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* Cleverly implemented in ''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. Or just jump on the railing of your original platform, the hight difference is enough that you don't need the dropping platform.

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* Cleverly implemented in ''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. Or just jump on the railing of your original platform, the hight height difference is enough that you don't need the dropping platform.



** In Commander Keen 5 there are platforms which slide in the opposite direction if you aproach them.

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** In Commander Keen 5 there are platforms which slide in the opposite direction if you aproach approach them.
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* One of the mini-games in ''VideoGame/FallGuys'', "Tip Toe", has the players navigate through a series of tiles, the catch being only a certain number of them are able to be walked on, and the rest are fakes that the players can fall through, taking them back to the start of the track.
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Don't do that "uhhh ACTUALLY" thing. That's not allowed. If it's "essentially this trope anyway", then there's no need to say that. Otherwise, repair. Don't respond.


** Actually, most, if not all, are TemporaryPlatform. They disappear so quickly, however, that is essentially this trope, anyway.
*** And they ''come back to block you'' which makes it annoying if you're trying to jump back up, like with the Space Jump.
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Added an example.





[[folder: Video Games ]]

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[[folder: Video Games ]][[folder:Video Games]]




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* ''VideoGame/Me2017'': You fall through the "Trap" platform.



[[folder: Web Comics ]]

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[[folder: Web Comics ]][[folder:Web Comics]]
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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. ''VideoGame/MegaMan9'' has enemies that create fake platforms in a few stages.

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* Appears in several ''VideoGame/MegaMan'' ''Franchise/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. ''VideoGame/MegaMan9'' 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 the [[TemporaryPlatform loose tiles]], jumping up and down would reveal their locations. Unlike the loose tiles, you couldn't drop them and then mantle off.

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* The rotating tiles in the TempleOfDoom portion of ''PrinceOfPersia ''VideoGame/PrinceOfPersia 2: The Shadow and the Flame'', which usually led to a fatal fall or a DeathTrap. Like the [[TemporaryPlatform loose tiles]], jumping up and down would reveal their locations. Unlike the loose tiles, you couldn't drop them and then mantle off.
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** The first ''VideoGame/{{Metroid}}'' has a fake floor pitfall placed just before an Energy Tank in Ridley's hideout.
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* Several places in the ''TyTheTasmanianTiger'' series have such lovely elements of game design. In the third one, there's an optional maze of the blasted things. The object you acquire is considerably less than worth it, if not quite on the level of AndYourRewardIsClothes.
* In ''WithinADeepForest'', in the sub-level Shadowlands, one particular area has floating platforms that disappear right before you can touch them, indicating their false nature. Conversely, the solid platforms that you actually climb on are invisible until you're right on top of them (or more likely, underneath them, causing you to rebound back down to the ground).

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* Several places in the ''TyTheTasmanianTiger'' ''VideoGame/TyTheTasmanianTiger'' series have such lovely elements of game design. In the third one, there's an optional maze of the blasted things. The object you acquire is considerably less than worth it, if not quite on the level of AndYourRewardIsClothes.
* In ''WithinADeepForest'', ''VideoGame/WithinADeepForest'', in the sub-level Shadowlands, one particular area has floating platforms that disappear right before you can touch them, indicating their false nature. Conversely, the solid platforms that you actually climb on are invisible until you're right on top of them (or more likely, underneath them, causing you to rebound back down to the ground).
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* There's a sequence in ''VideoGame/Portal2'' where you're riding an Excursion Funnel to certain doom, but a nearby girder looks like a possible way to go OffTheRails. However, the girder is fake, and trying to jump on it just leads to falling straight through it.
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* In ''VideoGame/DangerousDave'', some purple metal girders are not actual platforms and you'll pass right through them. Level 9, in particular, drops you right onto one of them at the start of the level, so you'd better have learned how to tell the difference by then (look closely at their patterns). Incidentally, it's easier to spot the difference if you set the display to 4-color CGA mode.
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* Appear in several occasions in ''[[{{Metroid}} Super Metroid]]'', usually immediately before an upgrade.

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* Appear in several occasions in ''[[{{Metroid}} Super Metroid]]'', ''VideoGame/SuperMetroid'', usually immediately before an upgrade.
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Moving examples unrelated to video games to This Is Not A Floor.


[[folder: Film ]]

* Appears in ''Film/IndianaJonesAndTheLastCrusade''. Tiles that don't spell out Jehovah (with an I) are fake and will drop you into a deep pit.

[[/folder]]






[[folder: Tabletop Games ]]

* Using illusions to do this is a favorite of [=DMs=] -- and Player Characters -- in ''TabletopGame/DungeonsAndDragons''. They can also invert the trope by making a fake pit where there's actually solid ground. For extra evil points, the [[CastingAShadow Shadow Conjuration]] spells can create a Fake Platform that's only real for people who let themselves believe in it, while [=PCs=] who detect hostile magic and roll saving throws against it go plummeting through.

