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** Following the release of ''VideoGame/MetroidPrime Remastered'', the door leading to Thardus became one. The door is initially without power, and to activate it, the player must use the Wave Beam (which they need to get to this point) to energize a power conduit above the door that's behind a destructible ornament. To do ''that'', the player needs the Super Missile (to destroy the ornament) and the Thermal Visor (to see the power conduit. Switching to the Thermal Visor isn't required to energize power conduits, but conduits won't activate until the visor is acquired), and both of these items are found in the nearby Space Pirate base. However, many players have gotten tripped up trying to figure this out. Many try to activate the door right away, while others get the required items but fail to realize they need to use them to activate the door, and some take time trying to figure out how to use the items themselves, namely the Super Missiles[[note]]You activate them by firing a missile while holding a charged shot with the Power Beam specifically. Some have tried to do it with the Wave Beam instead.[[/note]]Because of the number of posts on r/metroid asking how to get past this part, some have said it has become Prime's equivalent to the Noob Bridge.

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* Several custom levels for ''VideoGame/{{Doom}}'' require the player to use [[DiagonalSpeedBoost straferunning]] to move faster or jump over wide gaps. Straferunning itself is a [[GoodBadBugs glitch in the game's physics]], and new players may not even know about it, or realize that using a glitch is necessary in a serious level. A similarly obscure glitch, [[https://doomwiki.org/wiki/Wallrunning wallrunning]], is also used in a number of custom levels, with the added problem that some popular source ports have wallrunning disabled by default.

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* ''VideoGame/{{Doom}}'':
** Map 07 of ''VideoGame/DoomII'', "Dead Simple", which introduces you to two of the game's new monsters in sequence, the Mancubus (large demons with fireball launchers that they launch three at a time in patterns specifically to trip up strafing players) and then the Arachnotron (relatively fragile demons that stand still to endlessly fire a plasma gun at you), followed by Map 08, "Tricks and Traps", a sprawling multi-part level with a ton of enemies. If you haven't gotten the hang of switching weapons based on the situation (e.g. firing a rocket at an enemy right in your face probably isn't the best idea) or [[SetAMookToKillAMook setting up enemies to take each other out]] (because there's no way you're taking out a dozen Barons of Hell ''and'' a Cyberdemon on your own - but since only the Cyberdemon is actually facing you when you enter that room, you don't have to), you're not going to have a good time in these levels. It's especially apparent if you're still fresh from ''VideoGame/Wolfenstein3D'', where your guns differed only in fire rate and there was as such no reason to switch so long as you still had ammo, and enemies wouldn't change focus to each other if you ever got them to shoot one another.
**
Several custom levels for ''VideoGame/{{Doom}}'' require the player to use [[DiagonalSpeedBoost straferunning]] to move faster or jump over wide gaps. Straferunning itself is a [[GoodBadBugs glitch in the game's physics]], and new players may not even know about it, or realize that using a glitch is necessary in a serious level. A similarly obscure glitch, [[https://doomwiki.org/wiki/Wallrunning wallrunning]], is also used in a number of custom levels, with the added problem that some popular source ports have wallrunning disabled by default. default; beating them requires knowledge of both one of the ''Doom'' engine's quirks ''and'' how your source port of choice handles it.
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* ''VideoGame/TheLegendOfZelda'':

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* ''VideoGame/TheLegendOfZelda'':''Franchise/TheLegendOfZelda'':
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Euclid's ''Elements of Geometry'' includes an [[OlderThanFeudalism extremely old]] and surprisingly literal example: the fifth proposition is traditionally known as the "[[http://en.wikipedia.org/wiki/Pons_asinorum Asses' Bridge]]", because the diagram looks somewhat bridgelike and the proof is said to be the first one that is complex enough to scare off newbies to the subject.

