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Level Goal
- 314 statements
- 61 feature instances
- 102 referencing feature instances
Level Goal | type |
FeatureClass | |
Level Goal | label |
Level Goal | |
Level Goal | page |
levelgoal | |
Level Goal | comment |
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_3'); })The way to mark a definitive end to a videogame level without a Boss Battle. Are often locked at first, or simply inactive until you do something. They can assume the form of doorways, portals, switches, or just unrelated items floating in mid-air as markers. Usually (but not always) an Instant-Win Condition. Examples: |
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Level Goal | fetched |
2018-11-26T05:54:17Z | |
Level Goal | parsed |
2020-06-25T17:27:11Z | |
Level Goal | processingComment |
Dropped link to GameBoy: Not an Item - CAT | |
Level Goal | processingComment |
Dropped link to InstantWinCondition: Not an Item - FEATURE | |
Level Goal | isPartOf |
DBTropes | |
Level Goal / int_124ba1b6 | type |
Level Goal | |
Level Goal / int_124ba1b6 | comment |
In Little Nemo: The Dream Master, at the end of every level is a door protected by a bunch of locks standing behind it. | |
Level Goal / int_124ba1b6 | featureApplicability |
1.0 | |
Level Goal / int_124ba1b6 | featureConfidence |
1.0 | |
Little Nemo: The Dream Master (Video Game) | hasFeature |
Level Goal / int_124ba1b6 | |
Level Goal / int_18fd74a7 | type |
Level Goal | |
Level Goal / int_18fd74a7 | comment |
Super Mario Land has the giant tower with two exits, the top one leading to a bonus game. | |
Level Goal / int_18fd74a7 | featureApplicability |
1.0 | |
Level Goal / int_18fd74a7 | featureConfidence |
1.0 | |
Super Mario Land (Video Game) | hasFeature |
Level Goal / int_18fd74a7 | |
Level Goal / int_1cc11947 | type |
Level Goal | |
Level Goal / int_1cc11947 | comment |
Descent has exit doors which open only when you blow up the reactor in a level. | |
Level Goal / int_1cc11947 | featureApplicability |
1.0 | |
Level Goal / int_1cc11947 | featureConfidence |
1.0 | |
Descent (Video Game) | hasFeature |
Level Goal / int_1cc11947 | |
Level Goal / int_22e5872a | type |
Level Goal | |
Level Goal / int_22e5872a | comment |
Donkey Kong Country uses an Exit sign for the first game, a target that has to be jumped on for the second game, and a hoistable flag for the third game. Returns and Tropical Freeze both use floating barrels with star icons. | |
Level Goal / int_22e5872a | featureApplicability |
1.0 | |
Level Goal / int_22e5872a | featureConfidence |
1.0 | |
Donkey Kong Country (Video Game) | hasFeature |
Level Goal / int_22e5872a | |
Level Goal / int_243f5fd3 | type |
Level Goal | |
Level Goal / int_243f5fd3 | comment |
The goal sign in the early Sonic the Hedgehog games. It was later replaced by the goal ring. Sonic Generations uses both, considering the levels alternate between Mega Drive-style platforming-focused areas and Unleashed-style 3D running stages. | |
Level Goal / int_243f5fd3 | featureApplicability |
1.0 | |
Level Goal / int_243f5fd3 | featureConfidence |
1.0 | |
Sonic the Hedgehog (Video Game) | hasFeature |
Level Goal / int_243f5fd3 | |
Level Goal / int_256c8a06 | type |
Level Goal | |
Level Goal / int_256c8a06 | comment |
Wario Land II has a door with flashing star icons above it, as shown at the end of this video (about 6:56). | |
Level Goal / int_256c8a06 | featureApplicability |
1.0 | |
Level Goal / int_256c8a06 | featureConfidence |
1.0 | |
Wario Land II (Video Game) | hasFeature |
Level Goal / int_256c8a06 | |
Level Goal / int_2b8a9a79 | type |
Level Goal | |
Level Goal / int_2b8a9a79 | comment |
In Harry Potter and the Chamber of Secrets, each of the class test areas has a big gold star that you had to reach at the end of the test. Prisoner of Azkaban has those shields at the end of class challenges. Goblet of Fire made use of that, too. | |
