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* Many levels in the ''Franchise/{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include Pillar of Autumn, Truth and Reconciliation, Assault on the Control Room, Keyes, Delta Halo, Uprising/Great Journey, Sierra 117, and Tsavo Highway. Often, these are used to facilitate DynamicLoading. The Library and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And the infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".

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* Many levels in the ''Franchise/{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include Pillar ''VideoGame/HaloCombatEvolved''[='s=] "Pillar of Autumn, Truth Autumn", "Truth and Reconciliation, Assault Reconciliation", "Assault on the Control Room, Keyes, Delta Halo, Uprising/Great Journey, Sierra 117, Room", Keyes"; ''VideoGame/{{Halo 2}}''[='s=] "Delta Halo" and Tsavo Highway."Uprising"/"Great Journey"; and ''VideoGame/{{Halo 3}}''[='s=] "Sierra 117" and "Tsavo Highway". Often, these are used to facilitate DynamicLoading. The Library ''Combat Evolved''[='s=] "The Library" and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And the ''3''[='s=] infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".
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* ''VideoGame/RuneScape'':
** The tunnels of Ape Atoll in "Monkey Madness" just winding and winding, with traps and hostile creatures at every turn.
** Optional in the Ourania Runecrafting complex: There's a short and straight path to the altar camped by hostiles, or you can take a long winding path [[ConvectionSchmonvection over a pool of magma]] that bypasses them.
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* The Chronicles of the Sword section of ''SoulCalibur 3'' had a lot of ping-pong paths. This is made more annoying by the space between the paths frequently being lawn or other terrain that should be entirely traversable, but you still have to take the long route.

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* The Chronicles of the Sword section of ''SoulCalibur ''VideoGame/SoulCalibur 3'' had a lot of ping-pong paths. This is made more annoying by the space between the paths frequently being lawn or other terrain that should be entirely traversable, but you still have to take the long route.
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Zelda Oracle Of Ages

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** Some puzzle rooms in [[VideoGame/TheLegendOfZeldaOracleGames Oracle Of Ages]] feature a pitch black room containing an invisible Space Filling Path over a BottomlessPit. While [[TrialAndErrorGameplay Trial and Error]] could be used to solve these rooms, the intended way is to generate [[BlockPuzzle Blocks]] with the Cane of Somaria. If the block falls into the BottomlessPit, there is no path there, and you should try another direction.
*** The Eyeglass Library has books giving directions through the invisible maze to the next book. Until you read the book, there is no path forward, and once you read the book, the path behind you disappears. The final book has nine instructions, which, if you forget them, can be replaced by the Cane of Somaria as above.
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* Many outdoor locations in ''NeverwinterNights2'' are like this -- see [[http://gamebanshee.com/neverwinternights2/walkthrough/mountgalardrym.php this map]] for an {{egregious}} example.

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* Many outdoor locations in ''NeverwinterNights2'' ''VideoGame/NeverwinterNights2'' are like this -- see [[http://gamebanshee.com/neverwinternights2/walkthrough/mountgalardrym.php this map]] for an {{egregious}} example.
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* ''JetForceGemini''. Multiple levels must be revisited to collect every single one of the furry innocent civilians. Who are very vulnerable to any enemy fire. So blow five minutes blasting through yet another reiteration of the same level and a giant rocket blows Squishy Chewbacca to kingdom come? Start over, man. And the pathways through the levels cross over and loop and wrap around each other in dozens of various and differing ways. All not accessible all the time because of various abilities of the three main characters. Long story short, you're going to be seeing the same engine room a LOT. And yes, the enemies will always respawn.

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* ''JetForceGemini''.''VideoGame/JetForceGemini''. Multiple levels must be revisited to collect every single one of the furry innocent civilians. Who are very vulnerable to any enemy fire. So blow five minutes blasting through yet another reiteration of the same level and a giant rocket blows Squishy Chewbacca to kingdom come? Start over, man. And the pathways through the levels cross over and loop and wrap around each other in dozens of various and differing ways. All not accessible all the time because of various abilities of the three main characters. Long story short, you're going to be seeing the same engine room a LOT. And yes, the enemies will always respawn.
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None


* Many levels in the ''{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include Pillar of Autumn, Truth and Reconciliation, Assault on the Control Room, Keyes, Delta Halo, Uprising/Great Journey, Sierra 117, and Tsavo Highway. Often, these are used to facilitate DynamicLoading. The Library and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And the infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".

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* Many levels in the ''{{Halo}}'' ''Franchise/{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include Pillar of Autumn, Truth and Reconciliation, Assault on the Control Room, Keyes, Delta Halo, Uprising/Great Journey, Sierra 117, and Tsavo Highway. Often, these are used to facilitate DynamicLoading. The Library and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And the infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".
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** Fortunately, there are also shortcuts tucked away that allow knowledgeable patrons, and employees, to quickly jump from one part of the path to another "distant" part.
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* ''DevilMayCry'' 1 and 3 both have examples of this trope. In the first game, there's tentacles trying to get you while in the third game, there literally is an Intestinal Tract.

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* ''DevilMayCry'' ''Franchise/DevilMayCry'' 1 and 3 both have examples of this trope. In the first game, there's tentacles trying to get you while in the third game, there literally is an Intestinal Tract.
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* ''WorldOfWarcraft'':

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* ''WorldOfWarcraft'':''VideoGame/WorldOfWarcraft'':



* Most dungeon crawl missions in ''{{Warcraft}} III'' and its expansion. As well as their ancestors, the installation missions from ''{{Starcraft}}''.
* Many ''{{Starcraft}}'' and ''VideoGame/StarcraftII'' multiplayer maps feature a long, twisty route from one end of the battlefield. Generally, air-heavy strategies are more practical on these maps, since the greater mobility of aircraft helps cancel out the increased time to get to them in the TechTree. On map from [=SC2=] in particular is the epitome of this trope in [=RTSes=] - the players' starting locations are on separate plateaus arranged in a circle, with ramps down to a ring around the exterior of the map - the only ground route available.

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* Most dungeon crawl missions in ''{{Warcraft}} III'' ''VideoGame/WarcraftIII'' and its expansion. As well as their ancestors, the installation missions from ''{{Starcraft}}''.
''VideoGame/{{Starcraft}}''.
* Many ''{{Starcraft}}'' ''VideoGame/{{Starcraft}}'' and ''VideoGame/StarcraftII'' multiplayer maps feature a long, twisty route from one end of the battlefield. Generally, air-heavy strategies are more practical on these maps, since the greater mobility of aircraft helps cancel out the increased time to get to them in the TechTree. On map from [=SC2=] in particular is the epitome of this trope in [=RTSes=] - the players' starting locations are on separate plateaus arranged in a circle, with ramps down to a ring around the exterior of the map - the only ground route available.
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* IKEA stores are structured like this, as a single winding path with helpfully placed arrows that take visitors through the furniture showroom, house appliances store, warehouse and cash registers, in that order. It serves two purposes: making the store appear larger than it actually is, and forcing visitors to walk past goods that they wouldn't have otherwise considered, in the hope that they'd be interested in something beyond what they came for.
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* Most of the ''VideoGame/Pokemon'' games contain various degrees of this trope in the Routes that separate towns and other landmarks, although they are typically one-directional, as they are often made out of ledges that can simply be jumped over in the reverse direction.

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* Most of the ''VideoGame/Pokemon'' ''VideoGame/{{Pokemon}}'' games contain various degrees of this trope in the Routes that separate towns and other landmarks, although they are typically one-directional, as they are often made out of ledges that can simply be jumped over in the reverse direction.