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Euclid's ''Elements of Geometry'' includes an [[OlderThanFeudalism extremely old]] and surprisingly literal example: the fifth proposition is traditionally known as the "[[http://en.[[http://en.wikipedia.org/wiki/Pons_asinorum Asses' Bridge]]", "Asses' Bridge,"]] because the diagram looks somewhat bridgelike and the proof is said to be the first one that is complex enough to scare off newbies to the subject.
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*** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this to. Fortunately, it's not the main way to get into Maridia and mainly functions as a valuable shortcut. Traveling through Maridia from the other entrance will show you a similar tube that's already broken as a hint for breaking open this entrance. And even if you don't realize that this is a hint, if you decided to stay on the title screen to watch the AttractMode, one of the clips will give you the solution. This is also one case where knowledge of another game can help - shattering a glass tube with a Power Bomb is also the way you [[spoiler:open a path from Chozodia and the Space Pirate Mothership back to the rest of Zebes]] in ''Zero Mission'', as a CallForward to the tube from ''Super''.

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*** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this to. Fortunately, it's not the main way to get into Maridia and mainly functions as a valuable shortcut. Traveling through Maridia from the other entrance will show you a similar tube that's already broken as a hint for breaking open this entrance. And even if you don't realize that this is a hint, if you decided to stay on the title screen to watch the AttractMode, one of the clips will give you the solution. This is also one case where knowledge of another game other games can help - shattering a glass tube with a Power Bomb is also the way you [[spoiler:open a path from Chozodia and the Space Pirate Mothership back to the rest of Zebes]] in ''Zero Mission'', as a CallForward to the tube from ''Super''.''Super'', ''and'' similar tubes in Sector 4 of ''VideoGame/MetroidFusion'' can be Power Bombed to find upgrades, which are deliberate {{Call Back}}s.
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The TropeNamer is [[https://metroid.fandom.com/wiki/N00b_bridge the nickname of a crumbling bridge]] from ''VideoGame/SuperMetroid'' — the first place in that game where use of the run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.[[note]]This is further amplified by the fact that knowledge from playing other ''Franchise/{{Metroid}}'' games won't help either, as ''Super'' was the only game in the entire series to have a dedicated run button until Dread came out.[[/note]] The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.

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The TropeNamer is [[https://metroid.fandom.com/wiki/N00b_bridge the nickname of a crumbling bridge]] from ''VideoGame/SuperMetroid'' — the first place in that game where use of the run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.[[note]]This is further amplified by the fact that knowledge from playing other ''Franchise/{{Metroid}}'' games won't help either, as ''Super'' was the only game in the entire series to have a dedicated run button until Dread ''Dread'' came out.[[/note]] The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.
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* ''VideoGame/MegaMan4'' has one in the form of the penultimate boss. Due to the height at which its weak spot is, good luck getting past him with just the standard [[FanNickname P-Shooter]]. As LetsPlay/RoahmMythril [[https://youtu.be/Ai7Gbcdvkck?t=12m13s demonstrates]], the ''{{Charged|Attack}}'' Mega Buster has just enough reach to hit the weak spot; the uncharged form just can't quite reach. There is also the Drill Bomb's often overlooked "remote detonation"[[note]]you can make it explode early by pushing B[[/note]] and SplashDamage properties making it the only other effective weapon[[note]]Wily Machine 4 is immune to Rain Flush[[/note]] to hit the weak point.

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* ''VideoGame/MegaMan4'' has one in the form of the penultimate boss. Due to the height at which its weak spot is, good luck getting past him with just the standard [[FanNickname P-Shooter]].P-Shooter. As LetsPlay/RoahmMythril [[https://youtu.be/Ai7Gbcdvkck?t=12m13s demonstrates]], the ''{{Charged|Attack}}'' Mega Buster has just enough reach to hit the weak spot; the uncharged form just can't quite reach. There is also the Drill Bomb's often overlooked "remote detonation"[[note]]you can make it explode early by pushing B[[/note]] and SplashDamage properties making it the only other effective weapon[[note]]Wily Machine 4 is immune to Rain Flush[[/note]] to hit the weak point.
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** ''VideoGame/SuperMetroid'' is the TropeNamer, described above. Players who have experience with other ''Metroid'' games may actually be ''more'' likely to fall for this than total newcomers; ''Super Metroid'' is the only game in the series to have a dedicated run button, so without access to a manual, those who are used to other 2D entries like ''[[VideoGame/MetroidZeroMission Zero Mission]]'' or ''[[VideoGame/MetroidSamusReturns Samus Returns]]'' may acknowledge the run button... but assume that it'll only be useful once they get the [[SprintShoes Speed Booster]] later in the game.

