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* They're in ''WizardsAndWarriors'' series, too.

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* They're in ''WizardsAndWarriors'' ''VideoGame/WizardsAndWarriors'' series, too.
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* Most of these kind of platforms in ''DarkwingDuck'' NES game can be jumped through, walked on and it's possible to hang on them.

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* Most of these kind of platforms in ''DarkwingDuck'' ''WesternAnimation/DarkwingDuck'' NES game can be jumped through, walked on and it's possible to hang on them.
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* ''The Fairyland Story'', much like ''VideoGame/BubbleBobble'' (which came later).


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* The ''VideoGame/MontyMole'' games have many platforms like this.
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* In ''Spacestation Pheta'', climbing a ladder with a floor above it will result in the player emerging above the floor, ''even if the square above contains a solid object''. If this is another floor, then it becomes a Directionally Solid Platform: the player can jump to rise above the second floor, but can't get back down.
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In some cases, it's possible to drop down from that platform (most commonly by ducking and then hitting the jump key). In other cases, it's impossible to go back down from said platforms.

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In some cases, it's possible to drop down from that platform (most commonly by ducking and then hitting the jump key). In other cases, it's impossible to go back down from said platforms.platforms except by walking off the edge.
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* ''KidIcarus'' NES game has this in several places.

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* ''KidIcarus'' ''VideoGame/KidIcarus'' NES game has this in several places.



* An unusual example is from ''LodeRunner''. Some of the trap blocks are solid from sides but can be fallen through from above.
* A few moving platforms in ''LostVikings'' series behave that way.

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* An unusual example is from ''LodeRunner''.''VideoGame/LodeRunner''. Some of the trap blocks are solid from sides but can be fallen through from above.
* A few moving platforms in ''LostVikings'' ''VideoGame/TheLostVikings'' series behave that way.
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** Invisible coin blocks can only be revealed by hitting them from below -- from any other side, you'll go straight through. But once they're revealed they turn into ordinary used blocks that are solid from every side.

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** [[InvisibleBlock Invisible coin blocks blocks]] can only be revealed by hitting them from below -- from any other side, you'll go straight through. But once they're revealed they turn into ordinary used blocks that are solid from every side.
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Reverted myself


* ''VideoGame/JetSetWilly'' (and its predecessor, ''ManicMiner'') assigned each square on the screen one of four elemental types, colloquially referred to as "Air" (fall through from all directions), "Water" (can jump through from below and pass sideways through, but not travel down through; basically, this trope), "Earth" (impassable from all sides; can stand on, but not walk or jump through) and "Fire" ([[CollisionDamage kills you on contact]]).

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* ''VideoGame/JetSetWilly'' (and its predecessor, ''ManicMiner'') assigned each square on the screen one of four elemental types, colloquially referred to as "Air" (fall through from all directions), "Water" (can jump through from below and pass sideways through, but not travel down through; basically, this trope), "Earth" (impassable from all sides; can stand on, but not walk or jump through) and "Fire" ([[CollisionDamage kills you on contact]]). And yes, water was often an instant killer, making water blocks technically "Fire" type...
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Er, what?


* ''VideoGame/JetSetWilly'' (and its predecessor, ''ManicMiner'') assigned each square on the screen one of four elemental types, colloquially referred to as "Air" (fall through from all directions), "Water" (can jump through from below and pass sideways through, but not travel down through; basically, this trope), "Earth" (impassable from all sides; can stand on, but not walk or jump through) and "Fire" ([[CollisionDamage kills you on contact]]). And yes, water was often an instant killer, making water blocks technically "Fire" type...

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* ''VideoGame/JetSetWilly'' (and its predecessor, ''ManicMiner'') assigned each square on the screen one of four elemental types, colloquially referred to as "Air" (fall through from all directions), "Water" (can jump through from below and pass sideways through, but not travel down through; basically, this trope), "Earth" (impassable from all sides; can stand on, but not walk or jump through) and "Fire" ([[CollisionDamage kills you on contact]]). And yes, water was often an instant killer, making water blocks technically "Fire" type...
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* ''VideoGame/JungleBook'' NES and SNES game had these platforms.

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* ''VideoGame/JungleBook'' ''VideoGame/TheJungleBook'' NES and SNES game had these platforms.
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* ''Jungle Book'' NES and SNES game had these platforms.

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* ''Jungle Book'' ''VideoGame/JungleBook'' NES and SNES game had these platforms.
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Apparently, we don\'t have a page for that game.


