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** Even in the original game, [[EliteMooks Hammer Brothers]] can jump up and down solid platforms as if they were this trope.
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All-Stars's modern graphics make the confusion even worse.
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** These kinds of platforms are present in every main series game besides the original, and even the original Super Mario Bros. style has them in ''VideoGame/SuperMarioMaker''. [[EarlyInstallmentWeirdness Which makes it confusing]] when these platforms avert this trope in the original ''VideoGame/SuperMarioBros''!
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** These kinds of platforms are present in every main series game besides the original, and even the original Super Mario Bros. style has them in ''VideoGame/SuperMarioMaker''. [[EarlyInstallmentWeirdness Which makes it confusing]] when these platforms avert this trope in the original ''VideoGame/SuperMarioBros''!''VideoGame/SuperMarioBros'' or its ''[[VideoGame/SuperMarioAllStars All-Star]]'' remake!
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* If you go through one of those platforms in ''VideoGame/{{Shantae}}'', there's no going back down. ''Seven Sirens'' makes heavy use of them as one-way gates.
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* If you go through one of those platforms in ''VideoGame/{{Shantae}}'', there's no going back down.down except in ''Half-Genie Hero''. ''Seven Sirens'' makes heavy use of them as one-way gates.
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* ''Franchise/{{Metroid}}'' games invert this trope with Crumble Blocks, which fall apart instantly when hit from above but block any attempts to climb back up.
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* The ''VideoGame/SuperSmashBros'' series features a lot of these. With platforms that can be dropped through, you can hold the analog stick down to drop straight through them without even landing on them.
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* The ''VideoGame/SuperSmashBros'' series features a lot of these. With platforms that can be dropped through, through (and yes, it's actually shown as ''through'' in the game's 3D graphics), you can hold the analog stick down to drop straight through them without even landing on them.
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* If you go through one of those platforms in ''VideoGame/{{Shantae}}'', there's no going back down.
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* If you go through one of those platforms in ''VideoGame/{{Shantae}}'', there's no going back down. ''Seven Sirens'' makes heavy use of them as one-way gates.
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* ''VideoGame/EnvironmentalStationAlpha'' features both the regular kind (can jump through and stand on but not drop down) and the inverted kind (can fall through but not jump up through) in a few places.
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* Many areas in ''VideoGame/SonicTheHedgehog'' games feature these platforms. For an example, Green Hill Zone is full of them.
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%% * Many areas in ''VideoGame/SonicTheHedgehog'' games feature these platforms. For an example, Green Hill Zone is full of them.
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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 ''VideoGame/MegaMan10'', are not solid from below.
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* ''VideoGame/MegaMan'' ''Franchise/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 ''VideoGame/MegaMan10'', are not solid from below.
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* A few ''Franchise/WonderBoy'' games have platforms like that. So do ''VideoGame/AdventureIsland'' games.
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* A few ''Franchise/WonderBoy'' ''VideoGame/WonderBoy'' games have platforms like that. So do ''VideoGame/AdventureIsland'' games.
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* Both ''TheFlintstones'' NES games had those kind of platforms.
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* Both ''TheFlintstones'' ''VideoGame/TheFlintstones'' NES games had those kind of platforms.
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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/JetSetWilly'' (and its predecessor, ''ManicMiner'') ''VideoGame/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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** These kinds of platforms are present in every main series game besides the original, and even the original Super Mario Bros. style has them in ''VideoGame/SuperMarioMaker''.
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** These kinds of platforms are present in every main series game besides the original, and even the original Super Mario Bros. style has them in ''VideoGame/SuperMarioMaker''. [[EarlyInstallmentWeirdness Which makes it confusing]] when these platforms avert this trope in the original ''VideoGame/SuperMarioBros''!
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* The Wii version of ''ABoyAndHisBlob'' has platforms that are not solid from below but solid from above. You can't drop down them unless you happen to have a hole with you.
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* The Wii version of ''ABoyAndHisBlob'' ''VideoGame/ABoyAndHisBlob'' has platforms that are not solid from below but solid from above. You can't drop down them unless you happen to have a hole with you.
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In video games, particularly 2D platform games, there are sometimes platforms and surfaces that you can jump through from below, yet they are solid when you're above them.
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 except by walking off the edge.