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** ''VideoGame/SuperMetroid'' is the TropeNamer, described above. Players who have experience with other ''Metroid'' games may actually be ''more'' likely to fall for this than total newcomers; ''Super Metroid'' is was the only game in the series to have a dedicated run button, button until Dread came out, so without access to a manual, those who are used to other 2D entries like ''[[VideoGame/MetroidZeroMission Zero Mission]]'' or ''[[VideoGame/MetroidSamusReturns Samus Returns]]'' may acknowledge the run button... but assume that it'll only be useful once they get the [[SprintShoes Speed Booster]] later in the game.
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The TropeNamer is [[https://metroid.fandom.com/wiki/N00b_bridge the nickname of a crumbling bridge]] from ''VideoGame/SuperMetroid'' — the first place in that game where use of the run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.[[note]]This is further amplified by the fact that knowledge from playing other ''Franchise/{{Metroid}}'' games won't help either, as ''Super'' is the only game in the entire series to have a dedicated run button.[[/note]] The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.

to:

The TropeNamer is [[https://metroid.fandom.com/wiki/N00b_bridge the nickname of a crumbling bridge]] from ''VideoGame/SuperMetroid'' — the first place in that game where use of the run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.[[note]]This is further amplified by the fact that knowledge from playing other ''Franchise/{{Metroid}}'' games won't help either, as ''Super'' is was the only game in the entire series to have a dedicated run button.button until Dread came out.[[/note]] The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.
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*** Though since the Dash button was described in the manual, the giant drop that "requires" Wall Jumping to escape was a bigger noob bridge for people who started with the SNES game. Wall jumping in ''Super Metroid'' differs so much from how the mechanic functions in most other games that it can difficult to figure out how to pull off with any level of consistency without quite a bit of practice. Some players might not even bother and actually find it easier to spend their time bomb jumping[[note]](an optional technique that the game doesn't teach you outside AttractMode, with the variant taught being the slowest version of the maneuver)[[/note]] to escape over trying and failing to learn the maneuver.
*** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this to. Fortunately, it's not the main way to get into Maridia and mainly functions as a valuable shortcut. Traveling through Maridia from the other entrance will show you a similar tube that's already broken as a hint for breaking open this entrance. And even if you don't realize that this is a hint, if you decided to stay on the title screen to watch the AttractMode, one of the clips will give you the solution. This is also one case where knowledge of another game can help - shattering a glass tube with a Power Bomb is also the way you [[spoiler:open a path from Chozodia back to the rest of the game world]] in ''Zero Mission''.

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*** Though since the Dash button was described in the manual, the giant drop that "requires" Wall Jumping to escape was a bigger noob bridge for people who started with the SNES game. Wall jumping in ''Super Metroid'' differs so much from how the mechanic functions in most other games that it can difficult to figure out how to pull off with any level of consistency without quite a bit of practice. Some players might not even bother and actually find it easier to spend their time bomb jumping[[note]](an optional technique that the game doesn't teach you outside the AttractMode, with the variant taught being the slowest version of the maneuver)[[/note]] to escape over trying and failing to learn the maneuver.
*** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this to. Fortunately, it's not the main way to get into Maridia and mainly functions as a valuable shortcut. Traveling through Maridia from the other entrance will show you a similar tube that's already broken as a hint for breaking open this entrance. And even if you don't realize that this is a hint, if you decided to stay on the title screen to watch the AttractMode, one of the clips will give you the solution. This is also one case where knowledge of another game can help - shattering a glass tube with a Power Bomb is also the way you [[spoiler:open a path from Chozodia and the Space Pirate Mothership back to the rest of the game world]] Zebes]] in ''Zero Mission''.Mission'', as a CallForward to the tube from ''Super''.
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*** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this to. Fortunately, it's not the main way to get into Maridia and mainly functions as a valuable shortcut. Traveling through Maridia from the other entrance will show you a similar tube that's already broken as a hint for breaking open this entrance. And even if you don't realize that this is a hint, if you decided to stay on the title screen to watch the AttractMode, one of the clips will give you the solution.

