History Main / LeapOfFaith

15th Jun '16 8:07:41 AM erforce
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* The ''VideoGame/DonkeyKongCountry'' game for the SNES absolutely ''reveled'' in this; there is absolutely no way to [[HundredPercentCompletion find all of the hidden areas]] without systematically jumping, diving, and falling into every conceivable [[BottomlessPits hole on the screen]] (of which there were many). Such an effort will take quite a while, but most of the secrets are based on patterns of details. ''e.g.'', when a barrel's sitting on the ground (as opposed to the floating DK Barrels), look for a nearby destructible wall or an enemy blocking a path. The sequel eased off on this a bit, thankfully.
** A careful analysis of ''VideoGame/DonkeyKongCountry 2'''s use of this trope is available [[http://www.sirlin.net/articles/the-secrets-of-donkey-kong-country-2.html/ here]].
** In a couple of them, you can just see the top of a barrel, but not often. However, the port to the GBA made several of them more obvious, and removed a couple, such as the one at the start of the first minecart level.
* ''ConquestOfTheCrystalPalace'' has two such levels where falls don't kill you; instead, you get bumped back to a checkpoint near where the series of pits was. In one case, you can actually fall into a pit and discover an easy-to-defeat BonusBoss that coughs up a one-of-a-kind Moon Mirror, which destroys all non-boss enemies (but ItOnlyWorksOnce).
* ''SuperPrincessPeach'' handles this in an odd way. In early stages, there are no bottomless pits; falling into every hole is the only way to find all of the collectable items in each stage. And then later stages add the bottomless pits, punishing the player for using his conditioned reckless exploration skills.

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* ''VideoGame/DonkeyKongCountry''
**
The ''VideoGame/DonkeyKongCountry'' first ''VideoGame/DonkeyKongCountry1'' game for the SNES absolutely ''reveled'' in this; there is absolutely no way to [[HundredPercentCompletion find all of the hidden areas]] without systematically jumping, diving, and falling into every conceivable [[BottomlessPits hole on the screen]] (of which there were many). Such an effort will take quite a while, but most of the secrets are based on patterns of details. ''e.g.'', when a barrel's sitting on the ground (as opposed to the floating DK Barrels), look for a nearby destructible wall or an enemy blocking a path. The sequel eased off on this a bit, thankfully.
** A careful analysis of ''VideoGame/DonkeyKongCountry 2'''s ''VideoGame/DonkeyKongCountry2DiddysKongQuest'''s use of this trope is available [[http://www.sirlin.net/articles/the-secrets-of-donkey-kong-country-2.html/ here]].
** *** In a couple of them, you can just see the top of a barrel, but not often. However, the port to the GBA made several of them more obvious, and removed a couple, such as the one at the start of the first minecart level.
* ''ConquestOfTheCrystalPalace'' ''VideoGame/ConquestOfTheCrystalPalace'' has two such levels where falls don't kill you; instead, you get bumped back to a checkpoint near where the series of pits was. In one case, you can actually fall into a pit and discover an easy-to-defeat BonusBoss that coughs up a one-of-a-kind Moon Mirror, which destroys all non-boss enemies (but ItOnlyWorksOnce).
* ''SuperPrincessPeach'' ''VideoGame/SuperPrincessPeach'' handles this in an odd way. In early stages, there are no bottomless pits; falling into every hole is the only way to find all of the collectable items in each stage. And then later stages add the bottomless pits, punishing the player for using his conditioned reckless exploration skills.
20th Mar '16 11:58:19 PM sarysa
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* ''VideoGame/AngryVideoGameNerdAdventures'' both subverts and plays it straight in a fantasy-themed level. It's subverted when the first useful ladder down to the lower level has a pit right next to it. Fall into the pit and you die. Go down the ladder, and the camera will adjust to allow free vertical scrolling for the remainder of the level, and also revealing what could have been a safe landing below said pit. The rest of the level has numerous typical leaps of faith, including one that contains a useful checkpoint right before a parody of the ''VideoGame/MegaMan3'' disappearing block sections.
24th Feb '16 6:31:04 PM MegaMarioMan
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* Several hidden areas in ''VideoGame/RatchetAndClank'', usually leading to special bolts, would be hidden in places that seemed likely to kill you. Oftentimes they would if you weren't expressly trying to press Ratchet in the direction of a hidden tunnel or somesuch.
** ''RatchetAndClankFutureACrackInTime'' adds a story-relevant leap of faith in Krell Canyon on Lumos. Alistair mentions that he and Ratchet's father enjoyed hoverbooting there as kids, and Kaden was never afraid to jump into the inky blackness (despite breaking his arm at least once). Naturally, as Kaden's son, Ratchet is expected to jump just as bravely.