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pokemon add, minor formatting corrections


* ''BaldursGate'': The third-to-last area is basically nothing more than a large room, with flimsy wooden walls set up to create a labyrinth. There are also several nasty monters who will shoot at you with flaming arrows. Oh, and there are traps set right in front of the monsters, too. And said monsters are resistant to most ranged weapons. [[ScrappyLevel Yeah.]]
* ''ShadowHearts'' has done this a few times. The Wine Cellar in ''Covenant'', for example, sends you through several rooms where you have to flip a switch to lower a path to flip a switch... The last switch in a room, thankfully, lowers the path back out.

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* ''BaldursGate'': ''VideoGame/BaldursGate'': The third-to-last area is basically nothing more than a large room, with flimsy wooden walls set up to create a labyrinth. There are also several nasty monters who will shoot at you with flaming arrows. Oh, and there are traps set right in front of the monsters, too. And said monsters are resistant to most ranged weapons. [[ScrappyLevel Yeah.]]
* ''ShadowHearts'' ''VideoGame/ShadowHearts'' has done this a few times. The Wine Cellar in ''Covenant'', for example, sends you through several rooms where you have to flip a switch to lower a path to flip a switch... The last switch in a room, thankfully, lowers the path back out.



* The world map of the first ''Dragon Warrior'' game arguably fits this trope, as the final enemy's castle is visible from the starting area, but requires a circuitous route to reach.

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* The world map of the first ''Dragon Warrior'' ''VideoGame/DragonQuest'' game arguably fits this trope, as the final enemy's castle is visible from the starting area, but requires a circuitous route to reach.



* Most of the ''VideoGame/Pokemon'' games contain various degrees of this trope in the Routes that separate towns and other landmarks, although they are typically one-directional, as they are often made out of ledges that can simply be jumped over in the reverse direction.



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* The 2-D ''Zelda'' games usually had at least one dungeon with a Q*Bert Floor room. Some even had ping-pong paths, but usually averted as getting the Roc's Feather would allow you to jump quickly across the path.
** The overworld of ''VideoGame/TheLegendOfZeldaALinkToThePast'' had plenty of tree clusters, fences and one way ledge jump off points, among other things, that limited travel pathway options, forcing roundabout routes to nearby destinations.

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* The 2-D ''Zelda'' ''Franchise/TheLegendOfZelda'' games usually had have at least one dungeon with a Q*Bert Floor room. Some even had have ping-pong paths, but usually averted as getting the Roc's Feather would allow allows you to jump quickly across the path.
** The
path. In particular, the overworld of ''VideoGame/TheLegendOfZeldaALinkToThePast'' had has plenty of tree clusters, fences and one way ledge jump off points, among other things, that limited limit travel pathway options, forcing roundabout routes to nearby destinations.



** On a similar note, ''VideoGame/{{Portal}}'' has Test Chamber 17, in which you can see the button that you place the [[CompanionCube Weighted Companion Cube]] on towards the end of the level through a glass floor in one of the energy ball hallways, as well as through a window in the main room.
** ''VideoGame/Left4Dead2'' also has a couple examples. You can see the Safe Room in the Barns chapter of Dark Carnival about halfway through the level (and you can throw [[EscortMission Gnome]] [[HundredPercentCompletion Chompski]] over the fence if you have him). However, to get to it, the Survivors must continue past said fence, turn around and fight through some barns running alongside the area they just navigated, climb on top of and traverse the roofs of those same barns to reach the other side of the fence, and then fight through a continuous onslaught of zombies.

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** On a similar note, ''VideoGame/{{Portal}}'' has Test Chamber 17, in which you can see the button that you place the [[CompanionCube Weighted Companion Cube]] on towards the end of the level through a glass floor in one of the energy ball hallways, as well as through a window in the main room.
** ''VideoGame/Left4Dead2'' also has a couple examples. examples:
***
You can see the Safe Room in the Barns chapter of Dark Carnival about halfway through the level (and you can throw [[EscortMission Gnome]] [[HundredPercentCompletion Chompski]] over the fence if you have him). However, to get to it, the Survivors must continue past said fence, turn around and fight through some barns running alongside the area they just navigated, climb on top of and traverse the roofs of those same barns to reach the other side of the fence, and then fight through a continuous onslaught of zombies.



* The Armory wing in ''WorldOfWarcraft'''s Scarlet Monastery consists largely of a pair of massive hallways with gates arbitrarily placed to maximize the time needed (and the number of enemy groups encountered) to traverse it.

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* ''WorldOfWarcraft'':
**
The Armory wing in ''WorldOfWarcraft'''s the Scarlet Monastery consists largely of a pair of massive hallways with gates arbitrarily placed to maximize the time needed (and the number of enemy groups encountered) to traverse it.



* In ''VideoGame/SuperMarioGalaxy'', [[ThatOneLevel Luigi's Purple Coins]] becomes a Q*bert Floor, as every platform that it is safe to stand on either disappears or starts rotating and becomes unstable after touching them.

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* In ''VideoGame/SuperMarioGalaxy'', ''VideoGame/SuperMarioGalaxy'':
**
[[ThatOneLevel Luigi's Purple Coins]] becomes a Q*bert Floor, as every platform that it is safe to stand on either disappears or starts rotating and becomes unstable after touching them.



** In ''VideoGame/SuperMarioGalaxy2'', the Cosmic Clones are a Q*bert Floor mechanic to an extent, because you to have to run from infinite numbers of Mario clones that copy your every move and crossing your path leads to being hurt via CollisionDamage. This gets applied then to Luigi's Purple Coins from the first game... This time, though, you have Co-Star Luma (if you have friends) to stop the green tiles from disappearing.

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** * In ''VideoGame/SuperMarioGalaxy2'', the Cosmic Clones are a Q*bert Floor mechanic to an extent, because you to have to run from infinite numbers of Mario clones that copy your every move and crossing your path leads to being hurt via CollisionDamage. This gets applied then to Luigi's Purple Coins from the first game...game. This time, though, you have Co-Star Luma (if you have friends) to stop the green tiles from disappearing.



* Most dungeon crawl missions in ''{{Warcraft}} III'' and its expansion.
** As well as their ancestors, the installation missions from ''{{Starcraft}}''.

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* Most dungeon crawl missions in ''{{Warcraft}} III'' and its expansion.
**
expansion. As well as their ancestors, the installation missions from ''{{Starcraft}}''.



* ''VideoGame/NetHack'' is guilty of this, to a certain extent - the deepest levels of the game are completely maze-like, and delay moving from one floor to the next to an aggravating degree... although this is why savvy hackers will just bring a pick-axe with them.
** This is why savvy hackers have Teleport Control. But '''really''' savvy hackers bring both, because teleportation becomes unreliable once you have the Amulet.
*** A ''very'' savvy hacker uses a wand of digging to clear the shortest-line path from stairway to stairway in preparation for the return trip before ever setting foot in the Inner Sanctum.
** The variant Slash'EM has a guaranteed Ping Pong Path on one deep level... it's less about filling up space, and more about giving the Wizard of Yendor plenty of time to lay his ubiquitous brand of smackdown upon you at his leisure.

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* ''VideoGame/NetHack'' is guilty of this, to a certain extent - the ''VideoGame/NetHack'':
** The
deepest levels of the game are completely maze-like, and delay moving from one floor to the next to an aggravating degree... degree; although this is why savvy hackers will just bring a pick-axe with them.
**
them. This is why savvy hackers have Teleport Control. But '''really''' savvy hackers bring both, because teleportation becomes unreliable once you have the Amulet.
***
Amulet. A ''very'' savvy hacker uses a wand of digging to clear the shortest-line path from stairway to stairway in preparation for the return trip before ever setting foot in the Inner Sanctum.
** The variant Slash'EM has a guaranteed Ping Pong Path on one deep level... level; it's less about filling up space, and more about giving the Wizard of Yendor plenty of time to lay his ubiquitous brand of smackdown upon you at his leisure.



