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* ''VideoGame/{{Cuphead}}'':
** In "Treetop Trouble", the last stretch requires the player to travel across a series of leaves held in the air by mosquitoes, which are shot out of the sky by the fire-breathing miniboss as soon as the cups land on them.
** In "Perilous Piers", one segment involves jumping across a series of wooden platforms held up by octopus tentacles, which begin to sink into the water when the player lands on them.

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Crosswicking


* ''VideoGame/MarioParty3'': In the minigame Bounce 'n' Trounce, all four players are riding pogos tied to bouncing balls in a large platform in s night sky whose tiles begin to crumble and fall one by one; the players can also perform spin attacks in midair to mess with each other. The last player remaining on top wins, but if either more than one character survives after 30 seconds or the last ones fall down at the same time, the minigame ends in a draw.
* ''VideoGame/MarioParty6'': The Mic minigame Fruit Talktail has three characters standing on hexagon-shaped platforms that have fruit figures drawn in them. The fourth player is placed in the background, and has the objective of mentioning (with the Mic) fruits to command the lowering of the unmentioned ones' associated platforms (for example, saying "Apple" will make the platforms marked with the other fruits (grapes, strawberries, melons, bananas and oranges) descend. The players who fail to stand on a safe platform when the others begin to lower will fall down into the pit, being eliminated as a result. The solo player wins if all other three players fall down, but the rival trio will win instead if at least one of them survives during 60 seconds (72 in the game's PAL version).
* ''VideoGame/MarioParty7'':
** The minigame The Final Countdown has all four players stand onto a large platform suspended several meters above a river flowing through a ravine. The platform is divided into nine tiles, each of which runs a different countdown that will make its tile open up after reaching zero. The players have to avoid standing on the tiles that hit zero, while also performing melee attacks onto each other for the sake of sabotaging. As the game's normal counter depletes, the tiles' countdowns will also approach zero more quickly, making it more likely for players to fall down. The last player standing is the victor, though more than one can win if they can survive after 30 seconds. If the last players remaining fall down at the same time, one of them is selected randomly as the winner.
** The minigame Gimme A Sign has two dueling characters stand each on a row of four platforms with color-coded figures drawn on them. At the center between both is a wooden pier with a Shy Guy holding some flags. When the minigame starts, the Shy Guy will raise a flag with a specific drawing, and the two platforms that match the figure (one per row) will lower onto the river's water level; the players must avoid standing there or else the water will drag them, making them lose. The Shy Guy then raises another flag, making the sunken platform rise again while lowering the one whose figure matches that of the new flag. As time passes, the Shy Guy will raise two flags at the same time, meaning that ''two'' platforms in each row will lower; in addition, the Shy Guy will raise and lower flags more rapidly, requiring better reaction and reflexes for the players to jump onto the safe platforms. The player who falls into the water loses and renders the other the victor; but if both players resist during 30 seconds, or both fall down at the same time, the minigame ends in a tie.

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* ** ''VideoGame/MarioParty3'': In the minigame Bounce 'n' Trounce, all four players are riding pogos tied to bouncing balls in a large platform in s night sky whose tiles begin to crumble and fall one by one; the players can also perform spin attacks in midair to mess with each other. The last player remaining on top wins, but if either more than one character survives after 30 seconds or the last ones fall down at the same time, the minigame ends in a draw.
* ** ''VideoGame/MarioParty6'': The Mic minigame Fruit Talktail has three characters standing on hexagon-shaped platforms that have fruit figures drawn in them. The fourth player is placed in the background, and has the objective of mentioning (with the Mic) fruits to command the lowering of the unmentioned ones' associated platforms (for example, saying "Apple" will make the platforms marked with the other fruits (grapes, strawberries, melons, bananas and oranges) descend. The players who fail to stand on a safe platform when the others begin to lower will fall down into the pit, being eliminated as a result. The solo player wins if all other three players fall down, but the rival trio will win instead if at least one of them survives during 60 seconds (72 in the game's PAL version).
* ** ''VideoGame/MarioParty7'':
** *** The minigame The Final Countdown has all four players stand onto a large platform suspended several meters above a river flowing through a ravine. The platform is divided into nine tiles, each of which runs a different countdown that will make its tile open up after reaching zero. The players have to avoid standing on the tiles that hit zero, while also performing melee attacks onto each other for the sake of sabotaging. As the game's normal counter depletes, the tiles' countdowns will also approach zero more quickly, making it more likely for players to fall down. The last player standing is the victor, though more than one can win if they can survive after 30 seconds. If the last players remaining fall down at the same time, one of them is selected randomly as the winner.
** *** The minigame Gimme A Sign has two dueling characters stand each on a row of four platforms with color-coded figures drawn on them. At the center between both is a wooden pier with a Shy Guy holding some flags. When the minigame starts, the Shy Guy will raise a flag with a specific drawing, and the two platforms that match the figure (one per row) will lower onto the river's water level; the players must avoid standing there or else the water will drag them, making them lose. The Shy Guy then raises another flag, making the sunken platform rise again while lowering the one whose figure matches that of the new flag. As time passes, the Shy Guy will raise two flags at the same time, meaning that ''two'' platforms in each row will lower; in addition, the Shy Guy will raise and lower flags more rapidly, requiring better reaction and reflexes for the players to jump onto the safe platforms. The player who falls into the water loses and renders the other the victor; but if both players resist during 30 seconds, or both fall down at the same time, the minigame ends in a tie.
** ''VideoGame/MarioParty8'': The minigame Sick and Twisted has all characters race through a series of rotating round platforms (and some static square ones) placed a few meters above the grassy ground. They have to move fast because the platforms will begin retracting downward one by one, and failing to outrun them will result in a disqualification (getting hit by incoming Bullet Bills is bad for the same reason). Whoever makes it to the end wins, though more than one player can win if they all make it to the aforementioned goal. Conversely, if all players end up falling down or hit by the Bullet Bills, the minigame ends in a
tie.
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* ''VideoGames/TwinRobots'': There are platforms in the game that will shake and then fall down when stepped on.

