[[quoteright:261:http://static.tvtropes.org/pmwiki/pub/images/minecartmadness.png]]
[[caption-width-right:261:''[[Franchise/IndianaJones "Indy!"]]''[[note]]Clockwise from top left: ''VideoGame/DonkeyKongCountry'', ''VideoGame/KirbySuperStar'', ''VideoGame/MarioAndLuigiSuperstarSaga'', ''Pitfall: The Mayan Adventure'', ''[[VideoGame/LaMulana La-Mulana]]'', and ''VideoGame/TheLegendOfZeldaTheMinishCap''[[/note]]]]

Stock PlatformGame level in which you ride in a minecart, and have to dodge various obstacles and enemies. The track is usually broken, with gaps to jump over, and possibly multiple routes. You usually only have limited controls, with the main one being the ability to jump out of the cart or make the cart itself jump ([[BellisariosMaxim don't ask]] how you do the latter), and others sometimes included, such as being able to slow down or speed up.

While this usually takes place in an UndergroundLevel, in a minecart, some variants take place in different settings.

The name comes [[TropeNamer one such level]] from ''VideoGame/DonkeyKongCountry'', which was probably inspired by the RollercoasterMine sequence from ''Film/IndianaJonesAndTheTempleOfDoom''.

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!!Examples:

* The ''VideoGame/DonkeyKongCountry'' series features a number of such levels. These include some straight version on minecarts, along with roller coaster-based levels and at least one on a sled. One was even [[GimmickLevel a race]]; you had to win first place by causing your opponents to plunge to their demise to get that stage's [[HundredPercentCompletion Video Game Hero Coin]]. The levels came in two flavors, one type has the cart itself jump and the other has you jumping out of the cart.
** In ''VideoGame/DonkeyKong64'' you can also lean left and right during the minecart sections, and use this to choose between two paths where it splits on occasion. In the final ride, very hidden in the seventh world, you also have to hop between tracks with your minecart to dodge various obstacles, including the attacks of the [[MiniBoss Demon Resident]].
** ''VideoGame/DonkeyKongCountryReturns'' features even ''more'' minecart levels, with more than just broken tracks to deal with. Hazards include [[StalactiteSpite falling crystals]], crumbling platforms, and one miner mole actively tossing bombs onto your track to blow holes in it. You can at least tell the two varieties of carts apart: Minecarts loaded with blue crystal ore won't jump when you do, because DK rides ''on top'' of them rather than sitting down inside. One boss is even fought on a train of minecarts.
** ''VideoGame/DonkeyKongCountryTropicalFreeze'' has these yet again, this time using the TwoPointFiveD perspective to feature curving tracks and parallel rails that you have to jump back and forth between.
* Naturally, ''VideoGame/IndianaJonesGreatestAdventures'' had this as the penultimate level of the "Temple of Doom" portion of the game. It was, of course, NintendoHard -- making even one mistake would be a one-hit KO. There's also ''VideoGame/IndianaJonesAndTheInfernalMachine'' which featured a minecart sequence as an homage to said scene from ''Temple''.
** ''LEGOIndianaJones'' also has a mine cart level, obviously from TempleOfDoom. The famous scene in question was also recreated in the arcade game adaptation of the movie by Atari Games.
* ''Franchise/TombRaider 3''. In this case, the main objective is to get the minecart to go fast enough to jump gaps, but not so fast as to fly off the track and kill Lara. Lara can bash switches with a convenient wrench to change tracks.
* ''WesternAnimation/TazMania'' for Genesis.
* ''VideoGame/PacMan2TheNewAdventures'', where you have to shoot obstacles out of the way to clear the way for Pac-Man, and other than that can only speed up. You also have to shoot Pac-Man to get him to jump over obstacles.
* Appears as a minigame in ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]''.
* ''VideoGame/{{Grandia}}'' has a cutscene like this early in the game.
* The first ''Hebereke'' game, ''{{Ufouria}}'', a NES {{Metroidvania}}, has a mine area, which naturally has mine cart rides.
