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Don't be so shocked at the sight of these things.
Clockwise from top left:
In Real Life, exposed electric hazards are not that frequent. Fences may be electrified to keep animals or prisoners in but that's usually it, aside from hazards when something malfunctions during a storm or for other reasons.

In video games, electric hazards are much more common, whether they're designed as a Death Trap or are just an accidental hazard. They usually come in two varieties:

Electrified bolt emitters: The most common variation. They come in a few forms but most common are surface-mounted nodes that shoot out electricity, usually horizontally or vertically. Often these come in pairs with the electric arc created between them. Some surface-mounted nodes can even move along the surface.

Electrified surfaces: Surfaces that get you electrified. Whether it's electrified floors, walls, ceilings or water. Unlike in real life where electrified surfaces look almost identical to non-electrified ones, electrification in video games makes every surface sizzle, glow or sparkle.

Less common cases involve electric sparks that travel along predetermined paths and sometimes broken electrical boxes. Of course, sparks that travel along wires at speeds that slow is not something seen in real life.

In any case (maybe except for traveling sparks), sometimes the electricity is permanent, sometimes it periodically switches on and off, making the player time their jumps and other movement. Sometimes these hazards can be switched on and off manually.

Such obstacles are most frequently encountered in Eternal Engine, especially the power plant variety. They also show up frequently in future-themed levels.

This trope started becoming popular during third console generation when platformers became much more common. It has remained rather frequent hazard in platformer games ever since. Sometimes it can be found outside platformers as well, such as in first-person shooters.

See also:

  1. Death Course, when it's part of a (more-or-less) linear series of deadly traps.
  2. Deadly Training Area, when it's used as part of a Training from Hell regimen.
  3. High-Voltage Death
  4. Lightning Gun where electricity is shot out from a wielded gun.
  5. Sentry Gun, in case whatever is shooting electricity actively seeks to destroy the player rather than being passive
  6. Shock and Awe where electricity is actively used as a weapon.
  7. X-Ray Sparks, which can occur when the character is conspicuously electrified by the obstacle.

Note: This trope is not about enemies that use electricity. It's about obstacles and hazards that are electric.


Examples:

