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Another instance of going left in the Sonic series

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*** In a similar vein, the SegaMasterSystem[=/=]GameGear version of ''VideoGame/SonicTheHedgehog1'' had a [=1UP=] hidden in plain sight directly to the left of the start point of Bridge Zone Act 3.

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[[folder:Arcade]]
* Most maze games with {{randomly generated levels}} tend to start at the left side and have the player trying to cross to the right.
* In ''VideoGame/{{Glider}} 4.0'', the game engine all but forced every house to put a wall on the left side of Room 1. Each successively-numbered room was to the right of the previous room, at least in theory. This was not necessary in ''Glider PRO'', but the player's glider always starts facing right, and only one of the houses on the ''Glider PRO'' CD, "Titanic," makes the player move left at the start.
[[/folder]]



[[folder:Miscellaneous]]
* Most maze games with {{randomly generated levels}} tend to start at the left side and have the player trying to cross to the right.
* In ''VideoGame/{{Glider}} 4.0'', the game engine all but forced every house to put a wall on the left side of Room 1. Each successively-numbered room was to the right of the previous room, at least in theory. This was not necessary in ''Glider PRO'', but the player's glider always starts facing right, and only one of the houses on the ''Glider PRO'' CD, "Titanic," makes the player move left at the start.
* In ''VideoGame/{{Karateka}}'', the player starts with a cliff to his left, and has no other option but to keep going right.
[[/folder]]



* ''VideoGame/Spelunky'' employs the rare philosophy of "when all else fails, go down".

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* ''VideoGame/Spelunky'' ''VideoGame/{{Spelunky}}'' employs the rare philosophy of "when all else fails, go down".
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* Done in many of the dream worlds in ''VideoGame/MarioAndLuigiDreamTeam''. Except [[spoiler:Dreamy Somnom Woods, where the solution to the maze is to go left at the start and through a secret passageway, taking advantage of this trope]].
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* ''Rastan'' begins with a big wall preventing the player from going left.

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Sorting examples


[[folder:Arcade]]
* Most maze games with {{randomly generated levels}} tend to start at the left side and have the player trying to cross to the right.
* In ''VideoGame/{{Glider}} 4.0'', the game engine all but forced every house to put a wall on the left side of Room 1. Each successively-numbered room was to the right of the previous room, at least in theory. This was not necessary in ''Glider PRO'', but the player's glider always starts facing right, and only one of the houses on the ''Glider PRO'' CD, "Titanic," makes the player move left at the start.
[[/folder]]



* Most {{Horizontal Scrolling Shooter}}s progress from left to right.
* Averted in ''Choplifter'', where every level starts out heading left from the base.



[[folder:Unsorted]]
* Most {{Horizontal Scrolling Shooter}}s progress from left to right.
* Most maze games with {{randomly generated levels}} tend to start at the left side and have the player trying to cross to the right.
* Averted in ''Choplifter'', where every level starts out heading left from the base.
* In ''VideoGame/{{Glider}} 4.0'', the game engine all but forced every house to put a wall on the left side of Room 1. Each successively-numbered room was to the right of the previous room, at least in theory. This was not necessary in ''Glider PRO'', but the player's glider always starts facing right, and only one of the houses on the ''Glider PRO'' CD, "Titanic," makes the player move left at the start.
[[/folder]]
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[[folder:Beat-Em-Ups]]
* The final stage of ''VideoGame/StreetsOfRage'' has you going down a hall to the left.
[[/folder]]
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[[folder:Shoot-Em-Ups]]
* Averted in ''VideoGame/EtherVapor'' with the first boss of Scene 6, who is fight while facing ''left.''
[[/folder]]

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Beginning to sort examples into folders by genre


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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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) ''VideoGame/KidIcarus'') it's occasionally recast as Go Up; much more rarely, it becomes Go Left or Go Down.



