Follow TV Tropes

Following

History Main / CorridorCubbyholeRun

Go To

OR

Is there an issue? Send a MessageReason:
common obstacles


The most common hazards include giant laser beam in futuristic settings, giant flames, sometimes rising and falling liquid, and [[WatchForRollingObjects rolling boulders or other such objects]].

to:

The most common hazards include giant laser beam in futuristic settings, giant flames, sometimes {{fireballs}}, rising and falling liquid, and [[WatchForRollingObjects rolling boulders or other such objects]].
Is there an issue? Send a MessageReason:
most common hazards

Added DiffLines:

The most common hazards include giant laser beam in futuristic settings, giant flames, sometimes rising and falling liquid, and [[WatchForRollingObjects rolling boulders or other such objects]].
Is there an issue? Send a MessageReason:
None


* The UsefulNotes/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.

to:

* The UsefulNotes/SuperNintendo 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.



* ''VideoGame/CastleOfIllusion'' on the UsefulNotes/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.

to:

* ''VideoGame/CastleOfIllusion'' on the UsefulNotes/SegaGenesis 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.
Is there an issue? Send a MessageReason:
None


See also ConvenientCranny and ByWallThatIsHoley.

to:

See also ConvenientCranny and ByWallThatIsHoley. Not to be confused with ScoobyDoobyDoors.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Bug}}'' has a segment where the titular character has to avoid slowly-growing snowballs rolling down a snow-covered hill.

to:

* ''VideoGame/{{Bug}}'' ''VideoGame/{{Bug|1995}}'' has a segment where the titular character has to avoid slowly-growing snowballs rolling down a snow-covered hill.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/MarchenForestMylneAndTheForestGift'': On the second floor, the RandomlyGeneratedLevels may make one room be this, with the thing to dodge being giant spiked balls.
Is there an issue? Send a MessageReason:
None


%%
%% Image removed per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1313253189089504400
%% Subsequent thread did not produce an image: https://tvtropes.org/pmwiki/posts.php?discussion=16739975790.97487400
%% Please start a new thread if you'd like to suggest an image.
%%

to:

%%
%% %% Image selected via crowner in the Image Suggestion thread: https://tvtropes.org/pmwiki/posts.php?discussion=1452266899092104700
%% https://tvtropes.org/pmwiki/crowner.php?crowner_id=m4jkv8ej
%% Previous image
removed per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1313253189089504400
%% Subsequent Previous thread did not produce an image: https://tvtropes.org/pmwiki/posts.php?discussion=16739975790.97487400
%% Please start do not change or remove without starting a new thread if you'd like to suggest an image.
%%
thread.
[[quoteright:350:[[VideoGame/MediEvilResurrection https://static.tvtropes.org/pmwiki/pub/images/medievilrcemetery.png]]]]
Is there an issue? Send a MessageReason:
None


* ''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 get creative with Snooze Pack to get across.)

to:

* ''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 Pack]] to get across.)
Is there an issue? Send a MessageReason:
None


%%

to:

%%



%%

to:

%%
Is there an issue? Send a MessageReason:
None


* ''Hostages'' (a.k.a. ''Hostage: Rescue Mission''): The snipers of your team need to avoid the search lights 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.

to:

* ''Hostages'' (a.k.a. ''Hostage: Rescue Mission''): The snipers of your team need to avoid the search lights 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.



* ''[[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 superlaser's]] ''many'' tributary lasers.

to:

* ''[[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 superlaser's]] superlasers]] ''many'' tributary lasers.



* ''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 avoided by {{Wall Crawl}}ing around the platforms until most of the lasers have shifted enough to open the path forward.

to:

* ''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.



* 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) which can only be accessed by jumping from the bottom of the corridor.

to:

* 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) which that can only be accessed by jumping from the bottom of the corridor.



* 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.

to:

* 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 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.



* The UsefulNotes/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.

to:

* The UsefulNotes/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 hallway, the Power Ranger has to physically destroy the weapon as well, in order to progress.



