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13%% ========ADDITIONAL NOTICE========
14%% I have noticed that the videogame examples listed are simply too numerous to remain in their own folder, but I do not know enough about each of these games to sort them all into folders by video game genre. Whoever is familiar enough with all of these games to sort them into their own genre folders, please do that, and then delete this notice, but not the one above it forbidding adding non-alpabetized examples.
15%% ========ADDITIONAL NOTICE========
16In many video games, falling into a {{Bottomless Pit|s}} doesn't [[VideoGameLives kill you]]; it just mysteriously transports you back to the start of the area. Sometimes this has [[FakeTrap no ill effect]] or explanation at all--it just never happened. Other times you lose a bit of health in the process, possibly implying that it ''did'' happen and you spent God only knows how long climbing back up. Even in games where [[MeaninglessLives extra lives are given out like candy]], you sometimes find this effect.
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18Also used in {{RPG}}s in which it would be kind of silly and frustrating to punish the player for missteps (sometimes they also have an [[EdgeGravity Invisible Hand Rail]]).
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20Often accompanied by PuzzleReset.
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22In this special case of DeathIsASlapOnTheWrist, more mundane hazards such as evil monsters and sharp blades force you to restart from the last CheckPoint or SavePoint when you die, but falling into lava, down BottomlessPits, [[SuperDrowningSkills into water]], or whatever reduces your health by the same amount as a monkey hitting you on the head with a coconut. Possibly even ''less'' than that.
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24A SuperTrope to BottomlessPitRescueService.
25----
26!!Examples:
27[[foldercontrol]]
28[[folder:Video Game Examples]]
29* ''VideoGame/AdventureStory'': Falling into a pit inflicts a fixed amount of damage depending on difficulty, ranging from 5 on Easy to ''20'' on [[HarderThanHard Epic]]. Knocking enemies into pits tends to [[OneHitKO kill them instantly]].
30* ''VideoGame/ANNOMutationem'': Falling into any bottomless hole or a dangerous hazard will deal a small bit of damage to Ann before she's immediately sent back to the area she was standing on.
31* In ''VideoGame/AnUntitledStory'', falling off a ledge in [[LevelInTheClouds CloudRun]] takes you instantly to The Bottom, but doing so in [=MountSide=] [[spoiler:and the final boss battle]] hurts the player.
32* ''[[VideoGame/BackyardSports Backyard Skateboarding]]'' has nonlethal AND harmless bottomless pits.
33* In ''VideoGame/BarkleyShutUpAndJamGaiden'', there's a short section where Cyberdwarf has to get through an invisible floor over the pit. Falling into the pit has no effect other than being sent to the beginning with Cyberdwarf's comment.
34* ''VideoGame/BatmanArkhamAsylum'' and ''VideoGame/BatmanArkhamCity'' both use this. While there are bottomless pits, if Batman falls into one of them, he just uses his grappling hook to launch himself to the nearest ledge, unharmed. Both games also avert SuperDrowningSkills if Batman falls into the water, having him do the same thing as if he fell into a pit.
35* ''Zelda''-like game ''VideoGame/BeyondOasis'' has these kind of pits (that drain a bit of life and teleport you to the room entrance), ''but'' it also has a powerup that will fly you out of the bottomless pit, costing you a bit of mana rather than life.
36* ''VideoGame/BloodRayne2'''s bottomless pits were few but forgiving; dropping down elevator shafts, skyscrapers, and sky bridges would return Rayne safely to a nearby ledge.
37* The first ''VideoGame/{{Boktai}}'' game was a case, as you just started the room over. However, all the other ones treated it like an instant GameOver and charge you to restart in that room.
38* ''VideoGame/BugFables'': Falling into a water or a bottomless pit doesn't carry a death penalty; instead, you simply reappear on the ground.
39* The ''Franchise/{{Castlevania}}'' series:
40** ''VideoGame/CastlevaniaLamentOfInnocence'' features very little platforming, being a 3D Castlevania game, but two rooms feature platforms in a darkened room where your range of vision is slightly less than your jumping distance, requiring a great deal of guesswork. Due to the game's camera-based controls combined with the tendency of the camera to move mid-jump, navigating these two small rooms can involve dozens of tries. Fortunately, falling just teleports you back to the room's entrance with no damage sustained.
41** But you ''do'' get a wonderful blood-curdling scream as Leon plummets to his doom!