* The first 16-bit ''TheSmurfs'' videogame (by Infogrames) had a mine cart level late in the game (Act 11). While jumping was not possible, the hero had to crouch under obstacles and activate ''all'' switches under the penalty of reaching a dead-end.
* ''VideoGame/SuperPaperMario'' has some rather straightforward mine cart rides in the Cragnons stage.
* ''VideoGame/PaperMarioStickerStar'' has some considerably less straightforward ones, including a couple of segments that require paperization to complete--one of which it isn't immediately obvious that this is the case for until you've missed the jump a few times.
* ''VideoGame/SuperMarioRPG'' had one of these as a sort of minigame after completing one of the dungeons. In between sections of sidescrolling, some parts used Mode 7, and you had to hold left or right to make the correct turns. The only penalty for going off the rails was the loss of a bit of time as your car slid back onto the track. [[DoWellButNotPerfect Since there was a reward for beating the current record, it was advantageous to miss a few turns and jumps.]]
* The first two ''VideoGame/MarioParty'' games have a minecart racing minigame. You and your teammate must tap the A button to gather speed, and must lean the cart in the corners. If you go too fast or don't lean properly, you'll fall and lose the game.
* VideoGame/{{Minecraft}} has craftable minecarts and placeable tracks, both useful for transportation and for custom roller coasters.
* Underground Zone, the first zone of the Game Gear version of ''VideoGame/SonicTheHedgehog2'', had some mining cart segments. Because this was adapted from the Master System version by just making the player's window on the world smaller to fit the smaller screen, later parts of this level are incredibly frustrating.
** In a sort of inversion, the main villain of ''Tails' Skypatrol'' was a witch who rode around in a mining cart.
** ''VideoGame/SonicHeroes'' has mine cart-esque sections within [[BigBoosHaunt Mystic Mansion]].
** ''VideoGame/{{Sonic Rush|Series}} Adventure'' featured a stage with minecarts; the second act even switched the camera's perspective to behind-the-back 3D during one of them.
** ''[[DummiedOut Formerly]]'', Act 2 of Lost Labyrinth Zone in ''VideoGame/SonicTheHedgehog4'', after it received a poor reception. Although it still appears near the end, its [[{{Waggle}} motion]] controls were scrapped. The iPhone version of the game still has this feature, while the console versions retooled the stage into a BlackoutBasement.
* {{Kirby}} had his share of minecarts as well. ''The Great Cave Offensive'', one of the games packed into ''VideoGame/KirbySuperStar'' had one segment between each of the four major areas. These segments are rather relaxing, actually, as there's no need to dodge enemies; they all die when you run into them. Plus, hitting walls destroys the cart but leaves Kirby totally unharmed. It becomes a little more difficult in ''Kirby 64: The Crystal Shards'' where you have to jump over rocks and gaps in time.
* In ''LaMulana'', the boss fight against Ellmac, guardian of the Temple of the Sun, is set entirely in a minecart chase. Oh, and Ellmac happens to be a screen-filling frilled lizard who spits fireballs, a la Bowser.
* The Arcade game RailChase is entirely this, you are riding a minecart shooting enemies in your path.
* ''RocketKnightAdventures'' had one of these at the end of its second stage.
* In ''VideoGame/IWannaBeTheGuy'', you have to survive a minecart ride in order to reach The Guy's castle.
* Part of Stage 8 of ''The Subspace Emissary'' in ''VideoGame/SuperSmashBros Brawl'', which was influenced by ''VideoGame/DonkeyKongCountry''. An added bonus: In riding the carts, you often got to run over several GoddamnedBats in the process.
* ''CaptainComic 2'' has a mine cart level early on. The mechanic is reused with some additions later in the game with a sledding section.
* ''VideoGame/ResidentEvil4'' has one of these. Unlike most examples, jumping off the cart, [[CaptainObvious or with it, for that matter]], isn't exactly an option [[spoiler:until the end of the ride]].
