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* ''OcarinaOfTime'' has some, such as the one before the spirit temple boss and the stairs in the final dungeon.
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* ''OcarinaOfTime'' ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' has some, such as the one before the spirit temple boss and the stairs in the final dungeon.
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* Used throughout all of the ''NoMoreHeroes'' games.
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* Used throughout all of the ''NoMoreHeroes'' games.''{{No More Heroes}}'' games. The hallways usually have a full battery and health container (and a wrestling mask in the original game) as well as a convenient save point to help prepare for the upcoming battle. Played more straight in the first game, as there are long corridors that lead up to the fight, as opposed to the shorter boss corridors in ''Desperate Struggle''.
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* ''[[StarOceanTheLastHope Star Ocean: The Last Hope]]'' has before the final boss a long corridor, staircase and a single landing before another staircase, which includes giant torches at the sides lighting as the player walks forward.
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* ''[[StarOceanTheLastHope Star Ocean: The Last Hope]]'' ''StarOceanTheLastHope'' has before the final boss a long corridor, staircase and a single landing before another staircase, which includes giant torches at the sides lighting as the player walks forward.
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* ''{{Portal}}''. Oddly enough, even some FPS games do this too. The room right before [=GLaDOS=] is a long hallway, where some ominous ambiance and music is heard just before you pass through the particle barrier leading into her room.
* ''{{Purple}}'' has a corridor for each boss, between the ominous gate and boss chamber, and with boss mugshot right before the chamber to boot.
* In all story modes of ''Kingdom Hearts'' ''BirthBySleep'', the PointOfNoReturn leading to the FinalBoss is marked by a long, narrow, jagged-walled corridor. It is one of the most foreboding things in the entire series to date.
* ''{{Purple}}'' has a corridor for each boss, between the ominous gate and boss chamber, and with boss mugshot right before the chamber to boot.
* In all story modes of ''Kingdom Hearts'' ''BirthBySleep'', the PointOfNoReturn leading to the FinalBoss is marked by a long, narrow, jagged-walled corridor. It is one of the most foreboding things in the entire series to date.
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* ''{{Portal}}''.''VideoGame/{{Portal}}''. Oddly enough, even some FPS games do this too. The room right before [=GLaDOS=] is a long hallway, where some ominous ambiance and music is heard just before you pass through the particle barrier leading into her room.
*''{{Purple}}'' ''VideoGame/{{Purple}}'' has a corridor for each boss, between the ominous gate and boss chamber, and with boss mugshot right before the chamber to boot.
* In all story modes of''Kingdom Hearts'' ''BirthBySleep'', ''KingdomHeartsBirthBySleep'', the PointOfNoReturn leading to the FinalBoss is marked by a long, narrow, jagged-walled corridor. It is one of the most foreboding things in the entire series to date.
*
* In all story modes of
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** Gets really irritating in the second game, where the Boss Corridor is absurdly long, and the boss can one-hit kill you, in which case you have to spend five more minutes of ''absolute boredom'' heading down the damn passageway again...
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* The Elite Four battles in ''{{Pokemon}}'' are often segued with staircases to the next zone in between.
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* The Elite Four battles in ''{{Pokemon}}'' are often segued with staircases to the next zone in between. The one between the last Elite Four member and the Champion is always longer.
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Moving to appropriate namespace.
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* One of these corridors precedes each of the world-end bosses in the ''VideoGame/NewSuperMarioBros.'' games, and each of the Boom-Boom fights in ''SuperMarioBros3''.
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* One of these corridors precedes each of the world-end bosses in the ''VideoGame/NewSuperMarioBros.'' games, and each of the Boom-Boom fights in ''SuperMarioBros3''.''VideoGame/SuperMarioBros3''.
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* One of these corridors precedes each of the world-end bosses in the ''NewSuperMarioBros.'' games, and each of the Boom-Boom fights in ''SuperMarioBros3''.
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* One of these corridors precedes each of the world-end bosses in the ''NewSuperMarioBros.''VideoGame/NewSuperMarioBros.'' games, and each of the Boom-Boom fights in ''SuperMarioBros3''.
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* ''PaperMario 2: The Thousand-Year Door'' feature these in the final dungeon - one before the last boss, and one before Gloomtail (which later transforms into a heavily defended staircase to the lower levels).
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* ''PaperMario 2: The Thousand-Year Door'' ''VideoGame/PaperMarioTheThousandYearDoor'' feature these in the final dungeon - one before the last boss, and one before Gloomtail (which later transforms into a heavily defended staircase to the lower levels).
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* ''Fallout'' has a great example, but also a slight subversion of such a corridor. Right before the room with The Master, there is a really long empty corridor... except for the fact that when player comes through it, The Master attacks him with psi-powers, resulting in disturbing hallucinations (text-only) and damage to stats. If a certain item is used, the player could become immune to psi-attacks and the corridor will be simply a long walk before the boss.
