History Main / TemporaryPlatform

3rd Apr '18 5:40:49 AM Chabal2
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* ''VideoGame/WarcraftIII'' has a non-disappearing variation with elevators: while standing on a platform as it moves won't kill you, it can trap you in a small box with an angry creature attacking your units (or worse, with ranged enemies either above or below your platform).
8th Feb '18 3:44:46 PM Risi
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** In Card Bridge, a purely platforming segment of the game, some card platforms only stay in place for as long as a pressure switch is held down. Some others only appear just as you're about to land on them - then zip away and return, which can lead to attempts to correct your course with another jump, which rarely ends well. Despite only taking a split second to vanish and reappear, the cards are very good at messing up a jump.
29th Jan '18 11:21:29 AM Adven1966
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* ''VideoGame/ClarencesBigChance''
27th Jan '18 9:48:57 PM nombretomado
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** Guts Man's infamous stage from ''VideoGame/MegaMan1'' involves a sequence of moving platforms affixed to rails that, despite clearly advertising when they are or aren't solid, sending so many players to their deaths ''from the very outset of the level'' that they almost single-handedly earned the game its NintendoHard reputation. In ''MegaManPoweredUp'' you can at least play as Guts Man and give ''him'' a taste of his own terrible platforms. It does not help that when these unstable platforms tip over, they dump Rock off at a vastly-accelerated falling speed, so it appears that when they pass over the unstable section of their railing and tip, Rock seems to just go poof with little-to-no warning.

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** Guts Man's infamous stage from ''VideoGame/MegaMan1'' involves a sequence of moving platforms affixed to rails that, despite clearly advertising when they are or aren't solid, sending so many players to their deaths ''from the very outset of the level'' that they almost single-handedly earned the game its NintendoHard reputation. In ''MegaManPoweredUp'' ''VideoGame/MegaManPoweredUp'' you can at least play as Guts Man and give ''him'' a taste of his own terrible platforms. It does not help that when these unstable platforms tip over, they dump Rock off at a vastly-accelerated falling speed, so it appears that when they pass over the unstable section of their railing and tip, Rock seems to just go poof with little-to-no warning.
26th Oct '17 2:32:42 AM ZuTheSkunk
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* ''VideoGame/Croc'', being based off of ''VideoGame/SuperMario64'' and ''VideoGame/BanjoKazooie'', naturally has these.

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* ''VideoGame/Croc'', ''VideoGame/{{Croc}}'', being based off of ''VideoGame/SuperMario64'' and ''VideoGame/BanjoKazooie'', naturally has these.


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* ''VideoGame/KaoTheKangaroo'': All games have those. In the second and third game, you can find clouds that vanish after jumping off them 3 times, and wooden platforms that retract after standing on them. The first game has a secret area where you have to quickly jump on rapidly vanishing platforms in order to reach the prize at the top.
9th Jul '17 3:16:41 AM ShorinBJ
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* '''Crumbling platforms''' appear solid at first, but once the player steps on top of one it will shake, sag, descend, (etc.) and after a few seconds disappear entirely -- the player must locate the next safe footing, and ''fast''. These usually have some kind of visual cue (cracks, etc.) to warn the player of their unstable nature, but not always. A SubTrope of this is the FakePlatform, which affords no warning or time for the player to leap off of it, instead immediately crumbling/falling/exploding/vanishing upon contact. Sometimes, the platform will inexplicably reform on its own, whether some time later, or when it goes offscreen (especially if it's necessary to prevent an {{Unwinnable}} situation where permanent disappearance of platforms would prevent you from reaching your goals.)

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* '''Crumbling platforms''' appear solid at first, but once the player steps on top of one it will shake, sag, descend, (etc.) and after a few seconds disappear entirely -- the player must locate the next safe footing, and ''fast''. These usually have some kind of visual cue (cracks, etc.) to warn the player of their unstable nature, but not always. A SubTrope of this is the FakePlatform, which affords no warning or time for the player to leap off of it, instead immediately crumbling/falling/exploding/vanishing upon contact. Sometimes, the platform will inexplicably reform on its own, whether some time later, or when it goes offscreen (especially if it's necessary to prevent an {{Unwinnable}} situation where permanent disappearance of platforms would prevent you from reaching your goals.)
) The platform may also crumble in sections.
23rd Jun '17 1:17:46 AM Thepenguinking2
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A TemporaryPlatform is an infamous variation of the FloatingPlatforms that exist primarily in 2D platform games, which can only be used for limited durations at a time. These come in a few distinct varieties:

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A TemporaryPlatform temporary platform is an infamous variation of the FloatingPlatforms that exist primarily in 2D platform games, which can only be used for limited durations at a time. These come in a few distinct varieties:



* Most ''Franchise/SonicTheHedgehog'' games have them, though the series isn't as fond of them as Mario. The first game enjoyed some [[NintendoHard Sega Hard]] FakeDifficulty in the Marble Zone, when the TemporaryPlatform and stable platform that moved up and down used the ''same sprite''. The Wii-exclusive Blue Wisp from ''VideoGame/SonicColors'' allows Sonic to temporarily turn blue rings into blocks and vice versa, similar to a P-switch.

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* Most ''Franchise/SonicTheHedgehog'' games have them, though the series isn't as fond of them as Mario. The first game enjoyed some [[NintendoHard Sega Hard]] FakeDifficulty in the Marble Zone, when the TemporaryPlatform temporary platform and stable platform that moved up and down used the ''same sprite''. The Wii-exclusive Blue Wisp from ''VideoGame/SonicColors'' allows Sonic to temporarily turn blue rings into blocks and vice versa, similar to a P-switch.
28th May '17 6:02:19 AM Medinoc
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* ''[[VideoGame/{{Prehistorik}} Prehistorik Man]]'' has a few platforms that drop after some time. They fall faster than you, so if you're still on the platform when it drops, then it's too late to jump off it.
11th Apr '17 10:27:48 AM erforce
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* In ''AngryVideoGameNerdAdventures'' has the appearing and disappearing [[DeadlyWalls Death Blocks]], which kill the player. There are also standard ''VideoGame/MegaMan'' style disappearing and breakaway blocks, as well as block snakes similar to ''SuperMarioWorld''.

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* In ''AngryVideoGameNerdAdventures'' ''VideoGame/TheAngryVideoGameNerdAdventures'' has the appearing and disappearing [[DeadlyWalls Death Blocks]], which kill the player. There are also standard ''VideoGame/MegaMan'' ''VideoGame/MegaManClassic'' style disappearing and breakaway blocks, as well as block snakes similar to ''SuperMarioWorld''.''VideoGame/SuperMarioWorld''.
27th Mar '17 7:04:30 PM Korval
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* The ''Franchise/{{Metroid}}'' universe generally prefers {{Fake Platform}}s over true Temporary Platforms. Floor tiles that crumble underneath Samus's weight were frequently used to create corridors that required a Speed Booster dash to traverse.

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* The 2D entries in the ''Franchise/{{Metroid}}'' universe generally prefers {{Fake series tend to have two types of these. There are floor tiles that will collapse, but take a half-second to do so. And then there are near-{{Fake Platform}}s over true Temporary Platforms. Floor tiles that crumble underneath Samus's weight were frequently collapse almost instantly. The "near" part is important, as there is just enough time to be able to jump off of them if you're ''really'' fast. The latter are usually used to create corridors that required a Speed Booster dash to traverse.traverse, but they also make for convenient one-way passages.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.TemporaryPlatform