** 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.

to:

** The corridors of Majestic-12 headquarters are patrolled by humans and security robots. At some points points, you can sneak through gratings in the floor or hide just out of sight of a guard at one end of his patrol.



** ''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 a SMG grenade.

to:

** ''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 a an SMG grenade.



* 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, a Hydra.

to:

* 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.



** ''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 landed 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.

to:

** ''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 landed 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.



* ''VideoGame/{{Bug}}'' has a segment where the titular character have to avoid slowly-growing snowballs rolling down a snow-covered hill.

to:

* ''VideoGame/{{Bug}}'' has a segment where the titular character have has to avoid slowly-growing snowballs rolling down a snow-covered hill.



* ''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 happened, 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.

to:

* ''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 happened, 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.



** 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 pulled up to safety.

to:

** 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 pulled pull up to safety.



* 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 which spawned said bull will be gone, and you can walk the streets free as a bird]].

to:

* 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 which that spawned said bull will be gone, and you can walk the streets free as a bird]].



** 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 a spaced a bit further apart than is normal in other platforming games.

to:

** 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 a spaced a bit further apart than is normal in other platforming games.



** ''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.

to:

** ''VideoGame/NewSuperMarioBros1'': There are giant screen filling 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.



* ''VideoGame/LittleKingsStory'' features an area were you must make one of these while dodging the boss's lethal beard.

to:

* ''VideoGame/LittleKingsStory'' features an area were where you must make one of these while dodging the boss's lethal beard.



*** ''VideoGame/DarkSoulsII'' has this in the Executioner's Chariot bossfight, 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.

to:

*** ''VideoGame/DarkSoulsII'' has this in the Executioner's Chariot bossfight, 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.



* ''VideoGame/GoldenSunTheLostAge'' springs a couple of of these on the player. In Jupiter and Mars Lighthouse, twisters are fired out from womens' mouths and there's a twisty path that intersects the twisters' line of travel.

to:

* ''VideoGame/GoldenSunTheLostAge'' springs a couple of of these on the player. In Jupiter and Mars Lighthouse, twisters are fired out from womens' women's mouths and there's a twisty path that intersects the twisters' line of travel.



* 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.

to:

* 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 on, you will have to use the asteroids for cover in order to survive.



* 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 of which increases the accelerator's firing rate.

to:

* 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.



* 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.]]]]

to:

* 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 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.]]]]



* ''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 was to find a hidden button on the wall.

to:

* ''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, 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 was is to find a hidden button on the wall.



* ''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 shutdown for over 20 years would have one still running.

to:

* ''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 shutdown shut down for over 20 years would have one still running.



* 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.

to:

* Creator/MatthewReilly's ''the ''The Six Sacred Stones'' contains a rare Shaft Cubbyhole Climb (a Corridor Cubbyhole Run, but vertical). It regularly drops giant boulders down the shaft, shaft and also has to be speedrun in both directions.



* A live action GameShow variant: ''Series/TakeshisCastle'' (and it's 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.

to:

* A live action live-action GameShow variant: ''Series/TakeshisCastle'' (and it's 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.



* 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 courses.

to:

* It's relatively simple for the DM to build a trap like this in ''TabletopGame/DungeonsAndDragons'' with the use of fire-spell based 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 courses.course.



--> 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.

to:

--> 63.-->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.



* 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!"

to:

* Played mostly straight in, oddly enough, an episode of the ''WesternAnimation/{{ThunderCats|1985}}''. A drugged Panthro has been dropped down a chasm to die, 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!"
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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.
Is there an issue? Send a MessageReason:
None


* Arguably, any cover-based shooter (especially {{Light Gun Game}}s) features a more organic version of this trope: the hazard is the enemies shooting at you. Especially ''VideoGame/CallOfDuty'', where enemies constantly respawn out-of-view until you reach the spawn point, forcing you to advance from cover to cover while picking them off.

to:

* Arguably, any cover-based shooter (especially {{Light Gun Game}}s) features a more organic version In many games of this trope: the hazard is the enemies shooting at you. Especially ''VideoGame/CallOfDuty'', where enemies constantly respawn out-of-view until you reach the spawn point, forcing you to advance from cover to cover while picking them off.



