Gusty Glade

A video game setting where the player's challenge is made more difficult by winds or air currents (visible or otherwise) that push the player around, interfering with their platforming skills. The winds may be localized to specific sections of the level, or may be stop and blow at intervals. Depending on the pattern, the player will have to time their actions with favorable winds and/or push forward to compensate for hostile winds.

The source of these mighty winds could be anything — an object in the level, a specific enemy, or just Mother Nature getting in on the Everything Trying to Kill You. Characters of a metallic or robotic nature can also blame magnets for similar trouble.

Get ready for extra challenge if the level has Ledge Bats.

May overlap with Bubbly Clouds, Levels Take Flight, or Death Mountain.

Compare Inconveniently Placed Conveyor Belt (the on-ground version), Roaring Rapids (the aquatic version).

Not to be confused with a powerful wind that halts the character's progress through a specific area entirely (that's just another kind of Broken Bridge).


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    Action Adventure 
  • Ōkami actually made this a player power, explained by Amaterasu gaining the powers of the Wind God. The ability is gained in the wind-themed second dungeon, Gale Shrine.
  • The Legend of Zelda has this all over the 3D games. Currents (especially circling ones) are a favorite in water levels, while giant fans often show up in wind temples.
    • True to its name, the Wind Temple in The Legend of Zelda: The Wind Waker has wind as a major theme, and thus there are several rooms with fans that continuously expel wind for Link to fly higher with his Deku Leaf.
    • The Forest Temple in The Legend of Zelda: Twilight Princess mixes this with The Lost Woods, as there are outdoor areas where wind blows and puts into work the eolic machinery (in the indoor areas, Link has to use the Gale Boomerang instead). Later in the game, Link visits the City in the Sky, which has lots of gusting winds and fans that help and/or hinder his progress.
    • The House of Gales and several similar mini-dungeons in The Legend of Zelda: A Link Between Worlds feature plenty of fans that blow Link in fixed directions and must be activated or shut off when needed. They also have many puzzles that require Link to use the Tornado Rod to go between floors.
  • The seventh chapter of Journey, the Mountain, is this trope. There is less wind when you're revived by the six White Robes and reach the summit then when you're under the snowstorm surrounding the mountain, and running is rare. It's difficult to get past certain parts of it without tombstones and tunnels.
  • Ninja Gaiden 2 (the NES version) had the second part of its second level as a high mountain with constantly shifting winds. It's probably the first real difficult level of the game.
  • The archery part of the Peasant's Quest on-line game is made more difficult by variable wind speeds.
  • In Flintstones - Surprise at Dinosaur Peak, there's a section in the kitchen level where you go down the drainpipe and fight against the currents.
  • Krazoa Palace in Star Fox Adventures is this trope mixed with Temple of Doom.

  • The Vent Physics in Glider PRO easily leads to this with the presence of invisible air currents that can push up, down, left or right. "Sky Links" is a first-class example. Glider 4.0 couldn't do quite as many things with vents and fans, but a glider in the same room with an open window would tremble violently.

  • The original Super Smash Bros. had the Dream Land stage. Melee had the Green Greens stage, along with a remade Dream Land from the first game. Brawl has a few areas on the outside of the Halberd whilst it is in the air.
  • Several of the Dynasty Warriors games add this element to the Yellow Turban Rebellion stage, as one of the enemy generals is supposedly a sorcerer with power over the winds. Depending on which game you play it's either push your way against the wind or choose the path with falling boulders and flank him.

    First Person Shooter 
  • Jedi Outcast's Cloud City levels live on this trope.
  • Heretic had some areas like this.
  • The fan shafts in Primagen's Lightship from Turok 2.
  • One level of Quake had tubes with wind currents, although no visible source of wind.

