History Main / TemporaryPlatform

4th Dec '16 5:21:08 PM MyFinalEdits
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** The Donut Lifts from ''VideoGame/SuperMarioBros3'' and subsequent games fall after a couple of seconds of Mario standing on them. Also in many games since ''Super Mario Bros. 3'' are moving platforms on rails, some of which are on open-ended tracks that allow the platform to fall off at the end. Lastly, most 2D Mario games since the aforementioned 1990 title have coins that turn into temporary platforms (as well as permanent ones that turn into coins) when you step on a P Switch.

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** The Donut Lifts from ''VideoGame/SuperMarioBros3'' and subsequent games fall after a couple of seconds of Mario standing on them. Also in many games since ''Super Mario Bros. 3'' are moving platforms on rails, some of which are on open-ended tracks that allow the platform to fall off at the end. Lastly, most 2D Mario games since the aforementioned 1990 1988 title have coins that turn into temporary platforms (as well as permanent ones that turn into coins) when you step on a P Switch.



** The majority of the levels in ''VideoGame/DonkeyKongCountryReturns'' contain these in some form. If you aren't [[IndyEscape running from]] boulders, spiders, or other stuff, whatever is under your feet is often either crumbling, sinking, or a [[MinecartMadness minecart]]. A notable example is the aptly-named "Platform Panic", where the level terrain appears only at close range, then shakes and starts falling when the player touches it.

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** The majority of the levels in ''VideoGame/DonkeyKongCountryReturns'' contain these in some form. If you aren't [[IndyEscape running from]] boulders, spiders, or other stuff, whatever is under your feet is often either crumbling, sinking, or a [[MinecartMadness minecart]]. A notable example is the aptly-named "Platform Panic", where the level terrain appears only at close range, then shakes and starts falling when the player touches it. This also holds true for ''VideoGame/DonkeyKongCountryTropicalFreeze'', which in addition has a level where many platforms fall down while having a vertical position through magnetic rails but switch to horizontal position when they go through the lit segments of the rails; the huge difficulty of this level due to the requirement of quick reflexes is why it happens to be one of the game's {{Brutal Bonus Level}}s.



* The ''{{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 ''{{Metroid}}'' ''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.



* ''VideoGame/PrinceOfPersia1'' has loose floor tiles that dislodge and fall moments after the [[NoNameGiven Prince character]] ran across them. Nearby vibrations (from you jumping up and down, for instance) will cause them to shake a little, allowing the player to identify them from a distance. They are useful on occasion for making running jumps off, and permanently holding down {{Pressure Plate}}s where they landed. They can also be dislodged by jumping from underneath, to access secret parts of levels, though standing below falling ones will hurt you if you don't duck. In the sequel ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', they can kill {{Mook}}s and destroy potions.

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* ''Franchise/PrinceOfPersia'':
**
''VideoGame/PrinceOfPersia1'' has loose floor tiles that dislodge and fall moments after the [[NoNameGiven Prince character]] ran across them. Nearby vibrations (from you jumping up and down, for instance) will cause them to shake a little, allowing the player to identify them from a distance. They are useful on occasion for making running jumps off, and permanently holding down {{Pressure Plate}}s where they landed. They can also be dislodged by jumping from underneath, to access secret parts of levels, though standing below falling ones will hurt you if you don't duck. In the sequel ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', they can kill {{Mook}}s and destroy potions.



* ''VideoGame/IWannaBeTheGuy'' has no end of {{Temporary Platform}}s, usually situated near SpikesOfDoom. Since it's a PlatformHell pastiche of NES games, it takes the disappearing blocks from Heat Man's stage in ''VideoGame/MegaMan2'' to new heights of frustration, as the player must use JumpPhysics to stay on a single block that teleports around over a spiked floor.

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* ''VideoGame/IWannaBeTheGuy'' ''VideoGame/IWannaBeTheGuy'':
** The game
has no end of {{Temporary Platform}}s, usually situated near SpikesOfDoom. Since it's a PlatformHell pastiche of NES games, it takes the disappearing blocks from Heat Man's stage in ''VideoGame/MegaMan2'' to new heights of frustration, as the player must use JumpPhysics to stay on a single block that teleports around over a spiked floor.
4th Dec '16 10:39:30 AM Korodzik
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* Getting across water in ''Arc Doors'' typically requires leaping across a row of water lily leaves, which keep sinking and resurfacing. There are also bubbles which, once stepped on, vanish after a moment.

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* Getting across water in ''Arc Doors'' typically requires leaping across a row of water lily leaves, pads, which keep sinking and resurfacing. There are also bubbles which, once stepped on, vanish after a moment.
3rd Dec '16 1:56:56 AM Korodzik
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* {{VideoGame/Guacamelee}} has a cave with a bunch of these, over a bottomless chasm. The problem with these is that they are from the "timed" variety, and they don't fade in or out, they simply instantly dissapear after a second or so while others appear nearby at the same time, giving you no time to react. Furthermore, except for the very first few ones, there's no real rhyme or reason to their location, so you have to randomly jump on any that appears and pray that you don't get confused about which side to jump to next. You need ridiculously good reflexes to at least lower the frustration a bit. And while the item at the end of the cave isn't necessary to complete the game, it is needed to get the good ending.