to:

*** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this to. Fortunately, it's not the main way to get into Maridia and mainly functions as a valuable shortcut. Traveling through Maridia from the other entrance will show you a similar tube that's already broken as a hint for breaking open this entrance. And even if you don't realize that this is a hint, if you decided to stay on the title screen to watch the AttractMode, one of the clips will give you the solution. This is also one case where knowledge of another game can help - shattering a glass tube with a Power Bomb is also the way you [[spoiler:open a path from Chozodia back to the rest of the game world]] in ''Zero Mission''.



* Bear Hugger, the second opponent in ''[[VideoGame/PunchOut Super Punch Out]]'', has {{Kevlard}} that makes him immune to gut punches for most of the fight. If you try, he'll NoSell it and [[PlayerNudge taunt you to indicate that it won't work.]] The first opponent could be beaten without knowing how to throw face punches by pressing up + attack, but a new player will likely need to learn this to get past Bear Hugger.

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* Bear Hugger, the second opponent in ''[[VideoGame/PunchOut Super Punch Out]]'', ''Super VideoGame/PunchOut'', has {{Kevlard}} that makes him immune to gut punches for most of the fight. If you try, he'll NoSell it and [[PlayerNudge taunt you to indicate that it won't work.]] The first opponent could be beaten without knowing how to throw face punches by pressing up + attack, but a new player will likely need to learn this to get past Bear Hugger.
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** ''VideoGame/SuperMetroid'' is the TropeNamer, described above. Players who have experience with other ''Metroid'' games may actually be ''more'' likely to fall for this than total newcomers; ''Super Metroid'' is the only game in the series to have a dedicated run button, so without access to a manual, those who are used to other 2D entries like ''Zero Mission'' or ''Samus Returns'' may acknowledge the run button... but assume that it'll only be useful once they get the [[SprintShoes Speed Booster]] later in the game.

to:

** ''VideoGame/SuperMetroid'' is the TropeNamer, described above. Players who have experience with other ''Metroid'' games may actually be ''more'' likely to fall for this than total newcomers; ''Super Metroid'' is the only game in the series to have a dedicated run button, so without access to a manual, those who are used to other 2D entries like ''Zero Mission'' ''[[VideoGame/MetroidZeroMission Zero Mission]]'' or ''Samus Returns'' ''[[VideoGame/MetroidSamusReturns Samus Returns]]'' may acknowledge the run button... but assume that it'll only be useful once they get the [[SprintShoes Speed Booster]] later in the game.
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* ''VideoGame/{{Marathon}}'': You'll be stuck on "Cool Fusion" until you figure out that you can activate switches by shooting them with grenades. The game kind of hints at this by giving you a bunch of grenades (which you'll need if you've already fired all of yours), but it's possible some people might not figure it out immediately. Two levels later, "Blaspheme Quarantine" has the first gap that you can only cross by running. Also, though it's not mandatory, the Deprivation Chamber on "Never Burn Money" can only be escaped by performing consecutive {{grenade jump}}s along the wall to reach the teleporter.

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* ''VideoGame/{{Marathon}}'': You'll be stuck on "Cool Fusion" until you figure out that you can activate switches by shooting them with grenades. The game kind of hints at this by giving you a bunch of grenades (which you'll need if you've already fired all of yours), but it's possible some people might not figure it out immediately. Two levels later, "Blaspheme Quarantine" has the first gap that you can only cross by running. Also, though it's not mandatory, the Deprivation Chamber on "Never Burn Money" can only be escaped by performing consecutive {{grenade jump}}s [[RocketJump grenade jumps]] along the wall to reach the teleporter.
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* Bear Hugger, the second opponent in ''[[VideoGame/PunchOut Super Punch Out]]'', has {{Kevlard}} that makes him immune to gut punches for most of the fight. If you try, he'll NoSell it and [[PlayerNudge taunt you to indicate that it won't work.]] The first opponent could be beaten without knowing how to throw face punches by pressing up + attack, but a new player will likely need to learn this to get past Bear Hugger.
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* ''VideoGame/ConkersBadFurDay'': In the room with the rock monsters' dance club, it is clear that Conker must get drunk and [[UrineTrouble urinate onto the rock monsters]] to move them into designated holes. This mechanic was taught in a previous Antepiece level. However, in the dance club level, the nearest rock monsters are too far away from their holes, and Conker cannot urinate far enough to push them in: repeated attempts result only in the rock monster getting [[CantGetAwayWithNothing justifiably mad]] and wracking Conker. What's NOT explained anywhere, ever, is that holding the Z-button lengthens Conker's stream, which the only way to beat the level and continue the game.

