all too common in the game, but once you meet them (in the clock tower), they make you wish they did not exist. The belts alone are not dangerous, it is the combination of being attacked, risk of getting [[TakenForGranite stoned]] and landing in a spike pit. Not fun especially since a stoned character takes a crapload of damage from the spike pits. The things return with a vengeance in ''VideoGame/CastlevaniaPortraitOfRuin'', and throw in collapsing platforms to make it even worse!
37%%* ''VideoGame/CheeseCatAstrophe Starring WesternAnimation/SpeedyGonzales'': In the UsefulNotes/SegaMasterSystem and UsefulNotes/GameGear versions, the penultimate incarnation of Sylvester has him operate an exercise bike atop one of these. Speedy must toss bombs at Sylvester to damage him, while avoiding the lightning that strikes. %%Example needs context to make sense on its own.
38* ''VideoGame/ChipsChallenge'': Among the hazards are conveyer belts (known InUniverse as ''force floors''), frequently leading either backwards in the level, or into another, more fatal hazard. They're also frequently used to create [[PointOfNoReturn one-way doors]]. But there's a PowerUp (suction cup shoes) that lets you negate their effects.
39* ''VideoGame/ChronoTrigger'' has several conveyor belts found mostly in the future factories, providing limited control over where you can get off. They even work against the villains, as Ozzie discovers when he dumps two mooks on conveyor belts that lead to BottomlessPits.
40* ''VideoGame/CodeNameViper'': Stage 7, The drug warehouse, has conveyor belts, some of which can lead you directly onto a bed of {{spikes|OfDoom}}.
41* Conveyor belts are common in the EternalEngine and {{Tomorrowland}} levels of the ''VideoGame/CrashBandicoot'' games, and often have an enemy either hovering in their midst or waiting at the end, making things more difficult for Crash. For extra sadism, sometimes a hazard (such as a very hot metallic setpiece or an electric barrier) is added to the combo as well.
42* ''VideoGame/CthulhuSavesTheWorld'' has the Innsmouth Foundry which has several conveyor belts acting as one-way routes for Cthulhu's party. At least until the party disables them.
43* ''Franchise/DonkeyKong''
44** ''VideoGame/DonkeyKong'': In the second stage of original arcade game (omitted from many home versions due to memory constraints), several floors are conveyor belts. By themselves, they're not very difficult to deal with, but the presence of the EvilLivingFlames originating from the burning pipes complicate things, as the flames are unaffected by the belts' motion.
45** ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': The first level in KAOS Core, "Konveyor Rope Klash", has Dixie and Diddy traverse a forest with several ropes that flow towards a specific direction, transporting the Kongs forward (though a few of them flow backwards). The high number of enemies along these ropes, especially Buzzes, makes navigation difficult, especially due to the speed of the ropes' flow. Reflexes are vital to dodge any enemy or hazard whenever required.
46** ''VideoGame/DonkeyKong64'': The level Frantic Factory has conveyor belts in some sections. One of them adds trash compactors as well, so the only one who can go through them is the eponymous character when he's using the invincibility barrel ability.
47** ''VideoGame/MarioVsDonkeyKong'': In the first game, Mario Factory, Mystic Forest, and Twilight City have conveyor belts: Mystic Forest introduces the Direction Switch, a button which changes the direction of all conveyor belts on the map, and the boss fights of the latter two worlds require a perfect knowledge of this mechanic (and of the time a Bob-Omb explodes after having been triggered).
48** ''VideoGame/DonkeyKongCountryTropicalFreeze'': In the World 5 level (Fruity Factory), several conveyor belts transport gigantic watermelons (which are uniquely cube-shaped instead of elliptical), and some of them are placed between pits with grinders that crush other fruits. Others have large axes that cut the watermelons, which make them even more dangerous.
49* ''VideoGame/DoubleDragon'': This game and its sequel feature a large number of conveyor belts suspended above bottomless pits, and both their placement and speed makes it very difficult for the player to keep the timing of the jumps without falling.
