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%%* Happens twice in ''WebAnimation/MadnessCombat'':
%%** In ''Redeemer'', which ends with Hank shooting out the cables and climbing the rest of the way up. %%Example needs context to make sense on its own.
%%** Briefly in ''Consternation'', cut short by [[spoiler:Tricky landing on top of the elevator and smashing his way through, forcing Hank to retreat.]] %%Example needs context to make sense on its own.

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%%* * Happens twice in ''WebAnimation/MadnessCombat'':
%%** ** In ''Redeemer'', Hank enters an elevator and gets into a firefight with several grunts that attempt to ambush him through the ceiling, which ends with Hank shooting out the cables and climbing the rest of the way up. %%Example needs context to make sense on its own.
%%**
up.
**
Briefly in ''Consternation'', with Hank getting into a brief shootout with an agent in an elevator, cut short by [[spoiler:Tricky landing on top of the elevator and smashing his way through, forcing Hank to retreat.]] %%Example needs context to make sense on its own.]]
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* ''Film/SoClose'': When [[MasculineGirlFeminineBoy Kong and Siu Ma]] rides in an elevator and she's quickly aware of being surrounded by a group of armed robbery recidivists, Kong immediately fights and defeats them single-handedly while protecting the distressed Siu Ma.

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* ''Film/SoClose'': When [[MasculineGirlFeminineBoy [[FemaleFighterMaleHandler Kong and Siu Ma]] rides ride in an elevator and she's quickly aware of being surrounded by a group of armed robbery recidivists, Kong immediately fights and defeats them single-handedly while protecting the distressed Siu Ma.
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* ''Film/SoClose'': When Kong and Siu Ma rides in an elevator and she's quickly aware of being surrounded by a group of armed robbery recidivists, Kong immediately fights and defeats them single-handedly while protecting [[DistressedDude Siu Ma]].

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* ''Film/SoClose'': When [[MasculineGirlFeminineBoy Kong and Siu Ma Ma]] rides in an elevator and she's quickly aware of being surrounded by a group of armed robbery recidivists, Kong immediately fights and defeats them single-handedly while protecting [[DistressedDude the distressed Siu Ma]].Ma.
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* ''Film/SoClose'': When Kong and Siu Ma rides in an elevator and she's quickly aware of being surrounded by a group of armed robbery recidivists, Kong immediately fights and defeats them single-handedly while protecting [[DistressedDude Siu Ma]].
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* ''Film/MenInBlackII'' has a semi-example when Jay, Kay, and the worms raid MIB headquarters to confront Serleena. When they take the elevator down to the main level, a robot starts firing aimlessly into the elevator, while the heroes are hiding on the ceiling. When the robot runs out of bullets initially, Jay uses that chance to get out of the elevator and make his way down to save Laura, and the worms climb out the top to reach the power controls. Kay then attracts the robot into the elevator, hits the close button, drops a bomb, swings out, and lets the bomb detonate inside with just the robot getting caught in the blast.

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* ''Film/MenInBlackII'' has a semi-example ''Film/MenInBlackII'': Happens when Jay, Kay, and the worms raid MIB headquarters to confront Serleena. When they take the elevator down to the main level, a robot starts firing aimlessly into the elevator, while the heroes are hiding on the ceiling. When the robot runs out of bullets initially, Jay uses that chance to get out of the elevator and make his way down to save Laura, and the worms climb out the top to reach the power controls. Kay then attracts the robot into the elevator, hits the close button, drops a bomb, swings out, and lets the bomb detonate inside with just the robot getting caught in the blast.
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Fixed dead link


* In ''Film/IpMan3'', a Thai boxer confronts Ip and his wife in an elevator leaving a doctor's office, so [[https://www.youtube.com/watch?v=69zYXWL6Ue0 Ip must defend himself and his wife]] in an enclosed space.

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* In ''Film/IpMan3'', a Thai boxer confronts Ip and his wife in an elevator leaving a doctor's office, so [[https://www.youtube.com/watch?v=69zYXWL6Ue0 com/watch?v=Y7rno7BoAsw Ip must defend himself and his wife]] in an enclosed space.
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* Towards the end of the main story in ''VideoGame/PokemonSwordAndShield'', Leon is missing after having promised to have dinner with you and Hop. You find out that he's with Chairman Rose at the top of Rose Tower, and you make your way to the top to find them, battling several Macro Cosmos employees on the way up.

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* Towards the end of the main story in ''VideoGame/PokemonSwordAndShield'', Leon is missing after having promised to have dinner with you and Hop. You find out that he's with Chairman Rose at the top of Rose Tower, and you make your way to and Hop ride the top to find them, battling several giant elevator up, which periodically stops for Multi Battles with Macro Cosmos employees on the way up.employees.

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** In ''VideoGame/BlackMesa'', one elevator sequence has you fighting off headcrabs that jump down after you.

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** In ''VideoGame/BlackMesa'', one elevator sequence has you fighting off headcrabs that jump down after you. Also, the final part of "Interloper" has you riding an elevator to the Nihilanth's portal while fending off a veritable army of Alien Controllers.


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* Towards the end of the main story in ''VideoGame/PokemonSwordAndShield'', Leon is missing after having promised to have dinner with you and Hop. You find out that he's with Chairman Rose at the top of Rose Tower, and you make your way to the top to find them, battling several Macro Cosmos employees on the way up.
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* ''VideoGame/{{Wolfchild}}'': The opening and ending (before the boss battle) of the Laboratory levels consist of Wolfchild fighting CHIMERA mooks on an ascending, and later descending, elevator.
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* In ''VideoGame/EightMan1991'' for the UsefulNotes/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.

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* In ''VideoGame/EightMan1991'' for the UsefulNotes/NeoGeo, Platform/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.



* The ''Franchise/SailorMoon'' BeatEmUp for the UsefulNotes/MegaDrive has a fight on a looooong elevator. The rising platform is open on one side, allowing enemies to be flung off it.

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* The ''Franchise/SailorMoon'' BeatEmUp for the UsefulNotes/MegaDrive Platform/MegaDrive has a fight on a looooong elevator. The rising platform is open on one side, allowing enemies to be flung off it.
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* In ''VideoGame/EighthMan1991'' for the UsefulNotes/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.

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* In ''VideoGame/EighthMan1991'' ''VideoGame/EightMan1991'' for the UsefulNotes/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.
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* In ''VideoGame/EighthMan'' for the UsefulNotes/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.

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* In ''VideoGame/EighthMan'' ''VideoGame/EighthMan1991'' for the UsefulNotes/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.
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* ''Literature/TheDresdenFiles'': ''Literature/StormFront'' features an incident near the end where a big nasty monster is trying to kill Harry while he's in his fifth-floor office. He bolts for the elevator on the logic that it has big steel doors, which works okay until the [[spoiler:giant scorpion]] jumps down the shaft and starts ripping through the roof. Harry Dresden being Harry Dresden, he [[spoiler:uses a wind spell to lift the elevator to the top of the shaft, crushing the bug against the ceiling, then throws up a shield to survive the landing.]] He says in a later book that the elevator's never been the same since.

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* ''Literature/TheDresdenFiles'': ''Literature/StormFront'' ''Literature/{{Storm Front|DresdenFiles}}'' features an incident near the end where a big nasty monster is trying to kill Harry while he's in his fifth-floor office. He bolts for the elevator on the logic that it has big steel doors, which works okay until the [[spoiler:giant scorpion]] jumps down the shaft and starts ripping through the roof. Harry Dresden being Harry Dresden, he [[spoiler:uses a wind spell to lift the elevator to the top of the shaft, crushing the bug against the ceiling, then throws up a shield to survive the landing.]] He says in a later book that the elevator's never been the same since.
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* Round 2 of ''VideoGame/{{Shinobi}} III: The Ninja Master'' incorporates a fairly extended ascending-elevator action sequence. The final level has a similar elevator ride, only not as long.

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* Round 2 of ''VideoGame/{{Shinobi}} III: The Ninja Master'' ''VideoGame/ShinobiIIIReturnOfTheNinjaMaster'' incorporates a fairly extended ascending-elevator action sequence. The final level has a similar elevator ride, only not as long.
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%%* The final stage of ''[[VideoGame/ScottPilgrim Scott Pilgrim vs. the World: The Game]]'' begins with this. %%Example needs context to make sense on its own.

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%%* The final stage of ''[[VideoGame/ScottPilgrim Scott Pilgrim vs. the World: The Game]]'' ''VideoGame/ScottPilgrimVsTheWorldTheGame'' begins with this. %%Example needs context to make sense on its own.

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* ''Franchise/{{Doom}}'':
** ''VideoGame/DoomII'': In the final map of the ''Master Levels'' expansion, the aptly-named Express Elevator to Hell, Doomguy starts in a large octagonal elevator from which he can access to eight different paths (each one identified with a floor number). Problem is, several enemies will be in the paths' entrances ready to gun him down, so the character has to deal with them as the elevator goes up and down before going through the paths proper (starting with Floor 1). As the level progresses, some of the enemies from the then-opened higher paths will make their way to the elevator, thus prolonging the shootout sequence.
** Memento Mori's ''VideoGame/{{Doom}}'' mod "Kinetics" has a short elevator descent in the beginning, where a marble platform with the player moves down and keeps going past shotgunners hidden in wall niches.



* Memento Mori's ''VideoGame/{{Doom}}'' mod "Kinetics" has a short elevator descent in the beginning, where a marble platform with the player moves down and keeps going past shotgunners hidden in wall niches.
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* In ''VideoGame/EightBitKiller'', the battle with [[TheDragon Kingdar]] takes place on a lift ascending towards the [[BigBad Master Brain's]] chamber. It's large enough to have walls serving a cover.

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* In ''VideoGame/EightBitKiller'', the battle with [[TheDragon Kingdar]] takes place on a lift ascending towards the [[BigBad Master Brain's]] chamber. It's large enough to have walls serving as a cover.



** The last dungeon of ''Heavensward'', the Aetherochemical Research Facility, has an elevator that stops halfway through and drops a few robotic enemies on you. [[LampshadeHanging lampshaded]] by your Duty Support allies as of Patch 6.3.

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** The last dungeon of ''Heavensward'', the Aetherochemical Research Facility, has an elevator that stops halfway through and drops a few robotic enemies on you. [[LampshadeHanging lampshaded]] {{Lampshade|Hanging}}d by your Duty Support allies as of Patch 6.3.
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** The last dungeon of ''Heavensward'', the Aetherochemical Research Facility, has an elevator that stops halfway through and drops a few robotic enemies on you. [[LampshadeHanging lampshaded]] by your Duty Support allies as of Patch 6.3.
--->'''Scion Thaumaturge:''' I swear, every time you ride a lift...\\
'''Scion Marauder:''' I know, right!?
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Compare ElevatorEscape, where the action comes from the villain or monster reaching through the closing elevator doors. See also EvilElevator. Sister trope of the CableCarActionSequence. Has nothing to do with the ''VideoGame/ElevatorAction'' series of video games, which has you fighting people pretty much everywhere ''except'' the elevators.

