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Previous edit belonged in TroperTales
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* Not sure if this counts, but amoung [[ThisTroper This Troper's]] [[DungeonsAndDragons D&D]] group, we have a saying: "A good adventurer always goes left". It is normally invoked when a fork is presented in a dungeon, and is surprisingly effective at halting arguments.
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Added D&D example.
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* Not sure if this counts, but amoung [[ThisTroper This Troper's]] [[DungeonsAndDragons D&D]] group, we have a saying: "A good adventurer always goes left". It is normally invoked when a fork is presented in a dungeon, and is surprisingly effective at halting arguments.
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Added pothole and link.
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* Averted for a time in the game BunnyMustDie!. At the very beginning of this very Metroid-esque game, you are UNABLE to move right at all. Only until you find a specific item known as the 'Gears to the Past' can you move right. Though, there are some gamers who have attempted to do a 'no gears' runthrough...
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* Averted for a time in the game BunnyMustDie!. At the very beginning of this very Metroid-esque game, you are UNABLE to move right at all. Only until you find a specific item known as the 'Gears to the Past' can you move right. Though, there are some gamers who have attempted to do a [[SelfImposedChallenge 'no gears' runthrough...runthrough]], [[http://www.youtube.com/watch?v=yHHzhelkNnc&p=69D45BADC89ED493 and at least one has succeeded]].
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See also OffscreenStartBonus.
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* Exploited by many savvy platformer designers who build hidden collectables into their levels. A collectable is often hidden ''just'' to the left of the starting position.
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2d platformers often have a very straightforward start-to-goal direction; usually, you travel to the right. Much of the time, however, there are some options in your path, leading to this video gaming axiom: When All Else Fails, Go Right. In some games, (say, KidIcarus) it's occasionally recast as Go Up; much more rarely, it becomes Go Left or Go Down.
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See also OffscreenStartBonus.
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* Cleverly subverted in ''RosenkreuzStilette''. [[spoiler:In Schwer's stage, if you go to the right like in any other stage, you get treated to an inescapable deathtrap disguised as a typical level starting area. If you go to the ''left'' at the start, which isn't normally possible, you enter the stage proper. This is only the first of many such devious tricks and traps in this stage.]]
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* Averted for a time in the game ''Bunny Must Die!''. At the very beginning of this very Metroid-esque game, you are UNABLE to move right at all. Only until you find a specific item known as the 'Gears to the Past' can you move right. Though, there are some gamers who have attempted to do a 'no gears' runthrough...
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* Averted for a time in the game ''Bunny Must Die!''.BunnyMustDie!. At the very beginning of this very Metroid-esque game, you are UNABLE to move right at all. Only until you find a specific item known as the 'Gears to the Past' can you move right. Though, there are some gamers who have attempted to do a 'no gears' runthrough...
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None
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* Averted for a time in the game {{Bunny Must Die!}}. At the very beginning of this very Metroid-esque game, you are UNABLE to move right at all. Only until you find a specific item known as the 'Gears to the Past' can you move right. Though, there are some gamers who have attempted to do a 'no gears' runthrough...
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* Averted for a time in the game {{Bunny ''Bunny Must Die!}}.Die!''. At the very beginning of this very Metroid-esque game, you are UNABLE to move right at all. Only until you find a specific item known as the 'Gears to the Past' can you move right. Though, there are some gamers who have attempted to do a 'no gears' runthrough...
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None
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* Averted for a time in the game {{Bunny Must Die!}}. At the very beginning of this very Metroid-esque game, you are UNABLE to move right at all. Only until you find a specific item known as the 'Gears to the Past' can you move right. Though, there are some gamers who have attempted to do a 'no gears' runthrough...
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None
Added DiffLines:
* [[{{Castlevania}} Castlevanias I and III]] - I definitely, and III for the most part. And SuperCastlevaniaIV, as well.
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* Inverted in the mansion maze at the end of the educational game Pepper's Adventures in Time. The maze seems nightmarish at first, but if you go straight until you reach a fork and then take the left turn every single time you'll reach the goal quickly with no detours or problems (though the easter eggs behind some of the doors along other paths can be worth exploration).
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* SuperMarioBros provides an early example that actually ''[[RatchetScrolling prevents you from going to the left]]''; the sequels were often more forgiving.
** SuperMarioBros 3 has only one level where the pathway goes to the left and downward - although the last section of the level goes to the right. It's also the only level with the Kuribo Shoe. World 5, Area 3. It's such a rarity as to be noteworthy.
