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For examples of this type of trap in other media, see ThisIsNotAFloor.
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%% Not the whole work, which is 16 panels: http://brawlinthefamily.keenspot.com/2010/04/19/237-variations-on-a-vine-comic/
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%% Not the whole work, which is 16 panels: http://brawlinthefamily.keenspot.com/2010/04/19/237-variations-on-a-vine-comic/Image kept on page per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1331120328011680100
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%% Please do not replace or remove without starting a new thread.
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* Parodied in [[http://brawlinthefamily.keenspot.com/2010/04/19/237-variations-on-a-vine-comic/ this]] strip of ''Webcomic/BrawlInTheFamily''
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* The classic ''CrashBandicoot'' did this with the level's "High Road" and "Bridge to Nowhere" in which there were 4 types of planks to jump on, Solid ones, planks that break after a couple seconds, planks that cause you to slide and make climbing up more difficult and finally the instant break plank or the fake platform.
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* The classic ''CrashBandicoot'' ''Videogame/CrashBandicoot1996'' did this with the level's "High Road" and "Bridge to Nowhere" in which there were 4 types of planks to jump on, Solid ones, planks that break after a couple seconds, planks that cause you to slide and make climbing up more difficult and finally the instant break plank or the fake platform.
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* ''VideoGame/LittleSamson'' deviously places a OneUp on a fake platform at the start of the cave stage.
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* ''VideoGame/LittleSamson'' deviously places a OneUp on a fake platform above spikes at the start of the cave stage.
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* Cleverly implemented in ''[[SonicAdventureSeries Sonic Adventure 2]]'': In Eggman's section of the final stage, there is a floating platform in the middle over a gap, followed by an alcove on the other side. When you land on the platform to try to go to the other side, it immediately drops; the area it drops to is the area you're supposed to go down. The clever part is getting across; the entire level deals with switches that stop time, so if you backtrack a little to a completed puzzle, activate the time switch, and go back, the platform won't fall (because time is frozen), allowing you to get to the other side.
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* Cleverly implemented in ''[[SonicAdventureSeries Sonic Adventure 2]]'': ''VideoGame/SonicAdventure2'': In Eggman's section of the final stage, there is a floating platform in the middle over a gap, followed by an alcove on the other side. When you land on the platform to try to go to the other side, it immediately drops; the area it drops to is the area you're supposed to go down. The clever part is getting across; the entire level deals with switches that stop time, so if you backtrack a little to a completed puzzle, activate the time switch, and go back, the platform won't fall (because time is frozen), allowing you to get to the other side.
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* Standard fare in ''CastlevaniaII'', as discussed/raged on at length by the AVGN.
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* Standard fare in ''CastlevaniaII'', ''VideoGame/CastlevaniaIISimonsQuest'', as discussed/raged on at length by the AVGN.
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* ''VideoGame/LittleSamson'' deviously places a OneUp on a fake platform at the start of the cave stage.
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Namespace
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* In ''TwilightPrincess'', in order to get to the BigBad, you had to go through a room full of these. Changing into your wolf form lets you see ghosts that point the way; aside from that, all you can do is avoid the ones that killed you last time.
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* In ''TwilightPrincess'', ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', in order to get to the BigBad, you had to go through a room full of these. Changing into your wolf form lets you see ghosts that point the way; aside from that, all you can do is avoid the ones that killed you last time.
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the Namespace stuff Change, yeah...
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Yet another type of MalevolentArchitecture. May result from DepthPerplexion.
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Yet another type of MalevolentArchitecture. May result from DepthPerplexion.
DepthPerplexion.
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* ''IWannaBeTheGuy'' has at least one of these in the area after the Koopa Klown Kar fight. You have to jump to the one square on the left side of the platform that won't collapse. Land anywhere else on it and you'll immediately fall to your death. Also, there are sections of ground after the Mecha Birdo fight and above the "Incinerator of The Guy" that aren't necessarily platforms, but will spin around and immediately let you drop down (leading to your assured death in the former case) if you don't jump over them.
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* ''IWannaBeTheGuy'' ''VideoGame/IWannaBeTheGuy'' has at least one of these in the area after the Koopa Klown Kar fight. You have to jump to the one square on the left side of the platform that won't collapse. Land anywhere else on it and you'll immediately fall to your death. Also, there are sections of ground after the Mecha Birdo fight and above the "Incinerator of The Guy" that aren't necessarily platforms, but will spin around and immediately let you drop down (leading to your assured death in the former case) if you don't jump over them.
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* Standard fare in ''{{Castlevania II}}'', as discussed/raged on at length by the AVGN.
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* Standard fare in ''{{Castlevania II}}'', ''CastlevaniaII'', as discussed/raged on at length by the AVGN.