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* ''VideoGames/TwinRobots'': ''VideoGame/TwinRobots'': There are platforms in the game that will shake and then fall down when stepped on.
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* ''VideoGames/TwinRobots'': There are platforms in the game that will shake and then fall down when stepped on.

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* In ''VideoGame/{{Gruntz}}'', there are two kids of bridges that fall into this: ones that will crumble shortly after being stepped on, and ones that appear and disappear in a predetermined pattern.

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* ''Videogame/DeadlyRoomsOfDeath'' has trapdoors. They only fall after you step off, but that doesn't mean they aren't dangerous. They only reset when you leave the room, so if you're not careful, you can get trapped.
* In ''VideoGame/{{Gruntz}}'', there are two kids kinds of bridges that fall into this: ones that will crumble shortly after being stepped on, and ones that appear and disappear in a predetermined pattern.
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* ''VideoGame/YokaiHunterShintaro'' have teleporting platforms as well, showing up late into the game with fatal falls underneath.
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* ''VideoGame/TombRaider'': Collapsing floor tiles are easily recognizable from a distance, but usually have [[BottomlessPit fatal falls]] or [[SpikesOfDoom spikes]] below them.

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* ''VideoGame/TombRaider'': ''Franchise/TombRaider'': Collapsing floor tiles are easily recognizable from a distance, but usually have [[BottomlessPit fatal falls]] or [[SpikesOfDoom spikes]] below them.
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** ''VideoGame/SuperMarioBros1'' has pairs of platforms, each connected to a cable strung over a pair of pulleys. As the side you stay on descends, the other side rises, but if one side rises too far, both platforms will fall into the bottomless expanse below. If the platforms fall off, you get 1000 points.

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** ''VideoGame/SuperMarioBros1'' has pairs of platforms, each connected to a cable strung over a pair of pulleys. As the side you stay on descends, the other side rises, but if one side rises too far, both platforms will fall into the bottomless expanse below. If the platforms fall off, you get 1000 points. There are also independently floating versions that rapidly drop so long as you're standing on them.
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* ''VideoGame/MarioParty7'':
** The minigame The Final Countdown has all four players stand onto a large platform suspended several meters above a river flowing through a ravine. The platform is divided into nine tiles, each of which runs a different countdown that will make its tile open up after reaching zero. The players have to avoid standing on the tiles that hit zero, while also performing melee attacks onto each other for the sake of sabotaging. As the game's normal counter depletes, the tiles' countdowns will also approach zero more quickly, making it more likely for players to fall down. The last player standing is the victor, though more than one can win if they can survive after 30 seconds. If the last players remaining fall down at the same time, one of them is selected randomly as the winner.
** The minigame Gimme A Sign has two dueling characters stand each on a row of four platforms with color-coded figures drawn on them. At the center between both is a wooden pier with a Shy Guy holding some flags. When the minigame starts, the Shy Guy will raise a flag with a specific drawing, and the two platforms that match the figure (one per row) will lower onto the river's water level; the players must avoid standing there or else the water will drag them, making them lose. The Shy Guy then raises another flag, making the sunken platform rise again while lowering the one whose figure matches that of the new flag. As time passes, the Shy Guy will raise two flags at the same time, meaning that ''two'' platforms in each row will lower; in addition, the Shy Guy will raise and lower flags more rapidly, requiring better reaction and reflexes for the players to jump onto the safe platforms. The player who falls into the water loses and renders the other the victor; but if both players resist during 30 seconds, or both fall down at the same time, the minigame ends in a tie.
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Crosswicking

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* ''VideoGame/MarioParty6'': The Mic minigame Fruit Talktail has three characters standing on hexagon-shaped platforms that have fruit figures drawn in them. The fourth player is placed in the background, and has the objective of mentioning (with the Mic) fruits to command the lowering of the unmentioned ones' associated platforms (for example, saying "Apple" will make the platforms marked with the other fruits (grapes, strawberries, melons, bananas and oranges) descend. The players who fail to stand on a safe platform when the others begin to lower will fall down into the pit, being eliminated as a result. The solo player wins if all other three players fall down, but the rival trio will win instead if at least one of them survives during 60 seconds (72 in the game's PAL version).

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* ''VideoGame/CastlevaniaCircleOfTheMoon'' has these. ''Videogame/SuperCastlevaniaIV'' has the crumbling platform variety. Some of the games, such as ''Videogame/SuperCastlevaniaIV'', have trapdoor platforms.

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* ''VideoGame/CastlevaniaCircleOfTheMoon'' has these.''VideoGame/ANNOMutationem'': At The Consortium's [[ElaborateUndergroundBase underground lab]], Ann comes by a gravity manipulation room containing floating cubes that dissipate and reappear, along with one of the card keys she needs to open the lock.
* ''Franchise/{{Castlevania}}'': Variants of teleporting platforms occurs in the series such as in ''VideoGame/CastlevaniaCircleOfTheMoon''.
''Videogame/SuperCastlevaniaIV'' has the crumbling platform variety. Some of the games, such as ''Videogame/SuperCastlevaniaIV'', have trapdoor platforms.



* ''VideoGame/ShantaeAndThePiratesCurse'': Some areas have a long platform made of crumbly rock platforms that slowly crumble as Shantae stands on them. They crumble faster than she can walk, however, so she needs Risky's Boots to actually cross without falling.



* One of the features of the stage builder in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' are these -- and odds are, if you know someone who has built stages there, they've built at least one heavily featuring them. They regenerate as well, which results in problems both ways -- the platform might be missing when you're scrambling to get back up, and you also might have to deal with a platform appearing right where you were trying to go to save yourself.