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* ''VideoGame/ConkersBadFurDay'': In the room with the rock monsters' dance club, it is clear that Conker must get drunk and [[UrineTrouble urinate onto the rock monsters]] to move them into designated holes. This mechanic was taught in a previous Antepiece level. However, in the dance club level, the nearest rock monsters are too far away from their holes, and Conker cannot urinate far enough to push them in: repeated attempts result only in the rock monster getting [[CantGetAwayWithNothing justifiably mad]] and wracking Conker. What's NOT explained anywhere, ever, is that holding the Z-button lengthens Conker's stream, which is the only way to beat the level and continue the game.
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Added example from Conker's Bad Fyr Day

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* ''VideoGame/ConkersBadFurDay'': In the room with the rock monsters' dance club, it is clear that Conker must get drunk and [[UrineTrouble urinate onto the rock monsters]] to move them into designated holes. This mechanic was taught in a previous Antepiece level. However, in the dance club level, the nearest rock monsters are too far away from their holes, and Conker cannot urinate far enough to push them in: repeated attempts result only in the rock monster getting [[CantGetAwayWithNothing justifiably mad]] and wracking Conker. What's NOT explained anywhere, ever, is that holding the Z-button lengthens Conker's stream, which the only way to beat the level and continue the game.

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** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Artaria, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, shoots a bit too accurately, only shoots at the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable.

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** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Artaria, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, shoots a bit too accurately, only shoots at the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable. This room famously tripped up David Jaffe, and has since been dubbed the "Jaffe Room" in reference to him. In addition, the destructible blocks have been dubbed the "Noob Ceiling".
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This trope is for when an early mechanic stumps players and thus serves as a sign that a player is new or unfamiliar. It's not just early game mechanics that teach you to play.


* The first level of ''VideoGame/HaloCombatEvolved'', "The Pillar of Autumn", is essentially designed to be a parade of Noob Bridges. You must jump over some piping and crouch under a broken door to progress, several enemy encounters encourage you to take a flanking route while friendly Marines serve as a distraction, there are multiple instances of enemies having their back to you for an easy [[OneHitKO assassination]], one room is built around fighting enemies up a staircase from you, there is a prompt to break open a broken door with a melee attack in an area which limits your visibility but shows off the power of your motion sensor, and the very last encounter gives you a ton of grenades and a safe space to practice your grenade throwing skills from. [[SeinfeldIsUnfunny If any of that sounds old hat]], keep in mind that ''Combat Evolved'' practically codified the modern FPS control scheme, was among the first games to let you fight alongside large groups of friendly NPC's, and that it was still very common in 2001 for non-platformer games to not include a jump button or dedicated melee and grenade buttons.