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* Although usually a video game trope the main character of ''Webcomic/CwensQuest'' [[http://www.drunkduck.com/Cwens_Quest/index.php?p=322400 runs into one of these]] when she steps onto the edge floating island.
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* Appears in several ''VideoGame/MegaMan'' games. When they do appear, they can usually be detected by using a weapon that travels along the ground, which will fall through the ground when it reaches the false part of the floor. ''[=MM9=]'' has enemies that create fake platforms in a few stages.
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* Appears in several ''VideoGame/MegaMan'' games. When they do appear, they can usually be detected by using a weapon that travels along the ground, which will fall through the ground when it reaches the false part of the floor. ''[=MM9=]'' ''VideoGame/MegaMan9'' has enemies that create fake platforms in a few stages.
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* Appears in ''IndianaJones and the Last Crusade''. Tiles that don't spell out Jehovah (with an I) are fake and will drop you into a deep pit.
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* Appears in ''IndianaJones and the Last Crusade''.''Film/IndianaJonesAndTheLastCrusade''. Tiles that don't spell out Jehovah (with an I) are fake and will drop you into a deep pit.
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[[quoteright:350:[[BrawlInTheFamily http://static.tvtropes.org/pmwiki/pub/images/fake-platform_brawl-in-the-family_7423.PNG]]]]
[[caption-width-right:350:Yeah, because we all know how solid clouds really are.]]
[[caption-width-right:350:Yeah, because we all know how solid clouds really are.]]
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* In the VideoGame/{{Jumper}} series, there are blue blocks. These blocks fall less then a second after you land. The time you have to move off is so close to instantaneous that to call them [[TemporaryPlatform temporary platforms]] would be being generous.
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* In the VideoGame/{{Jumper}} ''VideoGame/{{Jumper}}'' series, there are blue blocks. These blocks fall less then a second after you land. The time you have to move off is so close to instantaneous that to call them [[TemporaryPlatform temporary platforms]] {{Temporary Platform}}s would be being generous.
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* Although usually a video game trope the main character of [[CwensQuest Cwen's Quest]] [[http://www.drunkduck.com/Cwens_Quest/index.php?p=322400 runs into one of these]] when she steps onto the edge floating island.
** And now a [[http://www.drunkduck.com/Cwens_Quest/index.php?p=649514 more direct example]]
** And now a [[http://www.drunkduck.com/Cwens_Quest/index.php?p=649514 more direct example]]
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* Although usually a video game trope the main character of [[CwensQuest Cwen's Quest]] ''Webcomic/CwensQuest'' [[http://www.drunkduck.com/Cwens_Quest/index.php?p=322400 runs into one of these]] when she steps onto the edge floating island.
** And now a [[http://www.drunkduck.com/Cwens_Quest/index.php?p=649514 more directexample]]example]].
** And now a [[http://www.drunkduck.com/Cwens_Quest/index.php?p=649514 more direct
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* The first ''CommanderKeen'' game had blocks, often just before a key card, that Keen could fall through but not jump back up through.
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* The first ''CommanderKeen'' ''VideoGame/CommanderKeen'' game had blocks, often just before a key card, that Keen could fall through but not jump back up through.
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correction
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%% Not the whole work, which is 9 panels: http://brawlinthefamily.keenspot.com/2010/04/23/238-heaven/
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%% Not the whole work, which is 9 16 panels: http://brawlinthefamily.keenspot.com/2010/04/23/238-heaven/com/2010/04/19/237-variations-on-a-vine-comic/
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same image, plussed a bit
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[[quoteright:345:[[BrawlInTheFamily http://static.tvtropes.org/pmwiki/pub/images/Fake_Platform_9715.PNG]]]]
[[caption-width-right:312:Yeah, because we all know how solid clouds really are.]]
[[caption-width-right:312:Yeah, because we all know how solid clouds really are.]]
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[[quoteright:350:[[BrawlInTheFamily http://static.tvtropes.
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Fixing width
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[[quoteright:455:[[BrawlInTheFamily http://static.tvtropes.org/pmwiki/pub/images/Fake_Platform_9715.PNG]]]]
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[[quoteright:312:[[BrawlInTheFamily http://static.tvtropes.org/pmwiki/pub/images/Fake_Platform_9715.PNG]]]]
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It\'s actually not the whole comic. No rules were broken.
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[[quoteright:312:[[BrawlInTheFamily http://static.tvtropes.org/pmwiki/pub/images/Fake_Platform_9715.PNG]]]]
[[caption-width-right:312:Yeah, because we all know how solid clouds really are.]]
[[caption-width-right:312:Yeah, because we all know how solid clouds really are.]]