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* One of the features of the stage builder in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' ''VideoGame/SuperSmashBrosBrawl'' are these -- and odds are, if you know someone who has built stages there, they've built at least one heavily featuring them. They regenerate as well, which results in problems both ways -- the platform might be missing when you're scrambling to get back up, and you also might have to deal with a platform appearing right where you were trying to go to save yourself.



* ''VideoGame/FallGuys'': Many stages features several layers of platforms over a slime pool, which disappear after a short time once stepped on.



* ''VideoGame/MegaManClassic'': This is a staple of the series. Almost every game includes a few screens where blocks appear and disappear in a set pattern. The fandom tends to refer to them as [[GratuitousJapanese "yoku blocks."]] Another series staple are the Count Bombs -- platforms with timers displaying how much time you have to use them before they explode.

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* ''VideoGame/MegaManClassic'': ''Franchise/MegaMan'': This is a staple of the ''VideoGame/MegaManClassic'' series. Almost every game includes a few screens where blocks appear and disappear in a set pattern. The fandom tends to refer to them as [[GratuitousJapanese "yoku blocks."]] Another series staple are the Count Bombs -- platforms with timers displaying how much time you have to use them before they explode.



* ''Franchise/MegaMan'': Other games:



** ''VideoGame/MegaManLegends'': In the final dungeon in ''Mega Man Legends 2'' there are red tiles that will crack and break if you stand on them for too long of a period of time. [[MissionControl Roll constantly warns you]] that "the floor's weak."

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** ''VideoGame/MegaManLegends'': ''VideoGame/MegaManLegends2'': In the final dungeon in ''Mega Man Legends 2'' dungeon, there are red tiles that will crack and break if you stand on them for too long of a period of time. [[MissionControl Roll constantly warns you]] that "the floor's weak."



** ''VideoGame/MegaManZX'' has one in the BonusDungeon leading to the BonusBoss. For [[RuleOfThree bonus]] points, the ceiling and floor of the disappearing platforms hallway are also spiked, and once you beat said BonusBoss, you have to travel the hallway ''in reverse'' to get back to the SavePoint. Have fun!

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** ''VideoGame/MegaManZX'' has one in the BonusDungeon leading to the BonusBoss. For [[RuleOfThree bonus]] points, the ceiling and floor of the disappearing platforms hallway are also spiked, and once you beat said BonusBoss, you have to travel the hallway ''in reverse'' to get back to the SavePoint. Have fun!



** ''VideoGame/PrinceOfPersiaTheForgottenSands'' features two types of temporary platform, firstly the ability to pause water to turn it into something you can grab onto, and then later remaking formerly existing platforms reappear with the power of memory. This can quickly cause DamnYouMuscleMemory rage during sections where you have to use both at once, turning one off to jump through something that would otherwise block your way to a platform you just turned on with the other ability...

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** ''VideoGame/PrinceOfPersiaTheForgottenSands'' features two types of temporary platform, firstly the ability to pause water to turn it into something you can grab onto, and then later remaking formerly existing platforms reappear with the power of memory. This can quickly cause DamnYouMuscleMemory rage during sections where you have to use both at once, turning one off to jump through something that would otherwise block your way to a platform you just turned on with the other ability...ability.



* ''VideoGame/{{Rayman}}'': The first game features many of these, also including one type of ''cloud'' platform. They only disappear temporarily, but while some just disappear for a few moments after you've stepped on them, others will disappear and reappear of their own accord, which can really cause you trouble if you don't notice it vanish and reappear by itself or time your leap correctly before you actually jump on it.

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* ''VideoGame/{{Rayman}}'': The first game ''VideoGame/Rayman1'' features many of these, also including one type of ''cloud'' platform. They only disappear temporarily, but while some just disappear for a few moments after you've stepped on them, others will disappear and reappear of their own accord, which can really cause you trouble if you don't notice it vanish and reappear by itself or time your leap correctly before you actually jump on it.



* ''VideoGame/ShovelKnight'': Plague Knight's Vat Arcana allows him to create FloatingPlatforms in the form of glass vats filled with volatile liquid. They slowly sink if created in mid-air, and explode if they hit the ground, or after a short time if made on the ground.



* ''VideoGame/SonicTheHedgehog'':

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* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':
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** ''VideoGame/MetroidPrime'': Temporary platforms appeared precisely once: in Phendrana Canyon, where the Scan visor clearly warned that they were unstable.

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** ''VideoGame/MetroidPrime'': Temporary platforms appeared appear precisely once: in Phendrana Canyon, where the Scan visor clearly warned warns that they were are unstable.

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* In ''VideoGame/DevilMayCry'', if you return to the bridge you crossed to claim the Pride of Lion at the start of Level Three, it's risen from the ocean (having collapsed as you crossed it), but in pieces. These pieces fall as you jump on them, and don't respawn unless you fall into the ocean (which makes you repeat the fight from Level Two, then boots you back to the start of the bridge). You can either jump across both ways without retracing steps, or cross once, claim the [[HeartContainer Blue Orb Piece]], and leap into the sea for a quick way back.
* ''VideoGame/DevilMayCry4'' has several in the jungle chapter when playing as Nero. Instead of using the "disappear a while after being touched" scheme, however, those have a schedule of their own.

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* ''VideoGame/DevilMayCry'':
**
In ''VideoGame/DevilMayCry'', ''VideoGame/DevilMayCry1'', if you return to the bridge you crossed to claim the Pride of Lion at the start of Level Three, Mission 3, it's risen from the ocean (having collapsed as you crossed it), but in pieces. These pieces fall as you jump on them, and don't respawn unless you fall into the ocean (which makes you repeat the fight from Level Two, Mission 2, then boots you back to the start of the bridge). You can either jump across both ways without retracing steps, or cross once, claim the [[HeartContainer Blue Orb Piece]], Fragment]], and leap into the sea for a quick way back.
* ** ''VideoGame/DevilMayCry4'' has several vanishing platforms in the jungle chapter Mitis Forest when playing as Nero. Instead of using the "disappear a while after being touched" scheme, however, those these have a defined schedule of their own.own.
** In ''VideoGame/DevilMayCry5'', some sections of the Qliphoth feature platforms that fold back into the walls at regular intervals.