  • 30XX:
    • Deepverse features electric beam hazards. Some are constant, while some are created by moving emitters that disappear once they reach the destination.
    • In Dustria, there are platforms moving on rails. Some of the rail section are electrified. While platforms move along these sections, they get electrified and hurt the player.
  • ActRaiser: In Bloodpool Act 2, there are pairs of blue sticks that shoot out lightning between them at regular intervals.
  • Alex Kidd: The Lost Stars: At the end of the second level, there are zigzagged electric bolts coming out of nowhere, turning on and off.
  • Code C.H.I.M.P level in Ape Escape 2 has electric nodes that shoot out electricity between them. They're between Floating Platforms and on conveyor belts. Moon Base level has a section with metallic ball pairs that shoot out electricity.
  • Balloon Fight: In Balloon Trip mode, floating electric sparks act as the main obstacle. The first set of sparks are static, most of the latter ones move up and down and a few also move diagonally.
  • Batman (Sunsoft) games have a few conspicuous electric hazards.
    • Stage 2 of Batman has thick electrified cables going around the place that damage Batman on contact.
    • Stage 2 of Batman: Return Of The Joker has nodes with electric current going through them.
  • Battleblock Theater: There are electric blocks that emit very thick lightning, electrocuting players upon hitting them.
  • Battletoads
    • In the second part of Volkmire's Inferno, the player, among other things, has to dodge electric beam with a gap in-between. Some beams close in and a few others open up.
    • Intruder Extruder level has floor gaps with electric current going through them so the player needs to wait for an opening.
  • Area 12 in the first Bionic Commando game has 2 electric rooms where sparks travel along the floor.
  • BIOTA has both the sparking electrified surfaces and node pairs with electricity running through it. The latter that first acts as a solid, but damaging barrier that can be turned off by flipping certain switches. Then later they act as an obstacle that switch on and off every few seconds.
  • Blender Bros: Cosmo Heaven has big electric rods that move back and forth.
  • Blinx: Forge Of Horrors has an electricity emitter that shoots electricity between different electrodes.
  • B.O.B. (1993): One of the more common obstacles is an orange electricity that runs between two nodes.
  • Pairs of red spheres appear in Captain Dynamo as an obstacle. Yellow electricity periodically runs between them.
  • Bzzzt: Electric beam emitters show up very early in the game. Some are permanent while others are timing-based.
  • Castlevania: Circle of the Moon: The second room of the main Machine Tower ascending has electrified bolt emitters outside the save room.
  • Chapter 9 level of Celeste contains numerous glowing electric fields that are deadly on touch. In some rooms, they can be deactivated by destroying an electric box in the room, if there is one.
  • Chip 'n Dale: Rescue Rangers on the NES
    • In the first game, uninsulated wires have sparks going back and forth.
    • In the second game, there are a few electrified floors in the final stage of the game.
  • Contra:
    • In the base levels of the first game, in every room, there is an electric barrier that zaps the players, briefly stunning them. Destroying all the cores will turn the barrier off.
    • Contra Rebirth: In stage 4, blue electrified spheres move along some of the handholds.
  • Corn Kidz 64 has metal spheres that act as a timing-based obstacle, shooting pink electricity between them.
  • In the reactor level of Cyber Shadow, there are both metal floors and water that get periodically electrified, and nodes that release their electric charge periodically as well. The game has in-universe justification of an electric spark emitted from deeper within walls activating these obstacles once it reaches them. Later levels introduce blue permanently electrified surfaces.
  • Dead Cells: In Astrolab, one of the obstacles are pairs of metal balls with electric current running between them.
  • In Deep Rock Galactic, maps set in the Crystalline Caverns biome may feature groups of glowing crystals that occasionally arc electricity between them. Touching a crystal or getting caught in a line of lightning can kill you dangerously quickly, but they're just as hazardous to the Glyphid swarms trying to eat you, so with clever positioning you can use the terrain hazard to your advantage.
  • Deus Ex: Human Revolution features electrified water that damages the player on touch.
  • Dishonored: Death of the Outsider: An electrified floor acts as a deadly stage hazard that needs to be avoided. There are ways to turn this hazard off.
  • Donkey Kong Country Returns has Handy Hazards level with electric hazard in form of node pairs with blue electricity running between them.