50* ''VideoGame/DynamiteHeaddy'': Diagonal conveyor belts appear in the Terminate Her Too level, with switches to change their direction.
51* ''VideoGame/EscapeGoat'' features conveyor belts as a part of several puzzles in the game. Their speed varies from inconveniencing to insurmountable.
52* ''VideoGame/EtrianOdysseyIIHeroesOfLagaard'': Conveyor belts are present in the fifth stratum (Heavenly Keep). The player's party characters are forced to work around these things to navigate through a dungeon that is already made difficult by the tough enemies present.
53%%* ''VideoGame/{{Exile}} III'': The golem factory was a maze of these. In the ''VideoGame/{{Avernum}} III'' remake, this puzzle was replaced by one involving mirrors and laser beams, probably because it was possible to cheat your way past some of the conveyors using combat mode. %%Example needs context to make sense on its own.
54%%* ''VideoGame/ExitPath'': Much of both games' levels consist of these. [[spoiler: Central]] seems very fond of using them as ConveyorBeltODoom. %%Example needs context to make sense on its own.
55* In ''VideoGame/{{Factorio}}'' transport belts not only move products but also the player and enemies that stand on them, meaning careless factory layout can result in this trope. On the other hand the player can place belts to be inconvenient for the 'enemy', pushing them away from the defenses. Equipment that prevents belts from affecting the player can be unlocked later in the game.
56* ''VideoGame/FallGuysUltimateKnockout'' has yellow floors with pointing arrows that move your Fall Guy (usually away from the finish line). The "Fruit Chute" event is the most extreme example: most of the course is a giant sloped conveyor belt, and players are bombarded with giant fruit that will knock them down and allow the conveyor to move them far away while they can't do anything until they get up.
57* ''VideoGame/TheFlintstonesTheRescueOfDinoAndHoppy'' has conveyor belt platforms in the Future stage. ''The Flintstones: Surprise at the Dinosaur Peak'' has them as well.
58* ''[[VideoGame/Garlic2021 Garlic]]'': Conveyor belts appear as a common hazard in Zone 4, the Factory. These belts do nothing but to impede the player.
59* ''VideoGame/Gremlins2TheNewBatch'' for the NES from has conveyor belts from stage 3-2 to the final stage. These often lead into BottomlessPits, LavaPit hazards or electric hazards.
60* ''VideoGame/HalfLife1'' has conveyor belts in the Residue Processing level; Gordon has to ride them while avoiding furnaces, SmashingHallwayTrapsOfDoom and other hazards.
61* ''VideoGame/HarryPotterPuzzlesAndSpells'': Some stages have gems on a moveable track which advances after each move. This can move items exactly where you need them or put them just out of reach depending on how the board changes.
62%%* ''VideoGame/HauntingGround'': Had one during one of the last boss fights. It doubled as both an instant DeathTrap, and as the only way to kill the boss, by getting him onto it. %%Example needs context to make sense on its own.
63%%* ''Videogame/IndianaJonesGreatestAdventures'': Featured in the ''Indiana Jones and the Temple of Doom'' game, as well as the ''Temple of Doom'' portion of this game. %%Example needs context to make sense on its own.
64* ''Infernal Runner'' has a number of conveyor belts, which often lead the player into crushing gears or SpikesOfDoom.
65* [[PollutedWasteland Detritus Disposal]] in ''VideoGame/IntoTheBreach'' has maps featuring conveyors big enough to move HumongousMecha and {{Kaiju}} one tile per turn.
66%%* In ''The [[JustForFun/TheItchyAndScratchyShow Itchy and Scratchy]] Game'', Scratchy operates one of these in the final battle against him. %%Example needs context to make sense on its own.
67%%* ''VideoGame/JackieChansActionKungFu'': Jackie encounters conveyor belts most notably in stage 5, an [[TempleOfDoom ancient temple]] with [[SchizoTech surprisingly modern technology]] while punching and kicking his way through {{everything|TryingToKillYou}}. The placement and purpose of those belts does not make logical sense.