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* Several hidden areas in ''VideoGame/RatchetAndClank'', ''Franchise/RatchetAndClank'', usually leading to special bolts, would be hidden in places that seemed likely to kill you. Oftentimes they would if you weren't expressly trying to press Ratchet in the direction of a hidden tunnel or somesuch.
** ''RatchetAndClankFutureACrackInTime'' ''VideoGame/RatchetAndClankFutureACrackInTime'' adds a story-relevant leap of faith in Krell Canyon on Lumos. Alistair mentions that he and Ratchet's father enjoyed hoverbooting there as kids, and Kaden was never afraid to jump into the inky blackness (despite breaking his arm at least once). Naturally, as Kaden's son, Ratchet is expected to jump just as bravely.
14th Dec '15 1:49:14 PM hamza678
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* The ''EmpireStrikesBack'' game for the GameBoy consisted of nothing but this. With floor traps on virtually every level that were almost always one hit kills and no guide or maps available at the time, to beat the game required taking a never ending chain of leaps of faith until the player memorized the layout and learned when it was safe to jump into the abyss and when it would kill you. This is also an example of [[TrialAndErrorGameplay trial and error.]]

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* The ''EmpireStrikesBack'' ''Film/TheEmpireStrikesBack'' game for the GameBoy consisted of nothing but this. With floor traps on virtually every level that were almost always one hit kills and no guide or maps available at the time, to beat the game required taking a never ending chain of leaps of faith until the player memorized the layout and learned when it was safe to jump into the abyss and when it would kill you. This is also an example of [[TrialAndErrorGameplay trial and error.]]
29th Nov '15 7:28:19 PM nombretomado
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* Mostly averted in the SegaGenesis-era 2D ''SonicTheHedgehog'' games; almost ''any'' place where you can pitch yourself into space will either have a long landing strip, a tell-tale string of rings or a wall that stops you from going too far. Later 2D games -- ''Sonic Rush'' is particularly {{egregious}} if you're not on the highest possible path -- were less clever about this and it was very easy to die in a jump because there's no way out, or because you took the jump going the wrong speed.

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* Mostly averted in the SegaGenesis-era UsefulNotes/SegaGenesis-era 2D ''SonicTheHedgehog'' games; almost ''any'' place where you can pitch yourself into space will either have a long landing strip, a tell-tale string of rings or a wall that stops you from going too far. Later 2D games -- ''Sonic Rush'' is particularly {{egregious}} if you're not on the highest possible path -- were less clever about this and it was very easy to die in a jump because there's no way out, or because you took the jump going the wrong speed.
18th Nov '15 6:45:20 PM HiddenWindshield
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** And don't forget that loathsome dungeon in the side-scrolling ''VideoGame/ZeldaIITheAdventureOfLink''. There is at least one dungeon in particular where, for once, falling in a pit not only won't kill you but is the only way to proceed. But at least the game is consistent: bottomless pits were never deadly and ''always'' made you fall to a lower level. The deadly falls always had lava in them.