* A pet peeve of many ''VideoGame/MegaManBattleNetwork'' players is long, twisty paths in areas of cyberspace where there's no reason for it. Or rather, there ''is'' a reason -- the designers are forcing more random encounters. It's especially annoying the way each game's final boss has a long enough runup that you'll get attacked at least once, and this is after the no-save point.
** In the sixth game, Green Area is an {{egregious}} form of intestinal tract. The stage of the Green Town boss, Judgeman, is also a good example of the Q-Bert Floor.

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* A pet peeve of many ''VideoGame/MegaManBattleNetwork'' players is long, twisty paths in areas of cyberspace where there's no reason for it. Or rather, there ''is'' a reason -- the designers are forcing more random encounters. It's especially annoying the way each game's final boss has a long enough runup that you'll get attacked at least once, and this is after the no-save point.
**
point. In the sixth game, Green Area is an {{egregious}} form of intestinal tract. The stage of the Green Town boss, Judgeman, is also a good example of the Q-Bert Floor.
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* A map in ''StarWars: [[DarkForcesSaga Jedi Academy]]'' starts with you about to walk from a landing to platform to a nearby building... but then the bridge is blown up by your target. Cue a level which requires you to go through all the surrounding skyscrapers just to reach the one you intended to enter.

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* A map in ''StarWars: [[DarkForcesSaga Jedi Academy]]'' ''Franchise/StarWars: VideoGame/JediKnightJediAcademy'' starts with you about to walk from a landing to platform to a nearby building... but then the bridge is blown up by your target. Cue a level which requires you to go through all the surrounding skyscrapers just to reach the one you intended to enter.
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* ''VideoGame/{{Diablo3}}'' has at least three needlessly twisty paths - between Old Tristram and Adria's Hut, on the way up to the Desolate Sands, and a long straight path at the start of Zoltan Kulle's sanctum - which are all, barring movement speed increasing buffs, ''exactly'' long and twisty enough to last the length of an attendant party member's exposition.

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* ''VideoGame/{{Diablo3}}'' ''VideoGame/DiabloIII'' has at least three needlessly twisty paths - between Old Tristram and Adria's Hut, on the way up to the Desolate Sands, and a long straight path at the start of Zoltan Kulle's sanctum - which are all, barring movement speed increasing buffs, ''exactly'' long and twisty enough to last the length of an attendant party member's exposition.

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* ''JetForceGemini''. Multiple levels must be revisited to collect every single one of the furry innocent civilians. Who are very vulnerable to any enemy fire. So blow five minutes blasting through yet another reiteration of the same level and a giant rocket blows Squishy Chewbacca to kingdom come? Start over, man. And the pathways through the levels cross over and loop and wrap around each other in dozens of various and differing ways. All not accessible all the time because of various abillities of the three main characters. Long story short, you're going to be seeing the same engine room a LOT. And yes, the enemies will always respawn.

to:

* ''JetForceGemini''. Multiple levels must be revisited to collect every single one of the furry innocent civilians. Who are very vulnerable to any enemy fire. So blow five minutes blasting through yet another reiteration of the same level and a giant rocket blows Squishy Chewbacca to kingdom come? Start over, man. And the pathways through the levels cross over and loop and wrap around each other in dozens of various and differing ways. All not accessible all the time because of various abillities abilities of the three main characters. Long story short, you're going to be seeing the same engine room a LOT. And yes, the enemies will always respawn.


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** There seems to have been a trend away from this in recent years, possibly brought on by the hugely successful ''VideoGame/PlantsVsZombies'', which ditched this mechanic and instead had the zombies walk towards the player in straight lines.

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* ''{{Castlevania}}: Harmony of Dissonance'' has many zigzagging paths designed to make you abuse your two-way dash move just to save time.
** The first GBA title, Circle of the Moon, was pretty obnoxious as well. In any room that was more than one screen wide or tall, it was virtually guaranteed that you'd move through every possible screen to get from one corner to the other.

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* ''{{Castlevania}}: Harmony of Dissonance'' ''Franchise/{{Castlevania}}''
** ''VideoGame/CastlevaniaHarmonyOfDissonance''
has many zigzagging paths designed to make you abuse your two-way dash move just to save time.
** The first GBA title, Circle of the Moon, ''VideoGame/CastlevaniaCircleOfTheMoon, was pretty obnoxious as well. In any room that was more than one screen wide or tall, it was virtually guaranteed that you'd move through every possible screen to get from one corner to the other.
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* ''VideoGame/DisgaeaHourOfDarkness'': One of the levels in Celestia starts with such a path made of No Entry geo panels, forcing your characters to slug through as angels shoot at them.
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* ''VideoGame/PokemonRubyAndSapphire'' had a Q*Bert floor in the 8th gym, where if you stepped on the same tile twice, you fell through the floor into an intestinal tract of trainers.
** And there is another Q*Bert set on Sky Pillar, this time you need to use the Mach Bike which is pretty fast but hard to maneuver, if you walk over the cracked tiles normally or stop (like failing to turn with the bike at the right time or not going at full speed) you fall to the previous floor.
*** And various in-game pop-up messages like hatching eggs, poison fainting pokemon or repel's effects wearing off will stop it...

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* ''VideoGame/PokemonRubyAndSapphire'' had a Q*Bert floor in ''VideoGame/PokemonRubyAndSapphire'':
** In
the 8th gym, where gym the floor is made of ice and to open the door to the next room you need to crack all the tiles in the current one, but if you stepped step on the same tile twice, you fell fall through the floor into an intestinal tract to the lower level, full of trainers.
**
trainers. And there the further you got onto the upper floor, the more trainers you had to fight on your way out.
** Another example
is another Q*Bert set on in the Sky Pillar, this time you need to use the Mach Bike which to go over the cracked tiles before they break completely. The bike is pretty fast but hard to maneuver, steer and if you walk over the cracked tiles normally or stop (like failing to turn with the bike at the right time or not going at full speed) (such as from a collision), you fall to the previous floor.
*** And various in-game pop-up messages like hatching eggs, poison fainting pokemon or repel's effects wearing off will stop it...
down.
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* ''VideoGame/FalloutNewVegas'' uses these to a frustrating degree, since the overworld is divided into cells to facilitate {{dynamic loading}}, and the paths between cells are rather limited. Trying to go straight to a waypoint will often lead to running into an InsurmountableWaistHeightFence, or worse, a Deathclaw or Cazador ambush. The ''Lonesome Road'' DLC, having NoSidepathsNoExplorationNoFreedom, is even worse, especially near the end, where you have to follow a long spiral path up to Ulysses' Temple.

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* ''VideoGame/FalloutNewVegas'' uses these to a frustrating degree, since the overworld is divided into cells to facilitate {{dynamic loading}}, and the paths between cells are rather limited. Trying to go straight to a waypoint will often lead to running into an InsurmountableWaistHeightFence, or worse, a Deathclaw or Cazador ambush. The ''Lonesome Road'' DLC, having NoSidepathsNoExplorationNoFreedom, is even worse, especially near the end, where you have to negotiate a [[DemonicSpiders Tunnelers]]' nest to bypass a cave-in, then follow a long undulating spiral path up to Ulysses' Temple.
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* ''VideoGame/FalloutNewVegas'' uses these to a frustrating degree, since the overworld is divided into cells to facilitate {{dynamic loading}}, and the paths between cells are rather limited. Trying to go straight to a waypoint will often lead to running into an InsurmountableWaistHeightFence, or worse, a Deathclaw or Cazador ambush.

