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5[[quoteright:350:[[UsefulNotes/{{Unity}} https://static.tvtropes.org/pmwiki/pub/images/unity_platform_tutorial.png]]]]
6
7->'''''Through-floors''': "A one-way floor!! Hunh? What, was it too much trouble to make it two-way?! Anyway, you jump up, then you can't go down again!!"''
8-->-- '''Wario''', ''VideoGame/WarioLand4'' manual.
9
10Platforms and surfaces in video games, particularly 2D platform games, where you can jump through from below, yet they are solid when you're above them.
11
12In some cases, it's possible to drop down from that platform (most commonly by ducking and then hitting the jump button). In other cases, it's impossible to go back down from said platforms except by walking off the edge.
13
14In 2D platform games, it can be justified under the assumption that your character is not actually passing 'through' the platforms, but rather jumping 'in' or 'out' of the 2D plane (ie. the platforms may not be in the same plane; it just looks that way to the player).
15
16%%
17%% Please add examples in alphabetical order.
18%%
19
20----
21!!Examples:
22%%* Some ''VideoGame/{{Action 52}}'' games has platforms not solid from below.
23%%* ''Videogame/{{Alien 3}}'' has these kinds of platforms.
24%%* ''[[VideoGame/BatmanSunsoft Batman: Return of the Joker]]'' has these platforms.
25%%** As did the 8-bit ''Batman'' game available on home computers.
26* You can pull yourself up onto platforms like these in ''VideoGame/BionicCommando''.
27* The Wii version of ''VideoGame/ABoyAndHisBlob'' has platforms that are not solid from below but solid from above. You can't drop down on them unless you happen to have a hole with you.
28* In the first ''VideoGame/BubbleBobble'' game, every platform tile is one. The possibilities of these platforms are commonly experimented with in the levels, too. Later Bubble Bobble games have these kinds of platforms as well.
29* You don't hit your head against thin platforms from ''VideoGame/{{Braid}}''.
30* ''Franchise/{{Castlevania}}'' games (particularly in ''VideoGame/CastlevaniaTheAdventureRebirth'') often have platforms that can be jumped through from below. There are also stairs that partially behave that way.
31%%* Both ''VideoGame/ChipNDaleRescueRangers'' NES games have these platforms.
32* ''VideoGame/{{Celeste}}'' has wooden platforms, which usually appear after screen transitions to block backtracking. Unlike just about all the other environment, they have no thickness so Madeline cannot hang/climb from sides of these wooden platforms. Also, clouds behave similarly, but combine it with [[SpringsSpringsEverywhere bounce pad]] function too.
33* ''VideoGame/CommanderKeen'' has the full works... not just the vertical version but one-way left or right blocks in the first trilogy, as well as platforms that you can fall through but are solid from below.
34* ''VideoGame/{{Contra}}'' has lots of platforms that are solid from above. It's possible to go through them from above by ducking and hitting jump.
35* Most of these kind of platforms in ''WesternAnimation/DarkwingDuck'' NES game can be jumped through, walked on and it's possible to hang on them.
36* ''VideoGame/DonkeyKongCountry'' has these. ''VideoGame/DonkeyKongCountryReturns'' manages to recreate them in a 2.5D game -- even though the platforms and Donkey Kong are rendered as 3D models, Donkey Kong can still jump up "through" them and then land on them, and it's rendered as if he were passing "in front" of the platform instead of through it, yet he doesn't visibly move along the Z-axis.
37* In ''VideoGame/DragonsWake'' the player can jump up past wooden bridges, giant mushrooms, and the roofs of houses in order to land on them.
38* ''VideoGame/EarthwormJim'' has some platforms that can be jumped through from below.
39* ''VideoGame/EnvironmentalStationAlpha'' features both the regular kind (can jump through and stand on but not drop down) and the inverted kind (can fall through but not jump up through) in a few places.
40* In ''VideoGame/EverybodyEdits'', one-way blocks are a category of block that act as solid on one side. The exact functionality depends on the game:
41** In ''VideoGame/EverybodyEditsFlash'' the sides are also solid, but not when moving the direction the block is facing. This game also features the One-Way pack, which has one-way blocks pointing in all four directions.
42** In ''VideoGame/EverybodyEditsUniverse'', one-way blocks can always be entered from the side, and they can all be rotated in four directions.
43* ''VideoGame/TheFairylandStory'' was based around these, like ''VideoGame/BubbleBobble'' but predating it.
44* ''VideoGame/FancyPantsAdventures'' uses them after Fancy Pants Man jumps or runs upwards; the platforms don't allow him to drop down, though usually, he can just drop off the side.
45%%* Both ''VideoGame/TheFlintstones'' NES games have those kind of platforms.