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Compare ElevatorEscape, where the action comes from the villain or monster reaching through the closing elevator doors.doors, and ElevatorSnare, when TheChase occurs between someone taking a lift and a chaser outrunning it by using the stairs. See also EvilElevator. Sister trope of the CableCarActionSequence. Has nothing to do with the ''VideoGame/ElevatorAction'' series of video games, which has you fighting people pretty much everywhere ''except'' the elevators.
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Hopefully this'll do


%%** The elevator fight sequence in the original ''Film/{{Total Recall|1990}}'', complete with its rather gruesome ending as Richter (Michael Ironside) gets crushed by the ascending elevator, leaving his hands behind. %%Example needs context to make sense on its own.

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%%** The ** Another elevator fight sequence in occurs during the original ''Film/{{Total Recall|1990}}'', complete with its rather climax, ending in a gruesome ending way as Richter (Michael Ironside) gets crushed by the ascending elevator, leaving his hands behind. %%Example needs context to make sense on its own.behind.

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Alphabetizing. Commenting-out Zero Context Examples.


This trope is not to be confused with ElevatorGoingDown, which is another form action entirely. Its polar opposite is the ''lack'' of action in an UncomfortableElevatorMoment.

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This trope is not to be confused with ElevatorGoingDown, which is another form of action entirely. Its polar opposite is the ''lack'' of action in an UncomfortableElevatorMoment.



* Heavily implied in ''Anime/AfroSamurai'', when Brother 1 starts machine-gunning the elevator Afro and Ninja are in while ''standing on it''. The doors open at the top of the mountain to reveal that Afro killed him somewhere on the way up. [[OffscreenMomentOfAwesome Apparently.]]
* A truly epic example of the inclined elevator form pops up in ''Manga/{{Akira}}'', eventually becoming an explosive [[MeleeATrois Mêlée à Cinq]] as various parties first try to ride, prevent, and/or beat the elevator to the bottom of the shaft, and then try to get back to the surface in one piece. The sequence may be the TropeCodifier for the inclined elevator variant in general, and understandably inspired many imitators and shoutouts -- the room at the end of one such fight in ''Half-Life 1'', for instance, is a direct recreation of the base of the elevator from ''AKIRA'', matching up perfectly with a panel from the original manga.
* Shows up in ''Anime/{{Hellsing}}'', but since it ''is'' [[SociopathicHero Alucard,]] it's more of a Elevator Massacre Sequence. Bonus points for the chapter actually being called "Elevator Action".
* In ''Anime/{{K}}'': Return of Kings, Seri and Izumo [[BlackTieInfiltration infiltrate a formal party]] hosted by the villains, and end up fighting mooks in an elevator, [[KickingAssInAllHerFinery in fancy clothes]]. Yes, it's brilliant.
* A brief one occurs in one episode of ''Anime/{{Noir}}''. A mafia boss enters an elevator with two bodyguards. A couple floors later, the elevator stops, Kirika and Mireille step in, shoot the bodyguards, shoot the boss, and then leave. Given their targets never get a chance to react, it's more Elevator Execution than Elevator Action Sequence.

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* Heavily implied in In ''Anime/AfroSamurai'', when Brother 1 starts machine-gunning the elevator Afro and Ninja are in while ''standing on it''. The doors open at the top of the mountain to reveal that Afro killed him somewhere on the way up. [[OffscreenMomentOfAwesome Apparently.]]
* %%* A truly epic example of the inclined elevator form pops up in ''Manga/{{Akira}}'', eventually becoming an explosive [[MeleeATrois Mêlée à Cinq]] as various parties first try to ride, prevent, and/or beat the elevator to the bottom of the shaft, and then try to get back to the surface in one piece. The sequence may be the TropeCodifier for the inclined elevator variant in general, and understandably inspired many imitators and shoutouts -- the room at the end of one such fight in ''Half-Life 1'', for instance, is a direct recreation of the base of the elevator from ''AKIRA'', matching up perfectly with a panel from the original manga. \n* %%Example needs context to make sense on its own.
%%*
Shows up in ''Anime/{{Hellsing}}'', but since it ''is'' [[SociopathicHero Alucard,]] it's more of a Elevator Massacre Sequence. Bonus points for the chapter actually being called "Elevator Action".
Action". %%Example needs context to make sense on its own.
* In ''Anime/{{K}}'': ''Anime/{{K}}: Return of Kings, Kings'', Seri and Izumo [[BlackTieInfiltration infiltrate a formal party]] hosted by the villains, and end up fighting mooks in an elevator, [[KickingAssInAllHerFinery in fancy clothes]]. Yes, it's brilliant.
* A brief one occurs in In one episode of ''Anime/{{Noir}}''. A ''Anime/{{Noir}}'', a mafia boss enters an elevator with two bodyguards. A couple floors later, the elevator stops, Kirika and Mireille step in, shoot the bodyguards, shoot the boss, and then leave. Given their targets never get a chance to react, it's more Elevator Execution than Elevator Action Sequence.



* The fight between Emperor Zurg and Buzz Lightyear in ''WesternAnimation/ToyStory2'' took place entirely on the top of an elevator car.

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* The fight between Emperor Zurg and Buzz Lightyear in ''WesternAnimation/ToyStory2'' took takes place entirely on the top of an elevator car.



* An inclined elevator version occurs at the end of the 1986 crime drama ''Film/EightMillionWaysToDie'', with the climatic shoot-out taking place on funicular.

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* An inclined elevator version occurs at At the end of the 1986 crime drama ''Film/EightMillionWaysToDie'', with the climatic shoot-out taking takes place on funicular.



* Such a fight happens in ''Film/{{Borat}}'' between two naked guys. They were interrupted, and the witnesses (not actors or extras!) couldn't seem to believe what they were seeing.

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* %%* Such a fight happens in ''Film/{{Borat}}'' between two naked guys. They were interrupted, and the witnesses (not actors or extras!) couldn't seem to believe what they were seeing. %%Example needs context to make sense on its own.



* In ''Film/DannyTheDog'', the final action sequence features a few moments of fighting in a tiny bathroom, with both combatants mere inches from each other.



* ''Film/DressedToKill'' has the brutal murder of [[spoiler: Kate]] take place in an elevator.

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* ''Film/DressedToKill'' has the brutal murder of [[spoiler: Kate]] [[spoiler:Kate]] take place in an elevator.



* ''Film/{{Flash Point|2007}}'' has Ma vs. Tiger, wrestling over a gun.

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* %%* ''Film/{{Flash Point|2007}}'' has Ma vs. Tiger, wrestling over a gun. %%Example needs context to make sense on its own.
* ''Film/{{Hitman|1998}}'': One action scene takes place on top of a moving elevator, between the main character (played by Creator/JetLi) and an assassin trying to kill him. The assassin ends up accidentally falling into the elevator's gears and is minced to bits.



* In ''Film/IpMan3'', a Thai boxer confronts Ip and his wife in an elevator leaving a doctor's office, so [[https://www.youtube.com/watch?v=69zYXWL6Ue0 Ip must defend himself and his wife]] in an enclosed space.



* ''Film/JuniorGMen'', a 1940 serial, has one between the heroes and the Order of the Flaming Torch.

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* %%* ''Film/JuniorGMen'', a 1940 serial, has one between the heroes and the Order of the Flaming Torch. %%Example needs context to make sense on its own.
* Franchise/MarvelCinematicUniverse:
** ''Film/CaptainAmericaTheWinterSoldier'': All too aware of his SuperSoldier abilities, the antagonists attempt to capture Captain America. Cap gets on the elevator, then several "friends" from his special ops unit join him. The elevator stops twice more to let on apparently innocuous suits plus some more soldiers until Cap is hemmed in on all sides. Realizing from their body language that something is wrong, he delivers the PreAsskickingOneLiner, then beats everyone up.
** ''Film/AvengersEndgame'' includes an aversion as CallBack to this scene [[spoiler:when Captain America [[TimeTravel travels back to]] to [[Film/TheAvengers2012 the Battle of New York in 2012]] to retrieve the Mind Stone from Loki's scepter. He gets into an elevator with the same S.H.I.E.L.D./HYDRA soldiers and tells them the Secretary told them to give the scepter. Just when it seems a similar fight is going to break out, [[BaitAndSwitch instead Cap]] leans into Agent Sitwell's ear and [[FakeDefector says]], "[[TrustPassword Hail HYDRA.]]" Shocked, the HYDRA forces give him the scepter.]]



* ''Film/{{Hitman|1998}}'': One action scene takes place ''on top'' of a moving elevator, between the main character (played by Creator/JetLi) and an assassin trying to kill him. The assassin ends up accidentally falling into the elevator's gears and is minced to bits.
* In ''Film/IpMan3'', a Thai boxer confronts Ip and his wife in an elevator leaving a doctor's office, so [[https://www.youtube.com/watch?v=69zYXWL6Ue0 Ip must defend himself and his wife]] in an enclosed space.
* Franchise/MarvelCinematicUniverse:
** ''Film/CaptainAmericaTheWinterSoldier'' provides the page image and quote. All too aware of his SuperSoldier abilities, the antagonists attempt to capture Captain America this way. Cap gets on the elevator, then several "friends" from his special ops unit join him. The elevator stops twice more to let on apparently innocuous suits plus some more soldiers until Cap is hemmed in on all sides. Realizing from their body language that something is wrong, he delivers the PreAsskickingOneLiner seen in this page's quote, then beats everyone up.
** ''Film/AvengersEndgame'' includes an aversion as CallBack to this scene [[spoiler:when Captain America [[TimeTravel travels back to]] to [[Film/TheAvengers2012 the Battle of New York in 2012]] to retrieve the Mind Stone from Loki's scepter. He gets into an elevator with the same S.H.I.E.L.D./HYDRA soldiers and tells them the Secretary told them to give the scepter. Just when it seems a similar fight is going to break out, [[BaitAndSwitch instead Cap]] leans into Agent Sitwell's ear and [[FakeDefector says]], "[[TrustPassword Hail HYDRA.]]" Shocked, the HYDRA forces give him the scepter.]]



* Ethan Hunt, after being slipped a pocket knife, waits until his restraining gurney enters an elevator to make his escape in ''Film/MissionImpossibleIII''. He disables three guards (one with a telephone, yowch) while still strapped to his stretcher.
* The short film [[https://www.youtube.com/watch?v=Jjgtn9D-GOc Night Watch]] consists entirely of three goons trying to kill a man in an elevator. [[AssassinOutclassin They fail.]]
* ''Film/{{Oldboy|2003}}'' has one we don't actually see. Oh Dae-su walks into an elevator full of mooks, and the very next shot is the elevator opening up and all of them fall out, badly beaten, while Dae-su walks out nonchalantly.