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* ''VideoGame/FalloutNewVegas'' uses these to a frustrating degree, since the overworld is divided into cells to facilitate {{dynamic loading}}, and the paths between cells are rather limited. Trying to go straight to a waypoint will often lead to running into an InsurmountableWaistHeightFence, or worse, a Deathclaw or Cazador ambush. The ''Lonesome Road'' DLC, having NoSidepathsNoExplorationNoFreedom, is even worse, especially near the end, where you have to follow a long spiral path up to Ulysses' Temple.
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Irony points for misspelling that particular word


[[folder:Rougelike]]

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[[folder:Rougelike]][[folder:Roguelike]]
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* This is one of the reasons [[ScrappyLevel the Water Temple]] from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' gets a lot of hate. Not only do you have to submerge yourself and run (rather slowly at that) through underwater tunnels and resurface, but you also have to constantly [[StockVideoGamePuzzle switch water levels]] at designated checkpoints, each one corresponding to a particular tier. Much BackTracking abounds, especially if you alter the water level incorrectly for the current situation.

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* This is one of the reasons [[ScrappyLevel [[ThatOneLevel the Water Temple]] from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' gets a lot of hate. Not only do you have to submerge yourself and run (rather slowly at that) through underwater tunnels and resurface, but you also have to constantly [[StockVideoGamePuzzle switch water levels]] at designated checkpoints, each one corresponding to a particular tier. Much BackTracking abounds, especially if you alter the water level incorrectly for the current situation. ''And'' you have to keep going into the item menu to take the Iron Boots on and off. Fortunately, a lot of the things that made the Water Temple so notorious were fixed in the Nintendo3DS remake.
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* ''VideoGame/Diablo3'' has at least three needlessly twisty paths - between Old Tristram and Adria's Hut, on the way up to the Desolate Sands, and a long straight path at the start of Zoltan Kulle's sanctum - which are all, barring movement speed increasing buffs, ''exactly'' long and twisty enough to last the length of an attendant party member's exposition.

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* ''VideoGame/Diablo3'' ''VideoGame/{{Diablo3}}'' has at least three needlessly twisty paths - between Old Tristram and Adria's Hut, on the way up to the Desolate Sands, and a long straight path at the start of Zoltan Kulle's sanctum - which are all, barring movement speed increasing buffs, ''exactly'' long and twisty enough to last the length of an attendant party member's exposition.
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None

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* ''VideoGame/Diablo3'' has at least three needlessly twisty paths - between Old Tristram and Adria's Hut, on the way up to the Desolate Sands, and a long straight path at the start of Zoltan Kulle's sanctum - which are all, barring movement speed increasing buffs, ''exactly'' long and twisty enough to last the length of an attendant party member's exposition.
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More namespaces


* Wizardry V. Dungeon level 4. It does warn you that a 'Labyrinth of Doom' is ahead, or something to that effect. If you don't listen, expect to have to traverse a wind about, single tile path filling half the dungeon and containing nothing but enemies with all sorts of ''StandardStatusEffects'' including poison, petrification, and instant death. Of course there's a secret door to skip it right at the entrance...
* ''Brandish'' lays out the routes on each floor so that you end up covering nearly all of the square-shaped map screen just trying to go from one staircase to the next. There are a few side rooms here and there that you don't need to enter unless you want some extra items, but if you end up trying to backtrack to a previous floor, you're going through nearly the whole map again.
* ''Arcana'' for the SNES has plenty of winding paths or long dead-end corridors that seem to exist only to give you more chances of getting into a random battle. Especially since simply making a 90-degree turn has a chance of ending up in a battle, just like taking a step forward or backward.
* Nier has one of these when you go to the WarmUpDungeon where you have to follow a ridiculously looping route to bypass approximately 20 feet of collapsed canyon, which contains no enemies, puzzles or loot and appears to exist for the sole purpose of a cut-scene pan across the tower.
* ''BreathOfFire'' has a major one. The path ''appears'' to be simple--just a bridge with a few extra paths veering off of it... until you step on the button that spins the screen and the characters until you don't know which way is up. And since its nothing but blackness all around, you can't even use landmarks. Even on the straight stretches you can find yourself turned around and going back the way you came.
* While most of ''Dragon Age: Origins'' is railroading at its finest, the most annoying part is the Gauntlet, where you have to keep moving characters in a certain sequence in order to unlock the next part of the puzzle to get [[spoiler: The Sacred Ashes of Andraste.]]

to:

* Wizardry V.''VideoGame/{{Wizardry}} V''. Dungeon level 4. It does warn you that a 'Labyrinth of Doom' is ahead, or something to that effect. If you don't listen, expect to have to traverse a wind about, single tile path filling half the dungeon and containing nothing but enemies with all sorts of ''StandardStatusEffects'' including poison, petrification, and instant death. Of course there's a secret door to skip it right at the entrance...
* ''Brandish'' ''VideoGame/{{Brandish}}'' lays out the routes on each floor so that you end up covering nearly all of the square-shaped map screen just trying to go from one staircase to the next. There are a few side rooms here and there that you don't need to enter unless you want some extra items, but if you end up trying to backtrack to a previous floor, you're going through nearly the whole map again.
* ''Arcana'' for the SNES ''VideoGame/{{Arcana}}'' has plenty of winding paths or long dead-end corridors that seem to exist only to give you more chances of getting into a random battle. Especially since simply making a 90-degree turn has a chance of ending up in a battle, just like taking a step forward or backward.
* Nier ''VideoGame/NieR'' has one of these when you go to the WarmUpDungeon where you have to follow a ridiculously looping route to bypass approximately 20 feet of collapsed canyon, which contains no enemies, puzzles or loot and appears to exist for the sole purpose of a cut-scene pan across the tower.
* ''BreathOfFire'' ''VideoGame/BreathOfFireI'' has a major one. The path ''appears'' to be simple--just a bridge with a few extra paths veering off of it... until you step on the button that spins the screen and the characters until you don't know which way is up. And since its nothing but blackness all around, you can't even use landmarks. Even on the straight stretches you can find yourself turned around and going back the way you came.
* While most of ''Dragon Age: Origins'' ''VideoGAme/DragonAgeOrigins'' is railroading at its finest, the most annoying part is the Gauntlet, where you have to keep moving characters in a certain sequence in order to unlock the next part of the puzzle to get [[spoiler: The Sacred Ashes of Andraste.]]
Is there an issue? Send a MessageReason:
Namespaces


* At a certain point in ''Timeshift'' you enter a fucking ''enormous'' warehouse, so big it constitutes the entirety of the level. You're standing on a metal gangplank overlooking a deadly drop, and the exit point is... straight to your left. Unfortunately, inbetween you and it sit a few stacked boxes. You look at them and go "ok, there's a small space I should realistically be able to jump on to bypass them", but no, if you try that you fall and die. Then you think "why can't I climb them or push them off?", but no, jumping and the action button have no effect (neither does, of course, shooting them with a rocket). The only possible course of action is to go the other way, and start on a ridiculously long and convoluted path that will take you across the entirety of the warehouse - both on the ground floor and on more gangplanks than can be counted - before ultimately leading you to the exit point.

to:

* At a certain point in ''Timeshift'' ''VideoGame/{{Timeshift}}'' you enter a fucking ''enormous'' warehouse, so big it constitutes the entirety of the level. You're standing on a metal gangplank overlooking a deadly drop, and the exit point is... straight to your left. Unfortunately, inbetween you and it sit a few stacked boxes. You look at them and go "ok, there's a small space I should realistically be able to jump on to bypass them", but no, if you try that you fall and die. Then you think "why can't I climb them or push them off?", but no, jumping and the action button have no effect (neither does, of course, shooting them with a rocket). The only possible course of action is to go the other way, and start on a ridiculously long and convoluted path that will take you across the entirety of the warehouse - both on the ground floor and on more gangplanks than can be counted - before ultimately leading you to the exit point.