* ''JungleBook'' NES and SNES game had these platforms.

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* ''JungleBook'' ''Jungle Book'' NES and SNES game had these platforms.
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* Present in ''{{Predator}}'' NES game.

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* Present in ''{{Predator}}'' ''VideoGame/{{Predator}}'' NES game.
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* ''MoonCrystal'' starts off with tree branches being like that and it continues with every thin or moving platform.

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* ''MoonCrystal'' ''VideoGame/MoonCrystal'' starts off with tree branches being like that and it continues with every thin or moving platform.
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* A few ''WonderBoy'' games have platforms like that. So do ''VideoGame/AdventureIsland'' games.

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* A few ''WonderBoy'' ''Franchise/WonderBoy'' games have platforms like that. So do ''VideoGame/AdventureIsland'' games.
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* ''VideoGame/MegaMan'' games don't have a lot of them. However, certain stage-specific objects, like conveyor-powered small platforms in Sheep Man's stage in ''Mega Man 10'', are not solid from below.

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* ''VideoGame/MegaMan'' games don't have a lot of them. However, certain stage-specific objects, like conveyor-powered small platforms in Sheep Man's stage in ''Mega Man 10'', ''VideoGame/MegaMan10'', are not solid from below.
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* FancyPantsAdventure

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* FancyPantsAdventure''FancyPantsAdventures'' uses them after Fancy Pants Man jumps or runs upwards; the platforms don't allow him to drop down, though usually, he can just drop off the side.



* Both ''TheFlintstones'' NES games had those kind of platforms

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* Both ''TheFlintstones'' NES games had those kind of platformsplatforms.
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* In ''Miner 2049er'', platforms are generally directionally solid; this is most obvious in the "Lillipads" levels.

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* In ''Miner 2049er'', ''VideoGame/{{Miner 2049er}}'', platforms are generally directionally solid; this is most obvious in the "Lillipads" levels.
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* FancyPantsAdventure
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In 2D platform games, it can be assumed that your character is not jumping 'through' the platforms, but rather jumping 'in' or 'out' of the 2D plane (ie. the platforms may not be in the same plane, it just looks that way to the player).

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In 2D platform games, it can be assumed that your character is not jumping 'through' the platforms, but rather jumping 'in' or 'out' of the 2D plane (ie. the platforms may not be in the same plane, plane; it just looks that way to the player).
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* Some ''{{Action 52}}'' games had platforms not solid from below.

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* Some ''{{Action ''VideoGame/{{Action 52}}'' games had platforms not solid from below.



* In the first ''BubbleBobble'' game, every platform tile is one. The possibilities of these platforms are commonly experimented within the levels, too. Later Bubble Bobble games have these kinds of platforms as well.

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* In the first ''BubbleBobble'' ''VideoGame/BubbleBobble'' game, every platform tile is one. The possibilities of these platforms are commonly experimented within the levels, too. Later Bubble Bobble games have these kinds of platforms as well.



* ''CommanderKeen'' had the full works... not just the vertical version but one-way left or right blocks in the first trilogy, as well as platforms that you could fall through but are solid from below.

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* ''CommanderKeen'' ''VideoGame/CommanderKeen'' had the full works... not just the vertical version but one-way left or right blocks in the first trilogy, as well as platforms that you could fall through but are solid from below.



* ''DonkeyKongCountry'' has these. ''DonkeyKongCountryReturns'' manages to recreate them in a 2.5D game -- even though the platforms and Donkey Kong are rendered as 3D models, Donkey Kong can still jump up "through" them and then land on them, and it's rendered as if he were passing "in front" of the platform instead of through it, yet he doesn't visibly move along the Z-axis.

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* ''DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry'' has these. ''DonkeyKongCountryReturns'' ''VideoGame/DonkeyKongCountryReturns'' manages to recreate them in a 2.5D game -- even though the platforms and Donkey Kong are rendered as 3D models, Donkey Kong can still jump up "through" them and then land on them, and it's rendered as if he were passing "in front" of the platform instead of through it, yet he doesn't visibly move along the Z-axis.



* ''VideoGame/{{Jumper}} Two'' and ''Three'' features solid-from-above platforms. ''Jumper Two Editor'' (version 4.x) changed these to "Ghost Platforms" to HandWave a certain bug in previous versions[[hottip:*:Put a gravity-obeying object like a crate on such platform, then have Ogmo drop below and you will see.]] and added a variation for three other directions.