* In KidIcarus, it's often [[WhenAllElseFailsGoRight When All Else Fails, Go Up]]
* SonicTheHedgehog, in his first three games, is ''always'' travelling from left to right across the various zones; it's understood that, even in the more maze-like sections, the intention is to go to the right.
** SuperMarioBros 3 has only one level where the pathway goes to the left and downward - although the last section of the level goes to the right. It's also the only level with the Kuribo Shoe. World 5, Area 3. It's such a rarity as to be noteworthy.
* In KidIcarus, it's often [[WhenAllElseFailsGoRight When All Else Fails, Go Up]]
* SonicTheHedgehog, in his first three games, is ''always'' travelling from left to right across the various zones; it's understood that, even in the more maze-like sections, the intention is to go to the right.
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* SuperMarioBros ''Game/SuperMarioBros'' provides an early example that actually ''[[RatchetScrolling prevents you from going to the left]]''; the sequels were often more forgiving.
**SuperMarioBros 3 ''SuperMarioBros3'' has only one level where the pathway goes to the left and downward - although the last section of the level goes to the right. It's also the only level with the Kuribo Shoe. World 5, Area 3. It's such a rarity as to be noteworthy.
* InKidIcarus, ''KidIcarus'', it's often [[WhenAllElseFailsGoRight [[ItsAllUpstairsFromHere When All Else Fails, Go Up]]
*SonicTheHedgehog, ''SonicTheHedgehog'', in his first three games, is ''always'' travelling from left to right across the various zones; it's understood that, even in the more maze-like sections, the intention is to go to the right.
**
* In
*
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* {{Eversion}} lives on this trope
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* {{Eversion}} ''{{Eversion}}'' lives on this tropetrope.
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* Kirby's games tend to proceed "eastward" across Dreamland.
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* Kirby's {{Kirby}}'s games tend to proceed "eastward" across Dreamland.
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* {{Xexyz}}
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* {{Xexyz}}''{{Xexyz}}''
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** There's also some variations in other games in the X series: The heart tank for Storm Eagle's level is directly above the player, unreachable from the start point, so you have to go right, then left when you get high enough. In Armored Armadillo's stage, you need to go right to get away from a death machine, then go back left to get a sub tank. In fact, from the very first game, the X series has delighted in hiding things from the player that assumes forward is left.
* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the west while the goal or some point of significance is in the east. The common exception is to travel south to north, often because of two-dimensional graphical limitations which force "northward" and "upward" to be the same direction; thus the king's castle, which needs "height" to be displayed properly, cannot be placed on the map anywhere but at the north end of town. The {{Ultima}} series and the early FinalFantasy games do both of these frequently.
** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Fiends. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt. Gulug, where you go ''left'' on every floor). The Temple of Fiends [[spoiler:Past]] is largely a matter of northeast.
* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the west while the goal or some point of significance is in the east. The common exception is to travel south to north, often because of two-dimensional graphical limitations which force "northward" and "upward" to be the same direction; thus the king's castle, which needs "height" to be displayed properly, cannot be placed on the map anywhere but at the north end of town. The {{Ultima}} series and the early FinalFantasy games do both of these frequently.
** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Fiends. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt. Gulug, where you go ''left'' on every floor). The Temple of Fiends [[spoiler:Past]] is largely a matter of northeast.
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** There's also some variations in other games in the X ''X'' series: The heart tank for Storm Eagle's level is directly above the player, unreachable from the start point, so you have to go right, then left when you get high enough. In Armored Armadillo's stage, you need to go right to get away from a death machine, then go back left to get a sub tank. In fact, from the very first game, the X series has delighted in hiding things from the player that assumes forward is left.
* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the west while the goal or some point of significance is in the east. The common exception is to travel south to north, often because of two-dimensional graphical limitations which force "northward" and "upward" to be the same direction; thus the king's castle, which needs "height" to be displayed properly, cannot be placed on the map anywhere but at the north end of town. The{{Ultima}} ''{{Ultima}}'' series and the early FinalFantasy ''FinalFantasy'' games do both of these frequently.
** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Fiends. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt.Gulug, Gulg, where you go ''left'' on every floor). The Temple of Fiends [[spoiler:Past]] is largely a matter of northeast.
* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the west while the goal or some point of significance is in the east. The common exception is to travel south to north, often because of two-dimensional graphical limitations which force "northward" and "upward" to be the same direction; thus the king's castle, which needs "height" to be displayed properly, cannot be placed on the map anywhere but at the north end of town. The
** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Fiends. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt.
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* Inverted in the "Down The Hole" level of ''CrashBandicoot: [[GameBoyAdvance The Huge Adventure]]''. The stage plays the trope straight at first, and then subverts it when you actually go underground by placing the exit on the far left (the only instance in ''THA''). However, whoever remembers "Dino Might" from ''CrashBandicoot [[PlayStation 3: Warped]]'' has nothing to cringe about, as this time there's nothing to run away from. "Down The Hole", however, still - and arguably - holds the title of ThatOneLevel of ''THA''.
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* Inverted in the "Down The Hole" level of ''CrashBandicoot: [[GameBoyAdvance The Huge Adventure]]''. The stage plays the trope straight at first, and then subverts it when you actually go underground by placing the exit on the far left (the only instance in ''THA''). However, whoever remembers "Dino Might" from ''CrashBandicoot [[PlayStation 3: Warped]]'' has nothing to cringe about, as this time there's nothing to run away from. "Down The Hole", however, still - and arguably - holds the title of ThatOneLevel of ''THA''.''THA''.
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I added an example.
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* Most maze games with randomly generated maps tend to start at the left side and have the player trying to cross to the right.
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* Most maze games with randomly generated maps tend to start at the left side and have the player trying to cross to the right.right.
* Inverted in the "Down The Hole" level of ''CrashBandicoot: [[GameBoyAdvance The Huge Adventure]]''. The stage plays the trope straight at first, and then subverts it when you actually go underground by placing the exit on the far left (the only instance in ''THA''). However, whoever remembers "Dino Might" from ''CrashBandicoot [[PlayStation 3: Warped]]'' has nothing to cringe about, as this time there's nothing to run away from. "Down The Hole", however, still - and arguably - holds the title of ThatOneLevel of ''THA''.
* Inverted in the "Down The Hole" level of ''CrashBandicoot: [[GameBoyAdvance The Huge Adventure]]''. The stage plays the trope straight at first, and then subverts it when you actually go underground by placing the exit on the far left (the only instance in ''THA''). However, whoever remembers "Dino Might" from ''CrashBandicoot [[PlayStation 3: Warped]]'' has nothing to cringe about, as this time there's nothing to run away from. "Down The Hole", however, still - and arguably - holds the title of ThatOneLevel of ''THA''.
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None
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** SuperMarioBros 3 has only one level in the Nintendo games where the pathway goes to the left and downward - although the last section of the level goes to the right. It's also the only level with the Kuribo Shoe. World 5, Area 3.
to:
** SuperMarioBros 3 has only one level in the Nintendo games where the pathway goes to the left and downward - although the last section of the level goes to the right. It's also the only level with the Kuribo Shoe. World 5, Area 3. It's such a rarity as to be noteworthy.
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None
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* SuperMarioBros provides an early example that actually ''[[RatchetScrolling prevents you from going to the left]]''; the sequels were often more forgiving
to:
* SuperMarioBros provides an early example that actually ''[[RatchetScrolling prevents you from going to the left]]''; the sequels were often more forgivingforgiving.
** SuperMarioBros 3 has only one level in the Nintendo games where the pathway goes to the left and downward - although the last section of the level goes to the right. It's also the only level with the Kuribo Shoe. World 5, Area 3.
** SuperMarioBros 3 has only one level in the Nintendo games where the pathway goes to the left and downward - although the last section of the level goes to the right. It's also the only level with the Kuribo Shoe. World 5, Area 3.
** The ones that don't usually go from bottom to top.
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* ''{{Game/Jumper}}'' games, where the goal for every level is to literally reach the right side of the screen.
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* ''{{Game/Jumper}}'' games, where the goal for every level is to literally reach the right side of the screen.screen.
* Most maze games with randomly generated maps tend to start at the left side and have the player trying to cross to the right.
* Most maze games with randomly generated maps tend to start at the left side and have the player trying to cross to the right.
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None
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* ''MegaManX6'' plays around with this. As the second part of the Infinity Mijinion level opens, you ''do'' have to go right to progress. But directly to the ''left'' of the starting point (BehindTheBlack) is one of the game's upgrade capsules, which most players would miss because of this trope.
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* ''MegaManX6'' ''MegaManX 6'' plays around with this. As the second part of the Infinity Mijinion level opens, you ''do'' have to go right to progress. But directly to the ''left'' of the starting point (BehindTheBlack) is one of the game's upgrade capsules, which most players would miss because of this trope.
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** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Chaos. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt. Gulug, where you go ''left'' on every floor). The Temple of Chaos [[spoiler:Past]] is largely a matter of northeast.