*** No mention of CastlevaniaSymphonyOfTheNight? It was notorious for all of this. Thankfully by Aria of Sorrow, IGA and company wisely started consolidating the castle designs and expand the number of warp spots from then on to reduce all of that needless backtracking.

to:

*** No mention of CastlevaniaSymphonyOfTheNight? It ** ''VideoGame/CastlevaniaSymphonyOfTheNight'' was notorious for all of this. Thankfully by Aria of Sorrow, IGA and company wisely started consolidating the castle designs and expand the number of warp spots from then on to reduce all of that needless backtracking.



* Many ''{{Starcraft}}'' and ''Starcraft II'' multiplayer maps feature a long, twisty route from one end of the battlefield. Generally, air-heavy strategies are more practical on these maps, since the greater mobility of aircraft helps cancel out the increased time to get to them in the TechTree. On map from [=SC2=] in particular is the epitome of this trope in [=RTSes=] - the players' starting locations are on separate plateaus arranged in a circle, with ramps down to a ring around the exterior of the map - the only ground route available.

to:

* Many ''{{Starcraft}}'' and ''Starcraft II'' ''VideoGame/StarcraftII'' multiplayer maps feature a long, twisty route from one end of the battlefield. Generally, air-heavy strategies are more practical on these maps, since the greater mobility of aircraft helps cancel out the increased time to get to them in the TechTree. On map from [=SC2=] in particular is the epitome of this trope in [=RTSes=] - the players' starting locations are on separate plateaus arranged in a circle, with ramps down to a ring around the exterior of the map - the only ground route available.



* ''NetHack'' is guilty of this, to a certain extent - the deepest levels of the game are completely maze-like, and delay moving from one floor to the next to an aggravating degree... although this is why savvy hackers will just bring a pick-axe with them.

to:

* ''NetHack'' ''VideoGame/NetHack'' is guilty of this, to a certain extent - the deepest levels of the game are completely maze-like, and delay moving from one floor to the next to an aggravating degree... although this is why savvy hackers will just bring a pick-axe with them.



* ''Ultima 7 part 2''. One of the (many) trials in the game is a snaking path filled with acid. Plot-wise, you have to recruit an acid-immune character to bypass it, although bringing along a load of healing potions also works.

to:

* ''Ultima 7 part 2''.''VideoGame/UltimaVIIPartII''. One of the (many) trials in the game is a snaking path filled with acid. Plot-wise, you have to recruit an acid-immune character to bypass it, although bringing along a load of healing potions also works.

Added: 13015

Changed: 1553

Removed: 11124

Is there an issue? Send a MessageReason:
Sorting examples


* ''BaldursGate'': The third-to-last area is basically nothing more than a large room, with flimsy wooden walls set up to create a labyrinth. There are also several nasty monters who will shoot at you with flaming arrows. Oh, and there are traps set right in front of the monsters, too. And said monsters are resistant to most ranged weapons. [[ScrappyLevel Yeah.]]
* ''ShadowHearts'' has done this a few times. The Wine Cellar in ''Covenant'', for example, sends you through several rooms where you have to flip a switch to lower a path to flip a switch... The last switch in a room, thankfully, lowers the path back out.
* ''VideoGame/{{ZZT}}'' games from the earlier years of the program made by first-time designers suffered from the presence of Ping Pong Paths so often that they have appeared in "help" games describing and depicting what not to do in a ''ZZT'' game.
** ''ZZT Syndromes'' did it particularly memorably, effectively forcing the player to step on most of the tiles on the screen - [[spoiler: or it would have if the narrator didn't let you off the hook by carving a tunnel while you were doing it.]]
* ''VideoGame/EternalDarkness'' does this, especially the damaging-floor variety, later on in the game. Why was the whole main lobby of the final dungeon a giant bug zapper again?
* Many outdoor locations in ''NeverwinterNights2'' are like this -- see [[http://gamebanshee.com/neverwinternights2/walkthrough/mountgalardrym.php this map]] for an {{egregious}} example.
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' suffered from this in Macalania Woods and the Mount Gagazet trail, which both featured elongated spirals, where you could actually see the path below you, and in X-2's particularly bad case, you actually do once jump down to the lower path to complete a quest, but can never again use that shortcut.
* Most dungeon crawl missions in ''{{Warcraft}} III'' and its expansion.
** As well as their ancestors, the installation missions from ''{{Starcraft}}''.
* This is the sole purpose of the genre of web games known as TowerDefense games - you defend a SpaceFillingPath from a stream of oncoming {{Mooks}} by building defence towers to shoot them. In some instances, you must also ''create'' the SFP, which is an added problem/puzzle. Usually, you must create it while the enemies are flowing, which is even more difficult.
* The world map of the first ''Dragon Warrior'' game arguably fits this trope, as the final enemy's castle is visible from the starting area, but requires a circuitous route to reach.
* ''VideoGame/Wolfenstein3D'' had ''loads'' of these. [=E3M8=] is particularly bad. [=E6M8=] is infinitely worse (imagine a figure eight, with paths filling in the insides of both loops).
* A map in ''StarWars: [[DarkForcesSaga Jedi Academy]]'' starts with you about to walk from a landing to platform to a nearby building... but then the bridge is blown up by your target. Cue a level which requires you to go through all the surrounding skyscrapers just to reach the one you intended to enter.
* ROM hacks (especially of ''[[SuperMarioBros Super Mario World]]'') and NintendoHard platform games are the kings of this, utilising both the ping pong path and the velvet rope path to near ridiculous degrees to make sure every possible part of each room is filled with more and more narrow jumps and instant death spikes. And in some even worse cases, you have to go right back through said maze with an item or after an action is taken the other side.
* ''NetHack'' is guilty of this, to a certain extent - the deepest levels of the game are completely maze-like, and delay moving from one floor to the next to an aggravating degree... although this is why savvy hackers will just bring a pick-axe with them.
** This is why savvy hackers have Teleport Control. But '''really''' savvy hackers bring both, because teleportation becomes unreliable once you have the Amulet.
*** A ''very'' savvy hacker uses a wand of digging to clear the shortest-line path from stairway to stairway in preparation for the return trip before ever setting foot in the Inner Sanctum.
** The variant Slash'EM has a guaranteed Ping Pong Path on one deep level... it's less about filling up space, and more about giving the Wizard of Yendor plenty of time to lay his ubiquitous brand of smackdown upon you at his leisure.
* Dungeons in the game ''VideoGame/TheElderScrollsIIDaggerfall'' have been described affectionately as ''octopi mating'' and the random generator is not even entirely to blame for this. Even some of the main quest dungeons, which were carefully designed, appear nebulous.

to:

