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Not to be confused with the ''{{MythBusters}}'' "Elevator Of Doom" episode, or the {{Hellevator}}.

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Not to be confused with the ''{{MythBusters}}'' ''MythBusters'' "Elevator Of Doom" episode, or the {{Hellevator}}.



* One of the last rooms of ''{{I Wanna Be the Guy}}'' is like this, and it's quite long. And in typical I Wanna Be the Guy style, it'll make you want to hurl your controller out the window.

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* One of the last rooms of ''{{I Wanna Be the Guy}}'' ''VideoGame/IWannaBeTheGuy'' is like this, and it's quite long. And in typical I Wanna Be the Guy style, it'll make you want to hurl your controller out the window.
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* Variation at the beginning of ''HalfLife 2:Episode One''. Alyx and Gordon are on an elevator and debris is falling down. The goal isn't to dodge, as the debris will destroyed the elevator, and both will plummet to their deaths, but to grab the objects and throw them away from the elevator.

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* Variation at the beginning of ''HalfLife 2:Episode One''. Alyx and Gordon are on an elevator and debris is falling down. The goal isn't to dodge, as the debris will destroyed destroy the elevator, and both will plummet to their deaths, but to grab the objects and throw them away from the elevator.
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* The ''{{God of War}}'' games are fond of this, though there's no platforms to crush you. You just need to kill the enemies in time.

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* The ''{{God of War}}'' ''VideoGame/GodOfWar'' games are fond of this, though there's no platforms to crush you. You just need to kill the enemies in time.
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Moved example in from Advancing Wall Of Doom

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* The very last level of ''VideoGame/IWannaBeTheGuy'' has a Advancing Floor of Doom. It will crush you against spikes many many times over.
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* In the level "Defend This!" of the original ''{{Marathon}}'', there is a trash compactor-style LiftOfDoom room, where the only way out is through an invisible door. Another one appears in "No Artificial Colors". Sometimes the player is required to traverse these to access optional items, such as the gauntlet of Lifts of Doom (not the lift puzzle) in "Colony Ship for Sale", and the "wave" in "Cool Fusion".

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* In the level "Defend This!" of the original ''{{Marathon}}'', ''VideoGame/{{Marathon}}'', there is a trash compactor-style LiftOfDoom room, where the only way out is through an invisible door. Another one appears in "No Artificial Colors". Sometimes the player is required to traverse these to access optional items, such as the gauntlet of Lifts of Doom (not the lift puzzle) in "Colony Ship for Sale", and the "wave" in "Cool Fusion".
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* A section of Boomer Kuwanger's stage from ''MegaManX'' featured a rising elevator with these properties.

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* A section of Boomer Kuwanger's stage from ''MegaManX'' ''VideoGame/MegaManX'' featured a rising elevator with these properties.



** ''Game/MegaMan 3'': In Sparkman's stage, you have to jump between rising platforms over a BottomlessPit and under a SpikesOfDoom-lined ceiling.

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** ''Game/MegaMan 3'': ''VideoGame/MegaMan3'': In Sparkman's stage, you have to jump between rising platforms over a BottomlessPit and under a SpikesOfDoom-lined ceiling.



** ''MegamanZXAdvent'': the final level also had one. Though it didn't feature crushing platfoms - only a lot of enemies and spike-lined walls.

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** ''MegamanZXAdvent'': ''VideoGame/MegaManZXAdvent'': the final level also had one. Though it didn't feature crushing platfoms - only a lot of enemies and spike-lined walls.



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* One level in ''{{Castlevania}} IV'' has you running through a gauntlet of rising blocks of doom.

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* One level in ''{{Castlevania}} IV'' ''SuperCastlevaniaIV'' has you running through a gauntlet of rising blocks of doom.



* In ''{{Castlevania}} Chronicles'', the elevator ''isn't'' intangible to the obstacles - each one breaks a piece off, giving you less room to move.