42** Similarly, ''VideoGame/CastlevaniaRondoOfBlood'' has many pits that simply take you to new or previous areas of the stage.
43** ''VideoGame/CastlevaniaDraculaX'' has Stage 3, where the very last section in the level before the boss warm-up room has pits ''everywhere''. Falling into one will actually send you to the alternate "Stage 4'", a sewer level. Unfortunately, entering this level means you'll invariably be getting the worst ending.
44*** This is almost never done on purpose, since there are lot of LedgeBats waiting to send you into one of about 30 pits, making this one of the hardest areas in the entire game and, with the added stuff ahead after Stage 3, effectively makes the whole situation an EarnYourHappyEnding marathon.
45* [[RecurringBoss Ozzie]] in ''VideoGame/ChronoTrigger'' is quite fond of Non-Lethal Bottomless Pits, but they're lethal to him.
46* ''VideoGame/CityOfHeroes'':
47** This is what happens if you fall too far in Ouroboros and the Shadow shard. On the Ouroboros map, you are transported back to the fountain in the center of the map. In the Shard, you are ported near towards the teleporters to other zones. The latter example is used by players to cross the largest maps in the game in a short timespan
48** In the Shadow Shard, it is handwaved as being the same emergency teleport system that brings you to the hospital when you nearly die.\
49[[FridgeLogic Which is an elaborate system set up and carefully maintained in Paragon City and the Rogue Isles, and shouldn't exist in a completely hostile dimension.]] [[AWizardDidIt Faathim the Kind did it.]]
50* ''Videogame/ClashAtDemonhead'' semi-averted this, by having its pits be neither lethal nor bottomless. (Yes, you actually had to work at getting out of the pits.)
51* Most BottomlessPits in ''VideoGame/ConquestOfTheCrystalPalace'' mean instant death, except for the ones in the castle levels (two and five). Falling down in one of those levels sends you back to a predefined checkpoint. One particular set of pits in the second level leads you to an OptionalBoss, and defeating him gets you the rare "smart bomb" special weapon, the Moon Mirror.
52* In a departure from the earlier games in the ''VideoGame/CrashBandicoot'' series (except for one instance in the level "Un-Bearable" in ''VideoGame/CrashBandicoot2CortexStrikesBack'' and the motorcycle levels in ''VideoGame/CrashBandicoot3Warped''), ''VideoGame/CrashOfTheTitans'' and ''VideoGame/CrashMindOverMutant'' featured these. It was made all the more blatant in the latter game, in which the lives system was dropped.
53* ''VideoGame/CyberChaser'': Bottomless pits don't kill the player character, just deal some mild damage.
54* ''VideoGame/DarkCastle'' has a variation on this that's both better and worse. Whenever you fall down a {{Bottomless Pit|s}}, you always get kicked into the ''Trouble'' dungeon levels as punishment for your sloppiness.
55%% Needs context * The Void in ''VideoGame/{{Dishonored}}''.
56* ''VideoGame/DissidiaFinalFantasy'': As part of its many, many RuleOfCool, falling into what seems to be BottomlessPits teleports you somewhere else. Which is a good thing, since half the arenas are floating chunks of rocks or blocks of buildings in the middle of nowhere. The characters can glide effortlessly in the air, too.
57* In ''VideoGame/DoomEternal'', falling into a pit merely takes away a small amount of hit points and puts the player back on the map, whereas in [[VideoGame/Doom2016 the previous game]] they'd simply instantly kill the player.
58* During the [[RoofHopping rooftop race]] in ''Downtown Nekketsu Kōshinkyoku'' (a.k.a. ''VideoGame/CrashNTheBoysStreetChallenge'' [[MarketBasedTitle in the U.S.]]), falling into pits costs you a bit of your health and launches you forward, except in cases where the fall would bring your health down to zero (thus causing you to lose the event).
59* Falling down a pit in ''VideoGame/DynamiteHeaddy'' flings Headdy to the top of the screen. Sometimes, using the jump is the only way to collect otherwise-inaccessible items on platforms too high to normally jump to. However, falling down a pit knocks off one unit of Headdy's health.
60* A version of climbing back up again happens in ''VideoGame/EvilDeadRegeneration''; when Ash falls into a bottomless pit, the screen fades out briefly and back in just as he drags himself up over the edge of the pit. Climbing up such a pit must be hard with only one hand... then again, he's ASH.