* ''BaldursGate'': The third-to-last area is basically nothing more than a large room, with flimsy wooden walls set up to create a labyrinth. There are also several nasty monters who will shoot at you with flaming arrows. Oh, and there are traps set right in front of the monsters, too. And said monsters are resistant to most ranged weapons. [[ScrappyLevel Yeah.]]
* ''ShadowHearts'' has done this a few times. The Wine Cellar in ''Covenant'', for example, sends you through several rooms where you have to flip a switch to lower a path to flip a switch... The last switch in a room, thankfully, lowers the path back out.
* ''VideoGame/{{ZZT}}'' games from the earlier years of the program made by first-time designers suffered from the presence of Ping Pong Paths so often that they have appeared in "help" games describing and depicting what not to do in a ''ZZT'' game.
** ''ZZT Syndromes'' did it particularly memorably, effectively forcing the player to step on most of the tiles on the screen - [[spoiler: or it would have if the narrator didn't let you off the hook by carving a tunnel while you were doing it.]]
* ''VideoGame/EternalDarkness'' does this, especially the damaging-floor variety, later on in the game. Why was the whole main lobby of the final dungeon a giant bug zapper again?
* Many outdoor locations in ''NeverwinterNights2'' are like this -- see [[http://gamebanshee.com/neverwinternights2/walkthrough/mountgalardrym.php this map]] for an {{egregious}} example.
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' suffered from this in Macalania Woods and the Mount Gagazet trail, which both featured elongated spirals, where you could actually see the path below you, and in X-2's particularly bad case, you actually do once jump down to the lower path to complete a quest, but can never again use that shortcut.
* Most dungeon crawl missions in ''{{Warcraft}} III'' and its expansion.
** As well as their ancestors, the installation missions from ''{{Starcraft}}''.
* This is the sole purpose of the genre of web games known as TowerDefense games - you defend a SpaceFillingPath from a stream of oncoming {{Mooks}} by building defence towers to shoot them. In some instances, you must also ''create'' the SFP, which is an added problem/puzzle. Usually, you must create it while the enemies are flowing, which is even more difficult.
* The world map of the first ''Dragon Warrior'' game arguably fits this trope, as the final enemy's castle is visible from the starting area, but requires a circuitous route to reach.
* ''VideoGame/Wolfenstein3D'' had ''loads'' of these. [=E3M8=] is particularly bad. [=E6M8=] is infinitely worse (imagine a figure eight, with paths filling in the insides of both loops).
* A map in ''StarWars: [[DarkForcesSaga Jedi Academy]]'' starts with you about to walk from a landing to platform to a nearby building... but then the bridge is blown up by your target. Cue a level which requires you to go through all the surrounding skyscrapers just to reach the one you intended to enter.
* ROM hacks (especially of ''[[SuperMarioBros Super Mario World]]'') and NintendoHard platform games are the kings of this, utilising both the ping pong path and the velvet rope path to near ridiculous degrees to make sure every possible part of each room is filled with more and more narrow jumps and instant death spikes. And in some even worse cases, you have to go right back through said maze with an item or after an action is taken the other side.
* ''NetHack'' is guilty of this, to a certain extent - the deepest levels of the game are completely maze-like, and delay moving from one floor to the next to an aggravating degree... although this is why savvy hackers will just bring a pick-axe with them.
** This is why savvy hackers have Teleport Control. But '''really''' savvy hackers bring both, because teleportation becomes unreliable once you have the Amulet.
*** A ''very'' savvy hacker uses a wand of digging to clear the shortest-line path from stairway to stairway in preparation for the return trip before ever setting foot in the Inner Sanctum.
** The variant Slash'EM has a guaranteed Ping Pong Path on one deep level... it's less about filling up space, and more about giving the Wizard of Yendor plenty of time to lay his ubiquitous brand of smackdown upon you at his leisure.
* Dungeons in the game ''VideoGame/TheElderScrollsIIDaggerfall'' have been described affectionately as ''octopi mating'' and the random generator is not even entirely to blame for this. Even some of the main quest dungeons, which were carefully designed, appear nebulous.
[[foldercontrol]]

[[folder:Action Adventure]]



* This is the idea behind real labyrinths (as opposed to mazes), such as the Labyrinth of Chartres. It is meant as a metaphorical or meditative activity.



* At a certain point in ''Timeshift'' you enter a fucking ''enormous'' warehouse, so big it constitutes the entirety of the level. You're standing on a metal gangplank overlooking a deadly drop, and the exit point is... straight to your left. Unfortunately, inbetween you and it sit a few stacked boxes. You look at them and go "ok, there's a small space I should realistically be able to jump on to bypass them", but no, if you try that you fall and die. Then you think "why can't I climb them or push them off?", but no, jumping and the action button have no effect (neither does, of course, shooting them with a rocket). The only possible course of action is to go the other way, and start on a ridiculously long and convoluted path that will take you across the entirety of the warehouse - both on the ground floor and on more gangplanks than can be counted - before ultimately leading you to the exit point.
* Since every room in ''VideoGame/LufiaIIRiseOfTheSinistrals'' has a puzzle, there are quite a few room with the aforementioned Q*Bert floor.



* In ''VideoGame/SwordOfVermilion'', the paths towards both the last town and TheVeryDefinitelyFinalDungeon are examples of this trope, the first being a long spiral and the second a long back and forth winding path. One villager even [[LampshadeHanging lampshades]] it, saying that the BigBad made it that way to "discourage you".
* ''JetForceGemini''. Multiple levels must be revisited to collect every single one of the furry innocent civilians. Who are very vulnerable to any enemy fire. So blow five minutes blasting through yet another reiteration of the same level and a giant rocket blows Squishy Chewbacca to kingdom come? Start over, man. And the pathways through the levels cross over and loop and wrap around each other in dozens of various and differing ways. All not accessible all the time because of various abillities of the three main characters. Long story short, you're going to be seeing the same engine room a LOT. And yes, the enemies will always respawn.



* The Armory wing in ''WorldOfWarcraft'''s Scarlet Monastery consists largely of a pair of massive hallways with gates arbitrarily placed to maximize the time needed (and the number of enemy groups encountered) to traverse it.
** Most of the dungeons invoke this trope, the ones in the expansion packs just tend to be smaller.
** The most trope-fitting being Razorfen Downs, with the last 45 minutes spent climbing a tacked-on ascending spiral ramp.
* A pet peeve of many ''VideoGame/MegaManBattleNetwork'' players is long, twisty paths in areas of cyberspace where there's no reason for it. Or rather, there ''is'' a reason -- the designers are forcing more random encounters. It's especially annoying the way each game's final boss has a long enough runup that you'll get attacked at least once, and this is after the no-save point.
** In the sixth game, Green Area is an {{egregious}} form of intestinal tract. The stage of the Green Town boss, Judgeman, is also a good example of the Q-Bert Floor.
* ''VideoGame/ChronoTrigger [[VideoGameRemake DS]]''. Lost Sanctum. Not only is it a SpaceFillingPath, but you have to go back and forth on it over and over until you die of boredom.
* ''VideoGame/PokemonRubyAndSapphire'' had a Q*Bert floor in the 8th gym, where if you stepped on the same tile twice, you fell through the floor into an intestinal tract of trainers.
** And there is another Q*Bert set on Sky Pillar, this time you need to use the Mach Bike which is pretty fast but hard to maneuver, if you walk over the cracked tiles normally or stop (like failing to turn with the bike at the right time or not going at full speed) you fall to the previous floor.
*** And various in-game pop-up messages like hatching eggs, poison fainting pokemon or repel's effects wearing off will stop it...
* ''VideoGame/TitanQuest'' has a velvet rope path in the Labyrinth of Minos.
* ''SuperMarioBros'' has this with the block trains/snakes in some of the castles in Super Mario World, New Super Mario Bros and quite a few Mario World hacks, which have Mario riding a moving train of blocks that pretty much goes the long way round a huge room past a ton of obstacles. New Super Mario Bros even had one in one of the tower levels which went right, up one block, left, up another block, ad nauseum for a while before moving on upwards.
* The infamous Golden Gun Room in ''VideoGame/GoldenEye1997'' features a Q-Bert Floor. Step on the wrong tile, and the [[SentryGun automated gun turrets]] will turn you to Swiss cheese.
* Many levels in the ''{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include Pillar of Autumn, Truth and Reconciliation, Assault on the Control Room, Keyes, Delta Halo, Uprising/Great Journey, Sierra 117, and Tsavo Highway. Often, these are used to facilitate DynamicLoading. The Library and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And the infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".
* ''VideoGame/IWannaBeTheGuy'' has countless "intestinal tract" type rooms, including several chock full of SpikesOfDoom (eg the Room of Patience, which also has four [[LiftOfDoom Lifts of Doom]]), a gauntlet of [[VideoGame/MegaMan2 Quick Man]] {{Death Ray}}s, and a path consisting of a "snake" of {{Temporary Platform}}s that gradually increases in speed.
* Most of the levels in ''VideoGame/WinBack'' consist of space-filling paths, usually "ping pong" paths, sometimes with BackTracking through parts of previous levels.
* ''Ultima 7 part 2''. One of the (many) trials in the game is a snaking path filled with acid. Plot-wise, you have to recruit an acid-immune character to bypass it, although bringing along a load of healing potions also works.
* Wizardry V. Dungeon level 4. It does warn you that a 'Labyrinth of Doom' is ahead, or something to that effect. If you don't listen, expect to have to traverse a wind about, single tile path filling half the dungeon and containing nothing but enemies with all sorts of ''StandardStatusEffects'' including poison, petrification, and instant death. Of course there's a secret door to skip it right at the entrance...
* The Chronicles of the Sword section of ''SoulCalibur 3'' had a lot of ping-pong paths. This is made more annoying by the space between the paths frequently being lawn or other terrain that should be entirely traversable, but you still have to take the long route.
* ''Brandish'' lays out the routes on each floor so that you end up covering nearly all of the square-shaped map screen just trying to go from one staircase to the next. There are a few side rooms here and there that you don't need to enter unless you want some extra items, but if you end up trying to backtrack to a previous floor, you're going through nearly the whole map again.
* ''Arcana'' for the SNES has plenty of winding paths or long dead-end corridors that seem to exist only to give you more chances of getting into a random battle. Especially since simply making a 90-degree turn has a chance of ending up in a battle, just like taking a step forward or backward.