* ''VideoGame/SuperMarioBros'' provides an early example that actually ''[[RatchetScrolling prevents you from going to the left]]''; the sequels were often more forgiving.
** ''VideoGame/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 5-3. It's such a rarity as to be noteworthy.
* In ''KidIcarus'', it's often [[ItsAllUpstairsFromHere 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.
** 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. This is repeated in the launch rocket in ''SonicAdvance''.
** There are many examples in Sonic 2 where you go up or left. Particular examples are Chemical Plant Zone and Mystic Cave Zone, which involve you having to go up, down, left and right several times to reach the end..
** There are several times when he is travelling left in Sonic 3 And Knuckles.
** The SegaMasterSystem / GameGear games were not very different. Only two levels in that ''[[VideoGame/SonicTheHedgehog Sonic1]]'' involve climbing and ''SonicChaos'' features one special stage where the [[PlotCoupon Chaos Emerald]] is above you.
*** One act in the Game Gear version of Sonic 2 has the goal at the left of the level instead of always on the right. This is the only time the goal is on the left.
** In ''VideoGame/SonicColors'', exactly one of the bonus collectable Red Rings is directly to the ''left'' of the starting point, in one act in Aquarium Park. Several others have the player turn around, jump into the bottomless pit, or avoid the finish line.

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[[foldercontrol]]

[[folder:Action Adventure Game]]
* ''VideoGame/SuperMarioBros'' provides an early example that actually ''[[RatchetScrolling prevents Averted for a time in ''VideoGame/BunnyMustDie''. At the very beginning of this very {{Metroidvania}} game, you from going are ''unable'' to move right at all. Only until you find a specific item known as the 'Gears to the left]]''; the sequels were often more forgiving.
** ''VideoGame/SuperMarioBros3'' has only one level where the pathway goes to the left and downward - although the last section of the level goes to the
Past' can you move right. It's also the only level with the Kuribo Shoe. World 5-3. It's such a rarity as Though, there are some gamers who have attempted to be noteworthy.
do a [[SelfImposedChallenge 'no gears' runthrough]], [[http://www.youtube.com/watch?v=yHHzhelkNnc&p=69D45BADC89ED493 and at least one has succeeded]].
* In ''KidIcarus'', ''VideoGame/{{Metroid}}'', it's often [[ItsAllUpstairsFromHere When All Else Fails, Go Up]].
* ''SonicTheHedgehog'', in his
traditional to {{avert|edTrope}} this trope where possible.
** The original ''Metroid'' and ''[[UpdatedRerelease Metroid: Zero Mission]]'' put the Morph Ball to the left, and you need to get that to progress beyond the
first three games, is ''always'' couple of screens in the game. This was deliberate to teach players that, unlike [[VideoGame/SuperMarioBros1 other popular games on the NES]], going left [[RatchetScrolling wasn't impossible]] but rather a ''necessity''.
** ''Metroid II'' plays this straight -- at least until lava blocks your progress and forces you left; after that, you'll generally be
travelling from left to ''down''... until the late game starts forcing you back up.
** ''Super Metroid'' blocks off the
right across path from your ship until after you beat Kraid, dig through Norfair, and get the various zones; it's understood that, Speed Booster.
** ''Metroid Fusion'' doesn't
even in the more maze-like sections, the intention is to go have a path to the right.
** 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. This is repeated in the launch rocket in ''SonicAdvance''.
** There are many examples in Sonic 2 where you go up or left. Particular examples are Chemical Plant Zone and Mystic Cave Zone, which involve you having to go up, down, left and
right several times to reach the end..
** There are several times when he is travelling left in Sonic 3 And Knuckles.
** The SegaMasterSystem / GameGear games were not very different. Only two levels in that ''[[VideoGame/SonicTheHedgehog Sonic1]]'' involve climbing and ''SonicChaos'' features one special stage where the [[PlotCoupon Chaos Emerald]] is above you.
*** One act in the Game Gear version of Sonic 2 has the goal at the left of the level instead of always on the right. This is the only time the goal is on the left.
** In ''VideoGame/SonicColors'', exactly one of the bonus collectable Red Rings is directly to the ''left'' of
from the starting point, point.
[[/folder]]

[[folder:Action RPG]]
* In ''VideoGame/ZeldaIITheAdventureOfLink'', Link enters all the boss rooms from the left. Most are considerable distances to the right of the dungeon entrance. However, all the treasures
in one act the temples are to the left. So in Aquarium Park. Several others order to get everything, you have to go left first, then go right.
[[/folder]]

