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== Action Adventure Games ==
* ''[[
* There's a stretch in a level (it's late in world 3) of ''[[Henry Hatsworth in
* Starting with the very first proper dungeon in ''[[The Legend of Zelda:
** The Forest Temple in ''[[The Legend of Zelda: Ocarina of Time
* ''[[Second Sight]]'' involves several areas patrolled by guards that the player can sneak past, although charging in with guns blazing is often a viable option as well. One mission also includes a hallway full of endless [[Mook|Mooks]] with cover along both walls.
* A common hazard in ''[[
* Lots of these in ''[[Tomb Raider]]'' - usually swinging blades, [[Smashing Hallway Traps of Doom]], poison darts, or [[Spikes of Doom|spikes that pop up from the floor]].
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== Adventure Games ==
* In ''[[Dreamfall]]'', protagonist Zöe Castillo is forced to complete one of these twice during her infiltration of WATICorp. The first time, she has to avoid guard robots in order to get into the corporation's main labs; the second time, she has to avoid a security assault squadron in order to get out.
* The first ''[[
* The second boss in ''[[Zack and Wiki]]'' has a [[Breath Weapon]] of the [[Kill It
== Fighting Games & Beat 'Em Ups ==
* In ''Express Raider'''s [[Beat'Em Up]] levels, you periodically have to duck under hanging signs and tunnel portals.
* ''[[
* ''[[Streets of Rage|Streets Of Rage 3]]'' has one in a subway station, where you have to dodge incoming trains.
* Level 4 of ''[[Viewtiful Joe]]''. You're in a submarine, and torpedoes are being shot at you. Especially irritating because it's also an [[Escort Mission]]; if the moving platform following you doesn't make it to safety, you need to backtrack all the way to the beginning of the sequence and get a new one.
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** Especially ''[[Call of Duty]]'', where enemies constantly respawn out-of-view until you reach the spawn point.
* ''[[Descent|Descent 3]]'' had an [[That One Level|infuriating sequence]] where you had to fly your Pyro-GL through [[Sinister Subway|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 [[Nintendo Hard|maddeningly difficult]] that many players gave up then and there.
* In ''[[
** In several missions, escaped lab animals can be found in the ventilation ducts or sewer systems, and you need to dodge in and out of side openings to avoid being caught by them in long straight segments.
** 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.
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* ''[[Half Life|Half-Life 2]]'' - While escaping from the mines under Ravenholm, Gordon runs across a sort of trolley with a spinning blade mounted on top traveling up and down a set of train tracks. While it poses a legitimate threat to him, it is much more effective at chopping up zombies, so activating it is still the better choice.
** In ''[[Half Life|Half-Life 2 Episode 2]]'' - The sequence where Gordon must evade the Antlion Guardian by ducking into a series of antlion hatcheries. [[It Got Worse|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.
** In the original [[Half
*** And lampshaded in [[Freemans Mind]].
{{quote| ''"Whoa. You can feel that passing. That'll knock your head off [[Buffy-Speak|like one of those little tee ball sticks.]] That's snap, crackle, and pop all in one package."''}}
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== Hack and Slashers ==
* ''[[Drakengard]] 2'' has a variation in a [[Puzzle Boss]] battle against a Seed of Resurrection: The seed charges and releases [[One-Hit Kill]] energy shockwaves, and the only way to survive is to take cover behind matching elemental crystals surrounding the area.
* The ''[[God of War (
* The Speed Buster battle in ''[[No More Heroes]]''. 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 [[Wave Motion Gun]].
** The sequel's battle against {{spoiler|the returned, [[Emergency Transformation]] 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.
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== [[Western Animation]] ==
* Played mostly straight in, oddly enough, an episode of the ''[[
== Platformers ==
* East Labyrinth in ''[[Dark Castle|Beyond Dark Castle]]''.
* ''[[Bug!
* Stage 8 of ''[[Dynamite Headdy]]'' includes two rooms where Headdy is making his way through a missile bay. Two options for avoiding the missiles exist: You either shrink Headdy down and hide in holes in the floor, or grab the spike head and repeatedly [[Grappling Hook Pistol|grapple]] the ceiling until the missile passes. The latter is faster, but the former is safer.