61* In ''VideoGame/FallGuysUltimateKnockout'', most race stages hover high in the sky, but falling off will just teleport you to the last checkpoint you've crossed. However, the "X-treme Fall Guys" show averts this; it's a special type of show where if you fall off the rounds at any point, you're instantly eliminated.
62* ''VideoGame/Fallout3'': In the Operation: Anchorage VR simulation, falling into a pit teleports you back to the nearest solid ground.
63* ''VideoGame/FinalFantasyVI'' has this as a result of falling into the lava in the Esper cave.
64* ''VideoGame/GravityCircuit'' features bottomless pits that teleport the player back into solid ground with the cost of some health.
65* Another Treasure game, ''VideoGame/GunstarHeroes'', features these pits. Jumping in one would result in your character rocketing up out of the pit, losing 20 health in the process. Oddly enough, this applies to boss enemies as well -- Orange in particular. If you throw him and he lands on the platform, he'll lose 400 health and be stunned; but if you throw him and he falls off the screen, he only loses 40 health and jumps back up with a damaging elbow drop.
66* Cleverly subverted in ''VideoGame/{{Hexen}}''. In one level, a cavern passage leads to a small outdoor area with a swampy river that flows underground and ends with a seemingly {{Bottomless Pit|s}}, but it turns out to be not only non-lethal, but also the only way to get into a previously locked-out area and carry on with the game.
67* In ''VideoGame/HollowKnight'', touching SpikesOfDoom from any angle results in one mask being subtracted from your LifeMeter and you respawning on the nearest safe platform (which in some areas is likely to be inconveniently far from where you were). Falling into an AcidPool has the same effect until you get the item that lets you float on those without taking damage. The few areas in the game that do have actual bottomless pits treat them the same way.
68* You find this trope all over in ''VideoGame/HypeTheTimeQuest''. Some are actual pits, but the largest is the ocean... or whatever big water that is.
69* In ''VideoGame/JackieChansActionKungFu'', if you fall off on the cloud stage, you land on a big nasty foot which literally kicks you back to the beginning with the loss of one point of health.
70* ''VideoGame/JamesPond 2: Codename [=RoboCod=]'' has downplayed examples in that the bottomless '''do''' kill you... if you're on your last hit point. Bottomless pits in the game merely hurt James Pond.
71* In ''[[VideoGame/JetSetRadio Jet Set Radio Future]]'', if you fell into a lake/off of a building on certain levels/random vat of water, it would show you climbing back up, wet (if in water), and Professor DJ K saying something humorous about your mishap.
72* ''VideoGame/KidIcarus1986'', as long as you carry a feather; if not, it's game over. ''VideoGame/KidIcarusUprising'' plays it completely straight, though (in the situations where it doesn't employ EdgeGravity to prevent you from falling in the first place).
73* ''Franchise/KingdomHearts'', to the point where, at one point in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'', the solution to a puzzle involves jumping into a black, seemingly-bottomless pit when you can't progress any further horizontally. In a sequence taking place near the end of ''VideoGame/KingdomHeartsIII'', namely, [[spoiler:reforming Sora's body during the Final World]], the player is tasked to collect a number of {{Plot Coupon}}s scattered over a sandbox area, which [[{{Bizarrchitecture}} happens to be a mess of floating ruins and debris with an infinite void beneath it]]. Falling into this void, a fairly easy thing to do, will simply [[WrapAround teleport Sora to the very top of the sky, allowing him to fall back down to the top of the structure...]] or [[OverlyLongGag keep falling forever into infinity until he gets bored,]] if the player wishes.
74* The Catacombs in ''VideoGame/KingsQuestVI'' are rife with deadly bottomless pits, but at one point, you're required to stumble into a seemingly bottomless pit that instead deposits you into the lower area of the Catacombs. However, you can still die in this room- if you don’t have the correct item, the Minotaur will enter the room and kill you.
75* ''VideoGame/KirbyAndTheForgottenLand'': If Kirby or Bandana Waddle Dee falls into a bottomless pit, they take some damage and are respawned on nearby terrain. This breaks the usual trend in the series where bottomless pits are typically an instant kill, regardless of health.
76* ''VideoGame/KunioKun'': Anytime one of the playable characters fall into a hole, they lose one bar from their health after respawning.