[[/folder]]




* In ''Webcomic/CwensQuest'':
** The main character [[http://www.cwensquest.com/?comic=chapter-1-page-4-rough-start runs into one of these]] when she steps onto the edge of a floating island.
** A more deliberately deceptive example [[http://www.cwensquest.com/?comic=chapter-8-page-7-good-start doesn't quite fool]] its intended victim.



* Invoked in ''Webcomic/RustyAndCo'' by GuileHero Prestige Perkins with a low-lying cloud, a covert Fly spell, and a [[http://rustyandco.com/comic/level-5-23/ really good bluff]].
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A bit more context.


* Invoked in ''Webcomic/RustyAndCo'' by GuileHero Prestige Perkins with a covert Fly spell and a [[http://rustyandco.com/comic/level-5-23/ really good bluff]].

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* Invoked in ''Webcomic/RustyAndCo'' by GuileHero Prestige Perkins with a low-lying cloud, a covert Fly spell spell, and a [[http://rustyandco.com/comic/level-5-23/ really good bluff]].
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Recursive link


* Using illusions to do this is a favorite of [=DMs=] -- and Player Characters -- in ''TabletopGame/DungeonsAndDragons''. They can also invert the trope by making a fake pit where there's actually solid ground. For extra evil points, the [[CastingAShadow Shadow Conjuration]] spells can create a FakePlatform that's only real for people who let themselves believe in it, while [=PCs=] who detect hostile magic and roll saving throws against it go plummeting through.

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* Using illusions to do this is a favorite of [=DMs=] -- and Player Characters -- in ''TabletopGame/DungeonsAndDragons''. They can also invert the trope by making a fake pit where there's actually solid ground. For extra evil points, the [[CastingAShadow Shadow Conjuration]] spells can create a FakePlatform Fake Platform that's only real for people who let themselves believe in it, while [=PCs=] who detect hostile magic and roll saving throws against it go plummeting through.

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* Using illusions to do this is a favorite of evil [=DMs=] in ''TabletopGame/DungeonsAndDragons''.
** Illusions are awesome. They can even be used to invert this trope by creating the illusion of a PIT where the ground is actually solid. Due to the way illusions work; this can result in anyone possibly dying from fall damage from a harmless drop. Make an illusion of a pit fifty feet deep with a forest of blades at the bottom with an actual drop of less than ten feet. One save to avoid falling in, a second to realize you fell less than two seconds.

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* Using illusions to do this is a favorite of evil [=DMs=] -- and Player Characters -- in ''TabletopGame/DungeonsAndDragons''.
** Illusions are awesome.
''TabletopGame/DungeonsAndDragons''. They can even be used to also invert this the trope by creating the illusion of making a PIT fake pit where the ground is there's actually solid. Due to solid ground. For extra evil points, the way illusions work; this [[CastingAShadow Shadow Conjuration]] spells can result create a FakePlatform that's only real for people who let themselves believe in anyone possibly dying from fall damage from a harmless drop. Make an illusion of a pit fifty feet deep with a forest of blades at the bottom with an actual drop of less than ten feet. One save to avoid falling in, a second to realize you fell less than two seconds.
it, while [=PCs=] who detect hostile magic and roll saving throws against it go plummeting through.



* Although usually a video game trope the main character of ''Webcomic/CwensQuest'' [[http://www.cwensquest.com/?comic=chapter-1-page-4-rough-start runs into one of these]] when she steps onto the edge floating island.
** And now a [[http://www.cwensquest.com/?comic=chapter-8-page-7-good-start more direct example]].
* Parodied in [[http://brawlinthefamily.keenspot.com/2010/04/19/237-variations-on-a-vine-comic/ this]] strip of ''Webcomic/BrawlInTheFamily''

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* Although usually a video game trope the In ''Webcomic/CwensQuest'':
** The
main character of ''Webcomic/CwensQuest'' [[http://www.cwensquest.com/?comic=chapter-1-page-4-rough-start runs into one of these]] when she steps onto the edge of a floating island.
** And now a A more deliberately deceptive example [[http://www.cwensquest.com/?comic=chapter-8-page-7-good-start more direct example]].
doesn't quite fool]] its intended victim.
* Parodied in [[http://brawlinthefamily.keenspot.com/2010/04/19/237-variations-on-a-vine-comic/ com/comic/237-variationsonavinecomic900/ this]] strip of ''Webcomic/BrawlInTheFamily''
''Webcomic/BrawlInTheFamily'': Mario should really know that climbing onto a cloud doesn't end well. Or start well.
* Invoked in ''Webcomic/RustyAndCo'' by GuileHero Prestige Perkins with a covert Fly spell and a [[http://rustyandco.com/comic/level-5-23/ really good bluff]].