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* In ''{{Castlevania}} Chronicles'', ''CastlevaniaChronicles'', the elevator ''isn't'' intangible to the obstacles - each one breaks a piece off, giving you less room to move.
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* Two of the elevators on the Golden Roar in ''{{Solatorobo}}'' are like this. Red [[LampshadeHanging lampshades it]].
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** And the [[EternalEngine Flying Battery Zone]] in ''SonicAndKnuckles'', after Robotnik destroys his ship with his own laser, part of the ship will start moving downwards. You can get crushed by the ceiling if this happens.
** And the [[ShiftingSandLand Sandopolis Zone]] in ''SonicAndKnuckles'', where there are rooms that fill with sand, possibly crushing Sonic against the ceiling.

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** And the [[EternalEngine Flying Battery Zone]] in ''SonicAndKnuckles'', ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'', after Robotnik destroys his ship with his own laser, part of the ship will start moving downwards. You can get crushed by the ceiling if this happens.
** And the [[ShiftingSandLand Sandopolis Zone]] in ''SonicAndKnuckles'', ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'', where there are rooms that fill with sand, possibly crushing Sonic against the ceiling.
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* ''CaveStory'' features two rather short lifts in the Labyrinth. You have to exploit the game's unique JumpPhysics just to get on the first lift without getting crushed.

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* ''CaveStory'' ''VideoGame/CaveStory'' features two rather short lifts in the Labyrinth. You have to exploit the game's unique JumpPhysics just to get on the first lift without getting crushed.

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* Variation at the beginning of ''HalfLife 2:Episode One''. Alex and Gordon are on an elevator and debris is falling down. The goal isn't to dodge, as the debris will destroyed the elevator, and both will plummet to their deaths, but to grab the objects and throw them away from the elevator.

to:

* Variation at the beginning of ''HalfLife 2:Episode One''. Alex Alyx and Gordon are on an elevator and debris is falling down. The goal isn't to dodge, as the debris will destroyed the elevator, and both will plummet to their deaths, but to grab the objects and throw them away from the elevator.


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*** On the other hand, you're standing on a structure obviously made of glass, Alyx draws your attention to extremely large falling objects, and you happen to have a souped-up gravity gun at your disposal... it doesn't really take a nuclear physicist to figure out what to do.
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* Kirby64TheCrystalShards featured this with a room continually filling with sand until the exit at the top was reachable.

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* Kirby64TheCrystalShards VideoGame/Kirby64TheCrystalShards featured this with a room continually filling with sand until the exit at the top was reachable.
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Word Cruft removal


** I'm surprised no one has added the final act of chaos angel in [[SonicAdvanceTrilogy Sonic Advance 3]].

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** I'm surprised no one has added the The final act of chaos angel Chaos Angel Zone in [[SonicAdvanceTrilogy Sonic Advance 3]].
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** Also: the Power Plant in ''SonicHeroes''.

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** Also: the Power Plant in ''SonicHeroes''.''VideoGame/SonicHeroes''.

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** However, you aren't actually [[GuideDangIt told that you're supposed to do this]]. [[{{OODavo}} This troper]] assumed the lift was supposed to be destroyed. Y'know, as a [[RuleOfDrama dramatic event]]. When it reloaded the same section, the troper was mightily confused.
*** This troper thought it was fairly clear, but hated that sequence it anyway - aiming accurately at something directly overhead is a ''lot'' harder than it looks.

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** However, you aren't actually [[GuideDangIt told that you're supposed to do this]]. [[{{OODavo}} This troper]] assumed the lift was supposed to be destroyed. Y'know, as a [[RuleOfDrama dramatic event]]. When it reloaded the same section, the troper was mightily confused.\n*** This troper thought it was fairly clear, but hated that sequence it anyway - aiming accurately at something directly overhead is a ''lot'' harder than it looks.
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Moving to appropriate namespace.


* One or two stages from ''SuperMarioBros3'' had this sort of feature, but you didn't die from being caught between the lift and the platform (unless it was spiked). Instead, the ''lift'' died, leaving you to gravity's mercy.

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* One or two stages from ''SuperMarioBros3'' ''VideoGame/SuperMarioBros3'' had this sort of feature, but you didn't die from being caught between the lift and the platform (unless it was spiked). Instead, the ''lift'' died, leaving you to gravity's mercy.
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-->"[[{{Raocow}} I guess this is the obligatory Japanese 'let's have an elevator' stage, because those are so MUCH FUN! Look at that! I'm riding an elevator, guys!]]"
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** ''NewSuperMarioBros'' and ''NewSuperMarioBrosWii'' both have this kind of level with a rising elevator, deadly obstacles and platforms, and the addition of giant metal spiked balls rolling around and killing pretty much everything in their path.