77* ''VideoGame/LaMulana'':
78** The BonusLevelOfHell has many pits that, instead of dropping you into the room below like most of the game, whisk you away to a magical place called the Land of Hell, where you have to kill all the ([[GoddamnedBats rather annoying]]) enemies in the room to open an exit back to the rest of the dungeon, probably forcing you to retrace your steps for several rooms. Oh, there's also an innocuous-looking ladder that sends you back to the beginning, but that's neither here nor there.
79** The third Land of Hell has pits of its own; falling into one drops you back into the second one, wiping out even more of your progress. And the worst part? [[spoiler:In order to complete one of the puzzles, you have to sleep in front of the "LAND" sign in the first three Lands of Hell.]]
80* ''VideoGame/LegendOfKay'' has Kay lose a health point for each fall. Or each time he drowns, be it in water or in mud.
81* ''Franchise/TheLegendOfZelda'':
82** In most games, falling into pits or a pool of lava usually resets you at the start of the room, or near where you fell, with a little bit of health missing. Should you fall into a pit with your health too low to survive the penalty, you'll reappear, only for Link to just collapse and die on the spot. The exception is when there's another floor below the pit; Link will just fall through to that floor, which is often a bigger annoyance than the loss of health would have been. In some games, other "lethal" events will also have this effect, like being crushed by an obstacle or falling in quicksand.
83** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has an interesting one. You have an area where there is a nonlethal bottomless pit. By solving the puzzle hinted earlier, however, the platform moves below and you fall onto solid ground with no damage, and can proceed with the rest of the dungeon.
84** ''VideoGame/TheLegendOfZeldaMajorasMask'':
85*** Being set on fire while in Deku or Zora form, and falling into deep water while in Deku or Goron form, have the same effect.
86*** Wandering too far from the center of the boss battle arena in Stone Tower Temple will result in you falling into quicksand and being teleported completely out of the temple.
87** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Falling into a pit only makes you lose a quarter of a heart.
88** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has non-lethal lethal poisonous swamp gas, as well as pits and lava. It's especially odd considering that Midna's dialogue early in the Goron Mines implies that lava will [[OneHitKill kill you instantly.]] Interestingly, if you're wearing the Zora Armor or the Iron Boots, lava ''will'' cause an instant GameOver. Why you'd be wearing that in a place with lava is anyone's guess, but there you go.
89** ''VideoGame/TheLegendOfZeldaSkywardSword'': Falling from Skyloft will result in [[BottomlessPitRescueService a knight catching you]] and bringing you back to where you were, followed by a quick lecture on being careful. Everywhere else, you'll reappear at the ledge with no damage at all. Since your Sailcloth lets you avoid any FallingDamage, this makes some sense. What doesn't make sense is how you get back up.
90** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''[[VideoGame/TheLegendOfZeldaTearsOfTheKingdom Tears of the Kingdom]]'': Falling down bottomless pits (such as those in the Shrines), being submerged in the occasional GrimyWater, or running out of stamina in normal water will have you respawn on the last bit of stable dry land you stood on, losing 1 heart of health. Since FallingDamage can be a flat-out OneHitKill in these games, and so can many enemy attacks early on, losing only one heart is downright ''merciful'' in comparison. They also buck the long-standing tradition of having Link first respawn, then die instantly upon losing all health to a pit; if the fall or drowning is lethal, the game over screen will immediately display instead.
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94%% I hid this entry from normal view, because I remember some of these games having the minifigs burst apart when falling down a pit. If this is not the case, then please put it back in normal view.
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96%%* The VideoGame/LEGOAdaptationGame[=s=] have these.
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100* ''VideoGame/LufiaCurseOfTheSinistrals'' just takes off 10% of the active character's HP whenever they fall into a bottomless pit — unless you have the Ignore Falling Damage passive, which does ExactlyWhatItSaysOnTheTin.
101* ''VideoGame/MadnessProjectNexus2'': Falling offscreen or into a pit will take off a Corpus block before dropping you back on solid ground.
102* ''VideoGame/MarbleMadness'' doesn't penalize you for allowing your marble to fall off the playfield[[note]]until the end of the game, where they're subtracted from your final score[[/note]]. You just have to suffer the respawn delay.
103* If you play ''VideoGame/MegaManZX Advent'' on easy mode, if you fall into a bottomless pit, you are drawn back up by Model A. You are given MercyInvincibility, a few seconds before it disappears, and a small loss of HP. Don't fall again.
104** The same applies to the first ZX game; whichever biometal you're using at the time gives you a few seconds of flight, but if you fall again without touching land, you're doomed.