68* ''VideoGame/JetForceGemini'' has two rooms in S.S. Anubis having each a large slope where a wide conveyor belt operates. In the first room, they're moderately fast but can be overcome with some jumps and perseverance, though it's ideal to instead climb through the boxes placed sideways and kill the enemies allocated in them. In the second room, the conveyor belt moves so fast that it's impossible to overcome them, as the forthcoming area is meant to be explored by Floyd (a flying drone) during a minigame dedicated to him.
69* ''VideoGame/JetSetWilly'' pulls a twist: The belts in the game make the player character ''walk'' them instead of dragging him. Ramps can also be set to behave like conveyor belts, sending Willy hurtling down to his doom.
70* ''VideoGame/JourneyToSilius'': Most of the final stage consists of jumping between conveyors, with falling crates and autoscrolling to add to the misery.
71* Sector 6 in ''VideoGame/{{Jumper}} Two'' is set [[EternalEngine inside a factory]] which expectedly has many conveyor belts that will quickly convey careless Ogmo into any {{bottomless pit|s}}, {{spikes|OfDoom}}, fire or electricity [[MalevolentArchitecture which is also around]].
72* ''VideoGame/KeithCourageInAlphaZones'' has conveyor belts all over the place in both parts of the last zone.
73* ''VideoGame/{{Kirby}}'': When it comes to main Kirby games, Starting from ''Kirby 64'', conveyor belts have started to make an appearance. For an example, in ''VideoGame/KirbyAndTheForgottenLand'', the fourth level starts with moving walkways being in a locations that make sense. Followed by conveyor belts carrying objects over the edge and into hazards.
74* ''Franchise/TheLegendOfZelda'':
75** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has some dungeons with conveyor belts, and an incredibly difficult boss battle occurs on a floor that is fully made of one (and surrounded by spike traps that ''also'' move from one side to another). ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' has them only in Thieves' Hideout, though they're more manageable thanks to the switches that invert their directions.
76** ''VideoGame/TheLegendOfZeldaLinksAwakening'': Conveyor belts are a common asset in dungeons, but their most prominent appearance is in Key Cavern. They make combat against enemies more difficult, especially against the Pairodds due to their habit of teleporting as soon as Link approaches them and then shoot a projectile at him in retaliation. Using the Pegasus Boots (once they're acquired in this very dungeon) makes the job much easier, but until then the conveyor belts will be a hassle.
77** ''VideoGame/TheLegendOfZeldaSkywardSword'': The conveyor belts in Lanayru Mining Facility are first seen non-functional after many decades, like everything else in the dungeon. However, they operate once again when a Timeshift Stone regresses them in time, and while some are little more than a nuisance others can potentially drag Link into a bottomless pit. The conveyor belts in the Lanayru room in Sky Keep invert the trope: Their placement is very helpful for Link to shoot the eye targets one by one as they carry the Timeshift Orb from one side of the room to the other.
78* ''VideoGame/LifeGoesOn'' features belts in multiple levels; sometimes as a hindrance, sometimes as a solution to the puzzle of the level. Many having switches that allow you to alter if they have spikes or are walkable which allows you to transport corpses around to hit needed PressurePlate and whatnot. %%Example needs context to make sense on its own.
79%%* ''VideoGame/LittleBigPlanet'' has conveyor belts in [[ThatOneLevel the Bunker]], surrounded by electricity. And then there's the wheel, which is similar, in that it's a big rotating wheel and you are inside it. Surrounded by electricity.
80* ''Franchise/MegaMan'' series:
81** In ''VideoGame/MegaMan2'', a large number of the platforms in Metal Man's stage work as conveyor belts, including the floor of the BossRoom.
82** Knight Man's stage from ''VideoGame/MegaMan6'' and Proto Man's castle from ''VideoGame/MegaMan5'' are examples of conveyor belts being located in ''castles''. Then again, not much beyond {{handwave}}s have ever been given to justify stage layouts in the series.