Level Goal / int_2b8a9a79 | featureApplicability |
1.0 | |
Level Goal / int_2b8a9a79 | featureConfidence |
1.0 | |
Harry Potter (Video Game) | hasFeature |
Level Goal / int_2b8a9a79 | |
Level Goal / int_3c084586 | type |
Level Goal | |
Level Goal / int_3c084586 | comment |
Super Mario World 2: Yoshi's Island and its sequels have the end ring with little flower icons going round, and if the flowers are where the cursor stop, you play a bonus mini game. | |
Level Goal / int_3c084586 | featureApplicability |
1.0 | |
Level Goal / int_3c084586 | featureConfidence |
1.0 | |
Super Mario World 2: Yoshi's Island (Video Game) | hasFeature |
Level Goal / int_3c084586 | |
Level Goal / int_4767f599 | type |
Level Goal | |
Level Goal / int_4767f599 | comment |
Wario Land: Super Mario Land 3 usually requires you to pay 10 coins to open the locked exit door (if it isn't a stage where the exit door is open to begin with). In some stages the stage is cleared by hitting a giant ! block instead, which results in some big change happening on the world map. | |
Level Goal / int_4767f599 | featureApplicability |
1.0 | |
Level Goal / int_4767f599 | featureConfidence |
1.0 | |
Wario Land: Super Mario Land 3 (Video Game) | hasFeature |
Level Goal / int_4767f599 | |
Level Goal / int_4790c5f6 | type |
Level Goal | |
Level Goal / int_4790c5f6 | comment |
In The Tower of Druaga, every level has a randomly-placed exit door, which needs to be opened by obtaining the randomly-placed key. | |
Level Goal / int_4790c5f6 | featureApplicability |
1.0 | |
Level Goal / int_4790c5f6 | featureConfidence |
1.0 | |
The Tower of Druaga (Video Game) | hasFeature |
Level Goal / int_4790c5f6 | |
Level Goal / int_49ca84e5 | type |
Level Goal | |
Level Goal / int_49ca84e5 | comment |
The Smurfs (1994) had an exit sign. | |
Level Goal / int_49ca84e5 | featureApplicability |
1.0 | |
Level Goal / int_49ca84e5 | featureConfidence |
1.0 | |
The Smurfs (1994) (Video Game) | hasFeature |
Level Goal / int_49ca84e5 | |
Level Goal / int_4ce969a9 | type |
Level Goal | |
Level Goal / int_4ce969a9 | comment |
Marathon had various computer terminals were scattered around the levels; once you accomplished your objectives, you'd usually find one that would teleport you to the next stage. | |
Level Goal / int_4ce969a9 | featureApplicability |
1.0 | |
Level Goal / int_4ce969a9 | featureConfidence |
1.0 | |
Marathon (Video Game) | hasFeature |
Level Goal / int_4ce969a9 | |
Level Goal / int_51b6ba6c | type |
Level Goal | |
Level Goal / int_51b6ba6c | comment |
Both Wolfenstein 3D and Doom had you flip switches at the end of a level; the end-level switches for Wolfenstein were located in elevators, but there wasn't much explanation for why Doom's switches took you to the next level. | |
Level Goal / int_51b6ba6c | featureApplicability |
1.0 | |
Level Goal / int_51b6ba6c | featureConfidence |
1.0 | |
Wolfenstein 3-D (Video Game) | hasFeature |
Level Goal / int_51b6ba6c | |
Level Goal / int_55b4e41c | type |
Level Goal | |
Level Goal / int_55b4e41c | comment |
In Pepsiman, Scene I of every stage ends at a Pepsi vending machine, and Scene II ends in front of a large thirsty crowd. | |
Level Goal / int_55b4e41c | featureApplicability |
1.0 | |
Level Goal / int_55b4e41c | featureConfidence |
1.0 | |
Pepsiman (Video Game) | hasFeature |
Level Goal / int_55b4e41c | |
Level Goal / int_5a3a6cbf | type |
Level Goal | |
Level Goal / int_5a3a6cbf | comment |
In Jetpack, each level is exited by double doors that open once all the Emerald Gems are collected. | |
Level Goal / int_5a3a6cbf | featureApplicability |
1.0 | |
Level Goal / int_5a3a6cbf | featureConfidence |
1.0 | |
Jetpack (Video Game) | hasFeature |
Level Goal / int_5a3a6cbf | |
Level Goal / int_62bf541 | type |
Level Goal | |
Level Goal / int_62bf541 | comment |
