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* ''[[VideoGame/Inside2016 INSIDE]]'' features continuous gameplay with no level transitions or loading screens in between.
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* ''[[VideoGame/Inside2016 INSIDE]]'' ''VideoGame/Inside2016'' features continuous gameplay with no level transitions or loading screens in between.
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* ''VideoGame/{{Limbo}}'' has continuous gameplay with no level transitions or loading screens in between.
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* ''VideoGame/{{Limbo}}'' ''VideoGame/Limbo2010'' has continuous gameplay with no level transitions or loading screens in between.
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* ''VideoGame/{{Portal}}'' uses elevators for the transition between its linear set of testing chambers but never breaks your control of Chell, particularly once you escape into the backrooms.
** Same in [[VideoGame/{{Portal 2}} the sequel]], though there is one [[IFellForHours implied]] time skip.
** Same in [[VideoGame/{{Portal 2}} the sequel]], though there is one [[IFellForHours implied]] time skip.
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* ''VideoGame/{{Portal}}'' ''VideoGame/Portal1'' uses elevators for the transition between its linear set of testing chambers but never breaks your control of Chell, particularly once you escape into the backrooms.
** Same in [[VideoGame/{{Portal 2}} the sequel]],backrooms. The same goes for ''VideoGame/Portal2'', though there is one [[IFellForHours implied]] time skip.
** Same in [[VideoGame/{{Portal 2}} the sequel]],
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* Stages 4-6, 9-10, and 11-14 in ''VideoGame/WonderBoyIIIMonsterLair''. Not so in the UsefulNotes/MegaDrive version, which cuts out five of these levels.
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* Stages 4-6, 9-10, and 11-14 in ''VideoGame/WonderBoyIIIMonsterLair''. Not so in the UsefulNotes/MegaDrive Platform/MegaDrive version, which cuts out five of these levels.
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* The ''VideoGame/MetalGear'' series have cut-scenes, limiting the player's control of his character, but they never flat out sent the player to a new location. In ''VideoGame/MetalGearSolid3'', the player can hold down the R1 button in certain instances to view the scene from his character's perspective.
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* The ''VideoGame/MetalGear'' series have cut-scenes, limiting the player's control of his character, but they never flat out sent the player to a new location. In ''VideoGame/MetalGearSolid3'', ''VideoGame/MetalGearSolid3SnakeEater'', the player can hold down the R1 button in certain instances to view the scene from his character's perspective.
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* ''[[VideoGame/Inside2016 INSIDE]] features continuous gameplay with no level transitions or loading screens in between.
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* ''[[VideoGame/Inside2016 INSIDE]] INSIDE]]'' features continuous gameplay with no level transitions or loading screens in between.
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Limbo and INSIDE
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* ''[[VideoGame/Inside2016 INSIDE]] features continuous gameplay with no level transitions or loading screens in between.
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* ''VideoGame/{{Limbo}}'' has continuous gameplay with no level transitions or loading screens in between.
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Fan games are not part of the franchise
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* ''VideoGame/Sonic3AndKnuckles'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (such as falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.
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* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/Sonic3AndKnuckles'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (such as falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.
** ''VideoGame/Sonic3AndKnuckles'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (such as falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.
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** ''VideoGame/SonicTimeTwisted'' has both act and zone transitions. Unlike in ''Sonic 3'', zones also transition from one to the next without a fadeout.
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* ''VideoGame/SonicTimeTwisted'' has both act and zone transitions. Unlike in ''Sonic 3'', zones also transition from one to the next without a fadeout.
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* ''Varth: Operation Thunderstorm''.
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** This also holds true for ''{{VideoGame/Blood}}''.
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%% (ZCE) ** This also holds true for ''{{VideoGame/Blood}}''.''VideoGame/Blood1997''. -- How?
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%% The examples on this page have been put into alphabetical order.
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%% Please add new examples in the correct order.
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