* ''{{Castlevania}}: Harmony of Dissonance'' has many zigzagging paths designed to make you abuse your two-way dash move just to save time.
** The first GBA title, Circle of the Moon, was pretty obnoxious as well. In any room that was more than one screen wide or tall, it was virtually guaranteed that you'd move through every possible screen to get from one corner to the other.
*** No mention of CastlevaniaSymphonyOfTheNight? It was notorious for all of this. Thankfully by Aria of Sorrow, IGA and company wisely started consolidating the castle designs and expand the number of warp spots from then on to reduce all of that needless backtracking.

to:

[[/folder]]

[[folder:Fighting]]
* ''{{Castlevania}}: Harmony of Dissonance'' has many zigzagging paths designed to make you abuse your two-way dash move just to save time.
**
The first GBA title, Circle Chronicles of the Moon, was pretty obnoxious as well. In any room Sword section of ''SoulCalibur 3'' had a lot of ping-pong paths. This is made more annoying by the space between the paths frequently being lawn or other terrain that was more than one screen wide or tall, should be entirely traversable, but you still have to take the long route.
[[/folder]]

[[folder:First Person Shooter]]
* ''VideoGame/Wolfenstein3D'' had ''loads'' of these. [=E3M8=] is particularly bad. [=E6M8=] is infinitely worse (imagine a figure eight, with paths filling in the insides of both loops).
* At a certain point in ''Timeshift'' you enter a fucking ''enormous'' warehouse, so big
it was virtually guaranteed constitutes the entirety of the level. You're standing on a metal gangplank overlooking a deadly drop, and the exit point is... straight to your left. Unfortunately, inbetween you and it sit a few stacked boxes. You look at them and go "ok, there's a small space I should realistically be able to jump on to bypass them", but no, if you try that you'd move through every you fall and die. Then you think "why can't I climb them or push them off?", but no, jumping and the action button have no effect (neither does, of course, shooting them with a rocket). The only possible screen course of action is to get from one corner go the other way, and start on a ridiculously long and convoluted path that will take you across the entirety of the warehouse - both on the ground floor and on more gangplanks than can be counted - before ultimately leading you to the other.
*** No mention of CastlevaniaSymphonyOfTheNight? It was notorious for all of this. Thankfully by Aria of Sorrow, IGA
exit point.
* The infamous Golden Gun Room in ''VideoGame/GoldenEye1997'' features a Q-Bert Floor. Step on the wrong tile,
and company wisely started consolidating the castle designs [[SentryGun automated gun turrets]] will turn you to Swiss cheese.
* Many levels in the ''{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include Pillar of Autumn, Truth
and expand Reconciliation, Assault on the number of warp spots from then on Control Room, Keyes, Delta Halo, Uprising/Great Journey, Sierra 117, and Tsavo Highway. Often, these are used to reduce all of that needless backtracking.facilitate DynamicLoading. The Library and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And the infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".



[[/folder]]

[[folder:MMORPG]]
* The Armory wing in ''WorldOfWarcraft'''s Scarlet Monastery consists largely of a pair of massive hallways with gates arbitrarily placed to maximize the time needed (and the number of enemy groups encountered) to traverse it.
** Most of the dungeons invoke this trope, the ones in the expansion packs just tend to be smaller.
** The most trope-fitting being Razorfen Downs, with the last 45 minutes spent climbing a tacked-on ascending spiral ramp.
[[/folder]]

[[folder:Platform]]
* ROM hacks (especially of ''[[SuperMarioBros Super Mario World]]'') and NintendoHard platform games are the kings of this, utilizing both the ping pong path and the velvet rope path to near ridiculous degrees to make sure every possible part of each room is filled with more and more narrow jumps and instant death spikes. And in some even worse cases, you have to go right back through said maze with an item or after an action is taken the other side.
* ''SuperMarioBros'' has this with the block trains/snakes in some of the castles in Super Mario World, New Super Mario Bros and quite a few Mario World hacks, which have Mario riding a moving train of blocks that pretty much goes the long way round a huge room past a ton of obstacles. New Super Mario Bros even had one in one of the tower levels which went right, up one block, left, up another block, ad nauseum for a while before moving on upwards.
* ''VideoGame/IWannaBeTheGuy'' has countless "intestinal tract" type rooms, including several chock full of SpikesOfDoom (eg the Room of Patience, which also has four [[LiftOfDoom Lifts of Doom]]), a gauntlet of [[VideoGame/MegaMan2 Quick Man]] {{Death Ray}}s, and a path consisting of a "snake" of {{Temporary Platform}}s that gradually increases in speed.
* ''{{Castlevania}}: Harmony of Dissonance'' has many zigzagging paths designed to make you abuse your two-way dash move just to save time.
** The first GBA title, Circle of the Moon, was pretty obnoxious as well. In any room that was more than one screen wide or tall, it was virtually guaranteed that you'd move through every possible screen to get from one corner to the other.
*** No mention of CastlevaniaSymphonyOfTheNight? It was notorious for all of this. Thankfully by Aria of Sorrow, IGA and company wisely started consolidating the castle designs and expand the number of warp spots from then on to reduce all of that needless backtracking.



[[/folder]]

[[folder:Puzzle]]
* ''VideoGame/{{ZZT}}'' games from the earlier years of the program made by first-time designers suffered from the presence of Ping Pong Paths so often that they have appeared in "help" games describing and depicting what not to do in a ''ZZT'' game.
** ''ZZT Syndromes'' did it particularly memorably, effectively forcing the player to step on most of the tiles on the screen - [[spoiler: or it would have if the narrator didn't let you off the hook by carving a tunnel while you were doing it.]]
[[/folder]]

[[folder:Real Time Strategy]]
* Most dungeon crawl missions in ''{{Warcraft}} III'' and its expansion.
** As well as their ancestors, the installation missions from ''{{Starcraft}}''.