** At the very start of ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', to escape the room Link wakes up in you must climb up a rocky wall. The wall is in a linear corridor with the exit in clear view behind it, meaning that even though ''Zelda'' has never featured complete freedom in what surfaces you can climb (this rocky wall would be impassable in any previous game), players are likely to give it a go anyway out of instinct. Since the ability to freely climb most surfaces is vital for getting around the world in ''Breath of the Wild'', it is a good skill to make sure the player knows right away.
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** At the very start of ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', to escape the room Link wakes up in you must climb up a rocky wall. The wall is in a linear corridor with the exit in clear view behind it, meaning that even though ''Zelda'' has never featured complete freedom in what surfaces you can climb (this rocky wall would be impassable in any previous game), players are likely to give it a go anyway out of instinct. Since the ability to freely climb most surfaces is vital for getting around the world in ''Breath of the Wild'', it is a good skill to make sure the player knows right away.
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* The first level of ''VideoGame/HaloCombatEvolved'', "The Pillar of Autumn", is essentially designed to be a parade of Noob Bridges. You must jump over some piping and crouch under a broken door to progress, several enemy encounters encourage you to take a flanking route while friendly Marines serve as a distraction, one room is built around fighting enemies up a staircase from you, there is a prompt to break open a broken door with a melee attack, and the very last encounter gives you a ton of grenades and a safe space to practice your grenade throwing skills from. [[SeinfeldIsUnfunny If any of that sounds old hat]], keep in mind that ''Combat Evolved'' practically codified the modern FPS control scheme, and that it was still very common in 2001 for non-platformer games to not include a jump button or dedicated melee and grenade buttons.

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* The first level of ''VideoGame/HaloCombatEvolved'', "The Pillar of Autumn", is essentially designed to be a parade of Noob Bridges. You must jump over some piping and crouch under a broken door to progress, several enemy encounters encourage you to take a flanking route while friendly Marines serve as a distraction, there are multiple instances of enemies having their back to you for an easy [[OneHitKO assassination]], one room is built around fighting enemies up a staircase from you, there is a prompt to break open a broken door with a melee attack, attack in an area which limits your visibility but shows off the power of your motion sensor, and the very last encounter gives you a ton of grenades and a safe space to practice your grenade throwing skills from. [[SeinfeldIsUnfunny If any of that sounds old hat]], keep in mind that ''Combat Evolved'' practically codified the modern FPS control scheme, was among the first games to let you fight alongside large groups of friendly NPC's, and that it was still very common in 2001 for non-platformer games to not include a jump button or dedicated melee and grenade buttons.
Is there an issue? Send a MessageReason:
None

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* The first level of ''VideoGame/HaloCombatEvolved'', "The Pillar of Autumn", is essentially designed to be a parade of Noob Bridges. You must jump over some piping and crouch under a broken door to progress, several enemy encounters encourage you to take a flanking route while friendly Marines serve as a distraction, one room is built around fighting enemies up a staircase from you, there is a prompt to break open a broken door with a melee attack, and the very last encounter gives you a ton of grenades and a safe space to practice your grenade throwing skills from. [[SeinfeldIsUnfunny If any of that sounds old hat]], keep in mind that ''Combat Evolved'' practically codified the modern FPS control scheme, and that it was still very common in 2001 for non-platformer games to not include a jump button or dedicated melee and grenade buttons.
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** The first mission in ''VideoGame/TheLegendOfZeldaLinksAwakening'' is to retrieve Link's lost sword. Along the way, the player will encounter some Sea Urchins that they need to push out of the way in order to reach their destination. While pushing obstacles is not a new mechanic, pushing things with the shield, let alone pushing enemies that look like traps, is new at this point in the series. The game doesn't explicitly tell the player to do this, but rather has them piece together two different clues encountered just earlier: the tutorial in the library that teaches them how to push enemies with the shield (which could be easily missed) and the sign that warns them to not touch the Sea Urchins with their bare hands.

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** The first mission in ''VideoGame/TheLegendOfZeldaLinksAwakening'' is to retrieve Link's lost sword. Along the way, the player will encounter some Sea Urchins that they need to push out of the way in order to reach their destination. While pushing obstacles is not a new mechanic, pushing things with the shield, let alone pushing enemies that look like traps, is new at this point in the series.series (this was the first game where the shield was a usable item you had to raise manually, rather than a passive defence Link would automatically hold in front of him whenever he wasn't attacking). The game doesn't explicitly tell the player to do this, but rather has them piece together two different clues encountered just earlier: the tutorial in the library that teaches them how to push enemies with the shield (which could be easily missed) and the sign that warns them to not touch the Sea Urchins with their bare hands.
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** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Artaria, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, shoots a bit too accurately, and only shoots at the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable.