Super Mario Bros. and The Lost Levels both have the flagpole and castle, which the New Super Mario Bros. sub-series and the 3D duology brought back. | |
Level Goal / int_62bf541 | featureApplicability |
1.0 | |
Level Goal / int_62bf541 | featureConfidence |
1.0 | |
Super Mario Bros. (Video Game) | hasFeature |
Level Goal / int_62bf541 | |
Level Goal / int_62bf542 | type |
Level Goal | |
Level Goal / int_62bf542 | comment |
In each regular level of Super Mario Bros. 2 (and, by extension, Doki Doki Panic), there's the Mask Gate that needs to be opened with a crystal ball that is usually guarded by Birdo (a different sprite was used in DDP). The levels with bosses have instead a door that appears when the bosses are defeated. | |
Level Goal / int_62bf542 | featureApplicability |
1.0 | |
Level Goal / int_62bf542 | featureConfidence |
1.0 | |
Super Mario Bros. 2 (Video Game) | hasFeature |
Level Goal / int_62bf542 | |
Level Goal / int_62bf543 | type |
Level Goal | |
Level Goal / int_62bf543 | comment |
Super Mario Bros. 3 has the cards that cycle like slot machines through various cards which can be collected for a bonus. In fortresses and airships, the goal is an item dropped by the bosses when they're defeated. | |
Level Goal / int_62bf543 | featureApplicability |
1.0 | |
Level Goal / int_62bf543 | featureConfidence |
1.0 | |
Super Mario Bros. 3 (Video Game) | hasFeature |
Level Goal / int_62bf543 | |
Level Goal / int_7529056 | type |
Level Goal | |
Level Goal / int_7529056 | comment |
The usual exit to non-boss levels in Super Mario World is walking through twin poles; the standard alternate exit is finding a key and putting it into the keyhole; the Sunken Ghost Ship's exit is touching a question mark in a green circle. | |
Level Goal / int_7529056 | featureApplicability |
1.0 | |
Level Goal / int_7529056 | featureConfidence |
1.0 | |
Super Mario World (Video Game) | hasFeature |
Level Goal / int_7529056 | |
Level Goal / int_8258e260 | type |
Level Goal | |
Level Goal / int_8258e260 | comment |
Super Mario Bros. games have used various kinds: Super Mario Bros. and The Lost Levels both have the flagpole and castle, which the New Super Mario Bros. sub-series and the 3D duology brought back. In each regular level of Super Mario Bros. 2 (and, by extension, Doki Doki Panic), there's the Mask Gate that needs to be opened with a crystal ball that is usually guarded by Birdo (a different sprite was used in DDP). The levels with bosses have instead a door that appears when the bosses are defeated. Super Mario Bros. 3 has the cards that cycle like slot machines through various cards which can be collected for a bonus. In fortresses and airships, the goal is an item dropped by the bosses when they're defeated. The usual exit to non-boss levels in Super Mario World is walking through twin poles; the standard alternate exit is finding a key and putting it into the keyhole; the Sunken Ghost Ship's exit is touching a question mark in a green circle. Super Mario World 2: Yoshi's Island and its sequels have the end ring with little flower icons going round, and if the flowers are where the cursor stop, you play a bonus mini game. Super Mario Land has the giant tower with two exits, the top one leading to a bonus game. Super Mario Land 2: 6 Golden Coins has a door with a small bell hung at the top and a hanging sign saying 'Goal'. Secret exits are just a small black door. Wario Land: Super Mario Land 3 usually requires you to pay 10 coins to open the locked exit door (if it isn't a stage where the exit door is open to begin with). In some stages the stage is cleared by hitting a giant ! block instead, which results in some big change happening on the world map. Wario Land II has a door with flashing star icons above it, as shown at the end of this video (about 6:56). Wario Land 3 has 4 chests in each level - gray, red, green, and blue - and you have to open a chest after finding its key to get the treasure inside. You can also clear a level by passing through an exit door in the location of a chest you've already opened. Wario Land 4 has the same portal that takes you to the level... only opening when you trip the Frog Switch at the other end of the level. It also starts a timer to destroy the level. |