[[folder:Edutainment Game]]
* Inverted in
the player mansion maze at the end of ''VideoGame/PeppersAdventuresInTime''. The maze seems nightmarish at first, but if you go straight until you reach a fork and then take the left turn around, jump into every single time you'll reach the bottomless pit, goal quickly with no detours or avoid problems (though the finish line.{{Easter Egg}}s behind some of the doors along other paths can be worth exploration).
[[/folder]]

[[folder:Platform Games]]
* In ''VideoGame/{{Bug}}!'', it's more like "when all fails, go 'into the screen'". It's still averted in many levels.
* ''Franchise/{{Castlevania}}'':
** ''VideoGame/{{Castlevania|1986}}'' for the NES definitely fit this -- though in ''Vampire Killer'' going left was often not only counterintuitively possible, but could be a quicker way to get the stage key.
** Invoked in ''VideoGame/CastlevaniaIISimonsQuest'': If you go left from the start, you hit the BeefGate. And then you die. Don't worry, it won't be the last time.
** ''VideoGame/CastlevaniaIIIDraculasCurse'' for the most part.
** ''VideoGame/SuperCastlevaniaIV'', as well.
** Most of the 2D games avert this when you head up to Dracula's quarters -- you almost always climb a staircase going ''left''.
** The {{Metroidvania}} titles generally start you on the extreme west side of the map. Of course, once you get going, this falls apart pretty quickly.
* Inverted in the "Down The Hole" level of ''Franchise/CrashBandicoot: 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 this game). However, whoever remembers "Dino Might" from ''VideoGame/CrashBandicoot3Warped'' has nothing to cringe about, as this time there's nothing to run away from. "Down The Hole" is still ThatOneLevel.



* All of the bosses in ''VideoGame/ZeldaIITheAdventureOfLink'' are faced after entering their rooms from the left. Most are considerable distances to the right of the dungeon entrance.
** 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.
* ''{{Kirby}}'''s games tend to proceed "eastward" across Dreamland.
* Most {{Horizontal Scrolling Shooter}}s progress from left to right.

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* All ''VideoGame/DonkeyKongCountry'' levels direct you to the right. As ''VideoGame/DonkeyKongCountry'' games like to hide bonus games and items all over the place, it's generally worth your while to check to the left of the bosses starting point anyway. One level in ''VideoGame/ZeldaIITheAdventureOfLink'' are faced after entering their rooms the first game actually has a shortcut to the ''end of the level'' just by walking in the door to the left of the starting point!
* Discussed in ''VideoGame/FancyPantsAdventures: World 3'' when an enemy comments how Fancy Pants Man won't get past the BrokenBridge because level designs standardize this trope. Of course, heading left
from the left. Most are considerable distances start of the level leads him to an underwater tunnel where he can collect the weapon that allows him to progress.
* The ''VideoGame/{{Jumper}}'' games, where the goal for every level is to literally reach
the right side of the dungeon entrance.
** 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.
screen.
* ''{{Kirby}}'''s In ''VideoGame/KidIcarus'', it's often [[ItsAllUpstairsFromHere When All Else Fails, Go Up]].
* ''VideoGame/{{Kirby}}'''s
games tend to proceed "eastward" across Dreamland.
* Most {{Horizontal Scrolling Shooter}}s progress From the beginning, ''Franchise/MegaMan'' has the general case of starting the player at the extreme left of a level and sending him to the right. The ''VideoGame/MegaManX'' series in particular likes to play around with this, though.
** In the first ''Mega Man X'', the Heart Tank for Storm Eagle's stage is directly above the player, unreachable from the starting point. You have to go right and up, then leap left and back down. 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.
** ''Mega Man X6'': As the second part of Infinity Mijinion's stage 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.
* Cleverly subverted in one stage of ''VideoGame/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.]]
* ''Franchise/SonicTheHedgehog'' is almost always travelling
from left to right.right across the various zones; it's understood that, even in the more maze-like sections, the intention is to go to the right.
** There are many examples in ''VideoGame/SonicTheHedgehog2'' where you go up or left. Particular examples are Chemical Plant Zone and Mystic Cave Zone, which involve you having to go up, down, left and right several times to reach the end.
** In the Death Egg Zone of ''VideoGame/Sonic3AndKnuckles'', the intention is still ''mostly'' to go to the right, but much more important than that is going up.
** The SegaMasterSystem[=/=]GameGear games were not very different. Only two levels in the first ''VideoGame/{{Sonic the Hedgehog|1}}'' involve climbing, and ''Sonic Chaos'' features one special stage where the [[PlotCoupon Chaos Emerald]] is above you. One act in ''Sonic 2'' has the goal at the left of the level.
** ''VideoGame/SonicAdvance'' also has the priority "up, then right" in the launch rocket.
** In ''VideoGame/SonicColors'', exactly one of the bonus collectable Red Rings is directly to the ''left'' of the starting point, in one act in Aquarium Park. Several others have the player turn around, jump into the bottomless pit, or avoid the finish line.
* ''VideoGame/Spelunky'' employs the rare philosophy of "when all else fails, go down".
* ''Franchise/SuperMarioBros'':
** ''VideoGame/{{Super Mario Bros|1}}'' provides an early example that actually ''[[RatchetScrolling prevents you from going to the left]]''; the sequels were often more forgiving.
** ''VideoGame/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 one level with Kuribo's Shoe.
* Hiding something immediately to the left of the starting point also happens in VideoGame/{{Trine}}.