* The "combat" in ''[[Little Big Planet]]'''s ''[[Metal Gear Solid]]'' 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.
* ''[[Mario]]''
** Some of the fortresses in ''[[
** ''Mario 3'' had some of this action in the very first fortress: a crushing ceiling that's slightly higher in a few places.
** ''[[
** [[
* ''[[
** ''[[
** ''X6'' - [[That One Level]], Metal Shark Player's stage - the ground is a conveyor belt, some parts of the floor are frozen over with super-slippery ice, and we haven't even gotten into the various Nightmare effects yet.
*** Actually the ground being frozen IS one of the nightmare effects, the other effect this troper can recall are breakable/movable/explosive crates scattered about. The crates make the stage darn near unplayable, even if you have the weapon that interacts with them. The frozen floor effect is a godsend by comparison, and unless you go to the stage before triggering either of those effects, you'll never get to see the "default" version.
* ''[[Mickey Mouse]]: [[Castle of Illusion]]'' on the [[Sega Genesis]] had several of these, of the "dodge large rolling obstruction by jumping into a hole" variety.
* ''[[Pitfall|Pitfall 2]]'' has at least ten "floors" in a row which entirely consisted of walking across the screen as a bat flew towards Harry and having to run Harry under the bat ''only if the wings were flapping up''.
* The main portion of Black Velvetopia in ''[[
* [[Ratchet and Clank|Secret Agent Clank]] features a couple of levels where, at predictable intervals, the enemies will look in Clank's direction. Dotted along these levels (or level segments) there will be hiding places.
* One case extremely similar to the Viewtiful Joe example above occurs in the Sweet Mountain level of ''[[
* The Meadows in ''[[
* The NES version of ''[[Strider
* ''[[Meat Boy
* The hallway before the [[Final Boss]] in ''[[Teenage Mutant Ninja Turtles (
* "Tidal Terror" in [[Donkey Kong Country Returns]]: 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.
* ''[[
== Racing Games ==
* In ''[[
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== [[RP Gs]] ==
* In ''[[Castlevania: Portrait of Ruin]]'', 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.
* These corridors turn up quite often in [[
* The Death Peak sequence in ''[[
** Much earlier, when Crono is trying to escape from Guardia Castle's dungeon, he can sneak up on guards when their backs are turned and hide in nooks in the wall when they turn around. Or he can just fight them (they're not very tough) if the bonus healing items for knocking them out aren't too important.
* ''[[
* ''[[Final Fantasy VII]]'' 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).
* ''[[
* ''[[Soul Blazer]]'' uses these a couple times, one of them being corridors in the fire-themed dungeon.
* ''[[
* ''[[Mass Effect 3]]'' features one on Tuchanka. You're running toward a Reaper and must occasionally take cover from its lasers.
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== Survival Horror ==
* In ''[[Dead Space (
** 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.
* ''[[Resident Evil 5]]'' has a cavernous room with two laser-like sunbeams strafing the corridors. Thankfully, the AI is smart enough to usually keep your partner out of the way, and if you can make it to the right location, you can disable the beams by sniping the Majini operating them. Of course, the AI is also dumb enough to have some enemies stand in the path of said beams.
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== Third Person Shooters ==
* ''[[Gears of War|Gears Of War 2]]'' has you running amuck inside a giant worm while avoiding digestive teeth.
* One level of ''[[Psi
** 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. [[Convection, Schmonvection]] probaby factors in as well, there.
* A great deal of the final level of ''[[Shadow the Hedgehog]]'' (Eggman's fortress) are like this, especially if you choose to destroy the place and fill it with lava.
* In ''[[Syphon Filter]]'', the tunnels and trains of the Washington Metro take on this role during a chase.
* The level "Death of Hope" in ''[[Transformers: War for Cybertron]]'' uses this frequently, most noticeably when fleeing from Omega Supreme, and when the Decepticons must maneuver through a tunnel that fills up with enormous amounts of heat every so often.
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