83%%** And Flame Mammoth for those who played ''VideoGame/MegaManX1''. %%Example needs context to make sense on its own.
84* In ''VideoGame/MetalMorph'', some of the conveyor belts are especially inconvenient in that they occupy the ''edges'' of small platforms.
85* ''VideoGame/MiraiNinja'' has one level made almost entirely out of conveyor belt and spinning gear platforms.
86%%* ''VideoGame/MrRobot'' features many of these obstacles around the ship Eidolon. Sometimes they seem to serve a sensible purpose like transporting boxes, but others just...there for the puzzles. %%Example needs context to make sense on its own.
87%%* In ''VideoGame/Rockman4MinusInfinity'', there are two sections are dedicated to these in Dust Man's level. The first one had debris falling onto it. The second had holes in them; luckily, Eddie points them out to you. %%Example needs context to make sense on its own.
88* ''VideoGame/MonsterWorldIV'' had conveyor belts that were also small, moving, FloatingPlatforms.
89* In ''VideoGame/MoonCrystal'', mines have conveyor belts hanging usually midair.
90* The fourth dungeon in ''VideoGame/{{Okamiden}}'', the theatrical Playhouse, is filled with conveyor belts marked with arrow symbols colored orange and green. It's impossible to override them.
91* ''VideoGame/PanicPorcupine'' starts featuring conveyor belts from Construction Zone onwards, pushing the player left or right. They're often above spike pits. Panic has the power to run upside-down under the conveyor belt belt though.
92* ''VideoGame/PennysBigBreakaway'': Blue surfaces with arrows act as a conveyor belt and are encountered in some of the later scenes. These belts often lead to bottomless pits.
93* In ''VideoGame/{{Pepsiman}}'', the first part of the Pepsi Factory area is entirely running along conveyor belts that run in either or neither direction while dodging things sliding along or falling onto them, as well as avoiding the inexplicably placed BottomlessPits.
94* ''VideoGame/Persona2'' has the Abandoned Factory which is full of random, still-operating conveyor belts. Some seem to be logically placed in loading areas for moving heavy items to and from storage, while others exist just to provide one-way paths blocking off sections of the factory, teasing you with their presence until you're high enough level to open the doors into those other sections.
95* Some gyms and dungeons in the ''Franchise/{{Pokemon}}'' games have tiles that send the character moving in a straight line until the next tile or obstacle.
96* ''VideoGame/Portal2'': Most conveyor belts have an ostensible function ("The Turret Redemption Lines are not rides. Please exit the Turret Redemption Line."), but one in particular, late in the game, is deliberately set up as a DeathTrap. Or, as the BigBad puts it, more of a [[BetterToDieThanBeKilled "death option"]], as opposed to confronting him in his lair, where he will most definitely kill you. If you wait, he spends upwards of three or four minutes trying to convince you to fall for it, and is very pleasantly surprised if you do.
97* ''VideoGame/PrinceOfPersia1'': The SNES version features conveyor belt floors in several levels, which is bizarre for a game set in ArabianNightsDays.
98* ''VideoGame/PrisonCity'': Conveyor belts make an appearance in factory level. They're often above pits of lava, sometimes carrying crates but often they're just placed in inconvenient places.
99* ''VideoGame/ProfessorLaytonAndTheMiracleMask'': The Toy Robot minigame has conveyor belts in many of its levels; while some of them are helpful for the player to work out the route to land exactly at the exit spot, others have only the purpose of mess up with said route, or even prevent the player from reaching the exit from certain positions. Two of the hidden levels are mazes made up entirely of these. Interestingly, the conveyors appear to be non-functional, but they do activate when the robot lands in them in its current turn's last step.
100* ''VideoGame/{{Purple}}'' has several levels featuring conveyor belts, some of them as a part of timing puzzles..