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* In ''Film/MissionImpossibleIII'', Ethan Hunt, after Hunt --after being slipped a pocket knife, knife-- waits until his restraining gurney enters an elevator to make his escape in ''Film/MissionImpossibleIII''.escape. He disables three guards (one with a telephone, yowch) while still strapped to his stretcher.
* The short film [[https://www.youtube.com/watch?v=Jjgtn9D-GOc Night Watch]] consists entirely of three goons trying to kill a man in an elevator. [[AssassinOutclassin They fail.]]
]]
* ''Film/{{Oldboy|2003}}'' has one we don't actually see. In ''Film/{{Oldboy|2003}}'', Oh Dae-su walks into an elevator full of mooks, and the very next shot is the elevator opening up and all of them fall out, badly beaten, while Dae-su walks out nonchalantly.



* Allie and Hedy have round two of their climactic fight in ''Film/SingleWhiteFemale'' in the elevator.

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* In ''Film/SingleWhiteFemale'', Allie and Hedy have round two of their climactic fight in ''Film/SingleWhiteFemale'' in the elevator.



* ''Franchise/StarWars'': ''Film/RevengeOfTheSith'' has an Elevator ''Shaft'' Action Sequence on board the ''Invisible Hand'' at the beginning.

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* %%* ''Franchise/StarWars'': ''Film/RevengeOfTheSith'' has an Elevator ''Shaft'' Action Sequence on board the ''Invisible Hand'' at the beginning.beginning. %%Example needs context to make sense on its own.



* ''Total Recall'':
** The elevator fight sequence in the original ''Film/{{Total Recall|1990}}'', complete with its rather gruesome ending as Richter (Michael Ironside) gets crushed by the ascending elevator, leaving his hands behind. There's also an escalator fight scene earlier in the movie -- being unable to dodge while stuck on the escalator, Arnie's character has to [[BulletProofHumanShield use a corpse to block bullets]] coming from up ''and'' down.
** ''Film/{{Total Recall|2012}}'':
*** The 2012 remake features The Fall, a ''massive'' elevator that shoots through the Earth at breakneck speeds. The climax takes place onboard it, and even features a [[NoGravityForYou zero-gravity gunfight]].
*** Before that, four people (well three and a robot) fight in small elevator, ending with [[spoiler:the lift exploding when the bad gal leaves a bomb behind]]
* Deliberately downplayed in ''Film/TheUsualSuspects''. Kobayashi is riding the elevator with his two bodyguards. The lights go out, and the elevator is [[DarkenedBuildingShootout lit by twin flashes]], then enters a windowed section of the shaft which reveal no bodyguards and two blood-splatters on the glass behind Kobayashi, who looks up to seen [=McManus=] pointing a silenced pistol, telling him to push the button for the roof.

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* ''Total Recall'':
''Film/TotalRecall1990'':
** There's an escalator fight scene where Arnie's character has to [[BulletProofHumanShield use a corpse to block bullets]] coming from up ''and'' down, being unable to dodge while stuck on the escalator.
%%**
The elevator fight sequence in the original ''Film/{{Total Recall|1990}}'', complete with its rather gruesome ending as Richter (Michael Ironside) gets crushed by the ascending elevator, leaving his hands behind. There's also an escalator fight scene earlier in the movie -- being unable %%Example needs context to dodge while stuck make sense on the escalator, Arnie's character has to [[BulletProofHumanShield use a corpse to block bullets]] coming from up ''and'' down.
its own.
* ''Film/TotalRecall2012'':
** ''Film/{{Total Recall|2012}}'':
***
The 2012 remake features The Fall, Fall is a ''massive'' elevator that shoots through the Earth at breakneck speeds. The climax takes place onboard it, and even features a [[NoGravityForYou zero-gravity gunfight]].
*** ** Before that, four people (well three and a robot) fight in small elevator, ending with [[spoiler:the lift exploding when the bad gal leaves a bomb behind]]
* Deliberately downplayed in ''Film/TheUsualSuspects''. In ''Film/TheUsualSuspects'', Kobayashi is riding the elevator with his two bodyguards. The lights go out, and the elevator is [[DarkenedBuildingShootout lit by twin flashes]], then enters a windowed section of the shaft which reveal no bodyguards and two blood-splatters on the glass behind Kobayashi, who looks up to seen [=McManus=] pointing a silenced pistol, telling him to push the button for the roof.



* ''Literature/MatthewReilly'':
** ''Contest'' has a fight in an elevator ''shaft'' — beneath a descending elevator.

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* ''Literature/MatthewReilly'':
Creator/MatthewReilly:
** ''Contest'' has a fight in an elevator ''shaft'' — shaft beneath a descending elevator.



* ''Franchise/StarWarsLegends'': Discussed and ultimately subverted in Creator/TimothyZahn's novel ''Scoundrels''. A captured prisoner being escorted upstairs via [[CallARabbitASmeerp turbolift]] recounts various reasons why, despite the trope's popularity, trying to subdue his captors while in the lift is a ''bad'' idea — surrounded by enemies, nowhere to run, with an unknown fate waiting at the end of the ride. The turbolift does make an excellent place to undo his restraints, though... and the turbolift ''lobby'' an excellent place to spring his ambush. At that point, his captors will have a heightened sense of security ''and'' he can see for himself whether there are additional guards in the lobby to worry about.

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* ''Franchise/StarWarsLegends'': Discussed and ultimately subverted in In Creator/TimothyZahn's novel ''Scoundrels''. A ''Scoundrels'', a captured prisoner being escorted upstairs via [[CallARabbitASmeerp turbolift]] recounts various reasons why, despite the trope's popularity, why trying to subdue his captors while in the lift is a ''bad'' idea — surrounded by enemies, nowhere to run, with an unknown fate waiting at the end of the ride. The turbolift does make an excellent place to undo his restraints, though... and the turbolift ''lobby'' an excellent place to spring his ambush. At that point, his captors will have a heightened sense of security ''and'' he can see for himself whether there are additional guards in the lobby to worry about.



* ''Series/DeadliestWarrior'': One of these happens (in a normal elevator, though, not a service elevator) in Episode 5, "Mafia vs. Yakuza".

to:

* %%* ''Series/DeadliestWarrior'': One of these happens (in a normal elevator, though, not a service elevator) in Episode 5, "Mafia vs. Yakuza". %%Example needs context to make sense on its own.



** ''Series/{{The Punisher|2017}}''. In the final episode, Frank Castle has just been involved in a shootout with Pilgrim before he grabs Amy as a hostage and ducks into an elevator. As the doors close, another elevator opens to reveal several police officers who've turned up to investigate the shooting, so Frank rushes them before they can draw their weapons, leading to this trope.
* ''Series/PersonOfInterest''. In a BatmanColdOpen, [[VigilanteMan John Reese]] steps into an elevator with three men and casually reveals that one of them is cheating on his wife, who has [[WomanScorned hired the other two men in the elevator to kill him]]. Needless to say this trope ensues.

to:

** ''Series/{{The Punisher|2017}}''. In the final episode, Frank Castle has just been involved in a shootout with Pilgrim before he grabs Amy as a hostage and ducks into an elevator. As the doors close, another elevator opens to reveal several police officers who've turned up to investigate the shooting, so Frank rushes them before they can draw their weapons, leading to this trope.
*
weapons.
%%*
''Series/PersonOfInterest''. In a BatmanColdOpen, [[VigilanteMan John Reese]] steps into an elevator with three men and casually reveals that one of them is cheating on his wife, who has [[WomanScorned hired the other two men in the elevator to kill him]]. Needless to say this trope ensues. %%Example needs context to make sense on its own.



* ''Series/TerminatorTheSarahConnorChronicles'': Occurred between Cameron and a strangely flexible female Terminator. Even funnier when interrupted, as both have fake blood all over them.

to:

* %%* ''Series/TerminatorTheSarahConnorChronicles'': Occurred between Cameron and a strangely flexible female Terminator. Even funnier when interrupted, as both have fake blood all over them. %%Example needs context to make sense on its own.



* Happens twice in ''WebAnimation/MadnessCombat'':
** In ''Redeemer'', which ends with Hank shooting out the cables and climbing the rest of the way up.
** Briefly in ''Consternation'', cut short by [[spoiler:Tricky landing on top of the elevator and smashing his way through, forcing Hank to retreat.]]

to:

* %%* Happens twice in ''WebAnimation/MadnessCombat'':
** %%** In ''Redeemer'', which ends with Hank shooting out the cables and climbing the rest of the way up.
**
up. %%Example needs context to make sense on its own.
%%**
Briefly in ''Consternation'', cut short by [[spoiler:Tricky landing on top of the elevator and smashing his way through, forcing Hank to retreat.]]]] %%Example needs context to make sense on its own.



%%* ''Webcomic/AdventureDennis'' has a bloody elevator ride in his last level.

to:

%%* ''Webcomic/AdventureDennis'' has a bloody elevator ride in his last level. %%Example needs context to make sense on its own.



* This is not so rare in ''WesternAnimation/CodeLyoko'' with the elevator leading to the Lab and Scanners. Usually, the heroes reaching it and closing the door in time give them some reprieve from XANA's latest attack -- but sometimes the enemy slip in too for a good scuffle. And the elevator doors offer little protection against some of the most advanced of XANA's specters, that can actually make their host phase through walls.
* There's an epic one of these in ''WesternAnimation/InvaderZim'''s episode "Game Slave 2", which ends with [[EnfantTerrible Gaz]] killing [[JerkAss Iggins]] by letting him plummet to his death fifty stories down.

to:

* This is not so rare in ''WesternAnimation/CodeLyoko'' with In ''WesternAnimation/CodeLyoko'', the elevator leading to the Lab and Scanners. Usually, Scanners usually gives the heroes reaching it and closing the door in time give them [[ElevatorEscape some reprieve from XANA's latest attack attack]] -- but sometimes the enemy slip slips in too for a good scuffle. And the elevator doors offer little protection against some of the most advanced of XANA's specters, that can actually make their host phase through walls.
* %%* There's an epic one of these in ''WesternAnimation/InvaderZim'''s episode "Game Slave 2", which ends with [[EnfantTerrible Gaz]] killing [[JerkAss Iggins]] by letting him plummet to his death fifty stories down.down. %%Example needs context to make sense on its own.



** "[[Recap/StarWarsRebelsS3E08AnInsideMan An Inside Man]]": Kanan and Ezra, [[DressingAsTheEnemy disguised]] as a stormtrooper and scout trooper respectively, wind up in a small elevator with [[spoiler:Agent Kallus]]. When he reveals he knows who they are, Kanan and Ezra start beating [[spoiler:Kallus]] up before he can explain he's TheMole.
** "[[Recap/StarWarsRebelsS3E19ZeroHour Zero]] [[Recap/StarWarsRebelsS3E20ZeroHourPartII Hour]]": An offscreen one, when [[spoiler:Kallus]] beats up the stormtroopers ordered to [[ThrownOutTheAirlock throw him out an airlock]]. We see them going into the elevator, [[spoiler:Kallus smirking,]] and the doors close. When we come back, the doors open and [[spoiler:Kallus]] is [[WithMyHandsTied taking off his handcuffs]] with the stormtroopers behind him, unconscious.

to:

** "[[Recap/StarWarsRebelsS3E08AnInsideMan An Inside Man]]": Kanan and Ezra, [[DressingAsTheEnemy disguised]] {{d|ressingAsTheEnemy}}isguised as a stormtrooper and scout trooper respectively, wind up in a small elevator with [[spoiler:Agent Kallus]]. When he reveals he knows who they are, Kanan and Ezra start beating [[spoiler:Kallus]] up before he can explain he's TheMole.
** "[[Recap/StarWarsRebelsS3E19ZeroHour Zero]] [[Recap/StarWarsRebelsS3E20ZeroHourPartII Hour]]": An offscreen one, when [[spoiler:Kallus]] beats up the stormtroopers ordered to [[ThrownOutTheAirlock throw him out an airlock]]. We see them going into the elevator, [[spoiler:Kallus smirking,]] and the doors close. When we come back, the doors open and [[spoiler:Kallus]] is [[WithMyHandsTied taking off his handcuffs]] with the stormtroopers behind him, unconscious.