* The freeware game ''VideoGame/WithinADeepForest'' [[UnexpectedGameplayChange suddenly]] had one of these very briefly in Markstone Ridgemine. Getting back was easier.
* The Trolley in ''{{Tomba}} 2'' is this trope as ThatOneSidequest.
* Referenced in ''Tony Hawk's Pro Skater 3'', of all places. In a secret area in the Canada level, there's a minecart rail that can be grinded on, causing the player to smack into a minecart which zooms off down the track. Grinding the rail to the end scores a bonus called "Obligatory Video Game Minecart Sequence". This only applies to the PlayStation 2 versión, however.
* ''FinalFantasyVI'' features both the vanilla mine cart ride, as well as two other water-related segments (a [[GetOnTheBoat raft ride]] and an [[WaterIsAir ocean crossing]]) that function similarly in terms of mostly forced travel.
* Non-video game example: ''Big Thunder Mountain Railroad'' at DisneyThemeParks is the rollercoaster example of this, taking the rider through an exploding mine at one point.
** Six Flags: Over Georgia has the Mine Train. I haven't ridden it in ages.
** Six Flags: Wild Waves / Enchanted Village also has/had one of these.
** The long-gone "Flight To Mars" at the Seattle Center.
* ''VideoGame/MarioKart Wii'' features the Wario's Gold Mine track, apparently takes place on one of the roads that mine carts use, though you drive your normal vehicles and instead dodge mine carts in some sections. ...[[{{Pun}} mine kart]], anyone?
** You can do something like this in ''Videogame/CrashTeamRacing'' on the mining level if you have the invincibility mask on.
* ''Videogame/CrashBandicootTheWrathOfCortex'' had several, most notably "Compactor Reactor," which had a mine cart segment lead into the main level (as well as the Gauntlet of the level)
* There's a level portion in ''VideoGame/TimeSplitters: Future Perfect'' like this. Only with Headsprouters who like to grab at you from the ceiling instead of gaps in the track. You end up being hurled out of the cart anyway when the plot demands it.
* ''VideoGame/GoldenSun'' has you solving several puzzles to traverse the [[UndergroundLevel Altin Mines]] by mine carts.
** [[VideoGame/GoldenSunDarkDawn Dark Dawn]] has them as a stock puzzle element. That is, you'll encounter minecarts way more often than you'd like to.
* ''VideoGame/{{Quackshot}}'' features minecarting sections as part of the pyramid and the Ducky Gang Hideout. Not really surprising, considering the game's premise is basically "DonaldDuck [[XMeetsY as Indiana Jones]]".
* Cyclops's levels had long mine-carting sections in ''{{Spider-Man}}[=/=]Franchise/{{X-Men}}: Arcade's Revenge''.
* The Legendary Starfy.
* BraveFencerMusashi had an incredibly tough, speedy MinecartMadness scene. Many players have died many times while going through it.
* Two words:Dark. Savior. Your character, the mine cart, and -everything- are rendered into bad polygonal models(the game usually used sprites for the characters), and the jumps are frequently hard to see due to the camera(which also constantly gets blocked by the scenery) and there are no checkpoints. It's ThatOneLevel.
* Appropriately enough, the ''VideoGame/HarryPotter'' games have levels like this whenever you go to Gringotts - dodging collapsed pit props and trying to catch coins. It's an even worse setup for a bank than the book version, at least they kept the money in vaults...
* GunstarHeroes has the level and boss fight against Green, the entirety of which is spent in a seizure-inducingly fast cart. Most of it is horizontal scrolling, with some vertical sections in the boss fight, and double-jumping reverses the gravity for your cart.
* ''VideoGame/AdventureQuestWorlds'' has this as part of the Dwarfhold setting.
* The Kooky Kraken in ''[[BackyardSports Backyard Skateboarding]]''.
* Armored Armadillo's stage in ''VideoGame/MegaManX1'' has several brief minecart moments.