** In the original ''Videogame/HalfLife1'', the generator for the rocket test chamber is located in a cylindrical room with a deadly horizontal elevator thing 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 elevator thing.

to:

** In the original ''Videogame/HalfLife1'', the generator for the rocket test chamber is located in a cylindrical room with a deadly horizontal elevator thing 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 elevator thing.fan.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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.



* Lots of these in ''Franchise/TombRaider'' -- Usually swinging blades, SmashingHallwayTrapsOfDoom, poison darts, or [[SpikesOfDoom spikes that pop up from the floor]].

to:

* Lots of these in ''Franchise/TombRaider'' -- Usually usually swinging blades, SmashingHallwayTrapsOfDoom, poison darts, or [[SpikesOfDoom spikes that pop up from the floor]].



[[folder:First Person Shooters]]

to:

[[folder:First Person [[folder:First-Person Shooters]]



* 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 which spawned said bull will be gone, and you can walk the streets free as a bird]].

to:

* 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 [[spoiler:After you beat the level's boss, though, the dysfunction which spawned said bull will be gone, and you can walk the streets free as a bird]].



[[folder:Real Time Strategy]]

to:

[[folder:Real Time [[folder:Real-Time Strategy]]



[[folder:Shoot Em Up]]

to:

[[folder:Shoot Em 'Em Up]]



[[folder:Third Person Shooters]]

to:

[[folder:Third Person [[folder:Third-Person Shooters]]



* 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.]]]]

to:

* 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 [[spoiler:[[DungeonBypass Or those flying units could swoop in and kill the Silver Knight that tried to kill Pelle to win the battle.]]]]
Is there an issue? Send a MessageReason:
None


* The hallway before the FinalBoss in ''VideoGame/TeenageMutantNinjaTurtles'' NES 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.

to:

* The hallway before the FinalBoss in ''VideoGame/TeenageMutantNinjaTurtles'' NES ''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.

Added: 1686

Changed: 3405

Removed: 2025

Is there an issue? Send a MessageReason:
None





* ''[[VideoGame/BlasterMaster Blaster Master Zero]]'' 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]].

to:

* ''[[VideoGame/BlasterMaster Blaster Master Zero]]'' ''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]].



* The prelude to the Scorpion battle in the first ''Franchise/SpiderMan: TheMovie'' game. 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.
* ''Franchise/{{Star Wars|Legends}}: VideoGame/TheForceUnleashed'' 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 superlaser's]] ''many'' tributary lasers.

to:

* The prelude to the Scorpion battle in the first ''Franchise/SpiderMan: TheMovie'' game.''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.
* ''Franchise/{{Star Wars|Legends}}: VideoGame/TheForceUnleashed'' ''[[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 superlaser's]] ''many'' tributary lasers.



* ''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 avoided by {{Wall Crawl}}ing around the platforms until most of the lasers have shifted enough to open the path forward.



** In the very first proper dungeon in ''VideoGame/TheLegendOfZeldaALinkToThePast'', you have to navigate a corridor of dark boulders rolling down. Areas like these appeared throughout the series in various forms.

to:

** In the very first proper dungeon in ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''[[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.



* Lots of these in ''Franchise/TombRaider'' -- usually swinging blades, SmashingHallwayTrapsOfDoom, poison darts, or [[SpikesOfDoom spikes that pop up from the floor]].

to:

* Lots of these in ''Franchise/TombRaider'' -- usually Usually swinging blades, SmashingHallwayTrapsOfDoom, poison darts, or [[SpikesOfDoom spikes that pop up from the floor]].