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Crosswicking


* The ''VideoGame/{{Destiny}}'' universe has a few of these, most often found in proximity to Vex structures.
** During the raid 'The King's Fall', the tomb ships used to transport the Hive blink in and out with a large area and the guardians have to time when to jump in order to reach the next tomb ship and not fall into the bottomless depths below ... and the ships may not have appeared when you need to jump...

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* The ''VideoGame/{{Destiny}}'' universe has a few of these, most often found in proximity to Vex structures.
**
structures. During the raid 'The King's Fall', the tomb ships used to transport the Hive blink in and out with a large area and the guardians have to time when to jump in order to reach the next tomb ship and not fall into the bottomless depths below ... and the ships may not have appeared when you need to jump...



[[folder:Party Game]]
* ''VideoGame/MarioParty3'': In the minigame Bounce 'n' Trounce, all four players are riding pogos tied to bouncing balls in a large platform in s night sky whose tiles begin to crumble and fall one by one; the players can also perform spin attacks in midair to mess with each other. The last player remaining on top wins, but if either more than one character survives after 30 seconds or the last ones fall down at the same time, the minigame ends in a draw.
[[/folder]]



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

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



* ''VideoGame/SonicTheHedgehog'': Most games have them; though the series isn't as fond of them as Mario, there's still a fair amount of variety. They frequently take the form of temporary ledges attached to normal platforms, which collapse moments after you step onto the ledge, but there are also regular platforms which collapse when walked on, and platforms that appear and disappear at set intervals.

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* ''VideoGame/SonicTheHedgehog'': ''VideoGame/SonicTheHedgehog'':
**
Most games have them; though the series isn't as fond of them as Mario, there's still a fair amount of variety. They frequently take the form of temporary ledges attached to normal platforms, which collapse moments after you step onto the ledge, but there are also regular platforms which collapse when walked on, and platforms that appear and disappear at set intervals.
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Most recent name.


** ''VideoGame/SuperMarioBros3'': The Donut Lifts 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 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.
** ''VideoGame/SuperMarioWorld'' has both temporary platforms with a countdown of four seconds or less as well as Donut Lifts that start to drop as soon as you step on them. [[GameMod Romhackers]] love both types.

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** ''VideoGame/SuperMarioBros3'': The Donut Lifts Blocks 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 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.
** ''VideoGame/SuperMarioWorld'' has both temporary platforms with a countdown of four seconds or less as well as Donut Lifts Blocks that start to drop as soon as you step on them. [[GameMod Romhackers]] love both types.



** ''VideoGame/SuperMario3DLand'' has Donut Lifts, Beat Blocks, and Red-Blue Panels, and adds platforms made of cracked stone that crumble as you step on them and Flip Panels which unfold when you stand on a ! Panel, and then start folding up again behind you. One level is based around wooden platforms that fall away after being cut by circular saws.
** ''VideoGame/YoshisIsland'' has blocks with a number printed on them. When you step on a platform of this type, the number is decreased by one, and when it hits zero, the platform explodes. The Donut Lifts also appear in this game.

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** ''VideoGame/SuperMario3DLand'' has Donut Lifts, Blocks, Beat Blocks, and Red-Blue Panels, and adds platforms made of cracked stone that crumble as you step on them and Flip Panels which unfold when you stand on a ! Panel, and then start folding up again behind you. One level is based around wooden platforms that fall away after being cut by circular saws.
** ''VideoGame/YoshisIsland'' has blocks with a number printed on them. When you step on a platform of this type, the number is decreased by one, and when it hits zero, the platform explodes. The Donut Lifts Blocks also appear in this game.
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* ''VideoGame/{{Minecraft}}'' has Big Dripleaf plants, large leaves that will tilt down when a player stands on them for a second, becoming non-solid once they fully tilt. The tilting can be nullified if the leaf is powered by Redstone, and the leaf will immediately tilt regardless of redstone if it's directly hit by a projectile.

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* ''VideoGame/{{Minecraft}}'' has Big Dripleaf plants, large leaves that will tilt down when a player stands on them for a second, becoming non-solid once they fully tilt. The tilting can be nullified if the leaf is powered by Redstone, redstone, and the leaf will immediately fully tilt regardless of redstone if it's directly hit by a projectile.
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[[folder:Sandbox Game]]
* ''VideoGame/{{Minecraft}}'' has Big Dripleaf plants, large leaves that will tilt down when a player stands on them for a second, becoming non-solid once they fully tilt. The tilting can be nullified if the leaf is powered by Redstone, and the leaf will immediately tilt regardless of redstone if it's directly hit by a projectile.
[[/folder]]
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* The mansion level of ''VideoGame/NinjaShadowOfDarkness'' has ''teleporting'' platforms, which can disappear and reappear at will, necessitating the player to quickly move from one platform to another.
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* ''VideoGame/Flea2020: There are cracked blocks in the game that disappear the instant [[PlayerCharacter Henry]] touches them.

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* ''VideoGame/Flea2020: ''VideoGame/Flea2020'': There are cracked blocks in the game that disappear the instant [[PlayerCharacter Henry]] touches them.
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* ''VideoGame/Flea2020: There are cracked blocks in the game that disappear the instant [[PlayerCharacter Henry]] touches them.

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[[folder:Action Adventure]]

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[[folder:Action Adventure]][[folder:Action-Adventure]]



* In ''VideoGame/LaMulana'', many floating platforms start to crumble when you step on them.