In 2D platform games, it can be justified under the assumption 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).
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 except by walking off the edge.
In 2D platform games, it can be justified under the assumption 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 some cases, it's possible to drop down from that platform (most commonly by ducking and then hitting the jump
In 2D platform games, it can be justified under the assumption that your character is not
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* Some ''VideoGame/SuperMarioBros'' games will also feature these kinds of platforms.
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* Some ''VideoGame/SuperMarioBros'' games will also feature these ''VideoGame/SuperMarioBros'':
** These kinds ofplatforms.platforms are present in every main series game besides the original, and even the original Super Mario Bros. style has them in ''VideoGame/SuperMarioMaker''.
** These kinds of
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* Some ''SuperMarioBros'' games will also feature these kinds of platforms.
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* Some ''SuperMarioBros'' ''VideoGame/SuperMarioBros'' games will also feature these kinds of platforms.
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* If you go through one of those platforms in ''{{Shantae}}'', there's no going back down.
* ''{{Shinobi}}'' games had this thing going on.
* Many areas in ''SonicTheHedgehog'' games feature these platforms. For an example, Green Hill Zone is full of them.
* ''{{Shinobi}}'' games had this thing going on.
* Many areas in ''SonicTheHedgehog'' games feature these platforms. For an example, Green Hill Zone is full of them.
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* If you go through one of those platforms in ''{{Shantae}}'', ''VideoGame/{{Shantae}}'', there's no going back down.
*''{{Shinobi}}'' ''VideoGame/{{Shinobi}}'' games had this thing going on.
* Many areas in''SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' games feature these platforms. For an example, Green Hill Zone is full of them.
*
* Many areas in
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* Often present in ''{{Vectorman}}''.
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* Often present in ''{{Vectorman}}''.''VideoGame/{{Vectorman}}''.
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In video games, particularly 2D platform games, there are sometimes some weird platforms and surfaces. The most common variation of them is when you can jump through them from below, yet they are solid when you're above them.
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).
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).
to:
In video games, particularly 2D platform games, there are sometimes some weird platforms and surfaces. The most common variation of them is when surfaces that you can jump through them from below, yet they are solid when you're above them.
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).
them.
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).
In 2D platform games, it can be justified under the assumption 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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* ''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.
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* ''VideoGame/{{Kirby}}'' games commonly 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.
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* In ''VideoGame/DragonsWake'' the player can jump up past wooden bridges, giant mushrooms and the roofs of houses in order to land on them.
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Namespaces
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* ''Batman - Return of the Joker'' has these platforms, too.
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* ''Batman - ''[[VideoGame/BatmanSunsoft Batman: Return of the Joker'' Joker]]'' has these platforms, too.
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* ''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.
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* ''FancyPantsAdventures'' ''VideoGame/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.
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* ''GrandChase'' uses this, letting you drop off from platforms by pressing down, but not in rooms that have a BottomlessPit.
** 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.
* Toadstools in ''IndianaRodent''.
** 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.
* Toadstools in ''IndianaRodent''.
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* ''GrandChase'' ''VideoGame/GrandChase'' uses this, letting you drop off from platforms by pressing down, but not in rooms that have a BottomlessPit.
** The earlier''MapleStory'' ''VideoGame/MapleStory'' had this as well. Jumping down was handled by holding the down key and pressing the jump key once for each descent.
* Toadstools in''IndianaRodent''.''VideoGame/IndianaRodent''.
** The earlier
* Toadstools in
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* Clouds in ''JumpBug'' are solid from above but not from below.
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* Clouds in ''JumpBug'' ''VideoGame/JumpBug'' are solid from above but not from below.
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* ''LinusSpacehead'' and ''Linus Spacehead's Cosmic Crusade'' often use these platforms.
* ''LittleBigPlanet'' tries to simulate these. There are three 2D planes you can be on (foreground, middle, and background), and jumping up above a platform on an adjacent plane automatically shifts you into that plane so you can land on it. You can also drop down from a platform by moving towards the foreground, but not towards the background.
* ''LittleBigPlanet'' tries to simulate these. There are three 2D planes you can be on (foreground, middle, and background), and jumping up above a platform on an adjacent plane automatically shifts you into that plane so you can land on it. You can also drop down from a platform by moving towards the foreground, but not towards the background.
