[[quoteright:216:[[VideoGame/TheIncredibleMachine http://static.tvtropes.org/pmwiki/pub/images/mel_3740.png]]]]
[[caption-width-right:216:Mel Schlemming is not having a good day.]]

->''Exacerbating the situation, [[SuperMarioBros Mario]] said, is the seemingly arbitrary placement of the hazards. "I could see why, if you're in a [[EternalEngine 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 [[BigFancyCastle castle]]? Or in the middle of a [[TheLostWoods forest]]?"''
-->-- ''TheOnion'', [[http://www.theonion.com/content/node/28338 "Video-Game Characters Denounce Randomly Placed Swinging Blades"]]

In 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. In video games conveyor belts can show up anywhere: in the middle of a forest, in underground catacombs, etc. These belts don't move in a logical direction. They carry pedestrians into SpikesOfDoom or drop them down BottomlessPits. Multiple conveyor belts move in opposite directions to trap players.

In short, the conveyor belt in video games often serves the purpose of hindering instead of helping its user.

This 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, [[SmashingHallwayTrapsOfDoom Smashing Hallway Traps]], {{Descending Ceiling}}s and the like.

In 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 or reverse it.

Occasionally overlaps with ConveyorBeltODoom, which may get adapted into this trope in {{Licensed Game}}s. Common feature of an EternalEngine level.
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!!Video Game Examples:
* ''{{Action 52}}'': Even the Active Enterprises game ''Cheetahmen'' managed to contain them. Due to ''Action 52'' being a [[GameBreakingBug bug breeding ground]], results were [[WrapAround messy]].
* ''VideoGame/TheAdventuresOfRadGravity'': [[DownInTheDumps Effluvia]] and [[TheVeryDefinitelyFinalDungeon Telos]] are full of these, especially the latter. The former also has a ConveyorBeltODoom you have to rescue your RobotBuddy from.
* ''Franchise/{{Batman}}'' has dealt with them numerous video games, including both NES [[VideoGame/BatmanSunsoft Sunsoft games]].
* ''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]].
* ''VideoGame/CastlevaniaChroniclesOfSorrow'' (''Castlevania: Aria of Sorrow'')h as a habit of taking this trope and laughing at you with it. Conveyor belts are not all too common in the game, but once you meet them, they make you wish they did not exist. The belts alone are not dangerous, it is the combination of being attacked, risk of getting 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!
* ''VideoGame/ChipsChallenge'': Among the hazards is conveyer belts, frequently leading either backwards in the level, or into another, more fatal hazard. At least there was a powerup (suction cup shoes) that let you ignore them.
* ''VideoGame/CodeNameViper'': The drug warehouse has them which can lead you to the [[SpikesOfDoom spikes]].
* ''VideoGame/DonkeyKong'':
** In the second stage of this game (omitted from many home versions due to its complex design), several floors were conveyor belts.
** "[[ExactlyWhatItSaysOnTheTin Konveyor Rope]] Klash" in ''VideoGame/DonkeyKongCountry 3''.
* ''VideoGame/DoubleDragon'': This game and it's sequel([[CanonDisContinuity s]]) are rife with these towards the end, when they turn into [[UnexpectedGameplayChange platform games]].
* ''VideoGame/DynamiteHeaddy'': Diagonal ones appear in the Terminate Her Too level, with switches to change their direction.
* ''VideoGame/EverybodyEdits'': This is averted, even though you can get conveyor belts, they don't do anything.
* ''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.
* ''VideoGame/ExitPath'': Much of both games' levels consist of these. [[spoiler: Central]] seems very fond of using them as ConveyorBeltODoom.
* ''The Flintstones: Rescue of Dino and Hoppy'' has conveyor belt platforms in the Future stage.
* ''The Flintstones: Surprise at the Dinosaur Peak'': This game has them.
* ''Gremlins 2'' for the NES from stage 3-2 to the end. This game used almost every common hazard (except solid clouds) which filled one of the most inhospitable office buildings in the world.
* ''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.
* ''Videogame/IndianaJonesGreatestAdventures'': Featured in the ''Indiana Jones and the Temple of Doom'' game, as well as the ''Temple of Doom'' portion of this game.
* ''Infernal Runner'' had a number of conveyor belts, which often led the player into crushing gears or SpikesOfDoom.
* ''VideoGame/JackieChansActionKungFu'': Jackie encounters these most notably in an [[TempleOfDoom ancient temple]] with [[SchizoTech surprisingly modern technology]] while punching and kicking his way through [[EverythingTryingToKillYou everything]].
* ''VideoGame/JetSetWilly''. Interestingly, the belts in ''Jet Set Willy'' made the player character ''walk'' them instead of dragging him.
* ''VideoGame/JourneyToSilius'': Most of the final stage consists of jumping between conveyors, with falling crates and autoscrolling to add to the misery.
* ''VideoGame/{{Jumper}} Two'' has a lot of them in [[EternalEngine Sector 6]]. The LevelEditor that comes with the game allows for putting conveyor belts in as well.
* ''VideoGame/KeithCourageInAlphaZones'' has conveyor belts all over the place in both parts of the last zone.
* ''VideoGame/{{Kirby}}'': Sometimes conveyor belts happen to be in one of these games.
* ''VideoGame/TheLegendOfZeldaALinkToThePast'': An incredibly annoying boss battle occurs on one.