* ''VideoGame/BanjoTooie'' has Glitter Gulch Mine, where at you must race a character in a mine cart twice.
* ''VideoGame/ChipNDaleRescueRangers 2'' had a western-themed level which included riding on several mine carts.
* ''BrutalLegend'' has a twisting mine cart track through the Dry Ice Mines area. The mine carts don't move, but you can drive the Druid Plow down the tracks if you please (Indeed, one of the Race missions has you doing exactly that.)
* "On the Rails" in ''VideoGame/HalfLife1'' has an electric cart that crashes off the tracks at the end if you jam the throttle forward. The finale of Ravenholm in ''VideoGame/HalfLife2'' has a mine cart with spinning blades on it that you can use to decapitate all the zombies nearby.
** As well as in ''Half-Life 2: Episode Two'' when exploring the abandoned mine with the Vortigaunt, where you fall down a hole and land in a big mine cart that goes careening out of control down a sloped track, smashing through wooden structures and slaughtering zombies in its wake before finally sending you down a deep pit and landing in a pool of water. There's no racing, shooting, or dodging involved ([[VideoGameSetPiece or at least not any required]]), but it is [[CrowningMomentOfAwesome incredibly awesome.]]
* ''VideoGame/{{Battletoads}}'' has such a level. It kills players systematically.
* "Enemy Mine"(No, not ''that'' EnemyMine) in ''MedalOfHonor: Frontline'' is an UnexpectedShmupLevel on a minecart, as well as an homage to ''IndianaJonesAndTheTempleOfDoom''.
* ''VideoGame/TheLionKing'' game's Can't Wait To Be King level is just like this, except replace "mine cart" with "ostrich". After Simba goes through the hordes of monkey-flipping and giraffe-hopping, Simba must ride an ostrich and can only either make himself and the bird duck, have the bird jump, or jump as well. Many a gamer who played this game will remember this well because [[DifficultySpike this is probably as far as most of us will ever get in the game without skipping levels]].
* In ''VideoGame/{{Pitfall}}: The Mayan Adventure'' there was a level like this. [[NintendoHard It wasn't very kind on you if you made any kind of mistake]].
* ''VideoGame/TheLegendOfZeldaTheMinishCap'' used this, as can be seen in the page image. It was also used in ''VideoGame/TheLegendOfZeldaOracleGames'', as well as in ''VideoGame/TheLegendOfZeldaSpiritTracks'' (in the Fire Temple) and ''VideoGame/TheLegendOfZeldaSkywardSword''.
* Final level of world 1 in ''{{Gish}}'' features one of these. Although you don't have to take the mine cart if you don't have to.
* You'll be riding in one in ''VideoGame/{{Alundra 2}}'', after the second proper boss battle.
* ''VideoGame/DragonQuestV'' has a cave with obstacles that require a mine cart to make jumps and require the right tracks to switch.
* Seen in a ''ComicBook/LuckyLuke'' game, ''Desperado Train'' for the GameBoyColor. Despite being NintendoHard (aptly enough), may be the BestLevelEver once you get used to it. [[spoiler: If you wanna give it a try, the password is Gun, Gun, Sheriff Star, Horseshoe.]] Also present in the PS1 ''Lucky Luke'' game.
* The 1999 trailer for ''VideoGame/DukeNukemForever'' revealed that the game was [[DevelopmentHell supposed]] to include some of these.
* ''SoldierOfFortune'' has a short mine cart sequence in Sudan.
* ''Bagman'' aka ''Gilligan's Gold''.
* The thought lost game ''VideoGame/BioForceApe'', when recovered, was discovered to have a strange one: the second level is set in mines, and you can jump into a minecart...but it just scrolls automatically, you can't die and it seems to be one of many elements solely put in to demonstrate how great their programming was.
* ''VideoGame/{{MOTHER 3}}'' was planned to have one back in its [[{{Vaporware}} Nintendo 64 incarnation]]; indeed, that particular sequence was pretty much all over the gaming news of the day. When it finally emerged on GameBoyAdvance, no such sequence existed.