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** ''NewSuperMarioBros'' ''VideoGame/NewSuperMarioBros'' and ''NewSuperMarioBrosWii'' ''VideoGame/NewSuperMarioBrosWii'' both have this kind of level with a rising elevator, deadly obstacles and platforms, and the addition of giant metal spiked balls rolling around and killing pretty much everything in their path.
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None


* ''SuperMarioWorld'' contained a very unique instance of this trope: A late-game level required you to walk through an oscillating hallway formed by a LiftOfDoom and a corresponding ceiling. If at any point you ran to the wrong place, you would instantly get crushed by the maze-like cave structure this stage took place in.

to:

* ''SuperMarioWorld'' ''VideoGame/SuperMarioWorld'' contained a very unique instance of this trope: A late-game level required you to walk through an oscillating hallway formed by a LiftOfDoom and a corresponding ceiling. If at any point you ran to the wrong place, you would instantly get crushed by the maze-like cave structure this stage took place in.
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None

Added DiffLines:

* Kirby64TheCrystalShards featured this with a room continually filling with sand until the exit at the top was reachable.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Tiny Toon Adventures: Buster's Hidden Treasure for the Genesis has 2 of these, the first is in the Ice Caves, where Buster must ride to the top, avoiding enemies until he reaches the top, where he must jump out quickly, or be flattened. The 2nd is in the Lava Cave, where lava rises up and Buster must jump onto platforms to get away before the lava touches him.
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None

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** I'm surprised no one has added the final act of chaos angel in [[SonicAdvanceTrilogy Sonic Advance 3]].
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None


** Played with and inverted in the original ''Game/SuperMarioBros''. If you go down the wrong pipe in world 5, you will be sent to an underwater section, complete with Sushi of DEATH. One lift goes up and can trap you there as time runs out (or the fish, which [[MookMaker are apparently infinite]], take your hit points). The other one goes ''down'', straight into the abyss. You know why the underwater soundtrack is all violins? Because the programmers pity poor Mario.

to:

** Played with and inverted in the original ''Game/SuperMarioBros''.''VideoGame/SuperMarioBros''. If you go down the wrong pipe in world 5, you will be sent to an underwater section, complete with Sushi of DEATH. One lift goes up and can trap you there as time runs out (or the fish, which [[MookMaker are apparently infinite]], take your hit points). The other one goes ''down'', straight into the abyss. You know why the underwater soundtrack is all violins? Because the programmers pity poor Mario.

Added: 143

Changed: 1

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None


* ''Game/MegaMan 3'': In Sparkman's stage, you have to jump between rising platforms over a BottomlessPit and under a SpikesOfDoom-lined ceiling.

to:

* ** ''Game/MegaMan 3'': In Sparkman's stage, you have to jump between rising platforms over a BottomlessPit and under a SpikesOfDoom-lined ceiling.


Added DiffLines:

** ''MegamanZXAdvent'': the final level also had one. Though it didn't feature crushing platfoms - only a lot of enemies and spike-lined walls.
Is there an issue? Send a MessageReason:
None


Not to be confused with the ''{{MythBusters}}'' "Elevator Of Doom" episode.

to:

Not to be confused with the ''{{MythBusters}}'' "Elevator Of Doom" episode.episode, or the {{Hellevator}}.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** And the [[EternalEngine Flying Battery Zone]] in ''SonicAndKnuckles'', after Robotnik destroys his ship with his own laser, part of the ship will start moving downwards. You can get crushed by the ceiling if this happens.
Is there an issue? Send a MessageReason:
None


* A section of Boomer Kuwanger's stage from ''MegaMan X'' featured a rising elevator with these properties.
** In ''MegaManX 4'', the second area of Split Mushroom's stage includes another instance.

to:

* A section of Boomer Kuwanger's stage from ''MegaMan X'' ''MegaManX'' featured a rising elevator with these properties.
** In ''MegaManX 4'', ''X4'', the second area of Split Mushroom's stage includes another instance.