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Level Goal / int_8258e260 | featureApplicability |
1.0 | |
Level Goal / int_8258e260 | featureConfidence |
1.0 | |
Super Mario Bros. (Franchise) | hasFeature |
Level Goal / int_8258e260 | |
Level Goal / int_8eb018a3 | type |
Level Goal | |
Level Goal / int_8eb018a3 | comment |
A few bonus levels in Shovel Knight end when you reach an glass orb post that normally is a Check Point. | |
Level Goal / int_8eb018a3 | featureApplicability |
1.0 | |
Level Goal / int_8eb018a3 | featureConfidence |
1.0 | |
Shovel Knight (Video Game) | hasFeature |
Level Goal / int_8eb018a3 | |
Level Goal / int_90ece54f | type |
Level Goal | |
Level Goal / int_90ece54f | comment |
Chip's Challenge and all of its Fan Sequels, as well as the official sequel, have a blue-colored portal that is usually blocked by a socket that will only open when the required amount of (computer) chips is collected. | |
Level Goal / int_90ece54f | featureApplicability |
1.0 | |
Level Goal / int_90ece54f | featureConfidence |
1.0 | |
Chip's Challenge (Video Game) | hasFeature |
Level Goal / int_90ece54f | |
Level Goal / int_91b1b8a6 | type |
Level Goal | |
Level Goal / int_91b1b8a6 | comment |
James Pond has exit pipes; James Pond 2 has an exit marker shaped like barber pole with a siren on it (you can only exit when it's flashing); James Pond 3 has the same barber poles, but modified into communication devices. | |
Level Goal / int_91b1b8a6 | featureApplicability |
1.0 | |
Level Goal / int_91b1b8a6 | featureConfidence |
1.0 | |
James Pond (Video Game) | hasFeature |
Level Goal / int_91b1b8a6 | |
Level Goal / int_92826fc | type |
Level Goal | |
Level Goal / int_92826fc | comment |
Each level in 8Bit Killer ends when you pull a lever on a black machine that is presumably a comm-station. | |
Level Goal / int_92826fc | featureApplicability |
1.0 | |
Level Goal / int_92826fc | featureConfidence |
1.0 | |
8Bit Killer (Video Game) | hasFeature |
Level Goal / int_92826fc | |
Level Goal / int_9962bb82 | type |
Level Goal | |
Level Goal / int_9962bb82 | comment |
Super Mario Land 2: 6 Golden Coins has a door with a small bell hung at the top and a hanging sign saying 'Goal'. Secret exits are just a small black door. | |
Level Goal / int_9962bb82 | featureApplicability |
1.0 | |
Level Goal / int_9962bb82 | featureConfidence |
1.0 | |
Super Mario Land 2: 6 Golden Coins (Video Game) | hasFeature |
Level Goal / int_9962bb82 | |
Level Goal / int_9c2022cf | type |
Level Goal | |
Level Goal / int_9c2022cf | comment |
Shadow Warrior uses bloody, bullethole-ridden yin-yang symbols as its exit switches. | |
Level Goal / int_9c2022cf | featureApplicability |
1.0 | |
Level Goal / int_9c2022cf | featureConfidence |
1.0 | |
ShadowWarrior | hasFeature |
Level Goal / int_9c2022cf | |
Level Goal / int_9f4256af | type |
Level Goal | |
Level Goal / int_9f4256af | comment |
In Alex Kidd in Miracle World, every level ends with Alex collecting a rice ball (or hamburger), which he then eats on the map screen. | |
Level Goal / int_9f4256af | featureApplicability |
1.0 | |
Level Goal / int_9f4256af | featureConfidence |
1.0 | |
Alex Kidd (Video Game) | hasFeature |
Level Goal / int_9f4256af | |
Level Goal / int_a1613f3e | type |
Level Goal | |
Level Goal / int_a1613f3e | comment |
To complete a level in Manic Miner you must enter a portal, which opens when you have collected all the items in the level. | |
Level Goal / int_a1613f3e | featureApplicability |
1.0 | |
Level Goal / int_a1613f3e | featureConfidence |