  • Donkey Kong Country 2 is the Trope Namer, and the series includes several levels of the type.
    • There's the Trope Namer Gusty Glade in DKC2, which combines wind with mildly difficult platforming. Most of the difficulty comes from adapting to the wind gimmick. Then there's Windy Well, which uses the wind to suspend or raise the player through the air. Finally, there's Animal Antics, where you have to fly through a maze of thorned brambles while winds push you from side to side.
    • As Donkey Kong Land 2 is largely based on Donkey Kong Country 2, it also features wind levels.
    • Donkey Kong Country 3 has a couple of levels with ocean current. In some sections, the player has to try to swim against the current, and in others, the player has to swim with the current and avoid being pushed into enemies.
  • The final level of Battletoads, "The Revolution", introduces an enemy type whose main attack is to blow the player character off the screen, forcing the player to cling to a metal pole until the enemy leaves.
  • Air Man's level does this. He does, too, actually.
    • Other examples: The rain in Toad Man's stage in Mega Man 4 has this effect. This obstacle is repeated in Tornado Man's level in Mega Man 9, and a section of the opening stage in Mega Man & Bass.
    • Parts of Cloud Man's stage in Mega Man 7, as well as the boss himself.
    • Pump Man's level in Mega Man 10 has underwater currents as well.
    • Launch Octopus' level in Mega Man X has two fights with Anglerges, which are submarines that either suck in or expel water to move Mega Man around. The second fight is made more difficult by having deadly spike pits.
    • The floating ruins level in Mega Man ZX also have one, with winds blowing against you to slow you down. There are also tornadoes that make you float.
  • Super Mario Bros.:
    • Super Mario Bros.: The Lost Levels does this in some overworld levels, often as a means of making the jump timings more difficult.
    • One level in World 2 of New Super Mario Bros. Wii has strong winds, but it blows coins, too.
    • Super Mario Galaxy 2 has winds in some levels, but they're there to help you by pushing your clouds along rather than impede you.
    • Gusty Garden Galaxy from the first Super Mario Galaxy game, where the wind is essential to fly between planets without a Launch Star.
    • The Game Mod A Super Mario Thing has the level "Currents".
    • Another Game Mod S Mario has the final castle, which has RANDOM wind physics. Yes, you get the joy of being pushed left and right with no indication at all in a level at Platform Hell difficulty. Fun!
  • The second challenge level in The Legendary Starfy does this with geysers.
  • Challenge level 2-5 in the Wii version of A Boy and His Blob gives you only the Parachute to work with, and has you navigate a series of narrow passages full of wind... which also happen to be full of floating mines.
  • Kirby games have lots of them and typically several can be found in every game.
  • The Chip 'n Dale Rescue Rangers NES game featured giant fans that blew you around in one particularly annoying level.
  • Played with in Sonic Adventure. Yes, Windy Valley is called that because it has strong winds. But they usually help you.
    • The Sonic series in general rather likes this trope. Anyone remember Wing Fortress Zone?
    • Sonic and the Secret Rings has hindering wind in Levitated Ruin; it is incredibly strong wind to not only rob Sonic of his speed, but pushes him backwards slowly even at maximum speed. Sonic needs to use alternate techniques to get by, such as the Homing Attack and the Speed Break.
    • Sky Canyon in Sonic Advance 2 has fans that pop up. Some will blow wind in Sonic's direction and pushes him more easily to top speed; others will blow wind against Sonic and will stop him in his tracks, preventing him from running further. However, Sonic can use it to accelerate to top speed without anything getting in his way, then turn around and zoom back at blistering velocity.
    • Sonic Generations has the Classic Sonic act of Crisis City, where the last 1/3 is platforming within a fiery tornado (don't touch the centre!) which pulls you towards it, with you fighting against the pull to reach the end.
  • Act 1 of Oil Desert Zone in Sonic the Hedgehog 4 Episode 2.
  • Donkey Kong '94, Area Six, which happens to take place on an airplane.
  • Sector 7 in Jumper Two had wind that blew at 4-second intervals.
  • In Purple, the player can encounter blowing winds in World 5.
  • Lost Winds and its sequel on WiiWare uses this as the entire game idea. You use winds to move around your character, throw rocks into doors to break them, kill enemies by lifting them into the air and slamming them back onto the ground...
  • Chateau du Vent in Something. The wind tries pushing Mario to the left, which makes moving to the right much more difficult, especially with obstacles in the way.
  • Anemone Beach in Crusader of Centy. Paying attention to the changing wind directions here is vital for assisting with jumps.


  • The Sol City in the first Boktai game.
  • The Death Peak Chrono Trigger is a windy place; the first challenge is you having to make your way to the top of the screen while the wind intensifies regularly, blowing you off the screen unless you're standing behind a tree when this happens; the second is a thin bridge you have to cross while being constantly pushed down by the winds.
  • In Terranigma, there's a boss in Eklemata whose first form takes shape of a yeti which constantly shifting wind in all directions while you avoid blocks of ice.
  • Pokémon
    • Mistralton Gym in Pokémon Black 2 and White 2. It's basically navigating a series of powerful fans that blow you all over the place. You progress by waiting for a lull in the gusting and then moving between barriers that block the wind.
    • The Kalos Badlands in Pokémon X and Y have winds that shift direction (or just dissipate entirely) at certain times of the day. Too bad for the player that the wild Pokémon, all of whom burrow around underground, aren't affected by the winds.
  • The spring breeze-themed level of Napple Tale, The Wild Wind.
  • Tales of Symphonia: Dawn of the New World has Asgard's minigame against reaching the Garuda. Emil needs to reach the Garuda, but a strong wind is constantly trying to blow Emil off the stoneplate he is on and the Garuda swinging its wings can lead to small tornados appearing and getting into his way, meaning Emil needs to avoid them, all while getting closer.

Alternative Title(s): Windy Level, Wind Level