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* In ''VideoGame/LaMulana'', many ''VideoGame/LaMulana'': Many floating platforms start to crumble when you step on them.them.
* ''VideoGame/TheLegendOfSpyroTheEternalNight'':
** Several areas require Spyro to platform off of roots and branches that cannot support his weight, and which will bend down when he lands on them. Navigating these areas requires some careful pre-planning of one's route, as Spyro must leap off immediately after landing and the player can't stand around to survey the path ahead. Some of these sequences are fairly short and take place within otherwise normal areas, usually as side routes to reach a collectible. Others are much longer and required, and often above BottomlessPits.
** In other areas, Spyro must climb over platforms being swept down waterfalls.
** In the dream sequences, the path between each testing area takes the form of a series of small floating platforms. Some are stable, while others flip over periodically or rotate continuously, alternating between a flat, safe surface and a spiky, harmful one. The slower ones can be navigated with precise timing, but on the whole they're meant to train the player to use Spyro's new time-slowing powers.
** Spyro can create platforms over bodies of water by shooting icy blasts at them. These platforms are strictly temporary, however, and will melt and crumble after a few seconds.



** Some corridors in ''VideoGame/ZeldaIITheAdventureOfLink'' have fragile stone bridges that gradually disintegrate as Link walks onto them, and beneath them is usually deep water or lava, both of which mean instant death upon fall.
** There are disappearing platforms that appear in an early dungeon of ''VideoGame/TheLegendOfZeldaOracleGames'', where you must use the Roc's Feather to jump through them.
* The 2D entries in the ''Franchise/{{Metroid}}'' 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 that 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, but they also make for convenient one-way passages.
** In ''VideoGame/SuperMetroid'' there were also grapple points that would disappear a few seconds after latching onto them with the Grapple Beam.
** In ''VideoGame/MetroidPrime'', temporary platforms appeared precisely once: in Phendrana Canyon, where the Scan visor clearly warned that they were unstable.
** In ''VideoGame/MetroidPrime3Corruption'', the Ice Missiles can be used to create temporary frozen platforms of Fuel Gel, a liquid found virtually everywhere on the planet Bryyo. This applies to pools of the gel (a small circular platform appears and then melts shortly after), and gel-falls (the entire flow freezes).
* Also seen in ''VideoGame/NarutoTheBrokenBond''. Can be both in water (annoying as if you sink, you go back to the last part of land you were on) and in the air (again annoying, as usually spikes fill the area underneath).

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** ''VideoGame/ZeldaIITheAdventureOfLink'': Some corridors in ''VideoGame/ZeldaIITheAdventureOfLink'' have fragile stone bridges that gradually disintegrate as Link walks onto them, and beneath them is usually deep water or lava, both of which mean instant death upon fall.
** ''VideoGame/TheLegendOfZeldaOracleGames'': There are disappearing platforms that appear in an early dungeon of ''VideoGame/TheLegendOfZeldaOracleGames'', dungeon, where you must use the Roc's Feather to jump through them.
* ''Franchise/{{Metroid}}'':
**
The 2D entries in the ''Franchise/{{Metroid}}'' 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 that 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, but they also make for convenient one-way passages.
** In ''VideoGame/SuperMetroid'' there were ''VideoGame/SuperMetroid'': There also grapple points that would disappear a few seconds after latching onto them with the Grapple Beam.
** In ''VideoGame/MetroidPrime'', temporary ''VideoGame/MetroidPrime'': Temporary platforms appeared precisely once: in Phendrana Canyon, where the Scan visor clearly warned that they were unstable.
** In ''VideoGame/MetroidPrime3Corruption'', the ''VideoGame/MetroidPrime3Corruption'': The Ice Missiles can be used to create temporary frozen platforms of Fuel Gel, a liquid found virtually everywhere on the planet Bryyo. This applies to pools of the gel (a small circular platform appears and then melts shortly after), and gel-falls (the entire flow freezes).
* Also seen in ''VideoGame/NarutoTheBrokenBond''. Can ''VideoGame/NarutoTheBrokenBond'': These can be both in water (annoying as if you sink, you go back to the last part of land you were on) and in the air (again annoying, as usually spikes fill the area underneath).



* Collapsing floor tiles in ''VideoGame/TombRaider'' are easily recognizable from a distance, but usually have [[BottomlessPit fatal falls]] or [[SpikesOfDoom spikes]] below them.

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* ''VideoGame/TombRaider'': Collapsing floor tiles in ''VideoGame/TombRaider'' are easily recognizable from a distance, but usually have [[BottomlessPit fatal falls]] or [[SpikesOfDoom spikes]] below them.



* Some platforms in ''Videogame/FinalFantasyCrystalChroniclesEchoesOfTime'' start falling a second or two after you step on them.

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* ''Videogame/FinalFantasyCrystalChroniclesEchoesOfTime'': Some platforms in ''Videogame/FinalFantasyCrystalChroniclesEchoesOfTime'' start falling a second or two after you step on them.
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* ''VideoGame/SkeletonBoomerang'': There are FloatingPlatforms in the game that, when [[PlayerCharacter Hunter]] steps on them, will crumble under his feet shortly after.
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** ''VideoGame/SuperMario3DLand'' has Donut Lifts, Beat Blocks, and Red-Blue Panels, and adds platforms made of cracked stone that crumble as you step on them and Flip Panels which unfold when you stand on a ! Panel, and then start folding up again behind you. One level is based around wooden platforms that fall away after being cut by circular saws.

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* ''VideoGame/AdventureStory'': The SolidClouds, first seen in the second level. They have an attached {{achievement|System}}: Clouds Disappear:
--> Collapse a cloud by standing on it.



** 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.

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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]].{{minecart|Madness}}. 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.

