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* ''VideoGame/{{Asterix}}'' for the UsefulNotes/{{NES}} and UsefulNotes/GameBoy marks the end of a level with a board loaded with a boulder for Asterix to jump on and catapult himself out of the level.

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* ''VideoGame/{{Asterix}}'' for the UsefulNotes/{{NES}} Platform/{{NES}} and UsefulNotes/GameBoy Platform/GameBoy marks the end of a level with a board loaded with a boulder for Asterix to jump on and catapult himself out of the level.



* ''VideoGame/BluesJourney'' for the UsefulNotes/NeoGeo has a bell tree for you to jump on at the end of each level.

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* ''VideoGame/BluesJourney'' for the UsefulNotes/NeoGeo Platform/NeoGeo has a bell tree for you to jump on at the end of each level.



** The 3D games replaced the signpost with a goal ring. ''VideoGame/SonicGenerations'' uses both, considering the levels alternate between UsefulNotes/MegaDrive-style platforming-focused areas and ''[[VideoGame/SonicUnleashed Unleashed]]''-style 3D running stages.

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** The 3D games replaced the signpost with a goal ring. ''VideoGame/SonicGenerations'' uses both, considering the levels alternate between UsefulNotes/MegaDrive-style Platform/MegaDrive-style platforming-focused areas and ''[[VideoGame/SonicUnleashed Unleashed]]''-style 3D running stages.

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The way to mark a definitive end to a videogame level without a BossBattle. Are often locked at first, or simply inactive until you do something. They can assume the form of doorways, portals, switches, or just unrelated items floating in mid-air as markers.

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The way to mark a definitive end to a videogame video game level without a BossBattle. Are often locked at first, or simply inactive until you do something. They can assume the form of doorways, portals, switches, or just unrelated items floating in mid-air as markers.






* In ''VideoGame/HarryPotterAndTheChamberOfSecrets'', each of the class test areas has a big gold star that you had to reach at the end of the test. ''[[VideoGame/HarryPotterAndThePrisonerOfAzkaban Prisoner of Azkaban]]'' has those shields at the end of class challenges. ''[[VideoGame/HarryPotterAndTheGobletOfFire Goblet of Fire]]'' made use of that, too.

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* ''VideoGame/ANNOMutationem'': In the Mysterious Console [[DownloadableContent DLC]], each stage in the dungeon ends with a doorway leading to the next area after all enemies have been beaten.
* ''VideoGame/HarryPotter'':
**
In ''VideoGame/HarryPotterAndTheChamberOfSecrets'', each of the class test areas has a big gold star that you had to reach at the end of the test. test.
**
''[[VideoGame/HarryPotterAndThePrisonerOfAzkaban Prisoner of Azkaban]]'' has those shields at the end of class challenges. ''[[VideoGame/HarryPotterAndTheGobletOfFire Goblet of Fire]]'' made use of that, too.



* ''Asterix'' for the UsefulNotes/{{NES}} and UsefulNotes/GameBoy marks the end of a level with a board loaded with a boulder for Asterix to jump on and catapult himself out of the level.

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* ''Asterix'' ''VideoGame/{{Asterix}}'' for the UsefulNotes/{{NES}} and UsefulNotes/GameBoy marks the end of a level with a board loaded with a boulder for Asterix to jump on and catapult himself out of the level.



* ''Blue's Journey'' for the UsefulNotes/NeoGeo has a bell tree for you to jump on at the end of each level.

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* ''Blue's Journey'' ''VideoGame/BluesJourney'' for the UsefulNotes/NeoGeo has a bell tree for you to jump on at the end of each level.



* In ''VideoGame/PrinceOfPersia1'' and ''VideoGame/PrinceOfPersia2'', the exit gates had to be opened on each level, and [[SoundCodedForYourConvenience you could tell by the sound made]] when you stepped on the appropriate PressurePlate.

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* ''Franchise/PrinceOfPersia'': In ''VideoGame/PrinceOfPersia1'' and ''VideoGame/PrinceOfPersia2'', the exit gates had to be opened on each level, and [[SoundCodedForYourConvenience you could tell by the sound made]] when you stepped on the appropriate PressurePlate.



* ''Franchise/RatchetAndClank'': The LevelMapDisplay shows the goal being marked with a star.



* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'': At the end of each level, Treasure Keys are kept in a glass casing that Sly breaks open and collects with a unique posture.



** ''VideoGame/WarioLandII'' has a door with flashing star icons above it, as shown at the end of [[https://www.youtube.com/watch?v=5NG2Jem3vhA this video]] (about 6:56).
** ''VideoGame/WarioLand3'' has 4 chests in each level - gray, red, green, and blue - and you have to open a chest after finding its key to get the treasure inside. You can also clear a level by passing through an exit door in the location of a chest you've already opened.

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** ''VideoGame/WarioLandII'' has a door with flashing star icons above it, as shown at the end of [[https://www.youtube.com/watch?v=5NG2Jem3vhA this video]] (about 6:56).
it.
** ''VideoGame/WarioLand3'' has 4 four chests in each level - gray, red, green, and blue - and you have to open a chest after finding its key to get the treasure inside. You can also clear a level by passing through an exit door in the location of a chest you've already opened.



* ''VideoGame/{{Catherine}}'': At the top of each stage, there's a bell that Vincent must ring to open the stairway to the top.



* In ''Atomic Robo-Kid'', the level exits take the form of small portholes.

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* In ''Atomic Robo-Kid'', ''VideoGame/AtomicRoboKid'', the level exits take the form of small portholes.



* ''Franchise/{{Splatoon}}'': Each level goal in the series' story mode has a significant item held in a field that's open by being blasted with a weapon.