  • Doom Eternal: One of the arenas in Exultia has a glowing blue electrified floor. More electrified floors appear in Cultist Base. In addition, many wall climbing sections often have small blue spheres that emit electricity and are better to be avoided.
  • Drill Dozer: Early in the game there are broken floors with exposed wires creating dangerous electrical currents. Later in the game, there are specialized obstacles creating dangerous electric currents.
  • Duck Dodgers Starring Daffy Duck: Near the end of the game, there are a few node pairs moving up and down that has electric current flowing between them.
  • Dustforce: Bundles of sizzling electrical wires act as a deadly obstacle in laboratory levels.
  • Earthworm Jim: In the fifth level, there are large electric devices that come in pairs with one of each being electrified. Electricity transfers from one to another in every few seconds.
  • ElecHead: Light bulbs emit deadly electric beams as long as Elechead and light bulbs are connected to each other via a metal surface.
  • Environmental Station Alpha: There are floors with constant zigzag-shaped electricity above them. There are also electric bolt emitters that shoot out electricity at regular intervals.
  • Escape Goat: In Electric Lab, there are electric beam emitters. They act as Toggling Setpiece Puzzle elements but are also disabled when an object obstructs two end points of this hazard. Said obstacles reappear in the sequel.
  • Ex Mutants: The first stage has surface-mounted electric charge emitter that periodically shoots out electric bolts.
  • Explodemon: Eventually, the player encounters electric bolt emitters that damage the player.
  • Freedom Planet: Moving platforms with two nodes in the end appear in Final Dreadnaught 2. Purple electricity flows in between those nodes.
  • Garlic 2021: Power plant level has two types of non-enemy electric obstacles. The first are the cylinders with metal sphere tips that shoot out lightning between each other. The second are electric wires with dangerous sparks moving along them.
  • Genshin Impact: In certain locations of Inazuma, there is an electro fog which slowly damages characters as long as they are in the area unshielded.
  • Glider: Electric outlets are an immobile hazard recurring throughout the series. In later games, they periodically emit visible and noisy surges and are only harmful when they do so. In the original shareware game, they instead set the glider on fire whenever it gets too close, much like candle flames.
  • Grapple Dog: There are greenish surfaces where an electric robots are. When electric robot activates, the surface it's on will also get electrified.
  • Gravity Circuit: Some vehicles in the highway level emit constant green sparks. In the power plant level, laser beam hazards electrify metal surfaces, making them hurt upon contact.
  • Gremlins 2: The New Batch: From stage 3-2 onwards, electric hazards start to appear in two forms: the first form is electrified balls on the ground and the second is in the form of a pair of electric cables. They do act identical to Spikes of Doom, though.
  • Haak: Surface-mounted red and blue nodes discharge red and blue lightning respectively. Sometimes the electricity is constant, sometimes it turns on and off. Some nodes even move back and forth.
  • Haiku, the Robot: Some areas have orange surfaces covered with visible electricity, indicating danger. One part also has node pairs that periodically release a charge between them.
  • A Hat in Time: In The Big Parade level, there are electrical wires. Some of those wires have sparks travelling along it.
  • Heavy Rain has a sequence where Ethan has to go through an old power plant whose equipment is somehow so poorly-maintained it's actively shooting off bolts of electricity between conduits.
  • High Seas Havoc: Frozen Palace has loose wires that frequently electrify nearby water.
  • Iconoclasts: In one of the bases, there are rectangle pairs with lightning bolt symbols on them with electric current flowing through them. Some of these are timing-based, others can be switched off by hitting a nearby button.
  • The Incredible Crash Dummies: There are pairs of orange blinking lights that somehow produce permanent electric current between them.
  • Jazz Jackrabbit: Letni has node-type hazard with current flowing through two nodes. Unlike most of the examples in this page, these can be destroyed. They act identically to laser versions of those hazards found in Tubelectric levels.
  • Jet Force Gemini:
    • A hidden passageway in Spawnship has some electric beams that connect the walls at the sides, and crossing it is necessary to find and rescue some Tribals at the other end. This passageway can only be accessed by opening a door with the Green Key.