* ''VideoGame/{{Aliens}}'' features one early in the game, with the added caveat that you have to protect the cables from the Xenomorphs on the way down or suffer a lethal fall.
* ''VideoGame/HeavyBarrel'' has two stages that comprise of mainly traveling up on a large elevator. Which passes by multiple flights of stairs and cannons. [[MultiMookMelee No surprise as to what happens]]...
* ''VideoGame/SARSearchAndRescue'' have a level on a descending elevator platform, where you need to let it reach the bottom while fending off hordes and hordes of mutant enemies crawling from the sides.
%%* ''VideoGame/TheLegendOfSpyroANewBeginning'' has several of these when you storm Cynder's castle.%%Such as?
* ''VideoGame/{{Gungrave}}'':
** The path to the Stage 5 boss has Grave fending off waves of enemies while riding an elevator/lift thingy.
** One level in ''Gungrave: Overdose'' takes place on a giant ''AKIRA''-style elevator.
* Appear in ''VideoGame/MetalSlug 4'', and done in reverse in ''VideoGame/MetalSlug 5'', where the elevator descends instead of going up.

to:

* %%* ''VideoGame/{{Aliens}}'' features one early in the game, with the added caveat that you have to protect the cables from the Xenomorphs on the way down or suffer a lethal fall.
* ''VideoGame/HeavyBarrel'' has two stages that comprise of mainly traveling up
fall. %%Example needs context to make sense on a large elevator. Which passes by multiple flights of stairs and cannons. [[MultiMookMelee No surprise as to what happens]]...
* ''VideoGame/SARSearchAndRescue'' have a level on a descending elevator platform, where you need to let it reach the bottom while fending off hordes and hordes of mutant enemies crawling from the sides.
%%* ''VideoGame/TheLegendOfSpyroANewBeginning'' has several of these when you storm Cynder's castle.%%Such as?
* ''VideoGame/{{Gungrave}}'':
** The path to the Stage 5 boss has Grave fending off waves of enemies while riding an elevator/lift thingy.
** One level in ''Gungrave: Overdose'' takes place on a giant ''AKIRA''-style elevator.
* Appear in ''VideoGame/MetalSlug 4'', and done in reverse in ''VideoGame/MetalSlug 5'', where the elevator descends instead of going up.
its own.



** There is also the 4th level in ''Super C''.
* The "Mad Doctor" level of ''VideoGame/MickeyMania'' has a part in which Mickey fights skeletons entering an elevator as it goes up.

to:

** %%** There is also the 4th level in ''Super C''.
* The "Mad Doctor" level of ''VideoGame/MickeyMania'' has a part in which Mickey fights skeletons entering an elevator as it goes up.
C''. %%Example needs context to make sense on its own.



* In ''VideoGame/PhantasyStarOnline Episode II'' features a long battle against Olga Flow down an elevator shaft.
* The second area of ''VideoGame/TimeCrisis'' is set on a cargo inclinator/funicular. ''Crisis Zone'' has an elevator sequence in the office building level.

to:

* In ''VideoGame/PhantasyStarOnline Episode II'' features a long battle against Olga Flow down ''VideoGame/{{Gungrave}}'':
** The path to the Stage 5 boss has Grave fending off waves of enemies while riding
an elevator/lift thingy.
** One level in ''Gungrave: Overdose'' takes place on a giant ''AKIRA''-style elevator.
* ''VideoGame/HeavyBarrel'' has two stages that comprise of mainly traveling up on a large elevator. Which passes by multiple flights of stairs and cannons. [[MultiMookMelee No surprise as to what happens]]...
%%* ''VideoGame/TheLegendOfSpyroANewBeginning'' has several of these when you storm Cynder's castle. %%Example needs context to make sense on its own.
%%* There's one of these in ''VideoGame/MetalGearRisingRevengeance'' R-04. %%Example needs context to make sense on its own.
%%* Appear in ''VideoGame/MetalSlug 4'', and done in reverse in ''VideoGame/MetalSlug 5'', where the
elevator shaft.
* The second area
descends instead of ''VideoGame/TimeCrisis'' is set going up. %%Example needs context to make sense on a cargo inclinator/funicular. ''Crisis Zone'' has an elevator sequence in the office building level.its own.



* There's one of these in ''VideoGame/MetalGearRisingRevengeance'' R-04.

to:

* There's one The "Mad Doctor" level of these ''VideoGame/MickeyMania'' has a part in ''VideoGame/MetalGearRisingRevengeance'' R-04.which Mickey fights skeletons entering an elevator as it goes up.
* ''VideoGame/PhantasyStarOnline Episode II'' features a long battle against Olga Flow down an elevator shaft.
* ''VideoGame/SARSearchAndRescue'' have a level on a descending elevator platform, where you need to let it reach the bottom while fending off hordes and hordes of mutant enemies crawling from the sides.
* The second area of ''VideoGame/TimeCrisis'' is set on a cargo inclinator/funicular. ''Crisis Zone'' has an elevator sequence in the office building level.



* ''VideoGame/CrisisBeat'' has a level where players made their escape into an elevator. Climbing to it's top, they are assaulted by a horde of [[{{Ninja}} Sharp-class enemies]] which they must defeat while standing atop the descending elevator.
* ''VideoGame/StreetsOfRage'':
** The first game has a very [[https://www.youtube.com/watch?v=-ciOHwf5E84 memorable]] outdoor elevator stage as its penultimate level.
*** Also made hilarious by the graphical effect of the special attack. In-game, the characters could call in what were effectively drive-in air strikes to clear a stage. In all previous stages, the cut scene involved panning left to the car driving up and launching the missiles, then panning back over to the players to show the damage. In the case of the elevator level, however, the camera pans all the way down the elevator shaft and then left to the show the car and missiles fired, then pans back the same way before exploding as usual.
** The fourth, seventh and eighth stages of ''Streets of Rage II'' all have these sequences, proving that this kind of action scene can have staying power even when overused.
** It also appeared in the third and fifth stages of ''Streets of Rage III''. This game is the only other time in the series the outdoor elevator or bottomless pits return.
** [[SequelGap 26 years later]], the elevator returns in ''Streets of Rage 4''. In stage 9, the heroes attack the villains' base and ride the lift, doing the usual head-cracking along the way (this time with [[DestinationDefenestration breakable glass windows]]). On the top floor is an old ally, but he's [[BrainwashedAndCrazy not in the mood for a reunion]].

to:

* In ''VideoGame/EighthMan'' for the UsefulNotes/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.
%%* And in the RunAndGun-style ''Film/{{Aliens}}'' game, you have to kill the mook aliens before they cut the elevator cables. %%Example needs context to make sense on its own.
%%* Occurs in ''VideoGame/AlienVsPredatorCapcom'' with both mooks and a rogue Predator. %%Example needs context to make sense on its own.
* ''VideoGame/AstroBoyOmegaFactor'' has an elevator ride in the middle of the second stage.
%%* The final area of the 2nd level in ''Film/BatmanForever'' for SNES/Genesis. %%Example needs context to make sense on its own.
%%* ''VideoGame/BattleCircuit'' has one on giant... plate... things. %%Example needs context to make sense on its own.
* A inclined elevator ride exists in Stage 2 of the arcade game based on ''ComicBook/BuckyOHareAndTheToadWars''
%%* Happens once or twice in ''VideoGame/CadillacsAndDinosaurs''. %%Example needs context to make sense on its own.
%%* ''VideoGame/CaptainCommando'' has a very brief one on the last stage. %%Example needs context to make sense on its own.
* In ''VideoGame/CastleCrashers'', there's an inclined elevator ride filled with baddies in the Industrial Castle.
* ''VideoGame/CrisisBeat'' has a level where players made make their escape into an elevator. Climbing to it's top, they are assaulted by a horde of [[{{Ninja}} Sharp-class enemies]] which they must defeat while standing atop the descending elevator.
* ''VideoGame/StreetsOfRage'':
**
The first game level of ''[[VideoGame/DoubleDragon Super Double Dragon]]'' has a very [[https://www.youtube.com/watch?v=-ciOHwf5E84 memorable]] outdoor fight in a glass elevator stage as car. The enemies were originally supposed to break the glass, but due to the game being rushed, the animation was left out in both versions.
%%** ''VideoGame/DoubleDragonNeon'' first has a straight example in Mission 8 reminiscent of ''VideoGame/HeavyBarrel'', jetpack mooks included, then a raft ride on the ManEatingPlant's jaw at the beginning of Mission 9. %%Example needs context to make sense on
its penultimate level.
*** Also made hilarious by the graphical effect
own.
* One
of the special attack. In-game, the characters could call last levels of ''VideoGame/FightingForce'' takes place on an exposed lift with bad guys dropping in what were effectively drive-in air strikes to clear a stage. In all previous stages, the cut scene involved panning left to the car driving up and launching the missiles, then panning back over to the players to show the damage. In the case right. One of the earlier levels has the villain's penthouse elevator level, however, as a level. Very huge, with many items to smack the camera pans all the way down the bad guys with. Both elevator shaft and then left to the show the car and missiles fired, then pans back the same way before exploding as usual.
** The fourth, seventh and eighth stages of ''Streets of Rage II'' all
ride times have these sequences, proving that this kind of action scene can have staying power even when overused.
** It also appeared
in the third and fifth stages of ''Streets of Rage III''. This game is the only other time in the series the outdoor elevator or bottomless pits return.
** [[SequelGap 26 years later]], the elevator returns in ''Streets of Rage 4''. In stage 9, the heroes attack the villains' base and ride the lift, doing the usual head-cracking along the
no way (this time correlate with [[DestinationDefenestration breakable glass windows]]). On the top floor is an old ally, but he's [[BrainwashedAndCrazy not in size of the mood for a reunion]].building they are in.