* Exploited by many savvy platformer designers who build hidden collectables into their levels. A collectable is often hidden ''just'' to the left of the starting position.
* Exploited by many savvy platformer designers who build hidden collectables into their levels. A collectable is often hidden ''just'' to the left of the starting position.
to:
** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Chaos.Fiends. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt. Gulug, where you go ''left'' on every floor). The Temple of Chaos Fiends [[spoiler:Past]] is largely a matter of northeast.
* Exploited by many savvy platformer designers who build hidden collectables into their levels. A collectable is often hidden ''just'' to the left of the startingposition.position.
* ''{{Game/Jumper}}'' games, where the goal for every level is to literally reach the right side of the screen.
* Exploited by many savvy platformer designers who build hidden collectables into their levels. A collectable is often hidden ''just'' to the left of the starting
* ''{{Game/Jumper}}'' games, where the goal for every level is to literally reach the right side of the screen.
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* One of the ''MegaManX'' games plays around with this. As the level opens, you ''do'' have to go right to progress. But directly to the ''left'' of the starting point is one of the game's upgrade capsules, which most players would miss because of this trope.
to:
* One of the ''MegaManX'' games ''MegaManX6'' plays around with this. As the second part of the Infinity Mijinion level opens, you ''do'' have to go right to progress. But directly to the ''left'' of the starting point (BehindTheBlack) is one of the game's upgrade capsules, which most players would miss because of this trope.trope.
** There's also some variations in other games in the X series: The heart tank for Storm Eagle's level is directly above the player, unreachable from the start point, so you have to go right, then left when you get high enough. In Armored Armadillo's stage, you need to go right to get away from a death machine, then go back left to get a sub tank. In fact, from the very first game, the X series has delighted in hiding things from the player that assumes forward is left.
** There's also some variations in other games in the X series: The heart tank for Storm Eagle's level is directly above the player, unreachable from the start point, so you have to go right, then left when you get high enough. In Armored Armadillo's stage, you need to go right to get away from a death machine, then go back left to get a sub tank. In fact, from the very first game, the X series has delighted in hiding things from the player that assumes forward is left.
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** Oddly enough, all the treasures in the temples are to the left. So in order to get everything, you have to go left first, then go right.
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** The ''only'' exception in the original three (and a half) games is the final Death Egg zone, where the intention is still ''mostly'' to go to the right, but much more important than that is going up.
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** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Chaos. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt. Gulug, where you go ''left'' on every floor). The Temple of Chaos [[spoiler:Past]] is largely a matter of northeast.
to:
** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Chaos. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt. Gulug, where you go ''left'' on every floor). The Temple of Chaos [[spoiler:Past]] is largely a matter of northeast.northeast.
* Exploited by many savvy platformer designers who build hidden collectables into their levels. A collectable is often hidden ''just'' to the left of the starting position.
* Exploited by many savvy platformer designers who build hidden collectables into their levels. A collectable is often hidden ''just'' to the left of the starting position.
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None
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* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the west while the goal or some point of significance is in the east. The common exception is to travel south to north, often because of two-dimensional graphical limitations which force "northward" and "upward" to be the same direction; thus the king's castle, which needs "height" to be displayed properly, cannot be placed on the map anywhere but at the north end of town. The {{Ultima}} series and the early FinalFantasy games do both of these frequently.
to:
* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the west while the goal or some point of significance is in the east. The common exception is to travel south to north, often because of two-dimensional graphical limitations which force "northward" and "upward" to be the same direction; thus the king's castle, which needs "height" to be displayed properly, cannot be placed on the map anywhere but at the north end of town. The {{Ultima}} series and the early FinalFantasy games do both of these frequently.frequently.
** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Chaos. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt. Gulug, where you go ''left'' on every floor). The Temple of Chaos [[spoiler:Past]] is largely a matter of northeast.
** ''FinalFantasyI'' starts by sending you northwest, to the Temple of Chaos. Then it sends you northeast across the bridge to begin the game proper. After that, you go pretty much every direction. In dungeons, however, you frequently go right (except in Mt. Gulug, where you go ''left'' on every floor). The Temple of Chaos [[spoiler:Past]] is largely a matter of northeast.