* ''VideoGame/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.
** Also happens in VideoGame/{{Trine}}...
** 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 right.
** The general case applies as well, starting from the original VideoGame/MegaMan days and carrying forward from there; most levels (if not all) start you at the left end and send you to the right.
* 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 ''Franchise/FinalFantasy'' games do both of these frequently.
** ''VideoGame/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. Gulg, where you go ''left'' on every floor). The Temple of Fiends [[spoiler:Past]] is largely a matter of northeast.
* ''VideoGame/{{Jumper}}'' games, where the goal for every level is to literally reach the right side of the 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.
* Inverted in the "Down The Hole" level of ''CrashBandicootTheHugeAdventure''. 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 ''Videogame/CrashBandicoot3Warped'' 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 mansion maze at the end of the EdutainmentGame ''VideoGame/PeppersAdventuresInTime''. 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).
* ''VideoGame/{{Castlevania|1986}}'' for the NES definitely fit this (though in ''Vampire Killer'' going left was often not only counterintuitively possible, but could be a quicker way to get the stage key), and ''CastlevaniaIII'' for the most part. And ''SuperCastlevaniaIV'', as well.
** Invoked in Castlevania II: If you go left from the start, you hit the BeefGate. And then you die. Don't worry, it won't be the last time.
** Averted in most of the 2D games in the series when you head up to Dracula's quarters. You almost always climb a staircase going ''left''.
** The {{Metroidvania}} titles generally start you on the extreme west side of the map. Of course, once you get going, this falls apart pretty quickly.
* Averted for a time in the game ''BunnyMustDie!''. At the very beginning of this very {{Metroidvania}} 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]], [[http://www.youtube.com/watch?v=yHHzhelkNnc&p=69D45BADC89ED493 and at least one has succeeded]].
* 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.]]
* ''{{Earthbound}}'' [[LampshadeHanging hangs a lampshade]] on this trope in the Dungeonman dungeon, in which a sign informs the player that when given a choice, almost all video game players will go right. Also, there's an inn just out of sight to the left, so if you follow the trend...

to:

[[/folder]]

[[folder:Role-Playing Games]]
* ''VideoGame/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.
** Also happens in VideoGame/{{Trine}}...
** 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 right.
** The general case applies as well, starting from the original VideoGame/MegaMan days and carrying forward from there; most levels (if not all) start you at the left end and send you to the right.
* RolePlayingGames are not immune. In many,
many [=RPGs=], 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}}'' ''Franchise/{{Ultima}}'' series and the early ''Franchise/FinalFantasy'' games do both of these frequently.
** ''VideoGame/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. Gulg, where you go ''left'' on every floor). The Temple of Fiends [[spoiler:Past]] is largely a matter of northeast.
* ''VideoGame/{{Jumper}}'' games, where the goal for every level is to literally reach the right side of the 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.
* Inverted in the "Down The Hole" level of ''CrashBandicootTheHugeAdventure''. 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 ''Videogame/CrashBandicoot3Warped'' 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 mansion maze at the end of the EdutainmentGame ''VideoGame/PeppersAdventuresInTime''. 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).
* ''VideoGame/{{Castlevania|1986}}'' for the NES definitely fit this (though in ''Vampire Killer'' going left was often not only counterintuitively possible, but could be a quicker way to get the stage key), and ''CastlevaniaIII'' for the most part. And ''SuperCastlevaniaIV'', as well.
** Invoked in Castlevania II: If you go left from the start, you hit the BeefGate. And then you die. Don't worry, it won't be the last time.
** Averted in most of the 2D games in the series when you head up to Dracula's quarters. You almost always climb a staircase going ''left''.
** The {{Metroidvania}} titles generally start you on the extreme west side of the map. Of course, once you get going, this falls apart pretty quickly.
* Averted for a time in the game ''BunnyMustDie!''. At the very beginning of this very {{Metroidvania}} 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]], [[http://www.youtube.com/watch?v=yHHzhelkNnc&p=69D45BADC89ED493 and at least one has succeeded]].
* 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.]]
* ''{{Earthbound}}'' [[LampshadeHanging hangs a lampshade]] on this trope in the Dungeonman dungeon, in which a sign informs the player that when given a choice, almost all video game players will go right. Also, there's an inn just out of sight to the left, so if you follow the trend...
frequently.