* The second boss in ''VideoGame/ZackAndWiki'' has a BreathWeapon of the KillItWithIce variety, and the player must regularly take cover behind various ice mirrors to avoid getting frozen solid.

to:

* The second boss in ''VideoGame/ZackAndWiki'' ''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.



* The UsefulNotes/SuperNintendo game of the ''Series/MightyMorphinPowerRangers'' 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.

to:

* The UsefulNotes/SuperNintendo game of the ''Series/MightyMorphinPowerRangers'' ''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.



* In ''VideoGame/NinjaGaiden (Arcade)'''s second stage, Ryu has to dodge through several lanes of highway traffic.

to:

* In ''VideoGame/NinjaGaiden (Arcade)'''s ''VideoGame/NinjaGaidenArcade'''s second stage, Ryu has to dodge through several lanes of highway traffic.



* Arguably, any cover-based shooter (especially {{Light Gun Game}}s) features a more organic version of this trope: the hazard is the enemies shooting at you.
** Especially ''VideoGame/CallOfDuty'', where enemies constantly respawn out-of-view until you reach the spawn point, forcing you to advance from cover to cover while picking them off.

to:

* Arguably, any cover-based shooter (especially {{Light Gun Game}}s) features a more organic version of this trope: the hazard is the enemies shooting at you.
**
you. Especially ''VideoGame/CallOfDuty'', where enemies constantly respawn out-of-view until you reach the spawn point, forcing you to advance from cover to cover while picking them off.



* In ''VideoGame/DeusEx'':

to:

* In ''VideoGame/DeusEx'':



** In the original ''Videogame/HalfLife1'', the generator for the rocket test chamber is located in a cylindrical room with a deadly horizontal elevator thing 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 elevator thing.



** In the original ''Videogame/HalfLife1'', the generator for the rocket test chamber is located in a cylindrical room with a deadly horizontal elevator thing 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 elevator thing.



* 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, a Hydra...
* ''VideoGame/NoMoreHeroes'': 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.
* ''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.

to:

* 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, a Hydra...
Hydra.
* ''VideoGame/NoMoreHeroes'': ''VideoGame/NoMoreHeroes'':
** 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.
* ** ''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.



* East Labyrinth in ''[[VideoGame/DarkCastle Beyond Dark Castle]]''.

to:

%% Needs context * East Labyrinth in ''[[VideoGame/DarkCastle Beyond Dark Castle]]''.



* The Franchise/{{Kirby}} franchise:

to:

* The Franchise/{{Kirby}} ''Franchise/{{Kirby}}'' franchise:



** 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.



* The [[Manga/{{Strider}} NES version]] of ''VideoGame/{{Strider}}'' has you dodging {{Advancing|WallOfDoom}} [[SpikesOfDoom Spiked Walls of Doom]] in at least two levels.

to:

* The [[Manga/{{Strider}} NES version]] version of ''VideoGame/{{Strider}}'' has you dodging {{Advancing|WallOfDoom}} [[SpikesOfDoom Spiked Walls of Doom]] in at least two levels.



* ''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.
* ''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).
* ''VideoGame/GoldenSunTheLostAge'' springs a couple of of these on the player:
** In Jupiter Lighthouse, twisters are fired out from womens' mouths and there's a twisty path that intersects the twisters' line of travel.
** There's one at Mars Lighthouse.
* ''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.
* ''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.

to:

* ''Franchise/FinalFantasy'':
**
''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.
* ** ''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.
**
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).
* ''VideoGame/GoldenSunTheLostAge'' springs a couple of of these on the player:
**
player. In Jupiter and Mars Lighthouse, twisters are fired out from womens' mouths and there's a twisty path that intersects the twisters' line of travel.
** There's one at Mars Lighthouse.
* ''VideoGame/MassEffect3'' features one on Tuchanka. You're running toward a Reaper and must occasionally take cover from its lasers.
**
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.
* ''VideoGame/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar'': [=BlastMan.EXE's=] stage consists of said Navi periodically summoning telegraphed fire storms that [=Megaman.[=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.