    • Justified with the electric beams that appear periodically in the Cortex level of Eschebone. This area takes place inside the central nervous system of the enormous worm that lives in the planet, and the appearing electric beams are synaptic signals sent between the flesh walls. The first part goes through the spinal cord, while the second and last is a gigantic hollow that holds the worm's brain. Visiting this level is required to collect one of the ship parts for The Great Repair.
  • Jetpack Joyride has zappers, an electric fields that serve as game's primary obstacle and come in two variations: stationary yellow and rotating orange.
  • Jumper: Electric lightning bolts, represented by yellow zigzag lines, is a common hazard in the game. Red parts of the line are inactive. In some levels, the electric traps can be turned off.
  • Jurassic Park (Sega Genesis): Second level takes place inside a power station which has electric nodes with current frequently flowing in between them, and nets with different parts getting electrified at different times.
  • Karoshi: Tiles with a lightning bolt on them act as deadly surfaces when activated. Given the nature of the game, touching these is often the goal of the level.
  • Kid Kool: Final world has electric sparks traveling along metal octagons and along wires.
  • Kirby:
    • Kirby Super Star: Halfmoon in Milky Way Wishes has harmful electric tiles, clearly marked with a lightning bolt symbol.
    • Kirby's Return to Dream Land: Egg Engines has electric sphere emitters that shoot out electric spheres. Some shoot from the background.
    • Kirby: Planet Robobot: Access Ark features an obstacle with two spheres that orbit around each other, regularly stopping to let out an electric charge.
  • The Legend of Zelda:
    • The Legend of Zelda: The Wind Waker: In the third dungeon (Tower of the Gods), there are fences made of electrified laser beams that can only be turned off while holding certain luminous switches. Link can either use a wooden crate or a controllable statue to keep the switches pressed.
    • The Legend of Zelda: Twilight Princess: The Temple of Time features electric barriers that harm Link upon contact. There are switches that disable them, but only as long as they're kept pressed. The statue Link controls with the Dominion Rod is immune to it.
    • The Legend of Zelda: Skyward Sword: In the present era of Lanayru Desert, all machinery has fallen in disrepair and their would-be obstacles are easy to traverse. However, when a Timeshift Stone is hit, the surrounding spacetime regresses and all the machinery is restored to their functional state, which includes electric fences that serve as security barriers. Link has to work around both states of the machinery (functional and defunct) to overcome the electirc barriers and make his way through both the warehouses that house the dials that activate the Lanayru Mining Facility, and that location itself. Later in the game, the electric fences from the past have to be dealt with at the same time as the thorny wires that have grown as of the present while Link carries a Timeshift Orb, thus employing a Toggling Setpiece Puzzle that involves both states of the machinery.
  • Limbo features numerous electric surfaces ready to electrocute the player unless power is switched off.
  • The Lost Vikings
    • In spaceship levels of the first game, there are node obstacles that shoot out blue electricity. They are either always on, switch on and off on their own, or have to be deactivated through pressing a button.
    • In Future World of the second game, blue lightning bolts are emitted between the blue nodes. Many of them can be deactivated by pressing buttons or standing at the laser detector.
  • LOVE and its sequels have electric bolts between 2 nodes as obstacles, some are permanent and others timing-based.
  • Electric hazards show up from time to time in the Mega Man franchise, particularly in electricity-themed stages.
    • In Classic Mega Man Mega Man (Classic) series:
      • Mega Man: Elec Man's stage has wall-mounted traps that periodically shoot out lightning.
      • Mega Man 3: Spark Man's stage has indestructible Electric Gabyoalls that move in pairs, emitting electric bolts between them.
      • Mega Man 9: Electric Smaplars trail along the ground. Borderline between an obstacle and an enemy.
      • Mega Man 11: In Fuse Man's stage, there are orange electrified surfaces that are deadly on touch. Notes move along the surface popular Fuse Man's stage. Whenever they are on an electrified surface, they emit electric beams.
    • Mega Man X:
      • In the first game, Spark Mandrill's stage has glass tubes with sparks moving inside them. Being in contact with the spark hurts.
      • In Mega Man X3, there's Volt Catfish stage. The second half of the stage has wires with sparks traveling along them.
      • Squid Adlers Stage in Mega Man X5 has the twin nodes with electricity flowing between them type obstacle. There are two variations of it. The first is a pair of nodes that moves back and forth. The second type must be shot for the nodes to close in and open up a door.
    • Mega Man Zero:
      • Mega Man Zero 2: Kuwagust Anchus' and Temple Of Wind have electricity emitters.
      • Mega Man Zero 3: In Sunken Library, there are loose cables that electrify the water below at regular intervals.
      • Mega Man Zero 4: Magnetic zone has a few platforms that periodically are electrified. Ceiling of a miniboss area also has electricity running up along it.
    • Mega Man ZX: Area E has two types of electric hazards: Sparks that travel from one electric node to another, and rotating electrified cross. Pressing nearby buttons will change the rotation direction of the cross.
  • Mega Man Unlimited has metal rails with sparks slowly traveling along it.
  • Metal Gear Solid: Electrified floors are sometimes encountered. Not a good idea to step on these.
  • Metal Storm: One of the levels has an Advancing Wall of Doom made out of an electrified barrier.
  • Metroid Fusion: Sector 4 is full of water (as it is an aquatic habitat in the research station) and the damage the X have done to the place has exposed wiring, which electrifies the water. ADAM explains that they can't turn off the power without adversely affecting the whole station so you have to find a way to drain the water in order to remove the hazard.
  • Michael Jordan: Chaos in the Windy City: Electric obstacles make an appearance in the Laboratory stages.
    • There are electric bolt emitters, most that can be disabled via switch.
    • There are also power lines where electric bolt discharges happen at regular intervals.
    • Finally, there are certain platforms with wires where electric arcs quickly travel upwards.
  • Mighty No. 9: Seismic's (Mighty no. 4) stage has purple electrified spikes covering many surfaces. In addition it has purple electrified drills moving back and forth as well.
  • Milon's Secret Castle has a room with electric bolts running through single blocks.
  • Moon Crystal: In the laboratory level, there are floor and ceiling mounted nodes with electric beams periodically going between them.
  • Mushroom 11: In one of the sections Chapter 6, there are sparking electric boxes that instantly electrify the whole blob on touch. A few of them even move. Eventually, the player has to use the blob to make an electrical connection.
  • Ninja Five O: The second and third airplane-themed levels feature narrow corridors with broken wires on either side. Electricity flows through those sections periodically.
  • Ninja Gaiden III: The Ancient Ship of Doom: Stage 7-2 has electric hazards in form of electric beams constantly emitted by node pairs.
  • Ninjish Guy In Low Res World: In some screens, there are vertical lightning bolts emitted periodically. A few screens have cartoonish lightning bolts falling from the top of the screen.
  • Oozy The Goo Slime Quest: A few screens have yellow lightning bolts the periodically turn on and off.
  • Panic Restaurant: In Level 2, all the chandeliers have malfunctioned and shoot out lightning bolts.
  • Pico Park: One of the stage hazards is an electricity emitter, mounted on surfaces that emite zigzag lightning bolt.
  • Pikmin: From Pikmin 2 onwards, Yellow Pikmin are immune to electricity, so naturally the games have a least a few electrical hazards for them to utilize this ability. A few enemies attack using electricity, such as the Anode Beetle and the Bearded Amprat, but there are also a few electrical hazards, such as wires that fire electric shots and electric gates, each of which only Yellow Pikmin can destroy. The effect that electricity has on non-yellows varies from game to game; in 2 it's a One-Hit Kill, in 3 it just stuns them, unable to kill, and in 4 it stuns them, but will kill them if not taken care of.
  • Pilfer: Story of Light: Balls with electric current flowing between them are common in factories. There is also an obstacle that emits an electric current in a circular pattern.
  • Pizza Tower has rows of electrical outlets as a fairly common hazard. Although Peppino can't die on these, it still counts as a hit.
  • Prison City: Very obvious electrical hazards appear in Power Plant level in either electrified surfaces or climbable fences. Depending on a room, these periodically turn on and off or can be toggled on/off by an electric switch. In addition, there are hazards that move in pairs back-and-forts across the surfaces, emitting electric beams. All of these hazards also appear in the final set of levels.
  • Quackshot: Dangerous sections of rideable power lines are very visibly electrified.
  • Radiant Silvergun: Stage 4B has metal node pair with electric current flowing through them. Shooting the nodes makes the pair temporarily close in, allowing room to maneuver.
  • Rebel Transmute: There are multiple types of electric obstacles:
    • There are blue plants that periodically get electrified, and electrodes that are constantly electrified.
    • There are also constantly on zigzag electric currents and, in some places, very visibly electrified water.