** The Italy stage (where Rolento is the boss) also had a similar scene in ''Final Fight 2''.
** ''Final Fight 3'' also has such a scene.
* ''Franchise/TeenageMutantNinjaTurtles'':
** ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' has a descending inclined elevator in the Technodrome where giant marbles roll past trying to squash you.
** Another elevator battle occurred in the SNES port of ''[[VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime Turtles in Time]]'', where you fight several waves of enemies as you ascend five floors.
** Same thing in Hyperstone Heist, only this time the elevator is going down.
** There is an elevator level in ''TMNT III: The Manhattan Project''... on the ''outside'' of a building.

to:

** %%** The Italy stage (where Rolento is the boss) also had a similar scene in ''Final Fight 2''.
**
2''. %%Example needs context to make sense on its own.
%%**
''Final Fight 3'' also has such a scene.
* ''Franchise/TeenageMutantNinjaTurtles'':
** ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' has a descending inclined elevator in
scene. %%Example needs context to make sense on its own.
%%* This also occurs toward
the Technodrome where giant marbles roll past trying end of ''VideoGame/MichaelJacksonsMoonwalker''. %%Example needs context to squash you.
** Another elevator battle occurred in
make sense on its own.
* ''VideoGame/HiddenDragonLegend'': In Dark Raven's mountain lair, you're on a rising platform with multiple [[MechaMooks puppets]] on both sides. You'll die if you step off
the SNES port of ''[[VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime Turtles in Time]]'', where edge, but you fight several waves of can knock enemies as you ascend five floors.
** Same thing in Hyperstone Heist, only this time
over with some special moves, an especially useful attack against the elevator is going down.
** There is an elevator
''huge'' Iron-Class puppets.
%%* ''VideoGame/MadWorld'' has one in the last
level in ''TMNT III: called The Manhattan Project''... on Tower, before fighting the ''outside'' final boss. %%Example needs context to make sense on its own.
%%* ''VideoGame/MarvelSuperHeroes'' has one. %%Example needs context to make sense on its own.
* The ''Franchise/SailorMoon'' BeatEmUp for the UsefulNotes/MegaDrive has a fight on a looooong elevator. The rising platform is open on one side, allowing enemies to be flung off it.
%%* The final stage
of a building.''[[VideoGame/ScottPilgrim Scott Pilgrim vs. the World: The Game]]'' begins with this. %%Example needs context to make sense on its own.



* This also occurs toward the end of ''VideoGame/MichaelJacksonsMoonwalker''.
* One of the last levels of ''VideoGame/FightingForce'' takes place on an exposed lift with bad guys dropping in left and right. One of the earlier levels has the villain's penthouse elevator as a level. Very huge, with many items to smack the bad guys with. Both elevator ride times have in no way correlate with the size of the building they are in.
* ''VideoGame/HiddenDragonLegend'' have one of these in Dark Raven's mountain lair, where you're on a rising platform with multiple [[MechaMooks puppets]] on both sides. You'll die if you step off the edge, but you can knock enemies over with some special moves, an especially useful attack against the ''huge'' Iron-Class puppets.
* Occurs in ''VideoGame/AlienVsPredatorCapcom'' with both mooks and a rogue Predator.
* And in the RunAndGun-style ''Film/{{Aliens}}'' game, you have to kill the mook aliens before they cut the elevator cables.
* Seen in the last levels of ''VideoGame/ViewtifulJoe 1'' & ''2''.
* Happens once or twice in ''VideoGame/CadillacsAndDinosaurs''.
* The final area of the 2nd level in ''Film/BatmanForever'' for SNES/Genesis.



* The first level of ''[[VideoGame/DoubleDragon Super Double Dragon]]'' has a fight in a glass elevator car. The enemies were originally supposed to break the glass, but due to the game being rushed, the animation was left out in both versions.
** ''VideoGame/DoubleDragonNeon'' first has a straight example in Mission 8 reminiscent of ''VideoGame/HeavyBarrel'', jetpack mooks included, then a raft ride on the ManEatingPlant's jaw at the beginning of Mission 9.
* A inclined elevator ride exists in Stage 2 of the arcade game based on ''[[ComicBook/BuckyOHareAndTheToadWars Bucky O'Hare.]]''
* ''VideoGame/MarvelSuperHeroes'' has one.
* ''VideoGame/UndercoverCops'' features one in the [[https://www.youtube.com/watch?feature=player_detailpage&v=oTJxpI6HfJ4#t=289s second level.]]
* ''VideoGame/MadWorld'' has one in the last level called The Tower, before fighting the final boss.

to:

* ''VideoGame/StreetsOfRage'':
**
The first level of ''[[VideoGame/DoubleDragon Super Double Dragon]]'' game has a fight in a glass elevator car. The enemies were originally supposed to break the glass, but due to the game being rushed, the animation was left out in both versions.
** ''VideoGame/DoubleDragonNeon'' first has a straight example in Mission 8 reminiscent of ''VideoGame/HeavyBarrel'', jetpack mooks included, then a raft ride on the ManEatingPlant's jaw at the beginning of Mission 9.
* A inclined elevator ride exists in Stage 2 of the arcade game based on ''[[ComicBook/BuckyOHareAndTheToadWars Bucky O'Hare.]]''
* ''VideoGame/MarvelSuperHeroes'' has one.
* ''VideoGame/UndercoverCops'' features one in the
very [[https://www.youtube.com/watch?feature=player_detailpage&v=oTJxpI6HfJ4#t=289s second level.]]
* ''VideoGame/MadWorld'' has one
com/watch?v=-ciOHwf5E84 memorable]] outdoor elevator stage as its penultimate level.
*** Also made hilarious by the graphical effect of the special attack. In-game, the characters could call in what were effectively drive-in air strikes to clear a stage. In all previous stages, the cut scene involved panning left to the car driving up and launching the missiles, then panning back over to the players to show the damage. In the case of the elevator level, however, the camera pans all the way down the elevator shaft and then left to the show the car and missiles fired, then pans back the same way before exploding as usual.
** In stage 9 of ''Streets of Rage 4'', the heroes attack the villains' base and ride the lift, doing the usual head-cracking along the way (this time with [[DestinationDefenestration breakable glass windows]]). On the top floor is an old ally, but he's [[BrainwashedAndCrazy not
in the last mood for a reunion]].
%%** The fourth, seventh and eighth stages of ''Streets of Rage II'' all have these sequences, proving that this kind of action scene can have staying power even when overused. %%Example needs context to make sense on its own.
%%** It also appeared in the third and fifth stages of ''Streets of Rage III''. This game is the only other time in the series the outdoor elevator or bottomless pits return. %%Example needs context to make sense on its own.
* ''Franchise/TeenageMutantNinjaTurtles'':
** ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' has a descending inclined elevator in the Technodrome where giant marbles roll past trying to squash you.
** Another elevator battle occurred in the SNES port of ''[[VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime Turtles in Time]]'', where you fight several waves of enemies as you ascend five floors.
** There is an elevator
level called in ''TMNT III: The Tower, before fighting Manhattan Project''... on the final boss.''outside'' of a building.
%%** Same thing in Hyperstone Heist, only this time the elevator is going down. %%Example needs context to make sense on its own.
* ''VideoGame/TimeCommando'': In the Future, an elevator ride gets interrupted twice by enemies.
* In ''VideoGame/TinyToonAdventuresBustersBadDream'', there's the SpaceStation, wherein the elevator goes up with each wave of enemies defeated; and [[EternalEngine Montana Max's factory]], wherein the elevator goes down with each wave of enemies defeated.



* ''VideoGame/AstroBoyOmegaFactor'' has an elevator ride in the middle of the second stage.
* The final stage of ''[[VideoGame/ScottPilgrim Scott Pilgrim vs. the World: The Game]]'' begins with this.
* In ''VideoGame/CastleCrashers'', there's an inclined elevator ride filled with baddies in the Industrial Castle.
* ''VideoGame/MarvelUltimateAlliance'' has two:
** The Helicarrier, which takes place on the outside, so when Spider-Man throws a goon off, it's half a mile plunge to a splattery death.
** The next level, the Omega Base, has a traditional elevator fight... with the inclusion of a BigBulkyBomb [[BombDisposal you must defuse]] or else it blows up - and if you and your teammates are at low health, you all die.
* ''VideoGame/BattleCircuit'' has one on giant... plate... things.
* ''VideoGame/CaptainCommando'' has a very brief one on the last stage.
* ''VideoGame/TimeCommando'': In the Future, an elevator ride gets interrupted twice by enemies.
* The ''Franchise/SailorMoon'' BeatEmUp for the UsefulNotes/MegaDrive has a fight on a looooong elevator. The rising platform is open on one side, allowing enemies to be flung off it.
* In ''VideoGame/EighthMan'' for the UsefulNotes/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.
* There are two instances of this in ''VideoGame/TinyToonAdventuresBustersBadDream''. The first is in the SpaceStation, wherein the elevator goes up with each wave of enemies defeated, and the second is in [[EternalEngine Montana Max's factory]], wherein the elevator goes down with each wave of enemies defeated.

to:

* ''VideoGame/AstroBoyOmegaFactor'' has an elevator ride %%* ''VideoGame/UndercoverCops'' features one in the middle of the [[https://www.youtube.com/watch?feature=player_detailpage&v=oTJxpI6HfJ4#t=289s second stage.
* The final stage of ''[[VideoGame/ScottPilgrim Scott Pilgrim vs. the World: The Game]]'' begins with this.
* In ''VideoGame/CastleCrashers'', there's an inclined elevator ride filled with baddies
level.]] %%Example needs context to make sense on its own.
%%* Seen
in the Industrial Castle.
* ''VideoGame/MarvelUltimateAlliance'' has two:
** The Helicarrier, which takes place on the outside, so when Spider-Man throws a goon off, it's half a mile plunge to a splattery death.
** The next level, the Omega Base, has a traditional elevator fight... with the inclusion of a BigBulkyBomb [[BombDisposal you must defuse]] or else it blows up - and if you and your teammates are at low health, you all die.
* ''VideoGame/BattleCircuit'' has one on giant... plate... things.
* ''VideoGame/CaptainCommando'' has a very brief one on
the last stage.
* ''VideoGame/TimeCommando'': In the Future, an elevator ride gets interrupted twice by enemies.
* The ''Franchise/SailorMoon'' BeatEmUp for the UsefulNotes/MegaDrive has a fight
levels of ''VideoGame/ViewtifulJoe 1'' & ''2''. %%Example needs context to make sense on a looooong elevator. The rising platform is open on one side, allowing enemies to be flung off it.
* In ''VideoGame/EighthMan'' for the UsefulNotes/NeoGeo, TheVeryDefinitelyFinalDungeon begins on a platform that rises very slowly for almost three minutes while {{Mooks}} constantly descend on it in twos and fours.
* There are two instances of this in ''VideoGame/TinyToonAdventuresBustersBadDream''. The first is in the SpaceStation, wherein the elevator goes up with each wave of enemies defeated, and the second is in [[EternalEngine Montana Max's factory]], wherein the elevator goes down with each wave of enemies defeated.
its own.