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[[folder:Role-Playing Game]]
* ''VideoGame/SakunaOfRiceAndRuin'': Not actually as part of gameplay, but the Bridge to the Lofty Realm, is mentioned:
--> '''Sakuna:''' Children of men, ahead lies the domain of the gods. Turn back before the bridge vanishes.
[[/folder]]



* In ''[[Literature/{{Magic20}} An Unwelcome Quest]]'', a former wizard (actually, one of the hackers who have discovered a way to manipulate reality by editing a file) named Todd traps four other wizards in a game he wrote. Several times, he forces the wizards to rush on these, only for one of them to figure out that in his laziness, only the graphic of the platform (a bridge section the first time and a boulder later) collapses. The actual physical model is still there. Also, the chain of boulders only starts shaking when the wizards jump on it, but will keep on shaking until the last of them jumps off. Only then the boulder falls.

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* In ''[[Literature/{{Magic20}} ''[[Literature/Magic20 An Unwelcome Quest]]'', a former wizard (actually, one of the hackers who have discovered a way to manipulate reality by editing a file) named Todd traps four other wizards in a game he wrote. Several times, he forces the wizards to rush on these, only for one of them to figure out that in his laziness, only the graphic of the platform (a bridge section the first time and a boulder later) collapses. The actual physical model is still there. Also, the chain of boulders only starts shaking when the wizards jump on it, but will keep on shaking until the last of them jumps off. Only then the boulder falls.
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Actual rate, despite mission name


** ''VideoGame/SuperMarioGalaxy'': Several puzzles feature green checkered platforms that start to shrink and disappear after landing on them. It also features similar tiles found in all three [[BigBad Bowser]] levels that get smashed to pieces upon contact just right before fighting Bowser. ''VideoGame/SuperMarioGalaxy2'' introduces Beat Blocks, which blink in and out of existence in time with the music. The Prankster Comet challenge for that galaxy doubles the rate, which increases the difficulty so much that the player is offered a checkpoint and Yoshi's flutter jump to partially ease it. The same type of block (as well as its faster variation) returns in ''VideoGame/SuperMario3DWorld''.

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** ''VideoGame/SuperMarioGalaxy'': Several puzzles feature green checkered platforms that start to shrink and disappear after landing on them. It also features similar tiles found in all three [[BigBad Bowser]] levels that get smashed to pieces upon contact just right before fighting Bowser. ''VideoGame/SuperMarioGalaxy2'' introduces Beat Blocks, which blink in and out of existence in time with the music. The Prankster Comet challenge for that galaxy doubles quadruples the rate, which increases the difficulty so much that the player is offered a checkpoint and Yoshi's flutter jump to partially ease it. The same type of block (as well as its faster variation) returns in ''VideoGame/SuperMario3DWorld''.
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* ''VideoGame/GameAndMatch'': The ''Turtle Bridge'' turtles dive if a fish swims under them, resulting in you falling in the water if you remain standing on or jump where they once were.

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* ''VideoGame/GameAndMatch'': ''VideoGame/GameAndWatch'': The ''Turtle Bridge'' turtles dive if a fish swims under them, resulting in you falling in the water if you remain standing on or jump where they once were.
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* ''VideoGame/GameAndMatch'': The ''Turtle Bridge'' turtles dive if a fish swims under them, resulting in you falling in the water if you remain standing on or jump where they once were.

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* ''VideoGame/OneThousandAndOneSpikes'' has multiple breeds of this - Platforms that only stay active for a limited time after hitting a switch, and the classic Franchise/MegaMan variety.

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* %%* ''VideoGame/OneThousandAndOneSpikes'' has multiple breeds of this - Platforms -- platforms that only stay active for a limited time after hitting a switch, and the classic Franchise/MegaMan variety.%%Don't use other works for context. What does "the classic Mega Man variety" mean?



* In ''VideoGame/TheAngryVideoGameNerdAdventures'' has the appearing and disappearing [[DeadlyWalls Death Blocks]], which kill the player. There are also standard ''VideoGame/MegaManClassic'' style disappearing and breakaway blocks, as well as block snakes similar to ''VideoGame/SuperMarioWorld''.

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* In ''VideoGame/TheAngryVideoGameNerdAdventures'' has the appearing and disappearing [[DeadlyWalls Death Blocks]], which kill the player. There player.%%There are also standard ''VideoGame/MegaManClassic'' style disappearing and breakaway blocks, as well as block snakes similar to ''VideoGame/SuperMarioWorld''.%%Don't use other works for context.



* The Wii ''VideoGame/ABoyAndHisBlob'' has these. Unlike other versions of the trope, however, they can actually be beneficial: If you ride one while it's falling, [[NotTheFallThatKillsYou you can safely survive falls that would normally prove fatal.]]

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* The Wii ''VideoGame/ABoyAndHisBlob'' has these. Unlike other versions of the trope, however, they can actually be beneficial: If you ride one while it's falling, [[NotTheFallThatKillsYou you can safely survive falls that would normally prove fatal.]]



* A lovingly NintendoHard staple of the ''VideoGame/MegaManClassic'' series. Almost every game includes a few screens where blocks appear and disappear in a set pattern. The fandom tends to refer to them as [[GratuitousJapanese "yoku blocks."]] Another series staple are the Count Bombs - platforms with timers displaying how much time you have to use them before they explode.
** 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 ''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.
** The longest such sequence is in Heat Man's stage in ''VideoGame/MegaMan2'', which spans ''several screens'' (above a lethal LavaPit and then a BottomlessPit). Most people don't even bother with the platforms, instead flying across with the Item-2, an early version of the Rush Jet.

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* A lovingly NintendoHard ''VideoGame/MegaManClassic'': This is a staple of the ''VideoGame/MegaManClassic'' series. Almost every game includes a few screens where blocks appear and disappear in a set pattern. The fandom tends to refer to them as [[GratuitousJapanese "yoku blocks."]] Another series staple are the Count Bombs - -- platforms with timers displaying how much time you have to use them before they explode.
** ''VideoGame/MegaMan1'': 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 ''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.
** ''VideoGame/MegaMan2'': The longest such sequence is in Heat Man's stage in ''VideoGame/MegaMan2'', stage, which spans ''several screens'' several screens (above a lethal LavaPit and then a BottomlessPit). Most people don't even bother with the platforms, instead flying across with the Item-2, an early version of the Rush Jet.