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* {{VideoGame/Guacamelee}} ''{{VideoGame/Guacamelee}}'' has a cave with a bunch of these, over a bottomless chasm. The problem with these is that they are from the "timed" variety, and they don't fade in or out, they simply instantly dissapear after a second or so while others appear nearby at the same time, giving you no time to react. Furthermore, except for the very first few ones, there's no real rhyme or reason to their location, so you have to randomly jump on any that appears and pray that you don't get confused about which side to jump to next. You need ridiculously good reflexes to at least lower the frustration a bit. And while the item at the end of the cave isn't necessary to complete the game, it is needed to get the good ending.ending.
* Getting across water in ''Arc Doors'' typically requires leaping across a row of water lily leaves, which keep sinking and resurfacing. There are also bubbles which, once stepped on, vanish after a moment.
19th Nov '16 5:09:01 PM Dreadjaws
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* [[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Guacamelee Guacamelee!]] has a cave with a bunch of these, over a bottomless chasm. The problem with these is that they are from the "timed" variety, and they don't fade in or out, they simply instantly dissapear after a second or so while others appear nearby at the same time, giving you no time to react. Furthermore, except for the very first few ones, there's no real rhyme or reason to their location, so you have to randomly jump on any that appears and pray that you don't get confused about which side to jump to next. You need ridiculously good reflexes to at least lower the frustration a bit. And while the item at the end of the cave isn't necessary to complete the game, it is needed to get the good ending.

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* [[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Guacamelee Guacamelee!]] {{VideoGame/Guacamelee}} has a cave with a bunch of these, over a bottomless chasm. The problem with these is that they are from the "timed" variety, and they don't fade in or out, they simply instantly dissapear after a second or so while others appear nearby at the same time, giving you no time to react. Furthermore, except for the very first few ones, there's no real rhyme or reason to their location, so you have to randomly jump on any that appears and pray that you don't get confused about which side to jump to next. You need ridiculously good reflexes to at least lower the frustration a bit. And while the item at the end of the cave isn't necessary to complete the game, it is needed to get the good ending.
18th Nov '16 8:57:54 AM Dreadjaws
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Added DiffLines:

* [[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Guacamelee Guacamelee!]] has a cave with a bunch of these, over a bottomless chasm. The problem with these is that they are from the "timed" variety, and they don't fade in or out, they simply instantly dissapear after a second or so while others appear nearby at the same time, giving you no time to react. Furthermore, except for the very first few ones, there's no real rhyme or reason to their location, so you have to randomly jump on any that appears and pray that you don't get confused about which side to jump to next. You need ridiculously good reflexes to at least lower the frustration a bit. And while the item at the end of the cave isn't necessary to complete the game, it is needed to get the good ending.
31st Aug '16 8:25:44 AM AceOfScarabs
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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.

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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.
30th Apr '16 4:55:18 PM TVRulezAgain
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* The console version of the video game of TheFilmOfTheBook of ''ASeriesOfUnfortunateEvents'' has a level that consists almost entirely of these and more open air than you can shake a stick at.

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* The console version of the video game of TheFilmOfTheBook of ''ASeriesOfUnfortunateEvents'' ''Film/ASeriesOfUnfortunateEvents'' has a level that consists almost entirely of these and more open air than you can shake a stick at.
20th Feb '16 11:13:18 PM wolftickets1969
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* ''VideoGame/OriAndTheBlindForest'' has a part in the Misty Woods where you have to cross SpikesOfDoom with platforms that either change position when you jump, with one corridor combining them with [[DeathRay laser traps]], or only appear for a second or two.

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* ''VideoGame/OriAndTheBlindForest'' has a part in the Misty Woods where you have to cross SpikesOfDoom with platforms that either change position when you jump, with one corridor combining them with [[DeathRay laser traps]], or only appear for a second or two. Another sequence in Mount Horu has a set of destroyable platforms.
2nd Feb '16 7:18:06 PM wolftickets1969
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* ''VideoGame/OriAndTheBlindForest'' has a part in the Misty Woods where you have to cross SpikesOfDoom with platforms that either change position when you jump, sometimes uncovering [[DeathRay laser traps]], or only appear for a second or two.

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* ''VideoGame/OriAndTheBlindForest'' has a part in the Misty Woods where you have to cross SpikesOfDoom with platforms that either change position when you jump, sometimes uncovering with one corridor combining them with [[DeathRay laser traps]], or only appear for a second or two.
2nd Feb '16 7:16:30 PM wolftickets1969
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* ''VideoGame/OriAndTheBlindForest'' has a part in the Misty Woods where you have to cross SpikesOfDoom with platforms that either change position when you jump, or only appear for a second or so.

to:

* ''VideoGame/OriAndTheBlindForest'' has a part in the Misty Woods where you have to cross SpikesOfDoom with platforms that either change position when you jump, sometimes uncovering [[DeathRay laser traps]], or only appear for a second or so.two.
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