  • Redder: Green electricity flows through connecting points of two nodes as a common hazard.
  • Rendering Ranger: The first platforming level features orange electric bolt emitters or emitter pairs. Then they're replaced by blue electricity emitters in the second platforming level. Some of them move around. Unpaired orange bolt emitters have limited range.
  • Ride to Hell: Retribution: The hydroelectric power plant has electric components littered across the ground, requiring Jake to shoot fuse boxes to get past them.
  • Robocop 2 on the NES has some sections that have large electrode pairs where electric bolts periodically go back and forth between them. Later levels also have simple horizontal giant electricity emitter hazards.
  • Rocky Rodent: Metro Tower has the electric node pair variant where yellow electricity is shot out is shot out between nodes at regular times.
  • Rokko Chan: Lightning Man's stage has obstacles that come in pairs, slowly move back and forth across the surface and ever so often, lightning charge happens between them.
  • Rosenkreuz Stilette: Liebea's stage has wall-mounted bolt emitters that shoot out electricity.
  • Samurai Zombie Nation: Stage 1 has electricity emitters far in the background that somehow still manage to hit the player. Stage 2 has clouds of lightning that shoot out long-lasting lightning bolts at specific locations.
  • SCP – Containment Breach has a tesla gate, which looks plain if it weren't for the warning symbols. It needs to be baited into firing, at which point the player may pass during a short delay.
  • Shadow Blasters: Industrial level has ceiling-mounted electricity emitters that turn on and off regularly.
  • Shinobi III: Return of the Ninja Master: In stage 7, "The Final Confrontation", Shinobi invades Neo Zeed's aerial fortress. Inside, he has to navigate through a set of labyrinthine passageways. Some sections create more difficulty since in some parts a solid floor is replaced by an electrified obstacle.
  • Slayaway Camp has electric obstacles active when power is on. They're hazards to any character sliding their movement into them.
  • Slow Mole has two types of electric obstacles. The first part has electrical wires where electric current, represented by jagged line, travels back and fourth along the wires. Then later there are node pairs that create constant jagged electric current between them. There is also a node pair that periodically creates a deadly hazard but it is hard to tell whether it is an electricity or a laser.
  • Sonic the Hedgehog: Electric traps show up from time to time.
    • Sonic the Hedgehog: Scrap Brain Zone has Tesla coils that periodically activate, hurting Sonic if he's nearby.
    • Sonic CD: The Wacky Workbench boss fight involves an electrified floor that periodically turns on, hurting Sonic if he's standing on it at the time. The resulting electromagnetic field also causes the debris resting on the floor to rise up towards the ceiling; by hitching a ride on it, you can not only avoid the floor but also attack Robotnik, who is otherwise out of your reach.
    • Sonic the Hedgehog 3: Damaging electrified floors and ceilings appear in the Death Egg Zone. Their effects can be negated by having a lightning shield.
    • Sonic 3D Blast has electrified floors in Gene Gadget Zone and Panic Puppet Zone, which shock Sonic if he stands in place on them. Their effects are negated if he is equipped with the blue shield.
    • Sonic Superstars, Lagoon City Zone has yellow electric spheres that shoot out electricity. Cyber Station Zone has red electrified railings on some surfaces instead.
  • Spark the Electric Jester: Stage 3 has exposed sparking wires. They are harmless until they periodically go into full voltage mode, in which case they damage the player.
  • Spelunky 2: World 6, Neo Babylon, features blue tiles that come in pairs, one with triangle in a circle and one with a dot. Blue electric current flows between them, sometimes periodically, sometimes permanently. There are also blue tiles with a circle. Yellow electrified balls orbit around them.
  • Spider-Man:
    • Spider Man: Return of the Sinister Six on the NES: In the first level, electric bulbs and and squares with danger sign on them frequently spew out electricity. Power lines also have blue electric currents going through them that decide to move off the wire when Spider Man is under it.
    • Spider-Man: The Animated Series : The first level has pairs of electrodes that periodically come out from hiding, shoot an electric arc between them and then retract.
    • Spider-Man and the X-Men in Arcade's Revenge: During the Storm's stages, she has to swim through and flood a tank with water. One of the main obstacles in the course is a pair of bolt emitters that emit a vertical yellow bolt.
    • Spider-Man 2 – Enter: Electro: In the "Rock of Ages" stage, Spider-Man must climb up a vertical museum exhibit to reach the first boss battle against Electro, while avoiding an electricity current that circles around the wall every few meters.