* Several times in ''VideoGame/SuperSmashBrosBrawl'''s adventure mode.

to:

* Several times %%* This is a staple of Capcom's [[VideoGame/CapcomVs crossover]] games.
%%** ''VideoGame/XMenVsStreetFighter'' notably has one where they were fighting on the [[CoolPlane Blackbird]] that was on an elevator. %%Example needs context to make sense on its own.
%%** ''VideoGame/MarvelVsCapcom3'' meanwhile has one set
in ''VideoGame/SuperSmashBrosBrawl'''s adventure mode.New York with a parade with floats based on some of the characters in the background. %%Example needs context to make sense on its own.
%%** ''VideoGame/StreetFighterXTekken'' has one where they're in a space elevator that eventually goes up into orbit. %%Example needs context to make sense on its own.
* In ''VideoGame/FatalFury 3'', you fight Hon-Fu over what seems to be a platform carried by a very large crane. A beautiful sight of South Town is in the background.



* In ''VideoGame/FatalFury 3'', you fight Hon-Fu over what seems to be a platform carried by a very large crane. A beautiful sight of South Town is in the background.
* ''VideoGame/StreetFighterAlpha 2'' has the New York City Skyline working as this. It's Rolento's stage, and it's a reference to the ''VideoGame/FinalFight'' examples above.
* There's also one in the Konquest mode of ''VideoGame/MortalKombatArmageddon''.
* This is a staple of Capcom's [[VideoGame/CapcomVs crossover]] games.
** ''VideoGame/XMenVsStreetFighter'' notably has one where they were fighting on the [[CoolPlane Blackbird]] that was on an elevator.
** ''VideoGame/MarvelVsCapcom3'' meanwhile has one set in New York with a parade with floats based on some of the characters in the background.
** ''VideoGame/StreetFighterXTekken'' has one where they're in a space elevator that eventually goes up into orbit.
* The Mishima Building stage in ''[[VideoGame/{{Tekken}} Tekken 6]]'' features a unique take on the trope. The stage is, for lack of a better description, [[MundaneMadeAwesome a glass platform with giant robotic arms climbing the inside of the building's central tower]] - this is also the stage where you fight OptionalBoss [[{{Mecha}} NANCY-MI847J]], who has the unique ability to cut holes in the floor with laser beams, [[RingOut killing you instantly if you walk into them]].
** This stage makes a comeback in ''VideoGame/Tekken7'', and unlike in ''6'', it eventually reaches the roof and stops during the final round.

to:

* In ''VideoGame/FatalFury 3'', you fight Hon-Fu over what seems to be a platform carried by a very large crane. A beautiful sight of South Town is %%* There's also one in the background.
*
Konquest mode of ''VideoGame/MortalKombatArmageddon''. %%Example needs context to make sense on its own.
%%*
''VideoGame/StreetFighterAlpha 2'' has the New York City Skyline working as this. It's Rolento's stage, and it's a reference to the ''VideoGame/FinalFight'' examples above.
* There's also one
above. %%Example needs context to make sense on its own.
%%* Several times
in the Konquest mode of ''VideoGame/MortalKombatArmageddon''.
* This is a staple of Capcom's [[VideoGame/CapcomVs crossover]] games.
** ''VideoGame/XMenVsStreetFighter'' notably has one where they were fighting
''VideoGame/SuperSmashBrosBrawl'''s adventure mode. %%Example needs context to make sense on the [[CoolPlane Blackbird]] that was on an elevator.
** ''VideoGame/MarvelVsCapcom3'' meanwhile has one set in New York with a parade with floats based on some of the characters in the background.
** ''VideoGame/StreetFighterXTekken'' has one where they're in a space elevator that eventually goes up into orbit.
its own.
* The Mishima Building stage in ''[[VideoGame/{{Tekken}} Tekken 6]]'' features a unique take on the trope. The stage is, for lack of a better description, [[MundaneMadeAwesome a glass platform with giant robotic arms climbing the inside of the building's central tower]] - tower, this is also the stage where you fight OptionalBoss [[{{Mecha}} NANCY-MI847J]], who has the unique ability to cut holes in the floor with laser beams, [[RingOut killing you instantly if you walk into them]].
**
them]]. This stage makes a comeback in ''VideoGame/Tekken7'', and unlike in ''6'', it eventually reaches the roof and stops during the final round.



* ''VideoGame/HalfLife1'' contains an inclined elevator fight, with a shoutout subtle enough to double as a GeniusBonus: the room at the base of the elevator is a faithful recreation of a panel from the manga ''Manga/{{AKIRA}}'', which appears at the end of a major fight on a similar inclined elevator.
* ''VideoGame/HalfLife2'' and its expansion ''Episode 1'' both have scenes where you ride a slow moving elevator and fight off enemies from it. In addition both the two aforementioned and its most recent expansion, ''Episode 2'', have parts where you must fight off enemies while waiting for one to arrive. A particularly memorable moment occurs when the BigBad is ascending in an elevator-ish thingy, and you have to climb up to the top to meet him before he gets away. Kind of a reverse elevator action sequence.
* ''VideoGame/BlackMesa'' also subverts this- while one elevator sequence does have you fighting off headcrabs that jump down after you, a second one later in the game is completely uneventful, [[GoodBadBugs and can even be skipped due to a physics glitch]]. It is later played straight with an elevator battle in the last chapter before the FinalBoss.
* ''VideoGame/MetroidPrime2Echoes'': One of the multiple fights against Dark Samus takes place on an elevator. The first few moments of the fight take place as the elevator is moving upward and the rest of the fight takes place in the room where the elevator stops.

to:

* In ''VideoGame/EightBitKiller'', the battle with [[TheDragon Kingdar]] takes place on a lift ascending towards the [[BigBad Master Brain's]] chamber. It's large enough to have walls serving a cover.
* ''VideoGame/FirstEncounterAssaultRecon'':
** In ''FEAR'', there is a brief EscortMission where the Point Man has to protect Alice Wade while traveling up to the rooftop for extraction. During this time, the Replica troops are forcing the elevator to stop on each floor. Fortunately, the Replica want Alice alive and thus are unwilling to throw grenades into the elevator, and won't assault the elevator itself, so it is possible to simply stay in cover and wait it out. [[TheElevatorFromIpanema The Muzak from Ipanema]] is included.
** In the sequel, ''Project Origin'', there's a long, drawn-out battle with the Replica as Beckett travels to Still Island via Armacham's underground tram system, which involves a crapload of Replicas attempting to first assault and then, in desperation, smash Beckett's tram car off the rails.
* ''VideoGame/HalfLife'':
**
''VideoGame/HalfLife1'' contains an inclined elevator fight, with a shoutout subtle enough to double as a GeniusBonus: the room at the base of the elevator is a faithful recreation of a panel from the manga ''Manga/{{AKIRA}}'', which appears at the end of a major fight on a similar inclined elevator.
* ** ''VideoGame/HalfLife2'' and its expansion ''Episode 1'' both have scenes where you ride a slow moving elevator and fight off enemies from it. In addition both the two aforementioned and its most recent expansion, ''Episode 2'', have parts where you must fight off enemies while waiting for one to arrive. A particularly memorable moment occurs when the BigBad is ascending in an elevator-ish thingy, and you have to climb up to the top to meet him before he gets away. Kind of a reverse elevator action sequence.
* ''VideoGame/BlackMesa'' also subverts this- while ** In ''VideoGame/BlackMesa'', one elevator sequence does have has you fighting off headcrabs that jump down after you, a second one later in the game is completely uneventful, [[GoodBadBugs and can even be skipped due to a physics glitch]]. It is later played straight with an elevator battle in the last chapter before the FinalBoss.
* ''VideoGame/MetroidPrime2Echoes'': One of the multiple fights against Dark Samus takes place on an elevator. The first few moments of the fight take place as the elevator is moving upward and the rest of the fight takes place in the room where the elevator stops.
you.



** ''VideoGame/HaloCombatEvolved'' subverts the Elevator Action Sequence after referencing it in a segment called "But I don't want to ride the elevator!" All FPS fans know what happens when you climb onto a large, slow-moving elevator. Thankfully, the ride is uneventful.
** A good portion of ''VideoGame/Halo2'' occurs on various moving platforms, both horizontal and vertical. Some rather [[ScrappyLevel scrappy]] examples include the elevator sequences on "The Oracle" and "Quarantine Zone" (both of which involve [[DemonicSpiders the Flood]]), the gondolas on "Regret", and the diagonal lift in "Cairo Station" (though this time it's the enemy using the elevator).
** ''VideoGame/Halo3'' has one or two short examples in the mission "The Covenant", though they mostly only have enemies if you failed to kill them in the prior room. On some difficulties, that's not so implausible.
* Subverted in ''VideoGame/Left4Dead''. There is a massive HoldTheLine sequence while waiting for an elevator to reach you, but once you actually get inside you get pretty much the only uninterrupted peace in the game (provided that a Tank doesn't get trapped in the elevator with you...). This actually happens more than once in the game, but never more than once per scenario. Interestingly enough, when you're in an elevator, it doesn't just give you a bit of breathing room, it also depicts the ascent realistically: going from the fourth floor to the twenty-eighth floor near the end of the "No Mercy" episode takes about sixty real-time seconds, with each floor being counted off. Although when played in versus the players occasionally have to deal with special infected dropping down onto the roof from above.
* This exact same scenario also occurs in ''VideoGame/DeusExHumanRevolution.'' While in Montreal you must hold the line against enemy soldiers while waiting for a very slow funicular to arrive.
* The arcade game ''VideoGame/RevolutionX'' had a level that featured a freight elevator, and all sorts of goons shooting at you as you tried to get to the roof.
* In ''VideoGame/IonFury'' a boss fight against the Mega Brutalizer Twins takes places on an inclined elevator as it is ascending.
* ''VideoGame/FirstEncounterAssaultRecon'':
** In ''FEAR'', there is a brief EscortMission where the Point Man has to protect Alice Wade while traveling up to the rooftop for extraction. During this time, the Replica troops are forcing the elevator to stop on each floor. Fortunately, the Replica want Alice alive and thus are unwilling to throw grenades into the elevator, and won't assault the elevator itself, so it is possible to simply stay in cover and wait it out. [[TheElevatorFromIpanema The Muzak from Ipanema]] is included.
** In the sequel, ''Project Origin'', there's a long, drawn-out battle with the Replica as Beckett travels to Still Island via Armacham's underground tram system, which involves a crapload of Replicas attempting to first assault and then, in desperation, smash Beckett's tram car off the rails.

to:

** ''VideoGame/HaloCombatEvolved'' subverts the Elevator Action Sequence after referencing it in a segment called "But I don't want to ride the elevator!" All FPS fans know what happens when you climb onto a large, slow-moving elevator. Thankfully, the ride is uneventful.
** A good portion of ''VideoGame/Halo2'' occurs on various moving platforms, both horizontal and vertical. Some rather [[ScrappyLevel scrappy]] examples Examples include the elevator sequences on "The Oracle" and "Quarantine Zone" (both of which involve [[DemonicSpiders the Flood]]), the gondolas on "Regret", and the diagonal lift in "Cairo Station" (though this time it's the enemy using the elevator).
** %%** ''VideoGame/HaloCombatEvolved'' subverts the Elevator Action Sequence after referencing it in a segment called "But I don't want to ride the elevator!" All FPS fans know what happens when you climb onto a large, slow-moving elevator. Thankfully, the ride is uneventful. %%Example needs context to make sense on its own.
%%**
''VideoGame/Halo3'' has one or two short examples in the mission "The Covenant", though they mostly only have enemies if you failed to kill them in the prior room. On some difficulties, that's not so implausible.
* Subverted in ''VideoGame/Left4Dead''. There is a massive HoldTheLine sequence while waiting for an elevator
implausible. %%Example needs context to reach you, but once you actually get inside you get pretty much the only uninterrupted peace in the game (provided that a Tank doesn't get trapped in the elevator with you...). This actually happens more than once in the game, but never more than once per scenario. Interestingly enough, when you're in an elevator, it doesn't just give you a bit of breathing room, it also depicts the ascent realistically: going from the fourth floor to the twenty-eighth floor near the end of the "No Mercy" episode takes about sixty real-time seconds, with each floor being counted off. Although when played in versus the players occasionally have to deal with special infected dropping down onto the roof from above.
* This exact same scenario also occurs in ''VideoGame/DeusExHumanRevolution.'' While in Montreal you must hold the line against enemy soldiers while waiting for a very slow funicular to arrive.
* The arcade game ''VideoGame/RevolutionX'' had a level that featured a freight elevator, and all sorts of goons shooting at you as you tried to get to the roof.
make sense on its own.
* In ''VideoGame/IonFury'' a boss fight against the Mega Brutalizer Twins takes places on an inclined elevator as it is ascending.
ascending.
* ''VideoGame/FirstEncounterAssaultRecon'':
** In ''FEAR'', there is
Memento Mori's ''VideoGame/{{Doom}}'' mod "Kinetics" has a brief EscortMission short elevator descent in the beginning, where a marble platform with the Point Man has to protect Alice Wade while traveling up to player moves down and keeps going past shotgunners hidden in wall niches.
* ''VideoGame/Left4Dead'': When playing in versus,
the rooftop for extraction. During this time, players occasionally have to deal with special infected dropping down onto the Replica troops are forcing roof from above.
* ''VideoGame/MetroidPrime2Echoes'': One of the multiple fights against Dark Samus takes place on an elevator. The first few moments of the fight take place as
the elevator to stop on each floor. Fortunately, is moving upward and the Replica want Alice alive and thus are unwilling to throw grenades into rest of the elevator, and won't assault fight takes place in the room where the elevator itself, so it is possible to simply stay in cover and wait it out. [[TheElevatorFromIpanema The Muzak from Ipanema]] is included.
**
stops.
*
In the sequel, ''Project Origin'', there's a long, drawn-out battle with last level of the Replica as Beckett travels second episode in ''VideoGame/QuakeI'', the enemies teleport while the elevator goes down for you to Still Island via Armacham's underground tram system, which involves pick up the rune.
* The arcade game ''VideoGame/RevolutionX'' has
a crapload of Replicas attempting to first assault level featuring a freight elevator and then, in desperation, smash Beckett's tram car off all sorts of goons shooting at you as you try to get to the rails.roof.



* In the last level of the second episode in the first ''VideoGame/{{Quake}}'' game, the enemies teleport while the elevator goes down for you to pick up the rune.
* Several appear in ''VideoGame/{{Doom}}'' mods. One example that comes to mind is the short elevator descent in the beginning of ''Memento Mori'''s "Kinetics", where a marble platform with the player moves down and keeps going past shotgunners hidden in wall niches.



* ''VideoGame/MechQuest'' has one optional quest with a ''very'' long elevator sequence consisting of a hundred floors worth of random mech attacks and monsters that come after you hand-to-hand.



* ''VideoGame/MechQuest'' has one optional quest with a ''very'' long elevator sequence consisting of a hundred floors worth of random mech attacks and monsters that come after you hand-to-hand.



* On ''VideoGame/FinalFantasyXIV: A Realm Reborn'' one of the storyline's main antagonists [[spoiler:[[MalevolentMaskedMen Gaius Van Baelsar]]]] is fought on an elevator. This is followed up with another battle on an elevator against [[spoiler:[[LostSuperweapon Ultima Weapon]]]]. Interestingly both battles happen not only on different elevators but different types of elevator.
** One of the Turns of the Binding Coils of Bahamut also took place on an elevator, but it wasn't exactly evident during the fight.

to:

* On ''VideoGame/FinalFantasyXIV: A Realm Reborn'' one Reborn'':
** One
of the storyline's main antagonists [[spoiler:[[MalevolentMaskedMen Gaius Van Baelsar]]]] is fought on an elevator. This is followed up with another battle on an elevator against [[spoiler:[[LostSuperweapon Ultima Weapon]]]]. Interestingly both battles happen not only on different elevators but different types of elevator.
** One of the Turns of the Binding Coils of Bahamut also took takes place on an elevator, but it wasn't isn't exactly evident during the fight.



* Both ''VideoGame/NinjaGaiden Sigma'' games have at least one elevator fight.

to:

* Both ''VideoGame/NinjaGaiden Sigma'' games have %%* And similarly done in at least one elevator fight.level of ''American Dragon: Rise of the Huntsclan''. The similarity is even lampshaded by Spud just before one of these levels starts. %%Example needs context to make sense on its own.
* In one route of ''Contra: Hard Corps'', [[spoiler:pursuing Deadeye Joe and surrendering to Bahamut's forces has the latter use the Alien Cell to create the Big Magnum, a superweapon that can devistate continents. Bahamut self-detonates his base, forcing the player to escape into the SpaceElevator, where Dr. Geo Mandrake attacks in a robot.]]
%%* Stage 4 of the NES version of ''[[VideoGame/{{Contra}} Super Contra]]'' has one of these. %%Example needs context to make sense on its own.
%%* Played with in the Final stage of ''VideoGame/GunstarHeroes''. %%Example needs context to make sense on its own.
%%* Happens a couple of times in ''VideoGame/KirbyMassAttack''. %%Example needs context to make sense on its own.



** A notable example is Jakob from ''VideoGame/MegaManX8'', which is an entire level set inside a space elevator.
** The Giant Elevator stage from ''VideoGame/MegaManZero3'' had Zero fight against Tretista Kelverian in a descending elevator.

to:

** A notable example is Jakob from ''VideoGame/MegaManX8'', which ''VideoGame/MegaManX8'' is an entire level set inside a space elevator.
** The Giant Elevator stage from ''VideoGame/MegaManZero3'' had has Zero fight against Tretista Kelverian in a descending elevator.elevator.
%%* Both ''VideoGame/NinjaGaiden Sigma'' games have at least one elevator fight. %%Example needs context to make sense on its own.



* Stage 4 of the NES version of ''[[VideoGame/{{Contra}} Super Contra]]'' has one of these.
** One route of ''Contra: Hard Corps'' combines this with CollapsingLair and SpaceElevator -- more specifically, [[spoiler: pursuing Deadeye Joe and surrendering to Bahamut's forces has the latter use the Alien Cell to create the Big Magnum, a superweapon that can devistate continents. Bahamut self-detonates his base, forcing the player to escape into said elevator, where Dr. Geo Mandrake attacks in a robot.]]
* Played with in the Final stage of ''VideoGame/GunstarHeroes''.
* And similarly done in at least one level of ''American Dragon: Rise of the Huntsclan''. The similarity is even [[LampshadeHanging lampshaded]] by Spud just before one of these levels starts.
* Happens a couple of times in ''VideoGame/KirbyMassAttack''.



* ''VideoGame/UltimateChickenHorse'':
** The Mansion has a small elevator that must be called using a button.
** The Nuclear Plant has a large elevator that starts automatically.

to:

* %%* ''VideoGame/UltimateChickenHorse'':
** %%** The Mansion has a small elevator that must be called using a button.
**
button. %%Example needs context to make sense on its own.
%%**
The Nuclear Plant has a large elevator that starts automatically.automatically. %%Example needs context to make sense on its own.



* ''VideoGame/{{Avernum}} 5'' has two lifts. On one, you fend off hordes of rats that are jumping onto the lift; on the other, enemy archers take the opportunity to fire at you while you can only respond with ranged attacks.
* The final dungeon of ''VideoGame/ChronoTrigger'' features elevators on which the player party gets into fights with the enemies.



* ''VideoGame/FalloutNewVegas'': In a first for the series, the ''Lonesome Road'' DLC has you descending on a lift platform to a nuke silo, with explosions and Tunnelers popping in and out spontaneously.



** The fight against Hashmal in ''VideoGame/FinalFantasyXII''.
** And against [[spoiler:Gabranth]] in the VeryDefinitelyFinalDungeon.
* Also, ''VideoGame/ChronoTrigger'''s final dungeon. Annoying because you have to go up again and meet the same frigging enemies.
* ''Franchise/KingdomHearts'':
** A minor variation can be found in [[VideoGame/KingdomHeartsI the first game]]: the platform moves horizontally rather than vertically.
** Then played straight in [[VideoGame/KingdomHeartsII the second one]] with the Crooked Ascension.
** The "Space Paranoids" world has another horizontal one. Similiar to the above-mentioned ''Devil May Cry 3'' example, you have to destroy the enemies quickly or the platform overloads and you have to start over.
* In ''VideoGame/SkiesOfArcadia'', [[spoiler:the last non-bonus Vigoro fight takes place on an outdoors inclined elevator leading to the BigBad's ElaborateUndergroundBase.]]
* In ''VideoGame/MarvelUltimateAlliance'', the lift in the SHIELD Helicarrier is filled with [[MechaMooks Doombots and Ultron drones]]. And bombs at regular intervals that require a QuickTimeEvent to disable.
** The final level, and indeed the final boss in ''VideoGame/MarvelUltimateAlliance2'' takes place on a gigantic elevator leading to nowhere.
* ''VideoGame/{{Avernum}} 5'' does this twice with lifts. On one, you fend off hordes of rats that are jumping onto the lift, and on the other, enemy archers take the opportunity to fire at you while you can only respond with ranged attacks.
* ''VideoGame/FalloutNewVegas'': In a first for the series, the ''Lonesome Road'' DLC has you descending on a lift platform to a nuke silo, with explosions and Tunnelers popping in and out spontaneously.

to:

** %%** The fight against Hashmal in ''VideoGame/FinalFantasyXII''.
**
''VideoGame/FinalFantasyXII''. %%Example needs context to make sense on its own.
%%**
And against [[spoiler:Gabranth]] in the VeryDefinitelyFinalDungeon.
* Also, ''VideoGame/ChronoTrigger'''s final dungeon. Annoying because you have
VeryDefinitelyFinalDungeon. %%Example needs context to go up again and meet the same frigging enemies.
*
make sense on its own.
%%*
''Franchise/KingdomHearts'':
** %%** A minor variation can be found in [[VideoGame/KingdomHeartsI the first game]]: the platform moves horizontally rather than vertically.
**
vertically. %%Example needs context to make sense on its own.
%%**
Then played straight in [[VideoGame/KingdomHeartsII the second one]] with the Crooked Ascension.
**
Ascension. %%Example needs context to make sense on its own.
%%**
The "Space Paranoids" world has another horizontal one. Similiar to the above-mentioned ''Devil May Cry 3'' example, you have to destroy the enemies quickly or the platform overloads and you have to start over.
* In ''VideoGame/SkiesOfArcadia'', [[spoiler:the last non-bonus Vigoro fight takes place
over. %%Example needs context to make sense on an outdoors inclined elevator leading to the BigBad's ElaborateUndergroundBase.]]
* In ''VideoGame/MarvelUltimateAlliance'', the lift in the SHIELD Helicarrier is filled with [[MechaMooks Doombots and Ultron drones]]. And bombs at regular intervals that require a QuickTimeEvent to disable.
** The final level, and indeed the final boss in ''VideoGame/MarvelUltimateAlliance2'' takes place on a gigantic elevator leading to nowhere.
* ''VideoGame/{{Avernum}} 5'' does this twice with lifts. On one, you fend off hordes of rats that are jumping onto the lift, and on the other, enemy archers take the opportunity to fire at you while you can only respond with ranged attacks.
* ''VideoGame/FalloutNewVegas'': In a first for the series, the ''Lonesome Road'' DLC has you descending on a lift platform to a nuke silo, with explosions and Tunnelers popping in and out spontaneously.
its own.