* In ''VideoGame/{{Bug}}!'', it's more like "When all fails, go 'into the screen'". Although it is averted in many levels.

to:

* In ''VideoGame/{{Bug}}!'', it's more like "When ''VideoGame/EarthBound'' [[LampshadeHanging hangs a lampshade]] on this trope in the Dungeonman dungeon, where a sign informs the player that, when given a choice, almost all fails, video game players will go 'into right. Also, there's an inn just out of sight to the screen'". Although left, so if you follow the trend...
* ''VideoGame/{{Final Fantasy|I}}'' 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. Gulg, where you go ''left'' on every floor). Another location is averted largely a matter of northeast ([[spoiler:The Temple of Fiends Past]]).
[[/folder]]

[[folder:Unsorted]]
* Most {{Horizontal Scrolling Shooter}}s progress from left to right.
* Most maze games with {{randomly generated levels}} tend to start at the left side and have the player trying to cross to the right.
* Averted
in many levels.''Choplifter'', where every level starts out heading left from the base.



* All ''VideoGame/DonkeyKongCountry'' levels direct you to the right. As ''VideoGame/DonkeyKongCountry'' games like to hide bonus games and items all over the place, it's generally worth your while to check to the left of the starting point anyway. One level in the first game actually has a shortcut to the ''end of the level'' just by walking in the door to the left of the starting point!
* In ''{{Metroid}}'', it's traditional to [[AvertedTrope avert]] this trope where possible. ''{{Metroid}}'' and ''[[UpdatedRerelease Metroid: Zero Mission]]'' put the Morph Ball to the left, which is necessary to progress much in the game. ''SuperMetroid'' blocks off the right path from your ship until after you beat Kraid, dig through Norfair, and get the Speed Booster. And ''MetroidFusion'' doesn't even have a path to the right. Played straight with ''Metroid II'', however--at least until your progress is blocked by lava, forcing you left; after that, you'll generally be travelling ''down''...until the late game starts forcing you back up.
** The first game was like this very deliberately, to train the players that unlike [[SuperMarioBros other popular games on the platform]], going left wasn't [[RatchetScrolling impossible]] but rather a ''necessity''.
* Averted in ''Choplifter'', where every level starts out heading left from the base.
* Discussed in ''[[FancyPantsAdventures The Fancy Pants Adventure: World 3]]'' when an enemy comments how Fancy Pants Man won't get past the BrokenBridge because level designs standardize this trope. Of course, heading left from the start of the level leads him to an underwater tunnel where he can collect the weapon that allows him to progress.
* Spelunky changes it around a bit, instead using the rare "When All Else Fails, Go Down"