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* ''LinusSpacehead'' ''VideoGame/LinusSpacehead'' and ''Linus Spacehead's Cosmic Crusade'' often use these platforms.
*''LittleBigPlanet'' ''VideoGame/LittleBigPlanet'' tries to simulate these. There are three 2D planes you can be on (foreground, middle, and background), and jumping up above a platform on an adjacent plane automatically shifts you into that plane so you can land on it. You can also drop down from a platform by moving towards the foreground, but not towards the background.
*
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* ''{{N}}'' and its commercial remake ''N+'' have four varieties of directionally solid platforms. It's just one block, but it appears turned in every single direction, resulting in platforms you can fall through from above, but not jump through from below and vice versa and platforms you can go through from left to right, but not the other way around and vice versa.
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* ''{{N}}'' ''VideoGame/{{N}}'' and its commercial remake ''N+'' have four varieties of directionally solid platforms. It's just one block, but it appears turned in every single direction, resulting in platforms you can fall through from above, but not jump through from below and vice versa and platforms you can go through from left to right, but not the other way around and vice versa.
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* Platforms and ledges in ''{{Ristar}}''.
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* Platforms and ledges in ''{{Ristar}}''.''VideoGame/{{Ristar}}''.
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** As did the 8-bit ''Batman'' game available on home computers.
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* ''{{Castlevania}}'' games (particularly in ''The Adventure: Rebirth'') often have platforms that can be jumped through from below. There are also stairs which partially behave that way.
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* ''{{Castlevania}}'' ''Franchise/{{Castlevania}}'' games (particularly in ''The Adventure: Rebirth'') ''VideoGame/CastlevaniaTheAdventureRebirth'') often have platforms that can be jumped through from below. There are also stairs which partially behave that way.
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* The original ''{{Rayman}}'' does this too, in the most frustrating variety imaginable: One ''entire'' room in the game is made up of bouncy platforms that you can jump up through, and the goal is to get to the bottom. It's ''incredibly'' easy to take one misstep and bounce all the way to the top of the room.
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* The original ''{{Rayman}}'' ''VideoGame/{{Rayman}}'' does this too, in the most frustrating variety imaginable: One ''entire'' room in the game is made up of bouncy platforms that you can jump up through, and the goal is to get to the bottom. It's ''incredibly'' easy to take one misstep and bounce all the way to the top of the room.
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Hottip cleanup; see thread for details.
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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 the object will drop off a platform ''by itself''.]] 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 versions[[note]]Put a gravity-obeying object like a crate on such platform, then have Ogmo drop below and the object will drop off a platform ''by itself''.]] [[/note]] and added a variation for three other directions.
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Wick Namespace Migration
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* You may ''build'' these in ''{{Terraria}}''. You and most monsters may drop through them voluntarily, but Slimes and Demon Eyes can't. They're also good for grappling.
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* You may ''build'' these in ''{{Terraria}}''.''VideoGame/{{Terraria}}''. You and most monsters may drop through them voluntarily, but Slimes and Demon Eyes can't. They're also good for grappling.
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* ''Film/{{Alien}} 3'' had these kinds of platforms.
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* ''Film/{{Alien}} 3'' ''Videogame/{{Alien 3}}'' had these kinds of platforms.
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* In the first ''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.
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* In the first ''VideoGame/BubbleBobble'' game, every platform tile is one. The possibilities of these platforms are commonly experimented within with in the levels, too. Later Bubble Bobble games have these kinds of platforms as well.
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* You may ''build'' these in ''{{Terraria}}''. You and most monsters may drop through them voluntarily, but Slimes and Demon Eyes can't. They're also good for grappling.
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* ''{{Contra}}'' has lots of platforms which are solid from above. It's possible to go through them from above by ducking and hitting jump.
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* ''{{Contra}}'' ''VideoGame/{{Contra}}'' has lots of platforms which are solid from above. It's possible to go through them from above by ducking and hitting jump.
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* ''The Fairyland Story'', much like ''VideoGame/BubbleBobble'' (which came later).
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* ''The Fairyland Story'', much ''VideoGame/TheFairylandStory'' was based around these, like ''VideoGame/BubbleBobble'' (which came later).but predating it.