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* Used throughout all of the NoMoreHeroes games.
* OcarinaOfTime has some, such as the one before the spirit temple boss and the stairs in the final dungeon.
* {{Portal}}. Oddly enough, even some FPS games do this too. The room right before [=GLaDOS=] is a long hallway, where some ominous ambiance and music is heard just before you pass through the particle barrier leading into her room.
* OcarinaOfTime has some, such as the one before the spirit temple boss and the stairs in the final dungeon.
* {{Portal}}. Oddly enough, even some FPS games do this too. The room right before [=GLaDOS=] is a long hallway, where some ominous ambiance and music is heard just before you pass through the particle barrier leading into her room.
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* Used throughout all of the NoMoreHeroes ''NoMoreHeroes'' games.
*OcarinaOfTime ''OcarinaOfTime'' has some, such as the one before the spirit temple boss and the stairs in the final dungeon.
*{{Portal}}.''{{Portal}}''. Oddly enough, even some FPS games do this too. The room right before [=GLaDOS=] is a long hallway, where some ominous ambiance and music is heard just before you pass through the particle barrier leading into her room.
*
*
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* ''{{Castlevania}}'' games frequently have one before Dracula (or whoever is in the throne room), often to collect more hearts and whatnot.
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* A miniboss corridor appears in ''{{Bug}}!'' for the only MiniBoss in the game. Funnily, at the start of the corridor, you see a sign stating "Beware! [[GiantMook Giant Ants]]!", and then you face off against three ''tiny'' ants that run away from you. Until you reach the end, [[OhCrap confirming the sign's statement]].
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* A miniboss corridor appears in ''{{Bug}}!'' ''{{VideoGame/Bug}}!'' for the only MiniBoss in the game. Funnily, at the start of the corridor, you see a sign stating "Beware! [[GiantMook Giant Ants]]!", and then you face off against three ''tiny'' ants that run away from you. Until you reach the end, [[OhCrap confirming the sign's statement]].
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* A miniboss corridor appears in ''{{Bug}}!'' for the only MiniBoss in the game. Funnily, at the start of the corridor, you see a sign stating "Beware! [[GiantMook Giant Ants]]!", and then you face off against three ''tiny'' ants that run away from you. Until you reach the end, [[OhCrap confirming the sign's statement]].
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* ''Fallout'' has a great example, but also a slight subversion of such a corridor. Right before the room with The Master, there is a really long empty corridor... except for the fact that when player comes through it, The Master attacks him with psi-powers, resulting in disturbing hallucinations (text-only) and damage to stats. If a certain item is used, the player could become immune to psi-attacks and the corridor will be simply a long walk before the boss.
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None
Added DiffLines:
* In all story modes of ''Kingdom Hearts'' ''BirthBySleep'', the PointOfNoReturn leading to the FinalBoss is marked by a long, narrow, jagged-walled corridor. It is one of the most foreboding things in the entire series to date.
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* ''{{Purple}}'' has a corridor for each boss, between the ominous gate and boss chamber, and with boss mugshot right before the chamber to boot.
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* {{Portal}}. Oddly enough, even some FPS games do this too. The room right before GLaDOS is a long hallway, where some ominous ambiance and music is heard just before you pass through the particle barrier leading into her room.
to:
* {{Portal}}. Oddly enough, even some FPS games do this too. The room right before GLaDOS [=GLaDOS=] is a long hallway, where some ominous ambiance and music is heard just before you pass through the particle barrier leading into her room.
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* {{Portal}}. Oddly enough, even some FPS games do this too. The room right before GLaDOS is a long hallway, where some ominous ambiance and music is heard just before you pass through the particle barrier leading into her room.
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* A staple of the ''MegaMan'' series — though the first game's corridors had several enemies and traps in them.
* These show up often in ''Metroid'' games.
* These show up often in ''Metroid'' games.
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* A staple of the ''MegaMan'' ''Game/MegaMan'' series — though the first game's corridors had several enemies and traps in them.
* These show up often in''Metroid'' ''{{Metroid}}'' games.
* These show up often in
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* ''[[PaperMario Paper Mario 2: The Thousand-Year Door]]'' feature these in the final dungeon - one before the last boss, and one before Gloomtail (which later transforms into a heavily defended staircase to the lower levels).
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* ''[[PaperMario Paper Mario ''PaperMario 2: The Thousand-Year Door]]'' Door'' feature these in the final dungeon - one before the last boss, and one before Gloomtail (which later transforms into a heavily defended staircase to the lower levels).
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* The Elite Four battles in ''Pokemon'' are often segued with staircases to the next zone in between.