101* ''Franchise/RatchetAndClank'': Both [[VideoGame/RatchetAndClank2002 the original]] and ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' have movement sensitive conveyor belts. When Ratchet's moving on them they sense his direction and move to speed him on his way.
102* ''VideoGame/{{Rengoku}}'': The 4th floor in the second game is filled with conveyor belts. While it makes traversing the floor faster, it can hinder the combat.
103* ''VideoGame/{{Revolution 1986}}'': There are conveyor belts that can hinder the bouncing ball by moving it in the wrong direction.
104* Conveyor belts in ''VideoGame/RingFitAdventure'' are common obstacles found in many courses. You get a bit of XP for running through a conveyor belt going the opposite way. It is a fitness game, after all.
105* ''{{VideoGame/Satisfactory}}'': As your factory grows in size and complexity, traversing it will probably start to feel like running an obstacle course made of conveyor belts unless you did a fair bit of planning beforehand. Eventually mitigated by the ability to build elevated walkways and, later, a [[JetPack jetpack]].
106* ''VideoGame/ShantaeAndThePiratesCurse'' has a lot of conveyor belts in the [[TechnoWreckage Abandoned Factory]], and not only make mobility difficult but are also placed around SpikesOfDoom, BottomlessPits, and [[StalactiteSpite falling ice blocks]]. However, some of them are actually helpful since you can use them to charge up [[SprintShoes Risky's Boots]] for an obstacle destroying DashAttack.
107%%* ''VideoGame/{{Shatterhand}}'': Factory level features conveyor belts over pits of fire hanging mid-air.
108* ''VideoGame/ShiningWisdom'' has annoying grids of escalator panels in the crypt, usually interspersed with gnashing floor traps.
109* ''VideoGame/ShovelKnight'': Tinker Knight's stage features conveyor belts prominently. The color of the belt indicates the belt's direction.
110* ''VideoGame/SmallTownMurders'': Played with. Sometimes, the conveyor belts are useful for moving items along a path to where you want them to be. Other times, they can move certain items away from each other and prevent you from making a combo.
111* ''Franchise/SonicTheHedgehog'':
112** Scrap Brain Zone from the original ''VideoGame/SonicTheHedgehog1'' for both the Genesis and Gamegear have conveyors, as well as escalators (which were originally diagonal conveyors in the beta).
113** The ''VideoGame/SonicTheHedgehogCD'' level Quartz Quadrant contains conveyor belts that scroll with no particular rhyme or reason. There are places where adjacent belts scroll towards each other. The boss of that level makes full use of an InconvenientlyPlacedConveyorBelt to throw you into SpikesOfDoom. [[spoiler:[[FridgeBrilliance The conveyor belt is actually the key to defeating the boss, as the belt wears away at the bottom of Robotnik's machine. Sonic simply needs to keep the conveyor belt going, while avoiding the bombs that Robotnik drops from the ceiling.]]]]
114** ''VideoGame/{{Sonic 3|AndKnuckles}}'':
115*** {{Inverted}} in Hydrocity Zone. Sonic doesn't run on conveyor belts; he hangs from them, and uses them to get to places he couldn't reach without their presence.
116*** Some of the conveyor belts in Death Egg Zone are moving platforms which Sonic must take to progress, and they're designed to change direction whenever it's most inconvenient in order to push him into wall spikes or throw him into big ol' bug zappers.
117** In ''[[VideoGame/Sonic3DFlickiesIsland Sonic 3D Blast]]'', the boss of [[EternalEngine Gene Gadget Zone]] takes place on one of these. Sonic must run across the conveyor belt, avoiding the spikes, and hitting Eggman [[TacticalSuicideBoss when he floats down to fire missiles at him]].
118** Final Egg from ''VideoGame/SonicAdventure'' has conveyor belts that tries to move you towards dangerous things, most of which are sharp SpikesOfDoom.
119** The only conveyor belts in ''VideoGame/SonicTheHedgehog2006'' switch direction for no particular reason, dropping whatever is unfortunate enough to be placed on them down a level-wide {{Bottomless Pit|s}}.