* ''VideoGame/TalesOfLegendia'' has a couple.

to:

%% Needs context * ''VideoGame/TalesOfLegendia'' has a couple.



* 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.

to:

* The original ''{{VideoGame/Contra}}'' ''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.



* ''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/MetalGearSolid Metal Gear Solid 3]]''.

to:

* ''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/MetalGearSolid Metal Gear Solid 3]]''.''VideoGame/MetalGearSolid3SnakeEater''.



* 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.

to:

* 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.
**
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.



** Don't forget the [[spoiler:Licker hallway]]. Sadly the AI ''isn't'' smart enough this time round. Cue frustration.



* 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.



* The final mission in ''[[VideoGame/NintendoWars Advance Wars 2]]''. [[spoiler: you know those lasers you've been dealing with in earlier missions? Sturm has one that hopped up on steroids, fires 3 tiles wide, and deals quite a bit of damage. It doesn't help that the terrain isn't really conducive to avoiding it]].

to:

* The final mission in ''[[VideoGame/NintendoWars Advance Wars 2]]''. [[spoiler: you know those [[spoiler:Those lasers you've the team has been dealing with in earlier missions? Sturm has one that hopped up on steroids, fires 3 three tiles wide, and deals quite a bit of damage. It doesn't help that the terrain isn't really conducive to avoiding it]].



[[folder:Non-Video-Game Examples]]

[[AC:Anime and Manga]]
* ''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 was to find a hidden button on the wall.

[[AC:Films -- Live-Action]]

to:

[[folder:Non-Video-Game Examples]]

[[AC:Anime and
!!Non-Video-Game Examples

[[folder:Anime &
Manga]]
* ''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 was to find a hidden button on the wall.

[[AC:Films
wall.
[[/folder]]

[[folder:Films
-- Live-Action]]



* ''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 shutdown for over 20 years would have one still running, but...
* While fighting Darth Maul in ''Franchise/StarWars Episode I: Film/ThePhantomMenace'', Obi-Wan and Qui-Gon have to navigate a gauntlet of force fields that periodically turn on and off.

[[AC:{{Literature}}]]

to:

* ''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 shutdown for over 20 years would have one still running, but...
running.
* While fighting Darth Maul in ''Franchise/StarWars Episode I: Film/ThePhantomMenace'', ''[[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.

[[AC:{{Literature}}]]
off.
[[/folder]]

[[folder:Literature]]




[[AC:LiveActionTV]]

to:

\n[[AC:LiveActionTV]][[/folder]]

[[folder:Live-Action TV]]




[[AC:TabletopGames]]

to:

\n[[AC:TabletopGames]][[/folder]]

[[folder:Tabletop Games]]




[[AC:WebOriginal]]

to:

\n[[AC:WebOriginal]][[/folder]]

[[folder:Web Original]]




[[AC:WesternAnimation]]

to:

\n[[AC:WesternAnimation]][[/folder]]

[[folder:Western Animation]]




[[AC:RealLife]]
* 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.


Added DiffLines:


[[folder:Real Life]]
* 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.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''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.
Is there an issue? Send a MessageReason:
None


[[AC:{{Film}}]]

to:

[[AC:{{Film}}]][[AC:Films -- Live-Action]]

Added: 1163

Changed: 564

Is there an issue? Send a MessageReason:
None


* ''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.

to:

* ''VideoGame/MarioParty'':
**
''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.other.
** ''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 landed 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.
Willbyr MOD

Added: 118

Changed: 3

Removed: 68

Is there an issue? Send a MessageReason:
None


%%%



%%



%%%

to:

%%%
%%



%% Subsequent thread did not produce an image: https://tvtropes.org/pmwiki/posts.php?discussion=16739975790.97487400



%% Please keep this page's examples section alphabetized. Thanks.




to:

%%






Is there an issue? Send a MessageReason:
None


* ''VideoGame/MarioPartyIslandTour'': Banzai Bill's Mad Mountain. There are segments of the board that are each in the line of fire by a Banzai Bill; and if a character throws their dice and gets the side of a Bill, then the Banzai will fire away and knock off anyone in its trajectory.

to:

* ''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; 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.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.