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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.
** 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 ''Webcomic/CwensQuest'' [[http://www.drunkduck.com/Cwens_Quest/index.php?p=322400 cwensquest.com/?comic=chapter-1-page-4-rough-start 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 cwensquest.com/?comic=chapter-8-page-7-good-start more direct example]].

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%% Image kept on page per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1331120328011680100

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%% Image kept on page per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1331120328011680100



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* Using illusions to do this is a favorite of evil [=DMs=] in ''DungeonsAndDragons''.

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* Using illusions to do this is a favorite of evil [=DMs=] in ''DungeonsAndDragons''.''TabletopGame/DungeonsAndDragons''.
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** Illusions are awesome. They can even be used to invert this trope by creating the illusion of a PIT where the ground is actually solid. Due to the way illusions work; this can result in anyone possibly dying from fall damage from a harmless drop. Make an illusion of a pit fifty feet deep with a forest of blades at the bottom with an actual drop of less than ten feet. One save to avoid falling in, a second to realize you fell less than two seconds.
Is there an issue? Send a MessageReason:
None


* Platforms that open from under you occur throughout ''{{La-Mulana}}'', but not often enough to contribute significantly to the game's [[NintendoHard difficulty]] (though one in the Chamber of Birth can set you back to the beginning of an annoying maze). That is, until you get into the [[BonusLevelOfHell Hell Temple]] and find yourself falling into the [[NonLethalBottomlessPits Land of Hell]] ''again'' by stepping on what looked like a perfectly solid platform. Throwing bombs and the [[NotCompletelyUseless throwing knives]] as well as watching enemy movement patterns help sort out the fake platforms from the real ones here.

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* Platforms that open from under you occur throughout ''{{La-Mulana}}'', ''VideoGame/LaMulana'', but not often enough to contribute significantly to the game's [[NintendoHard difficulty]] (though one in the Chamber of Birth can set you back to the beginning of an annoying maze). That is, until you get into the [[BonusLevelOfHell Hell Temple]] and find yourself falling into the [[NonLethalBottomlessPits Land of Hell]] ''again'' by stepping on what looked like a perfectly solid platform. Throwing bombs and the [[NotCompletelyUseless throwing knives]] as well as watching enemy movement patterns help sort out the fake platforms from the real ones here.
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The 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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The 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 Fake Platform drops you instantly if you set foot on it. Usually, this is over a BottomlessPit or SpikesOfDoom.
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* Standard fare in ''VideoGame/CastlevaniaIISimonsQuest'', as discussed/raged on at length by the AVGN.

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* Standard fare in ''VideoGame/CastlevaniaIISimonsQuest'', as discussed/raged on at length by the AVGN. Dracula's Eye doesn't reveal them, either, so your best shot is to keep tossing holy water vials until they pass through the floor ahead of you. Fun!
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* Cleverly implemented in ''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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* Cleverly implemented in ''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. Or just jump on the railing of your original platform, the hight difference is enough that you don't need the dropping platform.
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Nope.
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Nope.


** In Commander Keen 5 there are platforms which slide in the opposite direction if you aproach them. The only way to reach them is to jump on them from exactly below (not diagonally).

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** In Commander Keen 5 there are platforms which slide in the opposite direction if you aproach them. The only way to reach them is to jump on them from exactly below (not diagonally).

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** Actually, most, if not all, are TemporaryPlatform. They disappear so quickly, however, that is essencially this trope, anyway.

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** Actually, most, if not all, are TemporaryPlatform. They disappear so quickly, however, that is essencially essentially this trope, anyway.



* Using illusions to do this is a favorite of evil [=DMs=] in ''DungeonsAndDragons''


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[[AC:TabletopGames]]
* Using illusions to do this is a favorite of evil [=DMs=] in ''DungeonsAndDragons''.
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  • Keen 5

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** In Commander Keen 5 there are platforms which slide in the opposite direction if you aproach them. The only way to reach them is to jump on them from exactly below (not diagonally).
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* You can't jump on broken platforms in ''DoodleJump''; you simply fall through them.

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* You can't jump on broken platforms in ''DoodleJump''; ''VideoGame/DoodleJump''; you simply fall through them.
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* The trapdoor blocks in ''LodeRunner'', which you couldn't run into from the side. The one way to test for them was to stand next to an apparently diggable block and try to dig through it.

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* The trapdoor blocks in ''LodeRunner'', ''VideoGame/LodeRunner'', which you couldn't run into from the side. The one way to test for them was to stand next to an apparently diggable block and try to dig through it.

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