120** Eggmanland from VideoGame/SonicUnleashed has super-fast conveyor belts pushing you backward, as well as laser walls along the belts that you have to jump over or duck under.
121%%** Casino Night Zone from ''VideoGame/SonicTheHedgehog2'' was apparently planned to have these, as they can be seen in the most famous beta version of the game... wait a minute, they're in the final too, they just look different! %%Example needs context to make sense on its own.
122** One of the last two levels in the Game Gear spinoff game ''VideoGame/TailsAdventure'' had one or two conveyor belts at the start.
123%% ** Casino Paradise Zone from ''VideoGame/SonicAdvance'' also has these. It's a rather strange place for conveyor belts, isn't it? %%Example needs context to make sense on its own.
124%%* ''VideoGame/SoulBlazer'':
125%%** Half the time they're slowing you to a crawl and the other half they're making you overshoot your mark or run straight into bad guys. %%Example needs context to make sense on its own.
126%%** The very first true boss fight had three such belts. Though at least they were as helpful as you made them be there. %%Example needs context to make sense on its own.
127* ''VideoGame/SpankysQuest'': Conveyor belts as a stage element make appearance in some levels and bonus stages.
128* ''VideoGame/Stinkoman20X6'' has a couple of conveyor belts serving as obstacles, but none are more inconvenient than the ones on Stlunko, the Level 3 boss.
129* ''VideoGame/SuperKiwi64'': The first desert level and the second coastal one have conveyor belts in various areas, with some of them hanging mid-air and thus increasing the risk for the kiwi to fall down.
130* ''Franchise/SuperMarioBros'':
131** ''VideoGame/SuperMarioBros2'': The final stage includes more than a few series of conveyor belts (some [[ConveyorBeltODoom Of Doom]], some not). For extra difficulty, enemies are either unaffected by them, or clever enough to keep their pace when walking over them.
132** ''VideoGame/SuperMarioBros3'': The third fortress of World 6, as well as the one of World 8, feature conveyor belts placed above spikes or lava pits, thus making their placement ''very'' dangerous. They cease to operate when a POW switch is activated.
133** ''VideoGame/SuperMarioLand2SixGoldenCoins'': The third stage of Mario Zone has conveyor belts in narrow passageways. Mario has to duck while being transported to avoid touching the ceiling's spikes.
134** ''VideoGame/SuperMario64'' has conveyor belts on Tick Tock Clock. Whether these become an ally or a hindrance will depend on the time shown in the clock of the level's entrance by the time Mario enters in.[[note]]If the minute hand points at number 3, the clock's gizmos (including the belts) will move slowly; if it points at number 6, everything will move erratically, which is by far the least desirable outcome; if it points at number 9, they will move rapidly but also in a consistent manner; if it points at number 12, everything will stay still.[[/note]]
135** ''VideoGame/NewSuperMarioBros'': All games have fortresses and castles with conveyor belts (and in ''VideoGame/NewSuperMarioBros2'' the castle of World Flower has switches that allow them to change their orientation). Sometimes it's not the conveyors themselves which provide the inconvenience, but the steel boxes being transported on them (as jumping over them is harder this way than if they were on the static floor). Also, in ''VideoGame/NewSuperMarioBrosWii'', several ground pieces spin, and usually hide pipes from rushing players.
136** ''VideoGame/SuperMarioGalaxy'': Conveyor belts are frequent in the first mission of ToyTime Galaxy in the Engine, and one is also present in the third mission. They wouldn't be a big problem aside from their moderately high speed, except you have to cross them while using the difficult-to-control Spring Mushroom powerup.
137** ''VideoGame/SuperMario3DWorld'': The level Bullet Bill Base in World 6 has conveyor belts in the walls instead of the floors. They're designed so Mario and his friends can climb them with the Super Bell powerup. Conveyor Belts also appear in the level Captain Toad Gets Thwomped, where they're more difficult to deal with because Captain Toad himself is slower and can't jump.
