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* The main character's goal in ''VideoGame/Celeste'' is to climb a mountain, so your overall direction is up. Many chapters have you zig-zagging right and left in the process, though.

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* The main character's goal in ''VideoGame/Celeste'' ''VideoGame/{{Celeste}}'' is to climb a mountain, so your overall direction is up. Many chapters have you zig-zagging right and left in the process, though.though.
** There's also a cheat to unlock all the levels if you go left from your starting position in the prologue.
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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, ''VideoGame/KidIcarus''), it's occasionally recast as Go Up; much more rarely, it becomes Go Left or Go Down.

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2D Two-dimensional 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, ''VideoGame/KidIcarus''), it's occasionally recast as Go Up; much more rarely, it becomes Go Left or Go Down.
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* The main character's goal in ''VideoGame/Celeste'' is to climb a mountain, so your overall direction is up. Many chapters have you zig-zagging right and left in the process, though.
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corrected link


[[quoteright:255:[[Franchise/SuperMarioBros http://static.tvtropes.org/pmwiki/pub/images/goright.png]]]]

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[[quoteright:255:[[Franchise/SuperMarioBros [[quoteright:255:[[VideoGame/SuperMarioBros1 http://static.tvtropes.org/pmwiki/pub/images/goright.png]]]]
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%% Image selected via crowner in the Image Suggestion thread: http://tvtropes.org/pmwiki/crowner.php/ImagePickin/ImageSuggestions66
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[[quoteright:255:[[Franchise/SuperMarioBros http://static.tvtropes.org/pmwiki/pub/images/goright.png]]]]
[[caption-width-right:255:Wait, I get it, [[ComicallyMissingThePoint you need to blow down that brick wall somehow]].]]
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* In ''VideoGame/{{Bug}}!'', it's more like "when all fails, go 'into the screen'". It's still averted in many levels.

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* In ''VideoGame/{{Bug}}!'', ''VideoGame/{{Bug}}'', it's more like "when all fails, go 'into the screen'". It's still averted in many levels.
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adom is a roguelike


* ''VideoGame/AncientDomainsOfMystery'' starts you in the East side of the map, but you do cross towns from West to East.



* ''VideoGame/AncientDomainsOfMystery'' starts you in the East side of the map, but you do cross towns from West to East.
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Up... and to the right...

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* ''VideoGame/ThomasWasAlone'' even went so far as to make this a part of its ArcWords: ''Up... and to the right.''
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* This trope is referenced in ''VideoGame/ThetaVsPi7'' as part of the game’s official history which says “Theta doesn’t know exactly where or when the final confrontation will come, though the law of side-scrolling platformer games tells him it will be somewhere on the right.”
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* In 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 ''Franchise/{{Ultima}}'' series and the early ''Franchise/FinalFantasy'' games do both of these frequently.

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* In 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 ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series and the early ''Franchise/FinalFantasy'' games do both of these frequently.
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* Inverted in the first level of the fourth [[VideoGame/CommanderKeen Commander Keen]] game, ''Secret of the Oracle'': you progress right-to-left.

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* Inverted in the The first level trilogy of the fourth [[VideoGame/CommanderKeen Commander Keen]] game, ''Secret of tends to follow this rule more often than not, but the Oracle'': you progress right-to-left.second trilogy inverts it about half the time: the levels are just as likely to proceed to the left as they are to go right.

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* ''VideoGame/PacManWorld'' usually requires Pac-Man to go right to win the level, though there is some occasional backtracking in some areas with switches and unlockable doors. ''VideoGame/PacManWorld2'' and ''VideoGame/PacManWorld3'' both avoid this with dynamic camera angles.



* ''Franchise/SonicTheHedgehog'' is almost 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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* ''Franchise/SonicTheHedgehog'' is almost always travelling traveling 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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** ''VideoGame/SuperMarioMaker'' requires the goal to be right from the starting point. This hasn't stopped some level makers from making open or maze-based levels, however.
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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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[[http://www.[[https://www.youtube.com/watch?v=kiePaAHK3jE com/watch?v=3qaVhzJLfag This video]] gives examples of the trope through the years. Set to music.
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move comma


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

to:

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, games (say, ''VideoGame/KidIcarus'') ''VideoGame/KidIcarus''), it's occasionally recast as Go Up; much more rarely, it becomes Go Left or Go Down.
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* Usually played straight in most ''VideoGame/LittleBigPlanet'' levels, but some actually ''avert'' this, and not just in the community. Examples from Story Mode are "Endurance Dojo" (where you're going left) and "Tutu Tango" (where you zig-zag as you go down).

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* ''VideoGame/{{Nidhogg}}'' plays with this trope. The game locks two fencers in a bout of "tug-of-war-fighting"; the yellow fencer needs to go left, the orange fencer needs to go right. The game substitutes area being covered for "health", as the two fencers kill each other to gain the rite of passage. Passing the final screen results in victory.