1.0 | |
Manic Miner (Video Game) | hasFeature |
Level Goal / int_a1613f3e | |
Level Goal / int_a2bb8d3f | type |
Level Goal | |
Level Goal / int_a2bb8d3f | comment |
In Everybody Edits, this comes in the form of a gold trophy. | |
Level Goal / int_a2bb8d3f | featureApplicability |
1.0 | |
Level Goal / int_a2bb8d3f | featureConfidence |
1.0 | |
Everybody Edits (Video Game) | hasFeature |
Level Goal / int_a2bb8d3f | |
Level Goal / int_a4513181 | type |
Level Goal | |
Level Goal / int_a4513181 | comment |
Bug has the "Bug Stop", basically, he lands on it to finish the scene (because he's acting in a movie). | |
Level Goal / int_a4513181 | featureApplicability |
1.0 | |
Level Goal / int_a4513181 | featureConfidence |
1.0 | |
Bug | hasFeature |
Level Goal / int_a4513181 | |
Level Goal / int_a5052567 | type |
Level Goal | |
Level Goal / int_a5052567 | comment |
Road Runner's Death Valley Rally marked the end of each stage with a checkered flag. | |
Level Goal / int_a5052567 | featureApplicability |
1.0 | |
Level Goal / int_a5052567 | featureConfidence |
1.0 | |
Road Runner's Death Valley Rally (Video Game) | hasFeature |
Level Goal / int_a5052567 | |
Level Goal / int_b0bd1e3d | type |
Level Goal | |
Level Goal / int_b0bd1e3d | comment |
The level exits in Lemmings come in several varieties (functionally equivalent). Some levels have more than one exit. | |
Level Goal / int_b0bd1e3d | featureApplicability |
1.0 | |
Level Goal / int_b0bd1e3d | featureConfidence |
1.0 | |
Lemmings (Video Game) | hasFeature |
Level Goal / int_b0bd1e3d | |
Level Goal / int_b34ad8d2 | type |
Level Goal | |
Level Goal / int_b34ad8d2 | comment |
In New Adventure Island, the ends of levels are marked with flags of hands holding up the V-Sign. | |
Level Goal / int_b34ad8d2 | featureApplicability |
1.0 | |
Level Goal / int_b34ad8d2 | featureConfidence |
1.0 | |
Adventure Island (Video Game) | hasFeature |
Level Goal / int_b34ad8d2 | |
Level Goal / int_b8d18083 | type |
Level Goal | |
Level Goal / int_b8d18083 | comment |
Crystal Caves uses rather complex-looking, big mechanical doors. | |
Level Goal / int_b8d18083 | featureApplicability |
1.0 | |
Level Goal / int_b8d18083 | featureConfidence |
1.0 | |
Crystal Caves (Video Game) | hasFeature |
Level Goal / int_b8d18083 | |
Level Goal / int_bb066a39 | type |
Level Goal | |
Level Goal / int_bb066a39 | comment |
Non-boss levels in Gain Ground have a big exit space. To clear stages, either move all of your characters to the exit or kill all enemies. The latter is preferable, but sometimes isn't possible if you don't have any characters alive that can reach enemies on high ground. Additionally, the only way to collect new characters is to collect them on the field and deliver them to the exit before you eliminate all enemies. | |
Level Goal / int_bb066a39 | featureApplicability |
1.0 | |
Level Goal / int_bb066a39 | featureConfidence |
1.0 | |
Gain Ground (Video Game) | hasFeature |
Level Goal / int_bb066a39 | |
Level Goal / int_bbe0b9d0 | type |
Level Goal | |
Level Goal / int_bbe0b9d0 | comment |
In Prince of Persia and Prince of Persia 2, the exit gates had to be opened on each level, and you could tell by the sound made when you stepped on the appropriate Pressure Plate. | |
Level Goal / int_bbe0b9d0 | featureApplicability |
1.0 | |
Level Goal / int_bbe0b9d0 | featureConfidence |
1.0 | |
Prince of Persia (Video Game) | hasFeature |
Level Goal / int_bbe0b9d0 | |
Level Goal / int_beacd636 | type |
Level Goal | |
Level Goal / int_beacd636 | comment |
Bomberman 64 has an exit location marked by a green arrow on the ground that appears when you finish the stage's objective (such as lowering a bridge, activating a ski lift, knocking down a platform, or deactivating a barrier). The form the exit takes is usually related to the aforementioned objective. Bomberman Hero is similar, with yellow arrows pointing to the exit, but there isn't always an objective that needs to be accomplished to open it up. | |