Added: 1018

Changed: 864

Removed: 426

Is there an issue? Send a MessageReason:
Improper tense and indentation


** In the very first proper dungeon in ''VideoGame/TheLegendOfZeldaALinkToThePast'', you had to navigate a corridor of dark boulders rolling down. Areas like these appeared throughout the series in various forms.

to:

** In the very first proper dungeon in ''VideoGame/TheLegendOfZeldaALinkToThePast'', you had have to navigate a corridor of dark boulders rolling down. Areas like these appeared throughout the series in various forms.



* The first ''VideoGame/MediEvil'' had 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.

to:

* The first ''VideoGame/MediEvil'' had 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.



* ''[[VideoGame/{{Descent}} Descent 3]]'' had a sequence where you had to fly your Pyro-GL through [[SinisterSubway subway tunnels]] that periodically had 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.

to:

* ''[[VideoGame/{{Descent}} Descent 3]]'' had has a sequence where you had have to fly your Pyro-GL through [[SinisterSubway subway tunnels]] that periodically had 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.



[[folder:Party Games]]
* ''VideoGame/MarioPartyIslandTour'': Banzai Bill's Mad Mountain. There are segments of the board that are each in the line of fire by a Banzai Bill; and if a character throws their dice and gets the side of a Bill, then the Banzai will fire away and knock off anyone in its trajectory.
[[/folder]]



* ''VideoGame/{{Bug}}'' had a segment where the titular character had to avoid slowly-growing snowballs rolling down a snow-covered hill.
* ''VideoGame/CastleOfIllusion'' on the UsefulNotes/SegaGenesis had 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.
* ''VideoGame/CrashBandicoot1996'' had 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.

to:

* ''VideoGame/{{Bug}}'' had has a segment where the titular character had have to avoid slowly-growing snowballs rolling down a snow-covered hill.
* ''VideoGame/CastleOfIllusion'' on the UsefulNotes/SegaGenesis had 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.
* ''VideoGame/CrashBandicoot1996'' had 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.



* "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.

to:

* "Tidal Terror" in VideoGame/DonkeyKongCountryReturns: ''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.



* One case extremely similar to the Viewtiful Joe example above occurs in the Sweet Mountain level of ''VideoGame/SonicColors''. 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.

to:

* One case extremely similar to the Viewtiful Joe example above occurs in ''Franchise/SonicTheHedgehog'':
** ''VideoGame/SonicColors'': In
the Sweet Mountain level of ''VideoGame/SonicColors''. Gigantic 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.



** Some of the fortresses in ''VideoGame/NewSuperMarioBrosWii'' 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.
** ''VideoGame/SuperMarioBros3'' had some of this action in the very first fortress: a crushing ceiling that's slightly higher in a few places.
** ''VideoGame/SuperMarioWorld'' had similar spiked columns.
** ''VideoGame/NewSuperMarioBros'' had the same thing with the spiked pillars, and ''VideoGame/SuperMarioWorld'' did this as well, except you'd also have 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 would be chainsaws going along a line in the points between them.

to:

** Some of the fortresses in ''VideoGame/NewSuperMarioBrosWii'' 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.
** ''VideoGame/SuperMarioBros3'' had has some of this action in the very first fortress: a crushing ceiling that's slightly higher in a few places.
** ''VideoGame/SuperMarioWorld'' had similar spiked columns.
** ''VideoGame/NewSuperMarioBros'' had the same thing with the spiked pillars, and ''VideoGame/SuperMarioWorld'' did this as well, except you'd also have giant screen filling wooden logs smashing down with Mario having to duck in an indent
''VideoGame/SuperMarioWorld'': A part of Ludwig's Castle in the floor, 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 in the areas with the spiked pillars there would be chainsaws going along a line in the points between them.ceiling will go down again.