[[/folder]]

[[folder:Rougelike]]
* ''NetHack'' is guilty of this, to a certain extent - the deepest levels of the game are completely maze-like, and delay moving from one floor to the next to an aggravating degree... although this is why savvy hackers will just bring a pick-axe with them.
** This is why savvy hackers have Teleport Control. But '''really''' savvy hackers bring both, because teleportation becomes unreliable once you have the Amulet.
*** A ''very'' savvy hacker uses a wand of digging to clear the shortest-line path from stairway to stairway in preparation for the return trip before ever setting foot in the Inner Sanctum.
** The variant Slash'EM has a guaranteed Ping Pong Path on one deep level... it's less about filling up space, and more about giving the Wizard of Yendor plenty of time to lay his ubiquitous brand of smackdown upon you at his leisure.
[[/folder]]

[[folder:RPG]]
* ''BaldursGate'': The third-to-last area is basically nothing more than a large room, with flimsy wooden walls set up to create a labyrinth. There are also several nasty monters who will shoot at you with flaming arrows. Oh, and there are traps set right in front of the monsters, too. And said monsters are resistant to most ranged weapons. [[ScrappyLevel Yeah.]]
* ''ShadowHearts'' has done this a few times. The Wine Cellar in ''Covenant'', for example, sends you through several rooms where you have to flip a switch to lower a path to flip a switch... The last switch in a room, thankfully, lowers the path back out.
* Many outdoor locations in ''NeverwinterNights2'' are like this -- see [[http://gamebanshee.com/neverwinternights2/walkthrough/mountgalardrym.php this map]] for an {{egregious}} example.
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' suffered from this in Macalania Woods and the Mount Gagazet trail, which both featured elongated spirals, where you could actually see the path below you, and in X-2's particularly bad case, you actually do once jump down to the lower path to complete a quest, but can never again use that shortcut.
* The world map of the first ''Dragon Warrior'' game arguably fits this trope, as the final enemy's castle is visible from the starting area, but requires a circuitous route to reach.
* Dungeons in the game ''VideoGame/TheElderScrollsIIDaggerfall'' have been described affectionately as ''octopi mating'' and the random generator is not even entirely to blame for this. Even some of the main quest dungeons, which were carefully designed, appear nebulous.
* Since every room in ''VideoGame/LufiaIIRiseOfTheSinistrals'' has a puzzle, there are quite a few room with the aforementioned Q*Bert floor.
* In ''VideoGame/SwordOfVermilion'', the paths towards both the last town and TheVeryDefinitelyFinalDungeon are examples of this trope, the first being a long spiral and the second a long back and forth winding path. One villager even [[LampshadeHanging lampshades]] it, saying that the BigBad made it that way to "discourage you".
* A pet peeve of many ''VideoGame/MegaManBattleNetwork'' players is long, twisty paths in areas of cyberspace where there's no reason for it. Or rather, there ''is'' a reason -- the designers are forcing more random encounters. It's especially annoying the way each game's final boss has a long enough runup that you'll get attacked at least once, and this is after the no-save point.
** In the sixth game, Green Area is an {{egregious}} form of intestinal tract. The stage of the Green Town boss, Judgeman, is also a good example of the Q-Bert Floor.
* ''VideoGame/ChronoTrigger [[VideoGameRemake DS]]''. Lost Sanctum. Not only is it a SpaceFillingPath, but you have to go back and forth on it over and over until you die of boredom.
* ''VideoGame/PokemonRubyAndSapphire'' had a Q*Bert floor in the 8th gym, where if you stepped on the same tile twice, you fell through the floor into an intestinal tract of trainers.
** And there is another Q*Bert set on Sky Pillar, this time you need to use the Mach Bike which is pretty fast but hard to maneuver, if you walk over the cracked tiles normally or stop (like failing to turn with the bike at the right time or not going at full speed) you fall to the previous floor.
*** And various in-game pop-up messages like hatching eggs, poison fainting pokemon or repel's effects wearing off will stop it...
* ''VideoGame/TitanQuest'' has a velvet rope path in the Labyrinth of Minos.
* ''Ultima 7 part 2''. One of the (many) trials in the game is a snaking path filled with acid. Plot-wise, you have to recruit an acid-immune character to bypass it, although bringing along a load of healing potions also works.
* Wizardry V. Dungeon level 4. It does warn you that a 'Labyrinth of Doom' is ahead, or something to that effect. If you don't listen, expect to have to traverse a wind about, single tile path filling half the dungeon and containing nothing but enemies with all sorts of ''StandardStatusEffects'' including poison, petrification, and instant death. Of course there's a secret door to skip it right at the entrance...
* ''Brandish'' lays out the routes on each floor so that you end up covering nearly all of the square-shaped map screen just trying to go from one staircase to the next. There are a few side rooms here and there that you don't need to enter unless you want some extra items, but if you end up trying to backtrack to a previous floor, you're going through nearly the whole map again.
* ''Arcana'' for the SNES has plenty of winding paths or long dead-end corridors that seem to exist only to give you more chances of getting into a random battle. Especially since simply making a 90-degree turn has a chance of ending up in a battle, just like taking a step forward or backward.



!!Non-VideoGame Examples

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!!Non-VideoGame Examples[[/folder]]

[[folder:Survival Horror]]
* ''VideoGame/EternalDarkness'' does this, especially the damaging-floor variety, later on in the game. Why was the whole main lobby of the final dungeon a giant bug zapper again?
[[/folder]]

[[folder:Third Person Shooter]]
* A map in ''StarWars: [[DarkForcesSaga Jedi Academy]]'' starts with you about to walk from a landing to platform to a nearby building... but then the bridge is blown up by your target. Cue a level which requires you to go through all the surrounding skyscrapers just to reach the one you intended to enter.
* ''JetForceGemini''. Multiple levels must be revisited to collect every single one of the furry innocent civilians. Who are very vulnerable to any enemy fire. So blow five minutes blasting through yet another reiteration of the same level and a giant rocket blows Squishy Chewbacca to kingdom come? Start over, man. And the pathways through the levels cross over and loop and wrap around each other in dozens of various and differing ways. All not accessible all the time because of various abillities of the three main characters. Long story short, you're going to be seeing the same engine room a LOT. And yes, the enemies will always respawn.
* Most of the levels in ''VideoGame/WinBack'' consist of space-filling paths, usually "ping pong" paths, sometimes with BackTracking through parts of previous levels.
[[/folder]]

[[folder:Tower Defense]]
* This is the sole purpose of the genre of web games known as TowerDefense games - you defend a SpaceFillingPath from a stream of oncoming {{Mooks}} by building defence towers to shoot them. In some instances, you must also ''create'' the SFP, which is an added problem/puzzle. Usually, you must create it while the enemies are flowing, which is even more difficult.
[[/folder]]

[[folder:Other Media]]


Added DiffLines:

* This is the idea behind real labyrinths (as opposed to mazes), such as the Labyrinth of Chartres. It is meant as a metaphorical or meditative activity.
[[/folder]]
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* ''VideoGame/FalloutNewVegas'' uses these to a frustrating degree, since the overworld is divided into cells to facilitate {{dynamic loading}}, and the paths between cells are rather limited. Trying to go straight to a waypoint will often lead to running into an InsurmountableWaistHeightFence, or worse, a Deathclaw or Cazador ambush.

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