** And ''MegaManX 8'' has the SpaceElevator level that consists entirely of this.
** ''MegaMan 3'': In Sparkman's stage, you have to jump between rising platforms over a BottomlessPit and under a SpikesOfDoom-lined ceiling.
** ''MegaMan 5'': Gyroman's stage, and the 3rd stage of Protoman's fortress.
* ''[[SuperMarioBros Super Mario World]]'' contained a very unique instance of this trope: A late-game level required you to walk through an oscillating hallway formed by a LiftOfDoom and a corresponding ceiling. If at any point you ran to the wrong place, you would instantly get crushed by the maze-like cave structure this stage took place in.
* One or two stages from ''SuperMario Bros. 3'' had this sort of feature, but you didn't die from being caught between the lift and the platform (unless it was spiked). Instead, the ''lift'' died, leaving you to gravity's mercy.
** NewSuperMarioBros and NewSuperMarioBrosWii both have this kind of level with a rising elevator, deadly obstacles and platforms, and the addition of giant metal spiked balls rolling around and killing pretty much everything in their path.
** Played with and inverted in the original ''SuperMarioBros''. If you go down the wrong pipe in world 5, you will be sent to an underwater section, complete with Sushi of DEATH. One lift goes up and can trap you there as time runs out (or the fish, which [[MookMaker are apparently infinite]], take your hit points). The other one goes ''down'', straight into the abyss. You know why the underwater soundtrack is all violins? Because the programmers pity poor Mario.

to:

** And ''MegaManX 8'' ''X8'' has the SpaceElevator level that consists entirely of this.
** ''MegaMan * ''Game/MegaMan 3'': In Sparkman's stage, you have to jump between rising platforms over a BottomlessPit and under a SpikesOfDoom-lined ceiling.
** ''MegaMan 5'': ''5'': Gyroman's stage, and the 3rd stage of Protoman's fortress.
* ''[[SuperMarioBros Super Mario World]]'' ''SuperMarioWorld'' contained a very unique instance of this trope: A late-game level required you to walk through an oscillating hallway formed by a LiftOfDoom and a corresponding ceiling. If at any point you ran to the wrong place, you would instantly get crushed by the maze-like cave structure this stage took place in.
* One or two stages from ''SuperMario Bros. 3'' ''SuperMarioBros3'' had this sort of feature, but you didn't die from being caught between the lift and the platform (unless it was spiked). Instead, the ''lift'' died, leaving you to gravity's mercy.
** NewSuperMarioBros ''NewSuperMarioBros'' and NewSuperMarioBrosWii ''NewSuperMarioBrosWii'' both have this kind of level with a rising elevator, deadly obstacles and platforms, and the addition of giant metal spiked balls rolling around and killing pretty much everything in their path.
** Played with and inverted in the original ''SuperMarioBros''.''Game/SuperMarioBros''. If you go down the wrong pipe in world 5, you will be sent to an underwater section, complete with Sushi of DEATH. One lift goes up and can trap you there as time runs out (or the fish, which [[MookMaker are apparently infinite]], take your hit points). The other one goes ''down'', straight into the abyss. You know why the underwater soundtrack is all violins? Because the programmers pity poor Mario.



*** Also: the Power Plant in ''SonicHeroes''.

to:

*** ** Also: the Power Plant in ''SonicHeroes''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Played with and inverted in the original ''SuperMarioBros''. If you go down the wrong pipe in world 5, you will be sent to an underwater section, complete with Sushi of DEATH. One lift goes up and can trap you there as time runs out (or the fish, which [[MookMaker are apparently infinite]], take your hit points). The other one goes ''down'', straight into the abyss. You know why the underwater soundtrack is all violins? Because the programmers pity poor Mario.
Is there an issue? Send a MessageReason:
None


** ''MegaMan 3'': Sparkman's stage, a ScrappyLevel where you have to jump between rising platforms under a SpikesOfDoom-lined ceiling.

to:

** ''MegaMan 3'': In Sparkman's stage, a ScrappyLevel where you have to jump between rising platforms over a BottomlessPit and under a SpikesOfDoom-lined ceiling.
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** Another "room" has ''three'' elevators, whose shafts are partially blocked with SpikesOfDoom.

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** Another "room" has ''three'' ''four'' elevators, whose shafts are partially blocked with SpikesOfDoom.

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