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* All ''VideoGame/DonkeyKongCountry'' levels direct you to the right. As ''VideoGame/DonkeyKongCountry'' games like to hide bonus games and items all over the place, it's generally worth your while to check to the left of the starting point anyway. One level in the first game actually has a shortcut to the ''end of the level'' just by walking in the door to the left of the starting point!
* In ''{{Metroid}}'', it's traditional to [[AvertedTrope avert]] this trope where possible. ''{{Metroid}}'' and ''[[UpdatedRerelease Metroid: Zero Mission]]'' put the Morph Ball to the left, which is necessary to progress much in the game. ''SuperMetroid'' blocks off the right path from your ship until after you beat Kraid, dig through Norfair, and get the Speed Booster. And ''MetroidFusion'' doesn't even have a path to the right. Played straight with ''Metroid II'', however--at least until your progress is blocked by lava, forcing you left; after that, you'll generally be travelling ''down''...until the late game starts forcing you back up.
** The first game was like this very deliberately, to train the players that unlike [[SuperMarioBros other popular games on the platform]], going left wasn't [[RatchetScrolling impossible]] but rather a ''necessity''.
* Averted in ''Choplifter'', where every level starts out heading left from the base.
* Discussed in ''[[FancyPantsAdventures The Fancy Pants Adventure: World 3]]'' when an enemy comments how Fancy Pants Man won't get past the BrokenBridge because level designs standardize this trope. Of course, heading left from the start of the level leads him to an underwater tunnel where he can collect the weapon that allows him to progress.
* Spelunky changes it around a bit, instead using the rare "When All Else Fails, Go Down"
[[/folder]]
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* ''{{Earthbound}}'' {{hangs a lampshade}} on this trope in the Dungeonman dungeon, in which a sign informs the player that when given a choice, almost all video game players will go right. Also, there's an inn just out of sight to the left, so if you follow the trend...

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* ''{{Earthbound}}'' {{hangs [[LampshadeHanging hangs a lampshade}} lampshade]] on this trope in the Dungeonman dungeon, in which a sign informs the player that when given a choice, almost all video game players will go right. Also, there's an inn just out of sight to the left, so if you follow the trend...
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* In ''{{Metroid}}'', it's traditional to [[AvertedTrope avert]] this trope where possible. ''{{Metroid}}'' and ''[[UpdatedRerelease Metroid: Zero Mission]]'' put the Morph Ball to the left, which is necessary to progress much in the game. ''SuperMetroid'' blocks off the right path from your ship until after you beat Kraid, dig through Norfair, and get the Speed Booster. And ''MetroidFusion'' doesn't even have a path to the right. Played straight with ''Metroid II'', however.

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* In ''{{Metroid}}'', it's traditional to [[AvertedTrope avert]] this trope where possible. ''{{Metroid}}'' and ''[[UpdatedRerelease Metroid: Zero Mission]]'' put the Morph Ball to the left, which is necessary to progress much in the game. ''SuperMetroid'' blocks off the right path from your ship until after you beat Kraid, dig through Norfair, and get the Speed Booster. And ''MetroidFusion'' doesn't even have a path to the right. Played straight with ''Metroid II'', however.however--at least until your progress is blocked by lava, forcing you left; after that, you'll generally be travelling ''down''...until the late game starts forcing you back up.
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* Inverted in the mansion maze at the end of the EdutainmentGame ''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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* Inverted in the mansion maze at the end of the EdutainmentGame ''Pepper's Adventures in Time''.''VideoGame/PeppersAdventuresInTime''. 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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** ''VideoGame/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.

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** ''VideoGame/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 3.5-3. It's such a rarity as to be noteworthy.
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* ''AncientDomainsOfMystery'' starts you in the East side of the map, but you do cross towns from West to East.

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* ''AncientDomainsOfMystery'' ''VideoGame/AncientDomainsOfMystery'' starts you in the East side of the map, but you do cross towns from West to East.
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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]]''.''CrashBandicootTheHugeAdventure''. 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]]'' ''Videogame/CrashBandicoot3Warped'' 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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* In ''{{Glider}} 4.0'', the game engine all but forced every house to put a wall on the left side of Room 1. Each successively-numbered room was to the right of the previous room, at least in theory. This was not necessary in ''Glider PRO'', but the player's glider always starts facing right, and only one of the houses on the Glider PRO CD, "Titanic," makes the player move left at the start.

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* In ''{{Glider}} ''VideoGame/{{Glider}} 4.0'', the game engine all but forced every house to put a wall on the left side of Room 1. Each successively-numbered room was to the right of the previous room, at least in theory. This was not necessary in ''Glider PRO'', but the player's glider always starts facing right, and only one of the houses on the Glider PRO ''Glider PRO'' CD, "Titanic," makes the player move left at the start.