138** ''VideoGame/SuperMarioMaker'': Among many other classic ''Mario'' setpieces, conveyor belts appear for their addition in levels. They are specifically modeled after the ones seen in the ''New'' subseries, and have been retroactively adapted for use in the styles of the games that didn't have them originally. ''VideoGame/SuperMarioMaker2'' adds diagonal belts, as well as those whose direction can be toggled with ON and OFF switches.
139** ''VideoGame/MarioParty3'': In the Mr. Mover duel board, there's a large conveyor belt connecting the duelists' starter spots. Stepping on it takes the player to one of the spots, and the board's rules forbid them from trying to override it. Its direction is indicated by its current color (it will take players to the left if it's colored blue, or to the right if it's colored red), and at the start of every turn the belt will swap from one color to the other, thus also changing its direction.
140** ''VideoGame/MarioParty4'': In the minigame Money Belts, one character is placed on a pink conveyor belt above and the other three are in a longer green conveyor belt below. The objective is to avoid falling down as the conveyor belts move and drag large cookies and candy; in the process, they can grab coins and money bags.
141** ''VideoGame/MarioParty6'': The minigame Conveyor Bolt plays it straight during day, and averts it during night. During day, one player is using a hovering cloud chariot to drop lightning bolts onto the other three players, who must not only keep an eye on them to avoid electrocution, but also the incoming spikes that are protruding from the floor... which in turn is moving to the left because it's a a large conveyor belt. During night, the conveyor belt is turned off and stands still, but now the solo player must avoid the lightning bolts dropped by the other three players from their respective cloud chariots.
142** ''VideoGame/MarioPartyAdvance'': The minigame Dreadmill has a solo player run through a treadmill filled with spiky traps, and dodging them is difficult because the conveyor belts mess with the character's timing (not helped by some of the spikes moving back and forth as well), and they periodically reverse their respective directions as well as their speeds. In Shroom City mode, the character must make it to the end under a time limit.
143** ''VideoGame/MarioParty9'': The minigame Player Conveyor challenges the players to navigate a maze of conveyor belts to reach the goal in the center. Once the player steps on a belt, they cannot move until they reach the end of it, so they must determine the correct path to take to reach the goal. Additionally, these belts can lead to Warp Pipes that bring anyone who enters them to the opposite corner, or they can lead to a ! tile that will launch anyone who steps them back to the outside of the playing field.
144** ''[[VideoGame/MarioTennis Mario Power Tennis]]'': One of the themed courts is made up of conveyor belts, which require you to constantly stay on the move and impart unexpected trajectories to bouncing balls.
145** ''VideoGame/MarioKartWii'': In Toad Factory and Coconut Mall, there are conveyor belts whose color communicate the drivers their direction, alerting them of whether or not to go across them: The ones moving forward glow green, while the ones moving backward glow red. After the first lap, these belts are prone to swapping colors and directions, so each driver has to keep an eye on when to take a different path.
146** ''VideoGame/MarioKart8'': Some tracks, like Cloudtop Cruise and Big Blue, have sets of conveyor belts placed beside one another and going different directions. Per function, the ones going the same direction of the course give you a slight boost; the ones going against the course slow you down slightly.
147%%** ''VideoGame/WarioLandII'' has a few of these, mostly in the factory levels; as do ''VideoGame/WarioLand4'' (also in the factory levels, where they become more annoying when Wario has only one health left and tries to climb a set of conveyor belts with enemies on), and ''VideoGame/WarioLandShakeIt''. %%Example needs context to make sense on its own.
148* ''Super VideoGame/MeatBoy'': Conveyor belts are found in Salt Factory area and serve as a hazard. A few conveyor belts also appear in Cotton Alley.
149* ''VideoGame/{{Spelunky 2}}'': A long abandoned factory is said to be located in Volcana, one of the choices for the second area. Stretches of conveyor belts often appear near ledges, of little consequence regularly (they roll slower than running speed of the player character) but landing on them while knocked down risks the Spelunker being delivered to their final resting place (usually lava).