* ''VideoGame/{{Portal}}'' has something like this in Test Chamber 18 - the large room with a spinning energy ball launcher is, apart from the side where you start, the other side, and the unreachable platforms with turrets on them, almost entirely a BottomlessPit / SuperDrowningSkills hybrid where "the floor here will kill you"- except for a small area next to the starting side, which you would never check to find at the beginning but becomes important at the end when you need to pull off a slingshot maneuver with [[ChekhovsGun the door wall you used to enter the room]].
25th Sep '15 6:12:37 PM nombretomado
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* At one point in ''[[{{Oddworld}} Abe's Oddysee]]'', you come to a sheer cliff overhanging what appears to be one of the many bottomless pits which litter the game. Chanting for a hint from the helpful fireflies will give you the message [[LampshadeHanging "Leap of Faith"]]. It is clear what you have to do, although half-hearted players should note that doing a small jump or falling off the ledge will result in them being found to be [[BottomlessPit not quite faithful enough.]]

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* At one point in ''[[{{Oddworld}} ''[[VideoGame/{{Oddworld}} Abe's Oddysee]]'', you come to a sheer cliff overhanging what appears to be one of the many bottomless pits which litter the game. Chanting for a hint from the helpful fireflies will give you the message [[LampshadeHanging "Leap of Faith"]]. It is clear what you have to do, although half-hearted players should note that doing a small jump or falling off the ledge will result in them being found to be [[BottomlessPit not quite faithful enough.]]
29th Jul '15 3:34:40 PM Morgenthaler
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* ''{{Quackshot}}'', which cast DonaldDuck in the role of AdventurerArchaeologist, had a section where you had to cross a vast canyon using invisible floating platforms which wouldn't appear until after you'd already jumped onto them.

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* ''{{Quackshot}}'', ''VideoGame/{{Quackshot}}'', which cast DonaldDuck in the role of AdventurerArchaeologist, had a section where you had to cross a vast canyon using invisible floating platforms which wouldn't appear until after you'd already jumped onto them.



** ''KaizoMarioWorld'' does this, possibly in both the final castles with a door on a ledge, and Mario having to quickly jump off a falling Yoshi to hit invisible coin blocks to use to reach the goal, which is, of course, the infamous KaizoTrap. This is among possible other examples which are probably too numerous to list.

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** ''KaizoMarioWorld'' ''VideoGame/KaizoMarioWorld'' does this, possibly in both the final castles with a door on a ledge, and Mario having to quickly jump off a falling Yoshi to hit invisible coin blocks to use to reach the goal, which is, of course, the infamous KaizoTrap. This is among possible other examples which are probably too numerous to list.
5th Jul '15 5:45:40 AM Prfnoff
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* ''{{Okami}}'' not only WANTS you to jump into what seems like a bottomless pit of flame, your sidekick actually ENCOURAGES you to do so.

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* ''{{Okami}}'' ''VideoGame/{{Okami}}'' not only WANTS you to jump into what seems like a bottomless pit of flame, your sidekick actually ENCOURAGES you to do so.



* One important area in ''AnUntitledStory'' is accessible... by taking a several-screen tall leap from the peak of the nearby hill.

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* One important area in ''AnUntitledStory'' ''VideoGame/AnUntitledStory'' is accessible... by taking a several-screen tall leap from the peak of the nearby hill.
12th Jun '15 5:25:20 AM WhosAsking
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* ''Film/IndianaJonesAndTheLastCrusade''. The platform itself is only visible from a very specific angle; when seen directly from Indiana's perspective while walking on it, it is invisible, and Indy has to spread dust on the walkway to make it visible to anyone following him.

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* ''Film/IndianaJonesAndTheLastCrusade''. The platform itself bridge across the gap is only visible artfully painted so that, from Indy's perspective, it's indistinguishable from the view across the abyss. Only when he took the step did he realize the camouflage, which we see when the camera pans to one side to view the bridge from a very specific angle; when seen directly from Indiana's perspective while walking on it, it is invisible, and different angle. Indy has to spread dust sand on the walkway to make it visible to anyone following him.
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