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* ''VideoGame/SonicTheHedgehog'':

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

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Added example(s)


* ''VideoGame/Doom3'': One appears in the ''Resurrection of Evil'' expansion right after you gain the ability to slow down time in respect to yourself. It more or less serves as a tutorial for using that power.

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* ''Franchise/{{Doom}}'':
** In the classic-era ''VideoGame/{{Doom}}'' games (and by extension mods), there are levels with passageways that feature crushing ceilings, requiring Doomguy to traverse them quickly (some crushers instead activate when an item is grabbed, requiring quick reflexes to move away from them). Famously, there's a crusher that can be used shortly after the start of level 6 of ''VideoGame/DoomII'' to kill the nearby Spider Mastermind.
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''VideoGame/Doom3'': One appears in the ''Resurrection of Evil'' expansion right after you gain the ability to slow down time in respect to yourself. It more or less serves as a tutorial for using that power.
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Added example(s) video game - the journeyman project buried in time.

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* ''VideoGame/TheJourneymanProject 2: Buried in Time'' has a hall of moving spears below the Mayan city of Chichen Itza, as part of a trial to the War God. Agent 5 must use a set of human skulls to block them in place before he can get through. Uniquely, this example takes place in 1050 AD when the traps were first made, which somewhat justifies this trope.
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* ''VideoGame/{{Ultrakill}}'': In Prelude and 2-2, there are crushers that smash anyone caught in between.
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* ''VideoGame/{{Bzzzt}}: Crushers with spikes show up early in the game.

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* ''VideoGame/{{Bzzzt}}: ''VideoGame/{{Bzzzt}}'': Crushers with spikes show up early in the game.
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* ''VideoGame/{{Bzzzt}}: Crushers with spikes show up early in the game.
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* ''VideoGame/{{Bug}}!'' has them. Interestingly enough, there were two kinds- stomper-looking things (non-fatal, does 1 hp damage) and moving terrain (fatal). Later levels would remove the former and use the latter, upping the difficulty. Both would make Bug get SquashedFlat, of course.

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* ''VideoGame/{{Bug}}!'' ''VideoGame/{{Bug|1995}}!'' has them. Interestingly enough, there were two kinds- stomper-looking things (non-fatal, does 1 hp damage) and moving terrain (fatal). Later levels would remove the former and use the latter, upping the difficulty. Both would make Bug get SquashedFlat, of course.
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Having large objects appear on a conveyor belt that crush down are also common... which makes one wonder what these factories are supposed to be making that require so much repeated crushing to make. Moreover, while in real life, either conveyor belt stops or crushers move along the belt during the crushing, such things won't usually happen in video games.

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Having large objects appear on a conveyor belt that crush down are also common... which makes more logical sense, if it does not make one wonder what these factories are supposed to be making that require so much repeated crushing to make. Moreover, while in real life, either conveyor belt stops or crushers move along with the belt during the crushing, such things thing won't usually happen in video games.

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This is a BoobyTrap in which big stone blocks, spiked walls, pistons, or sharp blades [[DurableDeathtrap repeatedly]] ram into each other in a narrow hallway. The way past them is to either immediately run through when they separate or find a way to jam them. Multiple traps lined up may require some pattern memorization. Non-spiked and non-bladed variants of this are also known as crushers.

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Also known as crushers or smashers. This is a BoobyTrap in which big stone blocks, spiked walls, pistons, or sharp blades [[DurableDeathtrap repeatedly]] ram into each other in a narrow hallway. The way past them is to either immediately run through when they separate or find a way to jam them. Multiple traps lined up may require some pattern memorization. Non-spiked and non-bladed variants of this are also known as crushers.\n



Having large items appear on a conveyor belt that crush down are also common... which makes one wonder what these factories are supposed to be making that require so much repeated crushing to make. It also sometimes appears in [[WombLevel settings that are within giant monsters]], which could be justified because you're within the monster's digestive tract and that the smashing/pounding things are part of its pre-digestion chewing process. May be (part of) a LivingStructureMonster.

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Having large items objects appear on a conveyor belt that crush down are also common... which makes one wonder what these factories are supposed to be making that require so much repeated crushing to make. It Moreover, while in real life, either conveyor belt stops or crushers move along the belt during the crushing, such things won't usually happen in video games.

Crushers
also sometimes appears appear in [[WombLevel settings that are within giant monsters]], which could be justified because you're within the monster's digestive tract and that the smashing/pounding things are part of its pre-digestion chewing process. May be (part of) a LivingStructureMonster.
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* ''VideoGame/PrisonCity''. Smashing pistons, usually above conveyor belt, are featured in Factory level and one of the final levels.
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This is a BoobyTrap in which big stone blocks, spiked walls or sharp blades [[DurableDeathtrap repeatedly]] ram into each other in a narrow hallway. The way past them is to either immediately run through when they separate or find a way to jam them. Multiple traps lined up may require some pattern memorization. Non-spiked and non-bladed variants of this are also known as crushers.