* ''VideoGame/MarvelUltimateAlliance'':
** The Omega Base has a traditional elevator fight... with the inclusion of a BigBulkyBomb [[BombDisposal you must defuse]] or else it blows up - and if you and your teammates are at low health, you all die.
** The lift in the SHIELD Helicarrier is filled with [[MechaMooks Doombots and Ultron drones]]. And bombs at regular intervals that require a QuickTimeEvent to disable.
** The final level, and indeed the final boss in ''VideoGame/MarvelUltimateAlliance2'' takes place on a gigantic elevator leading to nowhere.



* ''VideoGame/XenobladeChronicles1'': early in the game, the Faced Mechon "Xord" comes back from the ether river he fell into and attacks Shulk and the group while they are riding the elevator. The trope becomes subverted in that Xord, while damaged, is still the biggest threat. It is then played straight once the dismantled Xord teeters off and falls down the shaft, causing a massive ether explosion. It's a wonder that, as the elevator only slowly starts to leave in the same cutscene, Shulk and co. manage to get away from the blast in the next cutscene.

to:

* In ''VideoGame/SkiesOfArcadia'', [[spoiler:the last non-bonus Vigoro fight takes place on an outdoors inclined elevator leading to the BigBad's ElaborateUndergroundBase.]]
* ''VideoGame/XenobladeChronicles1'': early in the game, the Faced Mechon "Xord" comes back from the ether river he fell into and attacks Shulk and the group while they are riding the elevator. The trope becomes subverted in that Xord, while damaged, is still the biggest threat. It is then played straight once the dismantled Xord teeters off and falls down the shaft, causing a massive ether explosion. It's a wonder that, as the elevator only slowly starts to leave in the same cutscene, Shulk and co. manage to get away from the blast in the next cutscene.



** ''VideoGame/MetalGearSolid'' has two of these. There's one where you fight a group of soldiers in stealth mode aboard an elevator, and another where more soldiers simply leap onto an inclined elevator that Snake is using to leave. In either case, the restricted environment forces Snakes into combat -- something normally discouraged in this game when dealing with regular mooks. Though, in [[VideoGame/MetalGearSolid2SonsOfLiberty the second one]], at least, you can melee the mooks over the edge, though you won't get the items they drop.
** Strangely, although there are plenty of elevators in ''[[VideoGame/MetalGearSolid2SonsOfLiberty MGS2]]'', and at least one in ''[[VideoGame/MetalGearSolid4GunsOfThePatriots MGS4]]'', this trope is never used again.

to:

** ''VideoGame/MetalGearSolid'' has two of these. There's one where In ''VideoGame/MetalGearSolid'', there's an elevator aboard which you fight a group of soldiers in stealth mode aboard an elevator, mode, and another where an inclined elevator more soldiers simply leap onto an inclined elevator that Snake is using to leave. In either case, the restricted environment forces Snakes into combat -- something normally discouraged in this game when dealing with regular mooks. Though, in [[VideoGame/MetalGearSolid2SonsOfLiberty the second one]], at least, you can melee the mooks over the edge, though you won't get the items they drop.
** Strangely, although there are plenty of elevators in ''[[VideoGame/MetalGearSolid2SonsOfLiberty MGS2]]'', and at least one in ''[[VideoGame/MetalGearSolid4GunsOfThePatriots MGS4]]'', this trope is never used again.
drop.



** In the first ''VideoGame/DeadSpace1'', most of the elevators are fairly small and thus do not have much in the way of action, so when you get to a very large elevator in the mining area of the ship, it's just natural that your first trip down involves necromorphs dropping down on you from all directions. The ''first'' elevator, although not directly an Elevator Action Sequence, certainly plays like one. You get into the elevator after running for your life from the first encountered necromorphs, the doors close, you're safe, and then the doors are torn open and a necromorph lunges, only to be decapitated by the doors forcing themselves closed.
** ''VideoGame/DeadSpace2'' continues the tradition. In one rare event you open the elevator to find an angry necromorph trapped inside. In a later sequence, you ride a large elevator outside of the space station and have to deal with large necromorphs not only smashing through the windows to get at you, but also your limited oxygen supply after the elevator depressurizes. If you take too long to kill them, you'll run out of air.
** Subverted in the ''Severed'' DLC for ''VideoGame/DeadSpace2''. At one point, you come along a large elevator in the mining tunnels and begin a slow descent, when everything suddenly stops. It's quiet, your only light sources are flashing red lights on the lift, and players are likely expecting an oncoming onslaught of Necromorphs. This atmosphere remains for a solid minute. [[spoiler:Cue the brakes failing out of nowhere and the elevator falling at full speed towards the ground, [[HellIsThatNoise an unholy squeal emanating from the grinding metal]] as you make your way down.]] {{Double Subver|ted}}sion when you end up fighting Necromorphs on the elevator anyways -- [[spoiler:you just have to do it hanging upside-down off the edge]].

to:

** In the first ''VideoGame/DeadSpace1'', most of the elevators are fairly small and thus do not have much in the way of action, so when you get to a very large elevator in the mining area of the ship, it's just natural that your first trip down involves necromorphs dropping down on you from all directions. The ''first'' elevator, although not directly an Elevator Action Sequence, certainly plays like one. You get into the elevator after running for your life from the first encountered necromorphs, [[ElevatorEscape the doors close, you're safe, safe]], and then the doors are torn open and a necromorph lunges, only to be decapitated by the doors forcing themselves closed.
** ''VideoGame/DeadSpace2'' continues the tradition. ''VideoGame/DeadSpace2'': In one rare event you open the elevator to find an angry necromorph trapped inside. In a later sequence, you ride a large elevator outside of the space station and have to deal with large necromorphs not only smashing through the windows to get at you, but also your limited oxygen supply after the elevator depressurizes. If you take too long to kill them, you'll run out of air.
** Subverted At one point in the ''Severed'' ''VideoGame/DeadSpace2'' DLC for ''VideoGame/DeadSpace2''. At one point, ''Severed'', you come along a large elevator in the mining tunnels and begin a slow descent, when everything suddenly stops. It's quiet, your only light sources are flashing red lights on the lift, and players are likely expecting an oncoming onslaught of Necromorphs. This atmosphere remains for a solid minute. [[spoiler:Cue the brakes failing out of nowhere and the elevator falling at full speed towards the ground, [[HellIsThatNoise an unholy squeal emanating from the grinding metal]] as you make your way down.]] {{Double Subver|ted}}sion when Then you end up fighting Necromorphs on the elevator anyways -- [[spoiler:you just have to do it hanging upside-down off the edge]].



* In [=UT2k4=] Mod ''VideoGame/AlienSwarm'', There are several large elevators. Every single one of them has a huge fight associated with it. The first is accompanied by awesome music and slow-motion for the ''entire fight''. The "stand-alone" Source version of ''Alien Swarm'' has the same, with the visuals lifted '''directly''' from ''Metal Gear Solid''.

to:

* In [=UT2k4=] Mod ''VideoGame/AlienSwarm'', There there are several large elevators. Every single one of them has a huge fight associated with it. The first is accompanied by awesome music and slow-motion for the ''entire fight''. The "stand-alone" Source version of ''Alien Swarm'' has the same, with the visuals lifted '''directly''' from ''Metal Gear Solid''.Solid''.
* In the ''VideoGame/{{Hitman}}'' series, elevators are a perfect place for sneaky, quiet assassinations. You could also have shootouts in them, but not recommended if you want a good rating.



* The ''VideoGame/{{Hitman}}'' series plays with this: elevators are a perfect place for sneaky, quiet assassinations. You could also have shootouts in them, but not recommended if you want a good rating.
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* There is a rather memorable Elevator Action Sequence in ''Film/Terminator2JudgmentDay'' as Sarah, John, and the T-800 escape from the mental institution. The T-1000 attempts to sword-thrust its way into the elevator at several points.

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* There is a rather memorable Elevator Action Sequence in ''Film/Terminator2JudgmentDay'' as ''Film/Terminator2JudgmentDay'': Sarah, John, and the T-800 escape from the mental institution. The T-1000 attempts to sword-thrust its way into the elevator at several points.
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* In ''Film/TheCaseOfTheBloodyIris'', [[DisposableSexWorker a prostitute]], Luna, is buzzed into the high-rise apartment building of a potential client. She is stabbed to death in the elevator by a masked killer who vanishes before it reaches the top floor.
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* ''VideoGame/HiddenDragonLegend'' have one of these in Dark Raven's mountain lair, where you're on a rising platform with multiple [[MechaMooks puppets]] on both sides. You'll die if you step off the edge, but you can knock enemies over with some special moves, an especially useful attack against the ''huge'' Iron-Class puppets.
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** ''Film/AvengersEndgame'' includes an aversion as CallBack to this scene [[spoiler:when Captain America [[TimeTravel travels back to]] to [[Film/TheAvengers2012 the Battle of New York in 2012]] to retrieve the Mind Stone from Loki's scepter. He gets into an elevator with the same S.H.I.E.L.D./HYDRA soldiers and tells them the Secretary told them to give the scepter. Just when it seems a similar fight is going to break out, [[BaitAndSwitch instead Cap]] leans into Agent Sitwell's ear and says, "[[TrustPassword Hail HYDRA.]]" Shocked, the HYDRA forces give him the scepter.]]

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** ''Film/AvengersEndgame'' includes an aversion as CallBack to this scene [[spoiler:when Captain America [[TimeTravel travels back to]] to [[Film/TheAvengers2012 the Battle of New York in 2012]] to retrieve the Mind Stone from Loki's scepter. He gets into an elevator with the same S.H.I.E.L.D./HYDRA soldiers and tells them the Secretary told them to give the scepter. Just when it seems a similar fight is going to break out, [[BaitAndSwitch instead Cap]] leans into Agent Sitwell's ear and says, [[FakeDefector says]], "[[TrustPassword Hail HYDRA.]]" Shocked, the HYDRA forces give him the scepter.]]

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