46%%* Many ledges in ''VideoGame/GhostsNGoblins'' series behave like that.
47* ''VideoGame/GrandChase'' uses this, letting you drop off from platforms by pressing down, but not in rooms that have a BottomlessPit.
48** The earlier ''VideoGame/MapleStory'' has this as well. Jumping down is handled by holding the down key and pressing the jump key once for each descent.
49* Toadstools in ''VideoGame/IndianaRodent''.
50%%* Some platforms in ''VideoGame/JackieChansActionKungFu''.
51%%* Numerous platforms in ''VideoGame/JazzJackrabbit'' work that way.
52* ''VideoGame/JetSetWilly'' (and its predecessor, ''VideoGame/ManicMiner'') assigned each square on the screen one of four elemental types, colloquially referred to as "Air" (fall through from all directions), "Water" (can jump through from below and pass sideways through, but not travel down through; basically, this trope), "Earth" (impassable from all sides; can stand on, but not walk or jump through) and "Fire" ([[CollisionDamage kills you on contact]]). And yes, water was often an instant killer, making water blocks technically "Fire" type...
53* Clouds in ''VideoGame/JumpBug'' are solid from above but not from below.
54* ''VideoGame/JumpKing'' manages an inversion of this trope, of course for the purposes of frustrating the player: sinking sand platforms is where Jump King will slowly sink, requiring the player to constantly jump a little bit to avoid falling through them and plummeting, losing progress. However, when colliding with the sinking sand from the sides or from below, Jump King will simply bounce away like from any proper solid platform.
55* ''VideoGame/{{Jumper}} Two'' and ''Three'' features solid-from-above platforms. ''Jumper Two Editor'' (version 4.x) changed these to "Ghost Platforms" to HandWave a certain bug in previous versions[[note]]Put a gravity-obeying object like a crate on such platform, then have Ogmo drop below and the object will drop off a platform ''by itself''.[[/note]] and added a variation for three other directions.
56%%* ''VideoGame/TheJungleBook'' NES and SNES game has these platforms.
57* ''VideoGame/KidIcarus1986'': Most surfaces are solid, but certain platforms (including those made of ice and clouds) allow Pit to jump through them from below, which are useful for vertical scrolling levels and fortresses. Pressing Down while standing atop these platforms will drop Pit down; this is useful in fortresses, but [[DamnYouMuscleMemory less so in other levels]].
58* ''VideoGame/KatanaZero'' gives this behavior to many types of platforms. Nearly every floor with a stairway below it like this. Less frequently seen are ropes, with an inconsequential but neat-looking effect of pulling taut beneath the weight of Zero.
59* ''VideoGame/{{Kirby}}'' games commonly feature platforms that are solid from above but you can jump through them from below. There are both can-be-dropped-down and cannot-be-dropped-down variations. Since you drop through them by just pressing Down, Kirby can't duck on thin platforms.
60%%* ''VideoGame/LinusSpacehead'' and ''Linus Spacehead's Cosmic Crusade'' often use these platforms.
61* ''VideoGame/LittleBigPlanet'' tries to simulate these. There are three 2D planes you can be on (foreground, middle, and background), and jumping up above a platform on an adjacent plane automatically shifts you into that plane so you can land on it. You can also drop down from a platform by moving towards the foreground, but not towards the background.
62* An unusual example is from ''VideoGame/LodeRunner''. Some of the trap blocks are solid from sides but can be fallen through from above.
63* A few moving platforms in ''VideoGame/TheLostVikings'' series behave that way.
64* There isn't a single solid ceiling in ''VideoGame/MagicalWhipWizardsOfPhantasmalForest''. One of the game's levels is nothing but these platforms, stretched the whole width of the screen. One has to be careful not to accidentally jump up to a higher platform, as there is no way to go back down.
65* ''Franchise/SuperMarioBros'':
66** These kinds of platforms are present in every main series game besides the original, and even the original Super Mario Bros. style has them in ''VideoGame/SuperMarioMaker''. [[EarlyInstallmentWeirdness Which makes it confusing]] when these platforms avert this trope in the original ''VideoGame/SuperMarioBros1'' or its ''[[VideoGame/SuperMarioAllStars All-Star]]'' remake! As of ''Super Mario Maker'', they've been given the official name of "Semisolid Platform".
67** Even in the original game, [[EliteMooks Hammer Brothers]] can jump up and down solid platforms as if they were this trope.
68** [[InvisibleBlock Invisible coin blocks]] can only be revealed by hitting them from below -- from any other side, you'll go straight through. But once they're revealed they turn into ordinary used blocks that are solid from every side.