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This is a BoobyTrap in which big stone blocks, spiked walls walls, pistons, or sharp blades [[DurableDeathtrap repeatedly]] ram into each other in a narrow hallway. The way past them is to either immediately run through when they separate or find a way to jam them. Multiple traps lined up may require some pattern memorization. Non-spiked and non-bladed variants of this are also known as crushers.
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Extremely common in video games as a [[MalevolentArchitecture standard obstacle]], especially in medieval settings. May involve a CorridorCubbyholeRun to get past them alive.

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Extremely common in video games as a [[MalevolentArchitecture standard obstacle]], especially in medieval and factory settings. May involve a CorridorCubbyholeRun to get past them alive.

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Zero Context Example. Also added a new example


* In the Shadow Temple of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', you have to block the falling trap with a block hidden behind a fake wall, which a sign referred to as "the stone umbrella".
* Crushing pistons in ''VideoGame/{{Lemmings}}''.

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* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
In the Shadow Temple of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Temple, you have to block the falling trap with a block hidden behind a fake wall, which a sign referred to as "the stone umbrella".
* ** ''VideoGame/TheLegendOfZeldaOracleGames'': In a part of Ancient Ruins in ''Oracle of Seasons'', there's a red Rupee and a path obstructed by four Armos statues. Grabbing the Rupee will make the statues go away, but then the whole corridor begins contracting from the north, forcing Link to move rapidly across it while dealing with sand currents and SpikesOfDoom to avoid being crushed.
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Crushing pistons in ''VideoGame/{{Lemmings}}''.
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* ''VideoGame/TurboOverkill'' has smashing crushers in Teratek Factory level, often above conveyor belts.

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This is a BoobyTrap in which big stone blocks, spiked walls or sharp blades [[DurableDeathtrap repeatedly]] ram into each other in a narrow hallway. The way past them is to either immediately run through when they separate or find a way to jam them. Multiple traps lined up may require some pattern memorization.

to:

This is a BoobyTrap in which big stone blocks, spiked walls or sharp blades [[DurableDeathtrap repeatedly]] ram into each other in a narrow hallway. The way past them is to either immediately run through when they separate or find a way to jam them. Multiple traps lined up may require some pattern memorization.
memorization. Non-spiked and non-bladed variants of this are also known as crushers.


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* In ''VideoGame/{{Dusk}}'', at the beginning and in one of the secret areas of Infernal Machine level, there are moving pistons in a cramped tunnel that can crush the player instantly.
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-->-- '''Gwen''', ''Film/GalaxyQuest''

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-->-- '''Gwen''', '''Gwen [=DeMarco=]''', ''Film/GalaxyQuest''
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* One appears in ''VideoGame/Doom3: The Resurrection of Evil'' expansion right after you gain the ability to slow down time in respect to yourself. It more or less serves as a tutorial for using that power.

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* ''VideoGame/Doom3'': One appears in ''VideoGame/Doom3: The Resurrection the ''Resurrection of Evil'' expansion right after you gain the ability to slow down time in respect to yourself. It more or less serves as a tutorial for using that power.

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* ''VideoGame/{{Fallout 3}}'' has crushing pistons in the waste disposal area of Mothership Zeta.
* ''[[VideoGame/{{Dizzy}} Fantasy World Dizzy]]'' has a portcullis that works this way.



* ''VideoGame/HollowKnight'' has smashers with tricky timing in Crystal Peak.



* ''VideoGame/OriAndTheBlindForest'' has smashing stone blocks, first seen in the Moon Grotto. Mount Horu has a variety covered in SpikesOfDoom that result in instant death if even touched.



* ''VideoGame/{{Rastan}}'' has these in the castle areas in the form of spiked platforms lowered from the ceiling.



* ''VideoGame/{{Something}} series''
** Chateau de la Terre in Something is filled with big smashers. The level has no auto-scrolling sections, but the platforming is extremely difficult.
** [[spoiler: Space Hideout]] in Something Else has an {{Auto Scrolling|Level}} section where Luigi must dodge electric pulses and big smashers.











































* ''VideoGame/{{Fallout 3}}'' has crushing pistons in the waste disposal area of Mothership Zeta.
* ''[[VideoGame/{{Dizzy}} Fantasy World Dizzy]]'' has a portcullis that works this way.
* ''VideoGame/{{Rastan}}'' has these in the castle areas in the form of spiked platforms lowered from the ceiling.
* ''VideoGame/{{Something}} series''
** Chateau de la Terre in Something is filled with big smashers. The level has no auto-scrolling sections, but the platforming is extremely difficult.
** [[spoiler: Space Hideout]] in Something Else has an {{Auto Scrolling|Level}} section where Luigi must dodge electric pulses and big smashers.



* ''VideoGame/OriAndTheBlindForest'' has smashing stone blocks, first seen in the Moon Grotto. Mount Horu has a variety covered in SpikesOfDoom that result in instant death if even touched.
* ''VideoGame/HollowKnight'' has smashers with tricky timing in Crystal Peak.



* In ''WesternAnimation/TransformersAnimated'', to stop [=Longarm/Shockwave's=] identity from being discovered, he [[spoiler:kills Blurr in one of these.]]


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* In ''WesternAnimation/TransformersAnimated'', to stop [=Longarm/Shockwave's=] identity from being discovered, he [[spoiler:kills Blurr in one of these.]]

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