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* All ''DonkeyKongCountry'' levels direct you to the right. As ''DonkeyKongCountry'' games like to hide bonus games and items all over the place, it's generally worth your while to check to the left of the starting point anyway. One level in the first game actually has a shortcut to the ''end of the level'' just by walking in the door to the left of the starting point!

to:

* All ''DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry'' levels direct you to the right. As ''DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry'' games like to hide bonus games and items all over the place, it's generally worth your while to check to the left of the starting point anyway. One level in the first game actually has a shortcut to the ''end of the level'' just by walking in the door to the left of the starting point!
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*** One act in the Game Gear version of Sonic 2 has the goal at the left of the level instead of always on the right. This is the only time the goal is on the left.
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* In ''KidIcarus'', it's often [[ItsAllUpstairsFromHere When All Else Fails, Go Up]]

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* In ''KidIcarus'', it's often [[ItsAllUpstairsFromHere When All Else Fails, Go Up]]Up]].
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* Spelunky changes it around a bit, instead using the rare "When All Else Fails, Go Down"
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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 ''VideoGame/FinalFantasy'' games do both of these frequently.

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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 ''VideoGame/FinalFantasy'' ''Franchise/FinalFantasy'' games do both of these frequently.
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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 are considerable distances to the right of the dungeon entrance.

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* All of the bosses in ''[[TheLegendOfZeldaIITheAdventureOfLink Zelda II: The Adventure of Link]]'' ''VideoGame/ZeldaIITheAdventureOfLink'' are faced after entering their rooms from the left. Most are considerable distances to the right of the dungeon entrance.
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* ''VideoGame/{{Castlevania}}'' for the NES definitely fit this (though in ''Vampire Killer'' going left was often not only counterintuitively possible, but could be a quicker way to get the stage key), and ''CastlevaniaIII'' for the most part. And ''SuperCastlevaniaIV'', as well.

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* ''VideoGame/{{Castlevania}}'' ''VideoGame/{{Castlevania|1986}}'' for the NES definitely fit this (though in ''Vampire Killer'' going left was often not only counterintuitively possible, but could be a quicker way to get the stage key), and ''CastlevaniaIII'' for the most part. And ''SuperCastlevaniaIV'', as well.
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[[http://www.youtube.com/watch?v=kiePaAHK3jE This video]] gives examples of the trope through the years. Set to music.
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* Discussed in ''[[FancyPantsAdventures The Fancy Pants Adventure: World 3]]'' when an enemy comments how Fancy Pants Man won't get past the BrokenBridge because level designs standardize this trope. Of course, heading left from the start of the level leads him to an underwater tunnel where he can collect the weapon that allows him to progress.
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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. This is repeated in the launch rocet in ''SonicAdvance''.

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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. This is repeated in the launch rocet rocket in ''SonicAdvance''.
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** The {{Metroidvania}} titles generally start you on the extreme west side of the map. Of course, once you get going, this falls apart pretty quickly.
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* In ''VideoGame/SonicColors'', exactly one of the bonus collectable Red Rings is directly to the ''left'' of the starting point, in one act in Aquarium Park. Several others have the player turn around, jump into the bottomless pit, or avoid the finish line.

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* ** In ''VideoGame/SonicColors'', exactly one of the bonus collectable Red Rings is directly to the ''left'' of the starting point, in one act in Aquarium Park. Several others have the player turn around, jump into the bottomless pit, or avoid the finish line.
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* In ''SonicColors'', exactly one of the bonus collectable Red Rings is directly to the ''left'' of the starting point, in one act in Aquarium Park. Several others have the player turn around, jump into the bottomless pit, or avoid the finish line.

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* In ''SonicColors'', ''VideoGame/SonicColors'', exactly one of the bonus collectable Red Rings is directly to the ''left'' of the starting point, in one act in Aquarium Park. Several others have the player turn around, jump into the bottomless pit, or avoid the finish line.
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* ''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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* ''MegaManX ''VideoGame/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.



** The general case applies as well, starting from the original MegaMan days and carrying forward from there; most levels (if not all) start you at the left end and send you to the right.

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** The general case applies as well, starting from the original MegaMan VideoGame/MegaMan days and carrying forward from there; most levels (if not all) start you at the left end and send you to the right.

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Namespacing


* 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'' ''VideoGame/FinalFantasy'' games do both of these frequently.

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