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None
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* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the "west" while the goal or some point of significance is in the "east." The common exception is to travel "south" to "north." The {{Ultima}} series and the early FinalFantasy games do this frequently.
to:
* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the "west" west while the goal or some point of significance is in the "east." east. The common exception is to travel "south" south to "north." north, often because of two-dimensional graphical limitations which force "northward" and "upward" to be the same direction; thus the king's castle, which needs "height" to be displayed properly, cannot be placed on the map anywhere but at the north end of town. The {{Ultima}} series and the early FinalFantasy games do this both of these frequently.
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None
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* One of the ''MegaManX'' games plays around with this. As the level opens, you ''do'' have to go right to progress. But directly to the ''left'' of the starting point is one of the game's upgrade capsules, which most players would miss because of this trope.
to:
* One of the ''MegaManX'' games plays around with this. As the level opens, you ''do'' have to go right to progress. But directly to the ''left'' of the starting point is one of the game's upgrade capsules, which most players would miss because of this trope.trope.
* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the "west" while the goal or some point of significance is in the "east." The common exception is to travel "south" to "north." The {{Ultima}} series and the early FinalFantasy games do this frequently.
* RolePlayingGames are not immune. In many, entrances to sub-maps (towns, dungeons, and the like) are in the "west" while the goal or some point of significance is in the "east." The common exception is to travel "south" to "north." The {{Ultima}} series and the early FinalFantasy games do this frequently.
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* {{Xexyz}}
to:
* {{Xexyz}}{{Xexyz}}
* One of the ''MegaManX'' games plays around with this. As the level opens, you ''do'' have to go right to progress. But directly to the ''left'' of the starting point is one of the game's upgrade capsules, which most players would miss because of this trope.
* One of the ''MegaManX'' games plays around with this. As the level opens, you ''do'' have to go right to progress. But directly to the ''left'' of the starting point is one of the game's upgrade capsules, which most players would miss because of this trope.
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* Kirby's games tend to proceed "eastward" across Dreamland.
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* SuperMarioBros provides an early example that actually [[RatchetScrolling ''prevents you from going to the left'']]; the sequels were often more forgiving
to:
* SuperMarioBros provides an early example that actually [[RatchetScrolling ''prevents ''[[RatchetScrolling prevents you from going to the left'']]; left]]''; the sequels were often more forgiving
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* SuperMarioBros provides an early example that actually ''prevents you from going to the left''; the sequels were often more forgiving
to:
* SuperMarioBros provides an early example that actually [[RatchetScrolling ''prevents you from going to the left''; left'']]; the sequels were often more forgiving
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* All of the bosses in [[TheLegendOfZeldaIITheAdventureOfLink Zelda II: The Adventure of Link]] are faced after entering their rooms from the left.
* Most Side Scrolling ShootEmUp games progress from left to right.
* Most Side Scrolling ShootEmUp games progress from left to right.
to:
* All of the bosses in [[TheLegendOfZeldaIITheAdventureOfLink Zelda II: The Adventure of Link]] are faced after entering their rooms from the left.
left. Most are considerable distances to the right of the dungeon entrance.
* Most Side Scrolling ShootEmUp games progress from left toright.right.
* {{Xexyz}}
* Most Side Scrolling ShootEmUp games progress from left to
* {{Xexyz}}
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* {{Eversion}} lives on this trope
to:
* {{Eversion}} lives on this tropetrope
* All of the bosses in [[TheLegendOfZeldaIITheAdventureOfLink Zelda II: The Adventure of Link]] are faced after entering their rooms from the left.
* Most Side Scrolling ShootEmUp games progress from left to right.
* All of the bosses in [[TheLegendOfZeldaIITheAdventureOfLink Zelda II: The Adventure of Link]] are faced after entering their rooms from the left.
* Most Side Scrolling ShootEmUp games progress from left to right.
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Games of the MetroidVania set tend to slip around the edges of this trope from time to time; much of the time, the goal is to the right of the starting point, but it does occasionally find itself on the left hand side of the map as well. In the more level-based games of the genre, this can vary with the stage; in the more free-form games, expect some serious variation.
While there might be something stopping you, at least temporarily, you ''know'' (because you're GenreSavvy) that your goal is on the right side of the obstacle.
This may be partially a result of cultural indoctrination, with the assumption that, as text usually progresses from left to right, so should progress through a game stage.
!!Examples
* SuperMarioBros provides an early example that actually ''prevents you from going to the left''; the sequels were often more forgiving
* In KidIcarus, it's often [[WhenAllElseFailsGoRight When All Else Fails, Go Up]]
* SonicTheHedgehog, in his first three games, is ''always'' travelling from left to right across the various zones; it's understood that, even in the more maze-like sections, the intention is to go to the right.
* {{Eversion}} lives on this trope