105** ''VideoGame/Rockman4MinusInfinity'' turns every {{Bottomless Pit|s}} into these if Mega Man has the Trampoline upgrade.
106* The ''Franchise/{{Metroid}}'' series:
107** ''VideoGame/MetroidPrime2Echoes'', surprisingly.
108** And again in ''VideoGame/MetroidPrime3Corruption''. During the BossBattle against Ghor, it's advisable to leap off the ledge rather than let Ghor ram you; you lose far less energy that way. If you know you're about to fall, you can also just activate Hypermode, which even protects you from fall damage.
109** But ''not'' in ''VideoGame/MetroidPrimeHunters'', which likely annoyed a lot of players who were used to the console versions.
110* Most bottomless pits in ''VideoGame/{{Moonlighter}}'' cost the player 5% of their maximum health should they fall in one, but there are a few that lead to special rooms.[[labelnote:hint]]If you see a sparkle when you enter a room, it's play to jump in.[[/labelnote]]
111* In ''VideoGame/NappleTaleArsiaInDaydream'', contact with pits, spikes, bodies of water, and the like have very mild penalties: the heroine loses a little health and restarts next to the hazard.
112* ''VideoGame/NierAutomata'': Androids are too heavy to swim, and when you fall into water, you're brought back to land with some HP lost. The animation seems to imply your Pod [[BottomlessPitRescueService carried you back]], even though the most they can do under your control is [[JumpJetPack slow your descent]].
113* In ''VideoGame/NintendoLand'', you're allowed to fall off the edge of Nintendo Land Plaza, and you just reappear back inside it. Of course, it wouldn't make sense for you to be able to die while you're not even actually playing a game.
114* In ''VideoGame/{{Okami}}'', falling in water or a pit would zap you back to where you started, at the cost of some health. The falls do not count as losing a life.
115** Getting zapped by a pit, water, or a curse zone ''does'' reset your Godhood to "skull", though. Until you pop a Traveler's Charm/Godly Charm or score enough combos to increase it, Ammy takes extra damage from enemy attacks instead of ignoring them completely, as a positive Godhood level would allow.
116* Arguable case for driving games, where if you total the car or fall off the track, you'll restart in the middle of the track with only a few seconds penalty. ''Outrun 2019'' is an example of this sort of driving game. Whether or not you can recover from falling down is another story.
117** ''VideoGame/MarioKart'' has Lakitu [[BottomlessPitRescueService fish]] you out of the water/lava/pit whenever you fall off.
118** ''Trailblazer'', though not really a driving game, also uses this system: falling off the track just loses a few seconds, and the only way to get a GameOver is to run out of time.
119* ''[[VideoGame/PokemonGoldAndSilver Pokémon Gold/Silver/Crystal]]'', in one of the gyms ([[spoiler:Ecruteak Gym, home of Morty the Ghost tamer]]). The ''Franchise/{{Pokemon}}'' games don't normally feature this kind of situation, so this was a one-off example.
120* In ''VideoGame/PsychoWaluigi'', when Waluigi falls into a bottomless pit, he bounces back up and loses 1 HP.
121* ''VideoGame/RatchetDeadlocked'' does this if Ratchet falls into a pit or the yellow stuff in the [=DreadZone=] Arena, teleporting him back to solid ground at the cost of one health. It's also done when you fall off in the [[HubLevel main hub]], except you don't lose health upon returning.
122* Falling into bottomless pits in ''VideoGame/{{REAVER}}'' takes away a small amount of health after restoring the player into solid ground.
123* In ''VideoGame/RunmanRaceAroundTheWorld'', falling into a pit launches the player back upwards, with losing momentum as the only punishment.
124* In ''VideoGame/SaveTheLight'', falling into an environmental hazard hurts you (and in the case of cold water and lava, freezes and burns you, respectively) and teleports you back to your last position, but you can't faint outside of battle this way because your HP can't go lower than 1 here.
125* In ''VideoGame/SecretOfEvermore'', falling off a walkway led your character to come back up, saying they found a secret passage below.
126* In both installments of ''Manga/ShamanKing: Master of Spirits'', if Yoh falls down a bottomless pit, he will lose a somewhat sizable chunk of his lifebar, then Amidamaru will grab him and put him back on safe ground. If he loses the last of his health, though, that's it, he stays down there.