Level Goal / int_beacd636 | featureApplicability |
1.0 | |
Level Goal / int_beacd636 | featureConfidence |
1.0 | |
Bomberman 64 (Video Game) | hasFeature |
Level Goal / int_beacd636 | |
Level Goal / int_c221b0c3 | type |
Level Goal | |
Level Goal / int_c221b0c3 | comment |
In Sub Terra, every level has two level goals. One is the easy one, and one is for hard mode; the latter is usually in a hard-to-reach spot, of course, and can be destroyed by explosions. | |
Level Goal / int_c221b0c3 | featureApplicability |
1.0 | |
Level Goal / int_c221b0c3 | featureConfidence |
1.0 | |
SubTerra (Video Game) | hasFeature |
Level Goal / int_c221b0c3 | |
Level Goal / int_c2cedff6 | type |
Level Goal | |
Level Goal / int_c2cedff6 | comment |
In Athena, Athena had to enter an ornate double door at the end of each area. Boss Battles didn't change this. | |
Level Goal / int_c2cedff6 | featureApplicability |
1.0 | |
Level Goal / int_c2cedff6 | featureConfidence |
1.0 | |
Athena (Video Game) | hasFeature |
Level Goal / int_c2cedff6 | |
Level Goal / int_cba4c1e7 | type |
Level Goal | |
Level Goal / int_cba4c1e7 | comment |
Lode Runner: The Legend Returns and its expansion, Mad Monks' Revenge, have portals that appear after the last piece of treasure is either collected or destroyed, some of which are locked with color-coded keys. Custom levels that do not have portals in place follow the original game's goal, reaching the top of the screen. | |
Level Goal / int_cba4c1e7 | featureApplicability |
1.0 | |
Level Goal / int_cba4c1e7 | featureConfidence |
1.0 | |
Lode Runner (Video Game) | hasFeature |
Level Goal / int_cba4c1e7 | |
Level Goal / int_cc91dce1 | type |
Level Goal | |
Level Goal / int_cc91dce1 | comment |
Ballance has a wooden platform with balloons attached that takes off as soon as your ball ends up inside. | |
Level Goal / int_cc91dce1 | featureApplicability |
1.0 | |
Level Goal / int_cc91dce1 | featureConfidence |
1.0 | |
Ballance (Video Game) | hasFeature |
Level Goal / int_cc91dce1 | |
Level Goal / int_cdac637a | type |
Level Goal | |
Level Goal / int_cdac637a | comment |
In Jet Force Gemini, there are two types of goal: The current character's spaceship in a landing site (which will take them out of the current planet or space vessel), and a door leading to a new area placed within the current planet of space vessel. The latter type, in turn, tells subtly the player what to expect next: If there's just a starry green hologram, it means the character is about to access a standard area; if there's a starry red hologram instead, it means a free, resting zone lies ahead; and if both holograms are present, it means the current area will be directly followed up by another of the same type. | |
Level Goal / int_cdac637a | featureApplicability |
1.0 | |
Level Goal / int_cdac637a | featureConfidence |
1.0 | |
Jet Force Gemini (Video Game) | hasFeature |
Level Goal / int_cdac637a | |
Level Goal / int_cf9d8e88 | type |
Level Goal | |
Level Goal / int_cf9d8e88 | comment |
Vivid Conceptions: The goal on every level is represented by a red flag, similar to the one seen in the protagonist's village in the intro. Presumably, your fellow Bantams left these behind to indicate the right way to the goal of the game. | |
Level Goal / int_cf9d8e88 | featureApplicability |
1.0 | |
Level Goal / int_cf9d8e88 | featureConfidence |
1.0 | |
Vivid Conceptions (Video Game) | hasFeature |
Level Goal / int_cf9d8e88 | |
Level Goal / int_d4c6e9c7 | type |
Level Goal | |
Level Goal / int_d4c6e9c7 | comment |
Blood has switches shaped like Tchernobog's head. | |
Level Goal / int_d4c6e9c7 | featureApplicability |
1.0 | |
Level Goal / int_d4c6e9c7 | featureConfidence |
1.0 | |
Blood (Video Game) | hasFeature |
Level Goal / int_d4c6e9c7 | |
Level Goal / int_d4cad0e2 | type |