150* ''VideoGame/SuperMetroid'': Initially, all the machinery in Wrecked Ship, including the conveyor belts in the floors, is turned off due to a lack of electrical power. But after the defeat of Phantoon, the power is restored and all conveyor belts are turned on. Depending on the direction you're going at as you navigate across the area, they either boost your speed while running or become a hindrance to deal with (even with the Speed Booster).
151* ''VideoGame/SuperSmashBrosBrawl'': Conveyor belt is one of the items placeable in custom maps, giving the player the option of placing them inconveniently when building a sadist stage.
152* ''VideoGame/TaskMaker'': One conveyor belt shows up in the tutorial level. The game instructs you to go over to a switch to turn off the belt. Interestingly, this actual trap only shows up in one place in the game — and all it's blocking off is a small pile of {{Skeleton Key}}s amid loads of garbage.
153* ''VideoGame/TeenageMutantNinjaTurtles1989'' has loads of conveyor belts in Area 4, in combination with SpikesOfDoom and [[OneHitKill instant death]] [[LavaPit fire pits]].
154* Both ''Terminator'' and ''Terminator 2'' on the NES have conveyor belts. While conveyor belts are limited to foundry in ''2'', in the first game, they can be found in sewers.
155* ''Ultimate Stuntman'': It is not explained why in walking sections, there are conveyor belts hanging mid-air and just being out of place.
156* ''VideoGame/{{Undertale}}'': Hotland has a lot of conveyor belts. Sometimes they're useful, as they help you get to places faster, but sometimes they're not. In some rooms, you're required to get to certain areas on one of these, but there are also lasers that will hurt you if you don't stay still, which is impossible to do on a conveyor belt.
157-->'''Papyrus''': [[LampshadeHanging LASERS ON CONVEYORS? ARE YOU SERIOUS???]]
158* The [=FireCage=] in ''VideoGame/AnUntitledStory'' is a factory that is full of conveyor belts that will convey careless players not only into pits of lava but also into streams of electricity. There are also conveyor belts on the ''ceilings'' which can be used with the ability to stick to the ceilings; these aren't any more convenient since the player should at that point also have an ability to slide on the ceiling on their own.
159* ''VideoGame/ViceProjectDoom'' has conveyor belts to be very common navigational hazard, seemingly serving no other purpose than to impede the player.
160* One of the areas in ''VideoGame/{{VVVVVV}}'' revolves around conveyor belts. They're indicated by still arrows on a surface. The room they're introduced in is titled "Conveying New Ideas".
161* ''VideoGame/WaveRace'': The original installment for the Platform/GameBoy has marked arrows in the racetracks that act like conveyors, even though they don't look like it. While they try to keep the drivers on the course, they may inadvertedly make one clash against a nearby object if they're trying to take a curve too tightly.
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164[[folder:Non-Video Game Examples:]]
165* In ''WesternAnimation/TheAngryBirdsMovie'', the landing ramp of the pig's flagship is a conveyor belt that is prone to malfunction, [[RuleOfFunny to hilarious effect]].
166* In ''Manga/AnimalYokocho'', Mr. Yamanami fixes up Ami's room to be a jungle with a hot spring-sauna deep within. After Ami realizes that they've been walking an illogically long distance within her room, the camera zooms out to show that they'd been walking on a treadmill the whole time.
167* The board game ''TabletopGame/RoboRally'' takes place in a factory, so the belts have some reason to be there. However, some of them are arranged into swirling maelstroms of death which tip anything on them into bottomless chasms. (To say nothing of the pushers, crushers, lasers, and radioactive goo.)
168* Parodied in ''Series/ItsAlwaysSunnyInPhiladelphia''. The gang is trying to stage a scene in which kittens on a conveyor belt are being taken toward a chopping knife. Before they can start filming, however, they break down into arguments about how unbelievable the premise is.
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