127* Falling down a pit in ''VideoGame/{{Shantae}}'' will deal damage to the player and place them back at the beginning of the room (except for the first game, where they're instant death). The second game onwards also has a helpful visual indicator of skulls emanating from the bottomless pits so you can quickly tell which ones lead to an new area. The player can also negate damage in ''VideoGame/ShantaeAndTheSevenSirens'' by equipping the Wetman card. SpikesOfDoom behave similarly, but it takes a different card to negate their damage.[[note]]''Only'' the damage is negated, not the "kill"-and-respawn effect.[[/note]]
128* ''VideoGame/SlyCooper'': Pits and water in [[VideoGame/SlyCooperAndTheThieviusRaccoonus the first game]] deal a single hit of damage to you, so pits are only lethal if you don't have a horseshoe or the Thievius Raccoonus pages that allow you immunity to damage from water or pits (each a separate page). In the later games, which give the playable characters health bars, falling into a pit or water costs about 25% of your health but puts you back where you fell from.
129* ''VideoGame/SoaringMachinariae'': Many maps have bottomless pits, but they do minor damage rather than instantly killing Iris. Iris's attack animations are unable to make her fall into a pit in order to make it easier to fight flying enemies. However, enemies cannot be pushed into bottomless pits, including the grounded ones.
130* The remake of ''VideoGame/SonicTheHedgehog2'' features a bottomless pit where the infamous [[SpikesOfDoom inescapable spike pit]] was. Falling into it [[spoiler:leads you to the Hidden Palace Zone]].
131* In ''VideoGame/{{Splatterhouse}}: Wanpaku Graffiti'', falling off any RopeBridge or into any pit returns you to the start of the area.
132* In ''VideoGame/StarFoxAdventures'', the bottomless pits are not only nonlethal, but harmless. In fact, falling into one refills your life meter. You are merely deposited at an invisible checkpoint, sometimes near where you fell in. Some ''lava'' pits are the same, for all practical purposes, but others [[ConvectionSchmonvection let you run around on the lava]] at the expense of eating your health. Basically, if you can get out of the pit using the game mechanics afforded you, it's a lot more dangerous to fall in in the first place.
133* Strawberry Shortcake will just teleport to somewhere safe if she falls into a {{Bottomless Pit|s}} in ''[[WesternAnimation/StrawberryShortcake Strawberry Shortcake: The Sweet Dreams Game]]''.
134* ''[[VideoGame/StreetsOfRage Streets of Rage 3]]'''s third stage has bottomless pits in the first area, and a place to fall into in the elevator sequence of the third. Your characters just take a good chunk of damage instead of straight up dying if they fall in, while enemies will simply die, even if they have multiple lifebars.
135* ''Franchise/SuperMarioBros'':
136** ''VideoGame/SuperMario64''
137*** The Bowser battles had these not for Mario, but for Bowser. Throwing him into the bottomless void or lava just caused him to jump back onto the platform, which could actually make it more difficult for Mario, depending on which battle you were on.
138*** Any bonus stages with a bottomless pit typically warp you to a safe place without any loss of health or lives if you fall out of them; Tower of the Wing Cap and The Princess's Secret Slide have you fall into the castle lobby, Vanish Cap Under the Moat warps you to the pool the waterfall outside the castle drains into, and Wing Mario Over the Rainbow drops you into the lake in the southeast side of the castle's exterior.
139*** In the DS-exclusive stage Big Boo Battle, falling into a pit in TheMaze has you drop back into the beginning of the maze.
140** ''VideoGame/SuperMarioGalaxy'': The HubLevel offers an exception to the exception, since if you fall off you just get placed back where you fell. In other levels, if you're on a stage where it's possible to fall off, you'll fall into a black hole. In fact, black holes are used as a visual indicator to let players know that falling will result in death, rather than gravity pulling you onto the other side of whatever you're standing on.
141** A variation occurs in ''VideoGame/SuperMarioRPG'', where falling into a lava pit will cause Mario to leap back out to safe ground with no damage.
142** ''VideoGame/PaperMario'' series:
143*** ''VideoGame/PaperMarioTheThousandYearDoor'' has them as well, although with spikes and water rather than classic pits. You ''do'' lose some Life Points, however, which can potentially give you a Game Over.
144*** In ''VideoGame/SuperPaperMario'', falling into a pit has you take 1 damage, followed by getting warped back next to the ledge you fell from via the same "mouse" that draws the boxes throughout the game.