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** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Artaria, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, shoots a bit too accurately, and only shoots at the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable.
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** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Ataraxia, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, shoots a bit too accurately, and only shoots at the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable.

to:

** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Ataraxia, Artaria, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, shoots a bit too accurately, and only shoots at the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable.
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** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Ataraxia, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, performs a bit too well and accurately shoots the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable.

to:

** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Ataraxia, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, performs shoots a bit too well accurately, and accurately only shoots at the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable.
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** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Ataraxia, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, performs a bit too well and accurately shoots the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable.
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The TropeNamer is [[https://metroid.fandom.com/wiki/N00b_bridge the nickname of a crumbling bridge]] from ''VideoGame/SuperMetroid''-- the first place in that game where use of the run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.[[note]]This is further amplified by the fact that knowledge from playing other ''Franchise/{{Metroid}}'' games won't help either, as ''Super'' is the only game in the entire series to have a dedicated run button.[[/note]] The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.

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The TropeNamer is [[https://metroid.fandom.com/wiki/N00b_bridge the nickname of a crumbling bridge]] from ''VideoGame/SuperMetroid''-- ''VideoGame/SuperMetroid'' — the first place in that game where use of the run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.[[note]]This is further amplified by the fact that knowledge from playing other ''Franchise/{{Metroid}}'' games won't help either, as ''Super'' is the only game in the entire series to have a dedicated run button.[[/note]] The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.
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* In ''Manga/{{Strider}}'' for the NES, the second stage, Egypt, requires use of the extremely finicky WallJump to advance.

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This entry is in the description. Putting in a more fitting link.


Another fairly common example for this is SheatheYourSword, whenever it occurs in games that otherwise [[ViolationOfCommonSense teach the player to slash/blast/nuke anything that moves]] (plus [[DieChairDie any important-looking stuff that does not move]]). As a result, the average player will not even be aware that there is a button for doing so.

Euclid's ''Elements of Geometry'' includes an [[OlderThanDirt extremely old]] and surprisingly literal example: the fifth proposition is traditionally known as the "[[http://en.wikipedia.org/wiki/Pons_asinorum Asses' Bridge]]", because the diagram looks somewhat bridgelike and the proof is said to be the first one that is complex enough to scare off newbies to the subject.

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Another fairly common example for this is SheatheYourSword, whenever it occurs in games that otherwise [[ViolationOfCommonSense [[ViolenceIsTheOnlyOption teach the player to slash/blast/nuke anything that moves]] (plus [[DieChairDie any important-looking stuff that does not move]]). As a result, the average player will not even be aware that there is a button for doing so.

Euclid's ''Elements of Geometry'' includes an [[OlderThanDirt [[OlderThanFeudalism extremely old]] and surprisingly literal example: the fifth proposition is traditionally known as the "[[http://en.wikipedia.org/wiki/Pons_asinorum Asses' Bridge]]", because the diagram looks somewhat bridgelike and the proof is said to be the first one that is complex enough to scare off newbies to the subject.



* In geometry, Proposition 5 of Euclid's Elements is known as the [[https://en.wikipedia.org/wiki/Pons_asinorum pons asinorum]]. Literally, "the bridge of asses". It is certainly more difficult than the comparatively easy first four propositions. Being able to understand the pons asinorum is a sign that the student is ready for the more difficult results later.
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* In ''Mystery Quest (Hao-kun no Fushigi na Tabi)'', the first castle has a high ledge that to reach and continue the level, the player must accelerate their movement speed by tapping (not holding) the B-button prior to hopping onto the springboard. [[GuideDangIt Good luck figuring this out without the manual or a guide]].

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* In ''Mystery Quest (Hao-kun no Fushigi na Tabi)'', the first castle has a high ledge that to reach and continue the level, the player must accelerate their movement speed by tapping (not holding) the B-button prior to hopping onto the springboard. [[GuideDangIt Good luck figuring this out without the manual or a guide]]. Downplayed in the Japanese version, where the running ability is acquired via the [[SprintShoes Faster Boots]], and situations that require them aren't presented until the last two castles.

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