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* ''VideoGame/{{Jumper}} Two'' and ''Three'' features solid-from-above platforms. ''Jumper Two Editor'' (version 4.x) changed these to "Ghost Platforms" to HandWave a certain bug in previous versions[[hottip:*:Put a gravity-obeying object like a crate on such platform, then have Ogmo drop below and you the object will see.drop off a platform ''by itself''.]] and added a variation for three other directions.



* A few ''WonderBoy'' games have platforms like that. So do ''AdventureIsland'' games.

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* A few ''WonderBoy'' games have platforms like that. So do ''AdventureIsland'' ''VideoGame/AdventureIsland'' games.

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* ''{{Kirby}}'' games feature platforms which are solid from above but you can jump through them from below. There are both can-be-dropped-down and cannot-be-dropped-down variations. Since you drop through them by just pressing Down, Kirby can't duck on thin platforms.
** In ''[[VideoGame/Kirby64TheCrystalShards Kirby 64]]'' and ''[[KirbysReturnToDreamland Kirby's Return to Dreamland]]'', Kirby goes literally through the platforms that way.

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* ''{{Kirby}}'' ''VideoGame/{{Kirby}}'' games feature platforms which are solid from above but you can jump through them from below. There are both can-be-dropped-down and cannot-be-dropped-down variations. Since you drop through them by just pressing Down, Kirby can't duck on thin platforms.
** In ''[[VideoGame/Kirby64TheCrystalShards Kirby 64]]'' and ''[[KirbysReturnToDreamland Kirby's Return to Dreamland]]'', Kirby goes literally through the platforms that way.
platforms.



* There isn't a single solid ceiling in ''VideoGame/MagicalWhip''. One of the game's levels is nothing but these platforms, stretched the whole width of the screen. One has to be careful not to accidentally jump up to a higher platform, as there is no way to go back down.

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* There isn't a single solid ceiling in ''VideoGame/MagicalWhip''.''VideoGame/MagicalWhipWizardsOfPhantasmalForest''. One of the game's levels is nothing but these platforms, stretched the whole width of the screen. One has to be careful not to accidentally jump up to a higher platform, as there is no way to go back down.
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* ''{{Psychonauts}}'': In some locations, it's possible to jump while directly under a trampoline. You go through the trampoline, but are bounced even higher.

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* ''{{Psychonauts}}'': ''VideoGame/{{Psychonauts}}'': In some locations, it's possible to jump while directly under a trampoline. You go through the trampoline, but are bounced even higher.
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* You can pull yourself up of platforms like these in ''BionicCommando''.

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* You can pull yourself up of platforms like these in ''BionicCommando''.''VideoGame/BionicCommando''.
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I was thinking of a different trope


* In ''Miner 2049er'', one station has a whole row of these traps to walk through.

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* In ''Miner 2049er'', one station has a whole row of these traps to walk through.platforms are generally directionally solid; this is most obvious in the "Lillipads" levels.

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Changed: 5

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* ''Game/MegaMan'' games don't have a lot of them. However, certain stage-specific objects, like conveyor-powered small platforms in Sheep Man's stage in ''Mega Man 10'', are not solid from below.

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* ''Game/MegaMan'' ''VideoGame/MegaMan'' games don't have a lot of them. However, certain stage-specific objects, like conveyor-powered small platforms in Sheep Man's stage in ''Mega Man 10'', are not solid from below.below.
* In ''Miner 2049er'', one station has a whole row of these traps to walk through.
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* Some platforms in ''JackieChansActionKungFu''.

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* Some platforms in ''JackieChansActionKungFu''.''VideoGame/JackieChansActionKungFu''.
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** The earlier ''MapleStory'' had this as well. Jumping down was handled by holding the down key and pressing the jump key once for each descent.
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* You don't hit your head against thin platforms from ''{{Braid}}''.

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* You don't hit your head against thin platforms from ''{{Braid}}''.''VideoGame/{{Braid}}''.
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** In ''[[VideoGame/Kirby64TheCrystalShards Kirby 64]]'', Kirby goes literally through the platforms that way.

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** In ''[[VideoGame/Kirby64TheCrystalShards Kirby 64]]'', 64]]'' and ''[[KirbysReturnToDreamland Kirby's Return to Dreamland]]'', Kirby goes literally through the platforms that way.

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