145*** ''VideoGame/PaperMarioTheOrigamiKing'' has "Not-Bottomless Holes", holes in the terrain caused by King Olly's Paper Macho Soldiers. Falling into one deals 7 damage to Mario, but then he simply jumps back out and dusts himself off.
146** The ''VideoGame/MarioAndLuigi'' series has these with bottomless pits, lava, spikes, and such like, which do at most about 2 points of damage and cause Mario/Luigi/Bowser to jump backwards to the nearest ledge/start of the room. ''VideoGame/MarioAndLuigiDreamTeam'' actually goes further still; you don't take any damage whatsoever for falling in lava (outside of one giant battle), pits, or spikes, just end up on the nearest ledge/start of the room again. There's also Mount Pajamaja, where if you mess up, you just end up on the screen one north of the entrance (so a long way back down from where you fell).
147** ''VideoGame/SuperPrincessPeach'' uses these rather than the lethal variant found in a normal ''Mario'' platformer. Pits do a half-heart of damage (equivalent to one hit-point) and warp you back to the start of the room.
148** ''VideoGame/WarioWorld'':
149*** The HubLevel, Treasure Square, is set on a structure that's floating in the sky. Jumping off makes you fall back to the center of the level.
150*** Falling inside the main levels doesn't make you lose a life or even deal damage, but instead sends you into a pit full of ghosts that try to steal your money. You escape it by punching random boxes in the area until you find the one with a spring inside, which will bounce you back up into the main level.
151*** In the sky-based side areas, the bottomless pits ''do'' cost you the time you spent progressing through the level, but they don't do any damage, as you're warped back to the start of the area to try again.
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155%% I hid this entry from normal view because I don't know where in the alphabetized list to put it. If it needs to be rewritten, please do so.
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157%%* Most 3D platformers use it, with ''Franchise/SuperMarioBros'' and ''VideoGame/SonicTheHedgehog'' being the major exceptions (although while ''Mario'' used to be filled with BottomlessPits, they're now relatively rare, and while ''Sonic'' used to have them be relatively rare, it's now filled with them).
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161* In ''VideoGame/TransformersFallOfCybertron'', Jazz is a high-agility secret operations agent with a GrapplingHookPistol. Any time he might risk falling into a pit (often full of of lethal toxic waste runoff), he deftly does a midair 180-degree turn and grapples his way to safety, usually with a quip about how close the call was.
162* ''VideoGame/TRIOfFriendshipAndMadness'' contains many. Surprisingly, there are real ways to die in the later levels.
163* ''VideoGame/TurboOverkill'' has bottomless pits. Falling into them sends Johnny back onto the solid ground with no cost.
164* ''VideoGame/{{Turgor}}'' is an odd case. BottomlessPits count as exits to Chambers, throwing you out into the Void. As a result, you generally don't want to fall into one during a BossBattle (since you won't be able to finish it) or if you're trying to do something inside the Chamber, but if you need a speedy exit from a horde of Predators, jumping into a {{Bottomless Pit|s}} is often the ''best option''.
165* ''VideoGame/{{ULTRAKILL}}'' has both lethal and nonlethal pits. Nonlethal pits start appearing from layer 2 that take 50 health away in standard difficulty but never kill the player.
166* Thankfully in ''VideoGame/{{Warframe}}'', where all bottomless pits will teleport you to near where you fell in. However, it was once possible to exploit this by knocking bosses in to said pits and it'd count as an instant kill.
167* ''VideoGame/WildArms1'': "Let's just pretend this never happened."
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170[[folder:Non-Video Game Examples]]
171* ''Series/DasshutsuGameDERO'', and its SpiritualSuccessor, ''Nazotoki Battle TORE'', both have rounds centered around this trope; the pits seem to be made "bottomless" via CGI. In these rounds, the players have to solve puzzles as fast as they can, while the MalevolentArchitecture makes it progressively harder not to fall in the longer they take to come up with the right answer. Players who fall in are out for the round (but not the game -- they can still play in any subsequent rounds, hence the "non-lethal" part), while players who are still standing after reaching a target number of correct answers win money or score points for their team.
172* ''WesternAnimation/GravityFalls'': In the episode "Bottomless Pit", all of the protagonists accidentally fall into a bottomless pit. At the end of the episode, they see a white light... which sends right back out of the hole they fell into, while finding [[YearInsideHourOutside no time had passed on the outside]].
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