** Gyro Man's stage in ''VideoGame/MegaMan5'' features a bridge composed entirely of platforms that fall after a second of walking across them.
** In the final level of ''VideoGame/MegaManAndBass'', a particular set of appearing blocks alternates between two nearly identical patterns. As a rather cruel trick, the sole difference between them is that the second pattern is missing the final block you'd need to use to reach a ladder, meaning a hasty player will plummet into the spikes below if they observed the blocks forming once and then tried to traverse them on the second appearance.
** As well as Plug Man's stage from ''VideoGame/MegaMan9'', where the patterns are different if you're playing on the harder ("Hero" or "Superhero") difficulty levels.
** Sheep Man's stage in ''VideoGame/MegaMan10'' included not only the staple timed platforms (with different patterns for each difficulty level), but color-coded blocks that blink and disappear after stepping on them, and platforms that have to be energized by running on nearby conveyors.
** Chill Man's stage in ''VideoGame/MegaMan10'' features ice blocks that, crack the first time you strike them, then disappear quickly after being struck a second time. You can, however, walk across them fine.
* Other ''Franchise/MegaMan'' games:
** The ''VideoGame/MegaManX'' series often has platforms supported by smoking, malfunctioning jets, letting you know they won't hold your weight for long. Just to make your life a living hell, the fourth Zero stage in ''X5'' has disappearing blocks over a BottomlessPit and is nearly three screens long. No memorizing, just move and hope you're fast enough not to die. If you're playing as X, you can just fly over it. Play as Zero, and better hope your reflexes are good.
** In the final dungeon in ''VideoGame/MegaManLegends 2'' there are red tiles that will crack and break if you stand on them for too long of a period of time. [[MissionControl Roll constantly warns you]] that "the floor's weak."
** The ''VideoGame/MegaManZero'' series naturally picks up the torch, since it's much more NintendoHard than the X series was. For bonus points, the first game in the series adds them in a section straight after two minibosses, and while thankfully not over a bottomless pit, is sitting is above a platform filled with enemies. And the invisible blocks ''shoot at you'' (or rather they shoot down in unhelpful places). Remember that this game has a ranking system that penalizes you for taking damage and dying.
** VideoGame/MegaManZX has one in the BonusDungeon leading to the BonusBoss. For [[RuleOfThree bonus]] points, the ceiling and floor of the disappearing platforms hallway are also spiked, and once you beat said BonusBoss, you have to travel the hallway ''in reverse'' to get back to the SavePoint. Have fun!
** The fan game ''VideoGame/MegaManUnlimited'' goes ahead and makes a Robot Master ''based'' on those blocks. So of course [[BrutalBonusLevel his stage is packed with them]].
* ''VideoGame/MutantMudds'' for the 3DS has these very frequently.
* ''[[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.

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** ''VideoGame/MegaMan5'': Gyro Man's stage in ''VideoGame/MegaMan5'' features a bridge composed entirely of platforms that fall after a second of walking across them.
** ''VideoGame/MegaMan9'': Plug Man's stage, where the patterns are different if you're playing on the harder ("Hero" or "Superhero") difficulty levels.
** ''VideoGame/MegaMan10'':
*** Sheep Man's stage includes the staple timed platforms (with different patterns for each difficulty level), alongside color-coded blocks that blink and disappear after stepping on them and platforms that have to be energized by running on nearby conveyors.
*** Chill Man's stage features ice blocks that crack the first time you strike them, then disappear quickly after being struck a second time. You can, however, walk across them fine.
** ''VideoGame/MegaManAndBass'':
In the final level of ''VideoGame/MegaManAndBass'', level, a particular set of appearing blocks alternates between two nearly identical patterns. As a rather cruel trick, the sole difference between them is that the second pattern is missing the final block you'd need to use to reach a ladder, meaning a hasty player will plummet into the spikes below if they observed the blocks forming once and then tried to traverse them on the second appearance.
** As well as Plug Man's stage from ''VideoGame/MegaMan9'', where the patterns are different if you're playing on the harder ("Hero" or "Superhero") difficulty levels.
** Sheep Man's stage in ''VideoGame/MegaMan10'' included not only the staple timed platforms (with different patterns for each difficulty level), but color-coded blocks that blink and disappear after stepping on them, and platforms that have to be energized by running on nearby conveyors.
** Chill Man's stage in ''VideoGame/MegaMan10'' features ice blocks that, crack the first time you strike them, then disappear quickly after being struck a second time. You can, however, walk across them fine.
* ''Franchise/MegaMan'': Other ''Franchise/MegaMan'' games:
** The ''VideoGame/MegaManX'' series often has platforms supported by smoking, malfunctioning jets, letting you know they won't hold your weight for long. Just to make your life a living hell, the fourth Zero stage in ''X5'' has disappearing blocks over a BottomlessPit and is nearly three screens long. No memorizing, just move and hope you're fast enough not to die. If you're playing as X, you can just fly over it. Play as Zero, and better hope your reflexes are good.
** ''VideoGame/MegaManLegends'': In the final dungeon in ''VideoGame/MegaManLegends ''Mega Man Legends 2'' there are red tiles that will crack and break if you stand on them for too long of a period of time. [[MissionControl Roll constantly warns you]] that "the floor's weak."
** The ''VideoGame/MegaManZero'' series naturally picks up the torch, since it's much more NintendoHard than the X ''X'' series was. For bonus points, the is. The first game in the series adds them in a section straight after two minibosses, and minibosses -- while thankfully not over a bottomless pit, this is sitting is above a platform filled with enemies. And the The invisible blocks ''shoot at you'' (or rather they also shoot down in unhelpful places). Remember inconvenient places. Of note is that this the game has a ranking system that penalizes you for taking damage and dying.
** VideoGame/MegaManZX ''VideoGame/MegaManZX'' has one in the BonusDungeon leading to the BonusBoss. For [[RuleOfThree bonus]] points, the ceiling and floor of the disappearing platforms hallway are also spiked, and once you beat said BonusBoss, you have to travel the hallway ''in reverse'' to get back to the SavePoint. Have fun!
** The ''VideoGame/MegaManUnlimited'', a fan game ''VideoGame/MegaManUnlimited'' goes ahead and game, makes a Robot Master ''based'' based on those blocks. So blocks, so of course [[BrutalBonusLevel his stage is packed with them]].
* %%* ''VideoGame/MutantMudds'' for the 3DS has these very frequently.
* ''[[VideoGame/{{Prehistorik}} Prehistorik Man]]'' ''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.



