Endless Corridor: Difference between revisions

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(Import from TV Tropes TVT:Main.EndlessCorridor 2012-07-01, editor history TVTH:Main.EndlessCorridor, CC-BY-SA 3.0 Unported license)
 
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This is used to either make a place seem [[Unnecessarily Large Interior|bigger than it should]] or [[Bigger On the Inside|could possibly be]], or to save budget money. Sometimes it's a desert or an ocean.
 
Compare with [[Scooby -Dooby Doors]] and games with [[World Shapes|looping]] [[World Map|world/nation/kingdom maps]].
{{examples|Examples:}}
 
'''Hallway variety'''
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** The final dungeon in ''[[The Legend of Zelda Oracle Games (Video Game)|The Legend of Zelda Oracle Games]]'' is sort of like this. Avoiding the enemies and running straight through the room will cause you to re enter the same room. To advance you must kill every enemy ineach room (there are only 3 or so rooms).
** The dungeon you unlock by beating a Oracle of Seasons/Ages linked game is also like this. If you don't know what you're doing you'll end up wandering the halls forever (unless you're damn lucky). To proceed you need to go through the door that none of the eyes look at (it makes sense when you actually see it).
** The desert in ''[[The Legend of Zelda: Ocarina of Time (Video Game)|The Legend of Zelda Ocarina of Time]]'' keeps sending you back to the start unless you follow the path of the Phantom Guide. Same for the murky Great Bay in ''[[The Legend of Zelda Majoras Mask (Video Game)|The Legend of Zelda Majoras Mask]]''.
* The forest mazes in the NES ''[[Metal Gear]]''. And there are no hints anywhere in the game for the correct paths, [[Guide Dang It]]!
* In ''[[Silent Hill 4]]'''s Forest World, if you try to go back through the gate after digging up the key, the same room keeps repeating. You have to leave the key in the apartment, then come back for it through a different hole in the level.
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{{reflist}}
[[Category:Endless Corridor]]
[[Category:Trope]]