Level Goal | |
Level Goal / int_d4cad0e2 | comment |
Bubsy had the titular character dash into a gigantic ball of yarn which turned around and show his face on it as a logo. | |
Level Goal / int_d4cad0e2 | featureApplicability |
1.0 | |
Level Goal / int_d4cad0e2 | featureConfidence |
1.0 | |
Bubsy (Video Game) | hasFeature |
Level Goal / int_d4cad0e2 | |
Level Goal / int_d5089a90 | type |
Level Goal | |
Level Goal / int_d5089a90 | comment |
Rise of the Triad has arch-shaped gates. | |
Level Goal / int_d5089a90 | featureApplicability |
1.0 | |
Level Goal / int_d5089a90 | featureConfidence |
1.0 | |
Rise of the Triad (Video Game) | hasFeature |
Level Goal / int_d5089a90 | |
Level Goal / int_d54469f8 | type |
Level Goal | |
Level Goal / int_d54469f8 | comment |
Kirby had a door adorned with more stars as per usual. And usually a cannon sequence. And a little dance. | |
Level Goal / int_d54469f8 | featureApplicability |
1.0 | |
Level Goal / int_d54469f8 | featureConfidence |
1.0 | |
Kirby | hasFeature |
Level Goal / int_d54469f8 | |
Level Goal / int_d59e2ca4 | type |
Level Goal | |
Level Goal / int_d59e2ca4 | comment |
Quake has portals, teleporters or passages opening into complete darkness as its goals. | |
Level Goal / int_d59e2ca4 | featureApplicability |
1.0 | |
Level Goal / int_d59e2ca4 | featureConfidence |
1.0 | |
Quake (Video Game) | hasFeature |
Level Goal / int_d59e2ca4 | |
Level Goal / int_dbfffc66 | type |
Level Goal | |
Level Goal / int_dbfffc66 | comment |
On Action 52, Lollipop and Billy Bob have doors at the at the end of each level. The third level of the former subverts it though by having three doors at various points in the level, all of which reset the game. Critical Bypass also has you enter some weird structure at the end of each level. | |
Level Goal / int_dbfffc66 | featureApplicability |
1.0 | |
Level Goal / int_dbfffc66 | featureConfidence |
1.0 | |
Action 52 (Video Game) | hasFeature |
Level Goal / int_dbfffc66 | |
Level Goal / int_dc25de3f | type |
Level Goal | |
Level Goal / int_dc25de3f | comment |
In Portal, to finish a test chamber, you have to reach the elevator at the end that leads to the next test chamber. | |
Level Goal / int_dc25de3f | featureApplicability |
1.0 | |
Level Goal / int_dc25de3f | featureConfidence |
1.0 | |
Portal | hasFeature |
Level Goal / int_dc25de3f | |
Level Goal / int_dc7a5d8f | type |
Level Goal | |
Level Goal / int_dc7a5d8f | comment |
In Purple, you finish the stage by hopping on green spring board surrounded by checkerboard design. | |
Level Goal / int_dc7a5d8f | featureApplicability |
1.0 | |
Level Goal / int_dc7a5d8f | featureConfidence |
1.0 | |
Purple (Video Game) | hasFeature |
Level Goal / int_dc7a5d8f | |
Level Goal / int_df01bd69 | type |
Level Goal | |
Level Goal / int_df01bd69 | comment |
The first Repton game has none; levels end instantly when you take the last diamond (even if it's under a rock and there would be no way of escape). Repton 3 introduces the timebomb, which must be defused as the level's final objective. | |
Level Goal / int_df01bd69 | featureApplicability |
1.0 | |
Level Goal / int_df01bd69 | featureConfidence |
1.0 | |
Repton (Video Game) | hasFeature |
Level Goal / int_df01bd69 | |
Level Goal / int_e02cca8d | type |
Level Goal | |
Level Goal / int_e02cca8d | comment |
Wario Land 3 has 4 chests in each level - gray, red, green, and blue - and you have to open a chest after finding its key to get the treasure inside. You can also clear a level by passing through an exit door in the location of a chest you've already opened. | |
Level Goal / int_e02cca8d | featureApplicability |
1.0 | |
Level Goal / int_e02cca8d | featureConfidence |
1.0 | |
Wario Land 3 (Video Game) | hasFeature |
Level Goal / int_e02cca8d | |
Level Goal / int_e02cca8e | type |
Level Goal | |
Level Goal / int_e02cca8e | comment |