69** Frequent in the ''VideoGame/WarioLand'' spinoff series, with ''VideoGame/WarioLand4'' giving them the official designation of "Through-Floors". The primary use of the "Zombie Wario" transformation is that he can go down through these kind of platforms, though ''VideoGame/WarioMasterOfDisguise'' gives the ability to Dragon Wario instead.
70* ''Franchise/MegaMan'' games don't have a lot of them. However, certain stage-specific objects, like conveyor-powered small platforms in Sheep Man's stage in ''VideoGame/MegaMan10'', are not solid from below.
71* ''Franchise/{{Metroid}}'' games invert this trope with "pitfall blocks" (also known as crumble blocks), which fall apart instantly when hit from above but block any attempts to climb back up. They're frequently used as one-way gates, with an added "gotcha!" factor.
72* In ''VideoGame/{{Miner 2049er}}'', platforms are generally directionally solid; this is most obvious in the "Lillipads" levels.
73%%* The ''VideoGame/MontyMole'' games have many platforms like this.
74* ''VideoGame/MoonCrystal'' starts off with tree branches being like that and it continues with every thin or moving platform.
75* ''VideoGame/{{N}}'' and its commercial remakes ''N+'' and ''N++'' have four varieties of directionally solid platforms. It's just one block, but with different cardinal orientations, resulting in platforms you can fall through from above, but not jump through from below and vice versa, and platforms you can go through from left to right, but not the other way around and vice versa.
76* Some platforms in ''VideoGame/PizzaTower'' can be jumped through only from below.
77%%* Present in ''VideoGame/{{Predator}}'' NES game.
78* ''VideoGame/{{Psychonauts}}'': In some locations, it's possible to jump while directly under a trampoline. You go through the trampoline but are bounced even higher.
79* ''VideoGame/{{Purple}}'' features such platforms for ''every'' direction, including standard "solid from above" hills.
80* ''VideoGame/{{Rayman}}'': In the first game, an ''entire'' room is made up of bouncy platforms that you can jump up through, and the goal is to get to the bottom. It's ''incredibly'' easy to take one misstep and bounce all the way to the top of the room.
81%%* ''VideoGame/{{Ristar}}'': Platforms and legdes.
82* ''VideoGame/{{Shantae}}'':
83** Although you can jump up through platforms in every game, there's no going back down except in ''VideoGame/ShantaeHalfGenieHero'', so they're easy one-way gates in ''VideoGame/Shantae2002'' and ''VideoGame/ShantaeAndTheSevenSirens''.
84** ''VideoGame/ShantaeRiskysRevenge'': The jumping when ducking on a platform in Scuttle Town or the white Lilac Fields ones, phases Shantae through them, but not the ones in enemy areas like Squid Baron's labyrinth.
85%%* ''VideoGame/{{Shinobi}}'' games have this thing going on.
86%% * Many areas in ''Franchise/SonicTheHedgehog'' games feature these platforms. For example, Green Hill Zone is full of them.
87* In ''Spacestation Pheta'', climbing a ladder with a floor above it will result in the player emerging above the floor, ''even if the square above contains a solid object''. If this is another floor, then it becomes a Directionally Solid Platform: the player can jump to rise above the second floor, but can't get back down.
88* The ''VideoGame/SuperSmashBros'' series features a lot of these. With platforms that can be dropped through (and yes, it's actually shown as ''through'' in the game's 3D graphics), you can hold the analog stick down to drop straight through them without even landing on them.
89* You may ''build'' these in ''VideoGame/{{Terraria}}''. You and most monsters may drop through them voluntarily, but Slimes and Demon Eyes can't. They're also good for grappling.
90* Two variants feature in ''VideoGame/TribalHunter'', the common floating-platform type that can be ducked through if needs be and the much rarer variant that completely bridges a gap and ''has'' to be ducked through to bypass.
91* In [[MultipleEndings one of]] the potential final bosses of ''VideoGame/{{Undertale}}'', you're forced to deal with a rehash of Papyrus's earlier Blue Mode mechanics for a majority of the boss's attacks. However, this time, the boss will often also summon platforms as part of said attack, and all of them function this way.
92%%* Platforms in on-foot sections of ''Ultimate Stuntman''.
93%%* Often present in ''VideoGame/{{Vectorman}}''.
94%%* They're in the ''VideoGame/WizardsAndWarriors'' series.
95%%* A few ''VideoGame/WonderBoy'' games have platforms like that. So do ''VideoGame/AdventureIsland'' games.
96* In ''VideoGame/YoshisCraftedWorld,'' this is {{justified|Trope}}. One-way platforms are depicted as "tabs" attached to surfaces that fold back when Yoshi is jumping up through them. However, they only fold in one direction, so Yoshi can't go back through them.

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