** In the sequel ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', they can kill {{Mook}}s and destroy potions.

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** In the sequel ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', they can kill {{Mook}}s and destroy potions.



** Interquel ''VideoGame/PrinceOfPersiaTheForgottenSands'' features two types of temporary platform, firstly the ability to pause water to turn it into something you can grab onto, and then later remaking formerly existing platforms reappear with the power of memory. This can quickly cause DamnYouMuscleMemory rage during sections where you have to use both at once, turning one off to jump through something that would otherwise block your way to a platform you just turned on with the other ability...

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** Interquel ''VideoGame/PrinceOfPersiaTheForgottenSands'' features two types of temporary platform, firstly the ability to pause water to turn it into something you can grab onto, and then later remaking formerly existing platforms reappear with the power of memory. This can quickly cause DamnYouMuscleMemory rage during sections where you have to use both at once, turning one off to jump through something that would otherwise block your way to a platform you just turned on with the other ability...



* The first ''VideoGame/{{Rayman}}'' game features many of these, also including one type of ''cloud'' platform. They only disappear temporarily, but while some just disappear for a few moments after you've stepped on them, others will disappear and reappear of their own accord, which can really cause you trouble if you don't notice it vanish and reappear by itself or time your leap correctly before you actually jump on it.
* The console version of the video game of TheFilmOfTheBook of ''VideoGame/ASeriesOfUnfortunateEvents2004'' has a level that consists almost entirely of these and more open air than you can shake a stick at.
* Most ''VideoGame/SonicTheHedgehog'' games have them; though the series isn't as fond of them as Mario, there's still a fair amount of variety. They frequently take the form of temporary ledges attached to normal platforms, which collapse moments after you step onto the ledge, but there are also regular platforms which collapse when walked on, and platforms that appear and disappear at set intervals.

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* ''VideoGame/{{Rayman}}'': The first ''VideoGame/{{Rayman}}'' game features many of these, also including one type of ''cloud'' platform. They only disappear temporarily, but while some just disappear for a few moments after you've stepped on them, others will disappear and reappear of their own accord, which can really cause you trouble if you don't notice it vanish and reappear by itself or time your leap correctly before you actually jump on it.
* The ''VideoGame/ASeriesOfUnfortunateEvents2004'', the console version of the video game of TheFilmOfTheBook of ''VideoGame/ASeriesOfUnfortunateEvents2004'' TheFilmOfTheBook, has a level that consists almost entirely of these and more open air than you can shake a stick at.
* ''VideoGame/SonicTheHedgehog'': Most ''VideoGame/SonicTheHedgehog'' games have them; though the series isn't as fond of them as Mario, there's still a fair amount of variety. They frequently take the form of temporary ledges attached to normal platforms, which collapse moments after you step onto the ledge, but there are also regular platforms which collapse when walked on, and platforms that appear and disappear at set intervals.



** The 16-bit version of ''VideoGame/SonicTheHedgehog2'' in particular features a sequence in Wing Fortress Zone where you have to jump across several platforms which appear and disappear at a very unforgiving interval above a bottomless pit.
** 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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** ''VideoGame/SonicTheHedgehog2'': The 16-bit version of ''VideoGame/SonicTheHedgehog2'' in particular features a sequence in Wing Fortress Zone where you have to jump across several platforms which appear and disappear at a very unforgiving interval above a bottomless pit.
** ''VideoGame/SonicColors'': 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.



* ''VideoGame/Stinkoman20X6'' features a platform that flips down after a set amount of time. In [[MinusWorld Level -0]], the physics "glitch" so you fall through while the platform is still up, but land safely while it's down.

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* ''VideoGame/Stinkoman20X6'' features a platform that flips down after a set amount of time. time.
**
In [[MinusWorld Level -0]], the physics "glitch" so you fall through while the platform is still up, but land safely while it's down.



* Shows up in later levels of ''VideoGame/SuperLuckysTale''. Notable because you can actually borrow through the platforms.
* The ''Franchise/SuperMarioBros'' franchise is replete with all varieties:

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* %%* ''VideoGame/SuperLuckysTale'': Shows up in later levels of ''VideoGame/SuperLuckysTale''. levels. Notable because you can actually borrow burrow through the platforms.
* The ''Franchise/SuperMarioBros'' franchise is replete with all varieties:



** 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 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.

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** ''VideoGame/SuperMarioBros3'': 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 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.



** In the special obstacle course of Gelato Beach in ''VideoGame/SuperMarioSunshine'', there are blocks of sand that erode as soon as Mario steps onto them, so he has to move quickly.

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** ''VideoGame/SuperMarioSunshine'': In the special obstacle course of Gelato Beach in ''VideoGame/SuperMarioSunshine'', Beach, there are blocks of sand that erode as soon as Mario steps onto them, so he has to move quickly.
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See also GoombaSpringboard, for when a section of a game requires you to platform on enemies that die once you springboard off of them.

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See also GoombaSpringboard, for when a section of a game requires you to platform on enemies that die once you springboard bounce off of them.

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