** ''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.
** ''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.



* In ''VideoGame/MarioKart Wii'', 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.

to:

* In ''VideoGame/MarioKart Wii'', there's ''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.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MegaManZero4'' had a stage where you entered a solar-powered WaveMotionGun through the barrel. Better hide when it fired...

to:

** ''VideoGame/MegaManZero4'' had a the Particle Beam stage where you entered a solar-powered WaveMotionGun through the barrel. Better hide when it fired...

Added: 451

Changed: 1736

Is there an issue? Send a MessageReason:
None


* 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.
* 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.
* ''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).
* The "combat" in ''VideoGame/LittleBigPlanet'''s ''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.
** Also in 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 pulled up to safety.

to:

* The Franchise/{{Kirby}} franchise:
**
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.
* ** 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.
* ** ''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).
* ''VideoGame/LittleBigPlanet'':
**
The "combat" in ''VideoGame/LittleBigPlanet'''s 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.
** Also in the 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 pulled up to safety.

Added: 1014

Changed: 2040

Is there an issue? Send a MessageReason:
None


* ''VideoGame/DarkSoulsII'' has this in the Executioner's Chariot bossfight, 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.
* ''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.
* ''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.

to:

* Creator/FromSoftware's games:
** The ''VideoGame/DarkSouls'' series:
***
''VideoGame/DarkSoulsII'' has this in the Executioner's Chariot bossfight, 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.
* *** ''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.
* ** ''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.


* ''VideoGame/{{Ufouria}}'' 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.

to:

* ''VideoGame/{{Ufouria}}'' ''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.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/CastlevaniaPortraitOfRuin'', there is an Egyptian themed level complete with large boulders rolling down a ramp. You avoid the boulders by reaching one of the high ceilinged alcoves and timing your jumps to hop over the bounders.

to:

* In ''VideoGame/CastlevaniaPortraitOfRuin'', there is an Egyptian themed level complete with the Sandy Grave has large boulders rolling down a ramp. You avoid the boulders by reaching one of the high ceilinged ceiling-ed alcoves and timing your jumps to hop over the bounders.

Added: 174

Changed: 322

Removed: 190

Is there an issue? Send a MessageReason:
Crosswicking.


* ''VideoGame/GoldenSunTheLostAge'' springs a couple of of these on the player in Jupiter Lighthouse, plus one in Mars Lighthouse.

to:

* ''VideoGame/GoldenSunTheLostAge'' springs a couple of of these on the player in player:
** In
Jupiter Lighthouse, plus twisters are fired out from womens' mouths and there's a twisty path that intersects the twisters' line of travel.
** There's
one in at Mars Lighthouse.



* One of the Pokémon Ranger games has an area where snow avalanches down the screen periodically, and you have to hide behind pillars of rock to wait out the snow, or you get sent back to the bottom.
** Another place in one of the games has lightning striking regularly on the way to Zapdos. If you're on the rocks, you're safe. If you're in the water surrounding the rocks, you're shocked.

to:

* One of ''VideoGame/PokemonRangerGuardianSigns'': Avalanches periodically occur on the Pokémon Ranger games has an area where snow avalanches down the screen periodically, slopes of Mount Sorbet and you have to hide take refuge from them behind pillars large rocks. You also have to cross large ponds of rock to wait out the snow, or you get sent back to the bottom.
** Another place
water in one of the games has Mount Layuda between periodic lightning striking regularly on the way to Zapdos. If you're on the rocks, you're safe. If you're in the water surrounding the rocks, you're shocked.strikes.
Is there an issue? Send a MessageReason:
None


** 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 probaby factors in as well, there.

to:

** 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 probaby probably factors in as well, there.

Top