  • Spark the Electric Jester 3: Electric barriers sometimes show up as an obstacle. Often they're low enough to be jumped over.
  • Spidersaurs has node pairs. Electric spark travels back and fort between them. These return in penultimate stage.
  • 'Splosion Man: One of the common obstacles are pairs of emitters that shoot purple electricity between them.
  • Star Trek Online: The mission "Dust to Dust" has a puzzle consisting of electrified floor segments you have to time your way across along with Captain Harry Kim. Due to a bug when the mission first came out, Kim would often get get electrocuted after you already crossed—unintentionally hilarious given his status as the former Butt-Monkey of Star Trek: Voyager.
  • Steel Assault: Electrified surfaces are fairly common and are indicated by those surfaces being covered with yellow bolts.
  • Supaplex features bugs, circuit tiles that regularly emit blue electricity. Murphy will be destroyed when he tries to eat it during the period where the circuit tile emits electricity.
  • Super Mario Bros.:
    • Super Mario Galaxy: The game has two types of electric hazards, prominently seen in Space Junk and Battlerock Galaxy. First are small greenish metal spheres with green or reddish electricity in between them. This electricity sometimes bends and makes sharp turns, depending on the obstacle. The second one are larger metal spheres that emit sparks. These usually orbit around something.
    • Mario Kart Wii: The Shark Tunnel that is traversed in Koopa Cape feature rotating electrified junctions that shrinks drivers upon contact, effectively having the same effect as the lightning and thundercloud items. Since this part of the course is turned into an Under the Sea in all subsequent games where the course itself has reappeared, the electrified junctions are removed and the trope is averted in those games.
    • Super Mario Bros. Wonder features the High Voltage Gauntlet, a level in The Very Definitely Final Dungeon that, as the name suggests, is absolutely crawling with electricity-based hazards. There's some Black Out Basement mixed in as well since the level is pitch black minus what is illuminated by electricity. The level's Wonder effect brings back Metal Mario/whatever-character-you're-playing, not only making you immune to electricity, but also allowing you to turn the tables by becoming an electrified hazard yourself.
  • Super Meat Boy Forever: Tetanusville introduces surface-mounted electricity emitters that periodically shoot out lightning.
  • Tales From Space: Mutant Blobs Attack: Red electric lines can be hanging mid-air, acting as an instant-death obstacle.
  • Teenage Mutant Ninja Turtles:
  • Tiny Barbarian: In level 4, there are floors where there is yellow visible zigzag current flowing between two nodes.
  • Tiny Toon Adventures: Buster's Hidden Treasure has electrical hazards in Montana Max's factory, in form of mine pairs that fire electric shots between them.
  • Tonic Trouble: Lines of electricity are hanging mid-air, being obstacle to Ed.
  • Total Recall: At the end of the game, there are electrodes where electricity zips between the nodes.
  • Turbo Overkill: Some magnetic walls have blue electrified circles on them, forcing the player to temporarily jump off the wall to avoid them.
  • Vengeful Guardian: Moonrider: Electricity-covered surfaces are a common obstacle throughout the game. In addition to that Asura's Fleet level has electrified spheres in autoscrolling sections.
  • Vice: Project Doom has three types of electric obstacles: First are electric sparks that travel back and forth across wires and later along surfaces, second there are exposed very visibly electrical cables. Finally there are spiky lightning bolt emitters that fire electricity at regular intervals.
  • The first level in Wayne's World on the SNES has malfunctioning equipment, resulting damaging blue electric bolts between the speakers and other audio equipment.
  • Wild Woody: In Industrial Rage, there are exposed sizzling electric wires that harm on contact with the exposed part. In Dark Power Plant, there are electric gates that shoot out multiple electric bolts between them and the player has to use timing to get through unharmed.
  • Wolverine: Adamantium Rage: At one point, there is a device that sends electricity at its center and has to be avoided.
  • X-Men 2: Clone Wars: In the Sentinel Factory level, control panels that have to be destroyed in order to open doors will start causing damaging electric sparks to go across the floor. Once you're trying to escape the factory after destroying its core, there will be numerous electrified floors, and any door you pass through becomes electrified so as to prevent you from backtracking.
  • Yo! Noid: In the factory level, there are electric charge emitters that rapidly turn on and off.

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