Wario Land 4 has the same portal that takes you to the level... only opening when you trip the Frog Switch at the other end of the level. It also starts a timer to destroy the level. | |
Level Goal / int_e02cca8e | featureApplicability |
1.0 | |
Level Goal / int_e02cca8e | featureConfidence |
1.0 | |
Wario Land 4 (Video Game) | hasFeature |
Level Goal / int_e02cca8e | |
Level Goal / int_e3c5b0a5 | type |
Level Goal | |
Level Goal / int_e3c5b0a5 | comment |
Speedy Eggbert has a spinning arrow (or key depending on the level) which only end the level if you collect all of the treasure chests within it. | |
Level Goal / int_e3c5b0a5 | featureApplicability |
1.0 | |
Level Goal / int_e3c5b0a5 | featureConfidence |
1.0 | |
Speedy Eggbert (Video Game) | hasFeature |
Level Goal / int_e3c5b0a5 | |
Level Goal / int_e5c93c13 | type |
Level Goal | |
Level Goal / int_e5c93c13 | comment |
In Miitopia, each and every level ends with an inn in which the Miis regain their health and MP, eat and socialize with each other. | |
Level Goal / int_e5c93c13 | featureApplicability |
1.0 | |
Level Goal / int_e5c93c13 | featureConfidence |
1.0 | |
Miitopia (Video Game) | hasFeature |
Level Goal / int_e5c93c13 | |
Level Goal / int_e9930480 | type |
Level Goal | |
Level Goal / int_e9930480 | comment |
In Aperture Tag: The Paint Gun Testing Initiative the ends of the levels are marked by an entrance to the Aperture Science Vacuum Delivery System. | |
Level Goal / int_e9930480 | featureApplicability |
1.0 | |
Level Goal / int_e9930480 | featureConfidence |
1.0 | |
Aperture Tag: The Paint Gun Testing Initiative (Video Game) | hasFeature |
Level Goal / int_e9930480 | |
Level Goal / int_f59e607f | type |
Level Goal | |
Level Goal / int_f59e607f | comment |
Duke Nukem 3D had self destruct switches, even though most of the levels were cityscapes (where, one assumes, self destruct buttons are rare). | |
Level Goal / int_f59e607f | featureApplicability |
1.0 | |
Level Goal / int_f59e607f | featureConfidence |
1.0 | |
Duke Nukem 3D (Video Game) | hasFeature |
Level Goal / int_f59e607f | |
Level Goal / int_f630a646 | type |
Level Goal | |
Level Goal / int_f630a646 | comment |
In Solomon's Key, each level is completed by passing through a door that must first be opened by collecting a key which may or may not be in plain sight. | |
Level Goal / int_f630a646 | featureApplicability |
1.0 | |
Level Goal / int_f630a646 | featureConfidence |
1.0 | |
Solomon's Key (Video Game) | hasFeature |
Level Goal / int_f630a646 | |
Level Goal / int_fd8ef85e | type |
Level Goal | |
Level Goal / int_fd8ef85e | comment |
Left 4 Dead has a safe house at the end of every map except the campaign's end, which has some location-relevant escape vehicle. Getting all active survivors inside and closing the door triggers a level complete as the survivors rest up before moving on to the next map. If a zombie happens to be in the safe room, the level won't end unless you kill it, even though the door is shut. | |
Level Goal / int_fd8ef85e | featureApplicability |
1.0 | |
Level Goal / int_fd8ef85e | featureConfidence |
1.0 | |
Left 4 Dead (Video Game) | hasFeature |
Level Goal / int_fd8ef85e | |
Level Goal / int_fe85bfc8 | type |
Level Goal | |
Level Goal / int_fe85bfc8 | comment |
The Subspace Emissary mode of Super Smash Bros. Brawl features glowing yellow doors that signify the end of a level, rather than the normal red ones that just take you to another part of a level. For the Great Maze, the end is shown by a ridiculously huge set of Amazing Technicolor Doors that only open when you defeat shadow clones of the characters and every other previously-fought boss. | |
Level Goal / int_fe85bfc8 | featureApplicability |
1.0 | |
Level Goal / int_fe85bfc8 | featureConfidence |
1.0 | |
Super Smash Bros. (Video Game) | hasFeature |
Level Goal / int_fe85bfc8 |
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