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Image pulled: it\'s an entire comic, and that\'s not allowed for copyright reasons. See also http://tvtropes.org/pmwiki/posts.php?discussion=1331120328011680100
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[[quoteright:312:[[BrawlInTheFamily http://static.tvtropes.org/pmwiki/pub/images/Fake_Platform_9715.PNG]]]]
[[caption-width-right:312:Yeah, because we all know how solid clouds really are.]]
[[caption-width-right:312:Yeah, because we all know how solid clouds really are.]]
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* Appears in several ''Game/MegaMan'' games. When they do appear, they can usually be detected by using a weapon that travels along the ground, which will fall through the ground when it reaches the false part of the floor. ''[=MM9=]'' has enemies that create fake platforms in a few stages.
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* Appears in several ''Game/MegaMan'' ''VideoGame/MegaMan'' games. When they do appear, they can usually be detected by using a weapon that travels along the ground, which will fall through the ground when it reaches the false part of the floor. ''[=MM9=]'' has enemies that create fake platforms in a few stages.
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* In the {{Game/Jumper}} series, there are blue blocks. These blocks fall less then a second after you land. The time you have to move off is so close to instantaneous that to call them [[TemporaryPlatform temporary platforms]] would be being generous.
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* In the {{Game/Jumper}} VideoGame/{{Jumper}} series, there are blue blocks. These blocks fall less then a second after you land. The time you have to move off is so close to instantaneous that to call them [[TemporaryPlatform temporary platforms]] would be being generous.
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* One of the trap types in ''[[Game/EvilGenius Evil Genius]]''.
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* One of the trap types in ''[[Game/EvilGenius Evil Genius]]''.''VideoGame/EvilGenius''.
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----
<<|VideoGameTropes|>>
<<|VideoGameDifficultyTropes|>>
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* You can't jump on broken platforms in ''DoodleJump''; you simply fall through them.
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The FakePlatform ''appears'' to be solid, but doesn't support your weight for even a moment if you land on it. Unlike the TemporaryPlatform, which you can run across or jump off of, the FakePlatform drops you instantly if you set foot on it. Usually, this is over a BottomlessPit or SpikesOfDoom.
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The FakePlatform Fake Platform ''appears'' to be solid, but doesn't support your weight for even a moment if you land on it. Unlike the TemporaryPlatform, which you can run across or jump off of, the FakePlatform drops you instantly if you set foot on it. Usually, this is over a BottomlessPit or SpikesOfDoom.
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fixed a link
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* In the [[Jumper Jumper series]], there are blue blocks. These blocks fall less then a second after you land. The time you have to move off is so close to instantaneous that to call them [[TemporaryPlatform temporary platforms]] would be being generous.
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* In the [[Jumper Jumper series]], {{Game/Jumper}} series, there are blue blocks. These blocks fall less then a second after you land. The time you have to move off is so close to instantaneous that to call them [[TemporaryPlatform temporary platforms]] would be being generous.
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new example
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*In the [[Jumper Jumper series]], there are blue blocks. These blocks fall less then a second after you land. The time you have to move off is so close to instantaneous that to call them [[TemporaryPlatform temporary platforms]] would be being generous.
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* The first ''CommanderKeen'' game had blocks, often just before a key card, that Keen could fall through but not jump back up through.
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[[caption-width-right:320:Yeah, because we all know how solid clouds really are.]]
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[[caption-width-right:320:Yeah, because we all know how solid clouds really are.]]
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* Appears in several ''MegaMan'' games. When they do appear, they can usually be detected by using a weapon that travels along the ground, which will fall through the ground when it reaches the false part of the floor. ''[=MM9=]'' has enemies that create fake platforms in a few stages.
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* Appears in several ''MegaMan'' ''Game/MegaMan'' games. When they do appear, they can usually be detected by using a weapon that travels along the ground, which will fall through the ground when it reaches the false part of the floor. ''[=MM9=]'' has enemies that create fake platforms in a few stages.
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* The rotating tiles in the TempleOfDoom portion of ''PrinceOfPersia 2: The Shadow and the Flame'', which usually led to a fatal fall or a DeathTrap. Like loose tiles, jumping up and down would reveal their locations. Unlike the loose tiles, you couldn't drop them and then mantle off.
** The loose tiles also count somewhat.
** The loose tiles also count somewhat.
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* The rotating tiles in the TempleOfDoom portion of ''PrinceOfPersia 2: The Shadow and the Flame'', which usually led to a fatal fall or a DeathTrap. Like the [[TemporaryPlatform loose tiles, tiles]], jumping up and down would reveal their locations. Unlike the loose tiles, you couldn't drop them and then mantle off.
** The loose tiles also count somewhat.off.
** The loose tiles also count somewhat.
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** The loose tiles also count somewhat.