** ''VideoGame/{{Castlevania|I}}'' 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.

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** ''VideoGame/{{Castlevania|I}}'' for the NES definitely fit this -- though in ''Vampire Killer'' going left was often not only counterintuitively counter intuitively possible, but could be a quicker way to get the stage key.
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* Inverted in the first level of the fourth [[VideoGame/CommanderKeen Commander Keen]] game, ''Secret of the Oracle'': you progress right-to-left.
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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!

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* All ''VideoGame/DonkeyKongCountry'' levels direct you to the right. As ''VideoGame/DonkeyKongCountry'' the games also 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 [[VideoGame/DonkeyKongCountry1 first game 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 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.

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** In the first ''Mega Man X'', ''VideoGame/MegaManX1'', 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'': ''VideoGame/MegaManX6'': 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.



* ''{{Xexyz}}''

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* ''{{Xexyz}}''%%* ''VideoGame/{{Xexyz}}''
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adding information

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* While it's possible to do this in ''VideoGame/{{Pitfall}}'', the manual recommends that you go left. The rolling logs roll from right to left and when you die, your next life drops from the left side of the screen.
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[[folder:Roguelikes]]
* ''VideoGame/FTLFasterThanLight'' has you fleeing from an [[AdvancingWallOfDoom advancing Rebel fleet]] coming from the left to the right side of each sector, and the sectors are laid out with you going from sectors on the left to ones on the right. In vanilla ''FTL'', the final sector has you going ''left'' to intercept the [[FinalBoss Rebel Flagship]], averting this trope, but in ''FTL: Advanced Edition'', this trope continues to be played straight, having you start on the left and the Flagship on the right.
* ''VideoGame/OneWayHeroics'' has you escaping an ever-encroaching darkness from the west, moving east as it advances upon the world.
[[/folder]]


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* In ''VideoGame/{{Undertale}}'', you begin in the westernmost area of the explorable world and travel generally east, with the endpoint of the game being in the northeast.
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* ''VideoGame/{{Action 52 Owns}} has ''Non Human'', where the player can ''only'' face right, most enemies can only move or attack leftwards, and in order to advance, they have to move right, although it's possible to move left, there's nothing special.

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* ''VideoGame/{{Action 52 Owns}} Owns}}'' has ''Non Human'', where the player can ''only'' face right, most enemies can only move or attack leftwards, and in order to advance, they have to move right, although it's possible to move left, there's nothing special.
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* ''VideoGame/{{Action 52 Owns}} has ''Non Human'', where the player can ''only'' face right, most enemies can only move or attack leftwards, and in order to advance, they have to move right, although it's possible to move left, there's nothing special.
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* ''{{Eversion}}'' lives on this trope.

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* ''{{Eversion}}'' lives on this trope.In ''VideoGame/{{Eversion}}'', the LevelGoal is always towards the right, though much backtracking is required to get all the {{Plot Coupon}}s. The revised World 8 actually prevents you from going left at the loop points.

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** ''Metroid II'' plays this straight -- at least until lava blocks your progress and forces you left; after that, you'll generally be travelling ''down''... until the late game starts forcing you back up.
** ''Super Metroid'' blocks off the right path from your ship until after you beat Kraid, dig through Norfair, and get the Speed Booster.
** ''Metroid Fusion'' doesn't even have a path to the right from the starting point.

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** ''Metroid II'' ''VideoGame/MetroidIIReturnOfSamus'' plays this straight -- at least until lava blocks your progress and forces you left; after that, you'll generally be travelling ''down''... until the late game starts forcing you back up.
** ''Super Metroid'' ''VideoGame/SuperMetroid'' blocks off the right path from your ship until after you beat Kraid, dig through Norfair, and get the Speed Booster.
** ''Metroid Fusion'' ''VideoGame/MetroidFusion'' doesn't even have a path to the right from the starting point.


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* ''VideoGame/AxiomVerge'', as an obvious ''Metroid'' homage, places the obligatory first weapon off to the left of the starting room.
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** 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.

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** The SegaMasterSystem[=/=]GameGear UsefulNotes/SegaMasterSystem[=/=]UsefulNotes/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.



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

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** In ''VideoGame/SonicColors'', exactly one of the bonus collectable collectible 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.
*** In a similar vein, the SegaMasterSystem[=/=]GameGear UsefulNotes/SegaMasterSystem[=/=]UsefulNotes/GameGear version of ''VideoGame/SonicTheHedgehog1'' had a [=1UP=] [[OffscreenStartBonus hidden in plain sight]] directly to the left of the start point of Bridge Zone Act 3.
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* All levels in ''VideoGame/{{Iji}}'' start on the left with an unbreakable, uncrackable door behind the protagonist, and have their exit on the right of the map.
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** ''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.

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** ''VideoGame/{{Castlevania|1986}}'' ''VideoGame/{{Castlevania|I}}'' 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.
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** All temples also have you entering from the left, so the first few steps you make are always to the right (and then down an elevator).
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** ''VideoGame/{{MOTHER 3}}'' has a section in Chapter 6 [[spoiler:(actually, the entire playable part of it)]] where you must walk left for a length of time.
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The actual trope


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

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