* ''VideoGame/LittleBigPlanet'' has these in [[ScrappyLevel 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.
* ''VideoGame/MegaMan'' series:
** In ''VideoGame/MegaMan2'', a large number of the platforms in Metal Man's stage work as conveyor belts, including the floor of the BossRoom.
** And Flame Mammoth for those who played ''VideoGame/MegaManX''.
** Those who have obsessively played the classic series will think of Knight Man's stage from ''VideoGame/MegaMan6'' and Proto Man's castle from ''VideoGame/MegaMan5'', examples of conveyor belts being located in ''castles''. Then again, not much beyond {{hand wave}}s have ever been given to justify stage layouts in the series.
* ''VideoGame/Mr.Robot'' 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.
** 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.
*** Something similar happens in Wily Stage 2.
* ''VideoGame/MonsterWorldIV'' had conveyor belts that were also small, moving, FloatingPlatforms.
* ''VideoGame/MoonCrystal'', mines have conveyor belts hanging usually midair.
* 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.
* ''VideoGame/{{Persona 2}}'' 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.
* ''VideoGame/{{Portal 2}}'': 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 this way 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.
* ''VideoGame/PrinceOfPersia1'': The SNES version features conveyor belt floors in several levels, which is bizarre for a game set in ArabianNightsDays.
* ''VideoGame/{{Purple}}'' has several conveyor belts, some of them including timing puzzles..
* ''VideoGame/RatchetAndClank'': Both [[VideoGame/RatchetAndClank2002 the original]] and ''[[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.
* ''VideoGame/{{Revolution 1986}}'': There are conveyor belts that can hinder the bouncing ball by moving it in the wrong direction.
* ''VideoGame/{{Shatterhand}}'': In the oil refinery.
* ''Franchise/SonicTheHedgehog'':
** 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.]]]]
** ''[[VideoGame/SonicTheHedgehog2006 Sonic 2006]]''. The only conveyor belts in the game switch direction for no particular reason, dropping whatever is unfortunate enough to be placed on them down a level-wide BottomlessPit.
** From ''Sonic3DBlast'', the Gene Gadget stage is filled with these. Much like the Quartz Quadrant example above, that boss also utilizes one of these.
** Scrap Brain Zone from the original ''VideoGame/SonicTheHedgehog'' for both the Genesis and Gamegear have conveyors, as well as escalators (which were originally diagonal conveyors in the beta).
** ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]''
*** {{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.
*** {{Exaggerated}} in Death Egg Zone. Some of the conveyor belts 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.
** Eggmanland from VideoGame/SonicUnleashed had super-fast conveyor belts pushing you backward, as well as laser walls along the belts that you had to jump over or duck under. The bombs that were carried along the conveyor belts.
** Casino Paradise Zone from ''SonicAdvance'' also has these. It's a rather strange place for conveyor belts, isn't it?
** 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!
** Final Egg from ''VideoGame/SonicAdventure'', anyone? THESE conveyor belts also tried to move you towards dangerous things, most of which were {{s|pikesOfDoom}}harp.
** One of the last two levels in the Game Gear spinoff game ''TailsAdventure'' had one or two of these at the start.
* ''SoulBlazer'':
** 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.
** The very first true boss fight had three such belts. Though at least they were as helpful as you made them be there.
* ''VideoGame/{{Stinkoman 20X6}}'' has a couple, but none are more inconvenient than the ones on Stlunko, the Level 3 boss.
* ''SuperMarioBros'' series:
** The final stage of ''VideoGame/SuperMarioBros2'' consists almost ''entirely'' of series of conveyor belts (some [[ConveyorBeltODoom Of Doom]], some not).
** A couple fortresses in ''VideoGame/SuperMarioBros3'' feature them. They freeze when a POW switch is activated.
** ''VideoGame/NewSuperMarioBrosWii'' has several ground pieces that spin, and usually hide pipes from rushing players.
* ''Super VideoGame/MeatBoy'': They're found in this game.
* ''VideoGame/SuperSmashBros Brawl'': This is one of the items placeable in custom maps, giving the player the option of placing them inconveniently when building a sadist stage.
* ''VideoGame/TaskMaker'': One of these 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.
* ''Ultimate Stuntman'': It is not explained why in walking sections, there are conveyor belts hanging mid-air and just being out of place.
* ''VideoGame/{{VVVVVV}}'' has lots of them.
* ''VideoGame/WarioLand'':
** ''VideoGame/WarioLand 2'' had a few of these, mostly in the factory levels.
** As did ''VideoGame/WarioLand 4'', also in the factory levels (annoying when at one health and trying to climb a set of conveyor belts with enemies on), and ''VideoGame/WarioLand: Shake It!''
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!!Non-Video Game Examples:
* ''Manga/AnimalYokocho'': Non-game example: in this anime, 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.
* The board game ''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.)
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