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* The Elite Four battles in ''Pokemon'' ''{{Pokemon}}'' are often segued with staircases to the next zone in between.
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* The Elite Four battles in ''Pokemon'' are often segued with staircases to the next zone in between.
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* OcarinaOfTime has some, such as the one before the spirit temple boss and the stairs in the final dungeon.
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* Used throughout all of the NoMoreHeroes games.
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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Mega_Man_2_9215.png]]
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Examples:
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A very common subtrope of ForebodingArchitecture, in which a BossRoom or other especially challenging room is preceded by a perfectly straight empty corridor. This dead space serves as a pacing device to build anticipation for the upcoming challenge, and to physically separate it from the stage proper.
Very occasionally, the corridor will feature SuspiciousVideogameGenerosity, in the form of a SavePoint or a HealingPotion.
Very occasionally, the corridor will feature SuspiciousVideogameGenerosity, in the form of a SavePoint or a HealingPotion.
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A very common subtrope of ForebodingArchitecture, in which a BossRoom or other especially challenging room is preceded by a perfectly straight empty corridor. This dead space serves as a pacing device to build anticipation for the upcoming challenge, and to physically separate it from the stage proper. \n\nVery occasionally, the corridor will feature SuspiciousVideogameGenerosity, in the form of It may also double as a checkpoint, SavePoint or a HealingPotion.[[SuspiciousVideoGameGenerosity provide free Healing Potions]].
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* A staple of the ''MegaMan'' series - though the first game's corridors had several enemies and traps in them.
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* A staple of the ''MegaMan'' series
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* One of these corridors precede each of the world-end bosses in the ''NewSuperMarioBros'' games, and each of the Boom-Boom fights in ''SuperMarioBros 3''.
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* One of these corridors precede precedes each of the world-end bosses in the ''NewSuperMarioBros'' ''NewSuperMarioBros.'' games, and each of the Boom-Boom fights in ''SuperMarioBros 3''.''SuperMarioBros3''.
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* [[StarOceanTheLastHope Star Ocean: The Last Hope]] has before the final boss a long corridor, staircase and a single landing before another staircase, which includes giant torches at the sides lighting as the player walks forward.
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* [[StarOceanTheLastHope ''[[StarOceanTheLastHope Star Ocean: The Last Hope]] Hope]]'' has before the final boss a long corridor, staircase and a single landing before another staircase, which includes giant torches at the sides lighting as the player walks forward.forward.
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[[caption-width-right:248: You [[PlayerTic can't resist jumping]] through the gates!]]
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* Happens in ''FatalFrame''. What's worse is that there's a bend in the middle of the corridor, and ''anything'' [[NothingIsScarier could be lurking behind there]].
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* Happens in ''FatalFrame''. What's worse is that there's a bend in the middle of the corridor, and ''anything'' [[NothingIsScarier could be lurking behind there]].there]].
* [[StarOceanTheLastHope Star Ocean: The Last Hope]] has before the final boss a long corridor, staircase and a single landing before another staircase, which includes giant torches at the sides lighting as the player walks forward.
* [[StarOceanTheLastHope Star Ocean: The Last Hope]] has before the final boss a long corridor, staircase and a single landing before another staircase, which includes giant torches at the sides lighting as the player walks forward.
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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Mega_Man_2_9215.png]]
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* A staple of the ''MegaMan'' series.
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* A staple of the ''MegaMan'' series.series - though the first game's corridors had several enemies and traps in them.
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''[[PaperMario Paper Mario 2: The Thousand-Year Door]]'' feature these in the final dungeon - one before the last boss, and one before Gloomtail (which later transforms into a heavily defended staircase to the lower levels).
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* ''[[PaperMario Paper Mario 2: The Thousand-Year Door]]'' feature these in the final dungeon - one before the last boss, and one before Gloomtail (which later transforms into a heavily defended staircase to the lower levels).
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Click the edit button to start this new page.
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Very occasionally, the corridor will feature SuspiciousVideogameGenerosity, in the form of a SavePoint or a HealingPotion.
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* A staple of the ''MegaMan'' series.
* These show up often in ''Metroid'' games.
* One of these corridors precede each of the world-end bosses in the ''NewSuperMarioBros'' games, and each of the Boom-Boom fights in ''SuperMarioBros 3''.
* ''{{Borderlands}}'' has one of these before the Boss Fight with Sledge.
''[[PaperMario Paper Mario 2: The Thousand-Year Door]]'' feature these in the final dungeon - one before the last boss, and one before Gloomtail (which later transforms into a heavily defended staircase to the lower levels).
* Happens in ''FatalFrame''. What's worse is that there's a bend in the middle of the corridor, and ''anything'' [[NothingIsScarier could be lurking behind there]].