Lift of Doom: Difference between revisions

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{{trope}}
The [['''Lift of Doom]]''' is a special kind of [[Floating Platforms|Floating Platform]], or sometimes the floor itself, that rises for a long duration. As it rises, it is completely intangible to all objects and platforms... ''except you''.
 
It is a gameplay mechanic which appears in a lot of [[Platform Game|Platform Games]]s, usually for only one level. The level involves standing on the lift as it rises, requiring you to run back and forth using [[Shoot'Em Up]]-type movement tactics to evade the [[Floating Platforms]] that threaten to crush you should you get stuck between them and the lift. If you're lucky, other enemies will be susceptible to getting crushed as well. Rarely, this will be justified by having the platform be something like rising sand.
 
A specialized version of the [[Elevator Action Sequence]]. Compare with [[Rise to the Challenge]], where you're actually trying to ''avoid'' touching the rising floor.
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== First Person Shooter ==
* In the level "Defend This!" of the original ''[[Marathon Trilogy|Marathon]]'', there is a trash compactor-style [[Lift of Doom]] 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".
* Variation at the beginning of ''[[Half Life]] 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 destroy the elevator, and both will plummet to their deaths, but to grab the objects and throw them away from the elevator.
** However, you aren't actually [[Guide Dang It|told that you're supposed to do this]].
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** ''5'': Gyroman's stage, and the 3rd stage of Protoman's fortress.
** ''[[Video Game/Mega Man ZX Advent|Mega Man ZX Advent]]'': the final level also had one. Though it didn't feature crushing platfoms - only a lot of enemies and spike-lined walls.
* ''[[Super Mario World (video game)|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 [[Lift of Doom]] 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.
{{quote|"[[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!]]"}}
* One or two stages from ''[[Super Mario 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.
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