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* On ''VideoGame/{{Action 52}}'', ''Lollipop'' and ''Billy Bob'' have doors at the at the end of each level. The third level of the former subverts it though by having three doors at various points in the level, all of which reset the game. ''Critical Bypass'' also has you enter some weird structure at the end of each level.

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* On ''VideoGame/{{Action 52}}'', ''VideoGame/Action52'', ''Lollipop'' and ''Billy Bob'' have doors at the at the end of each level. The third level of the former subverts it though by having three doors at various points in the level, all of which reset the game. ''Critical Bypass'' also has you enter some weird structure at the end of each level.



* ''VideoGame/CommanderKeen'': In the first three episodes, the levels end when Billy enters a gateway leading to a luminescent corridor (the color of the corridors changes with each episode: Purple in the first episode, blue in the second, and green in the third). In the fourth, sixth and ''[[GaidenGame Dreams]]'' episodes, the majority of levels end when Billy simply moves forward to a border identitied as an exit by a letter written in the [[CypherLanguage Standard Galactic Alphabet]] (the exceptions are the levels where Billy gathers a PlotCoupon or a valuable item, in which case grabbing them will end the levels automatically). In the fifth episode, most levels end when Billy enters a door that is unlocked by collecting a special key (not the same kind of key as the gems, but instead a crimson-colored keycard), whereas the others end when he disables the generators that are fueling the Omegamatic.
* ''VideoGame/CosmosCosmicAdventure'': Across all three episodes, there are three types of levels: Those which end when Cosmo touches the exit sign (even if the exit isn't placed directly in front of what would be theorietically a path leading to another location, as seen in the bonus levels which have multiple exit signs and just touching any of them will conclude the levels), those which end when he uses a warp machine that isn't connected to another within the same level, and those where he is eaten by a monster (a plant in Level 4 of the first episode, and a crocodile-like orange monster in the other instances).



** ''VideoGame/SuperMarioBros1'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' both have the flagpole and castle, which the ''VideoGame/NewSuperMarioBros'' sub-series and the ''[[VideoGame/SuperMario3DLand 3D]]'' [[VideoGame/SuperMario3DWorld duology]] brought back.

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** ''VideoGame/SuperMarioBros1'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' both have the flagpole and castle, which the ''VideoGame/NewSuperMarioBros'' sub-series and sub-series, the ''[[VideoGame/SuperMario3DLand 3D]]'' [[VideoGame/SuperMario3DWorld duology]] duology]], and ''VideoGame/SuperMarioBrosWonder'' brought back.
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* ''VideoGame/{{Bug}}'' has the "Bug Stop", basically, he lands on it to finish the scene (because he's acting in a movie).

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* ''VideoGame/{{Bug}}'' ''VideoGame/{{Bug|1995}}'' has the "Bug Stop", basically, he lands on it to finish the scene (because he's acting in a movie).
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fixing green link


* ''VideoGame/SonicTheHedgehog'':

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* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':



-->'''Sage''': What is your end goal?\\

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-->'''Sage''': --->'''Sage''': What is your end goal?\\
Tabs MOD

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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


* On ''VideoGame/{{Action 52}}'', ''Lollipop'' and ''Billy Bob'' have doors at the at the end of each level. The third level of the former subverts it though by having three doors at various points in the level, [[ObviousBeta all of which reset the game]]. ''Critical Bypass'' also has you enter some weird structure at the end of each level.

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* On ''VideoGame/{{Action 52}}'', ''Lollipop'' and ''Billy Bob'' have doors at the at the end of each level. The third level of the former subverts it though by having three doors at various points in the level, [[ObviousBeta all of which reset the game]].game. ''Critical Bypass'' also has you enter some weird structure at the end of each level.
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* ''VideoGame/FoxNForests'': At the end of each level, Patty the Partridge can be seen sitting on a see-saw while singing a song (which replaces the level music when you get close). You have to jump on the see-saw and launch her into the air to complete the level.

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* ''VideoGame/FoxNForests'': At the end of each level, Patty the Partridge can be seen sitting on a see-saw while singing a song (which replaces the level music when you get close). You have to jump on the see-saw and launch her into the air to complete the level.
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Added DiffLines:

* ''VideoGame/FoxNForests'': At the end of each level, Patty the Partridge can be seen sitting on a see-saw while singing a song (which replaces the level music when you get close). You have to jump on the see-saw and launch her into the air to complete the level.
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Added DiffLines:

* ''VideoGame/CastleOfPixelSkulls'': The goal of each level is to reach the door with the blue rug underneath it.
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Crosswicking

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* ''VideoGame/GarfieldsNightmare'': Each level that isn't a BossOnlyLevel concludes when Garfield touches one of the rotating arms of a pole striped yellow and red. The arm marked with a red X doesn't yield anything special, but the one showing the black silhouette of a meal gives Garfield donuts.
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[[caption-width-right:350: Just a little further, that's it!]]
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Improper tense


* Both ''VideoGame/Wolfenstein3D'' and ''VideoGame/{{Doom}}'' had you flip switches at the end of a level; the end-level switches for ''Wolfenstein'' were located in elevators, but there wasn't much explanation for why ''Doom'''s switches took you to the next level.

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* Both ''VideoGame/Wolfenstein3D'' and ''VideoGame/{{Doom}}'' had have you flip switches at the end of a level; the end-level switches for ''Wolfenstein'' were are located in elevators, but there wasn't isn't much explanation for why ''Doom'''s switches took take you to the next level.
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* Each level in ''VideoGame/HeavenlyBodies'' ends with you returning to the mission console you spawn next to and grabbing onto a walkie-talkie to tell mission control you completed your objective.

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