* The entirety of the rail shooter arcade games called ''RailChase''.
* ''VideoGame/NewSuperMarioBrosWii'' has a stage in World 8 where you ride atop skeletal snake-dragon platforms that act like real-world roller coasters; they slow as they go up the track and speed up as they go down, and there are a lot of gaps, dips into molten lava and jumps over lava fountains. It's a pretty hard stage, and the snake-platforms screeching like demons every now and then doesn't help.
* ''GearsOfWar'' has a scene where you split up with player 2 and ride a mine kart. You use a [[GatlingGood gatling gun]] attached to the kart to shoot down locusts, and sometimes ride alongside player 2.
* ''ShadowComplex'' has a mine area with a cart. You use it to gain momentum in order to reach the other side of a pit. There's also a secondary mine cart area right near the bottom of the map, acting as a shortcut, but you'll have the friction dampener by then, making it more useful to just run at insane speed down the corridor.
* ''RedDeadRedemption'' has one mission where you escort a minecart that's carrying a [[GatlingGood gatling gun]] through a mine. Once you reach outside, a short ride on the cart awaits.
* One of the minigames in the Rugged Mountain area of the [[VideoGame/PokemonBlackAndWhite Pokémon Dream World]] has you guiding a Sableye along a mine cart track to collect gems.
* ''VideoGame/YoshisStory'' actually did this with Chinese dragon heads.
* Some of the levels of ''VideoGame/SuperMario3DLand'' feature large green monorails that are operated by having the player step on two large arrows facing either end of the monorail, causing it to go in the direction the arrow points. If the monorail moves over a geyser or a lava eruption it will bounce up and land on a higher track. Also, the final level of the game had you go through [[BigBad Bowser's]] castle on a skeletonized version of these.
* Even ''Videogame/{{Bomberman}}'' includes this in a few stages of later installments. However, these mine carts are usually powerful enough to crush anything in the way, while keeping the guy riding that safe... at least if the track has an end.
* ''Videogame/FinalFantasyAdventure'' has a dungeon the hero riding around on a mine cart, using his chain flail to activate the track switches in a precise sequence to get to where he needs to be.
* ''VideoGame/PacMan 2: The New Adventures'' features a level where the player must guide Pac-man through a mine, while ghosts try to sabotage his journey.
* ''VideoGame/WorldOfIllusion'' features this as a co-op level with Mickey Mouse and Donald Duck, where the two players must time their jumps to power the cart through the mine.
* You can create your own in ''VideoGame/DwarfFortress''. In its simplest form, mine carts are just a faster but more efficient way of hauling goods. However, with its complex physics, you have to take care of carts accelerating to very fast speeds, derailing and other kinds of [[DeadlyEuphemism fun]].
* ''VideoGame/{{Rusty}}'' has a BreatherLevel with a minecart ride over lava.
* The Creator/{{Konami}} ArcadeGame ''Labyrinth Runner'' had this in the "truck" ride to the castle entrance.
* ''VideoGame/{{Animaniacs}}'' has one minecart level where the primary danger is the pursuing Ralph. It ends with the minecart soaring into the air ... and passing [[ETTheExtraTerrestrial directly in front of the full moon]].
* Mine Catastrophe in ''[[VideoGame/{{Something}} Something Else]]''. Luigi has to use Minecarts to make it to the end of the level. According to a Message Box, Luigi is dumb enough to fall through the holes between planks.

[[foldercontrol]]

[[folder: Pinball ]]

* A {{Pinball}} example: ''[[Pinball/IndianaJonesThePinballAdventure Indiana Jones: The Pinball Adventure]]'' has the "Escape in the Mine Cart" VideoMode.
* The Mine Level in ''VideoGame/ThreeDUltraPinball'' uses minecarts to move the pinball between playfields.
-->'''Mission Control:''' "Ride the rails, cadet."
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