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1These days, video games have pretty well-established genre conventions and [[StockControlSettings standardized controls]], so you can pick up most any game and have a general idea of how to play them. However, a lot of games also have their own unique aspects, especially to their control schemes, and their use is sometimes required to pass obstacles. Woe betide those people who just pick up a game and start playing it, though, without knowing about these things...some of which are [[ReadTheFreakingManual clearly described in the accompanying manual,]] even.
2
3The TropeNamer is [[https://metroid.fandom.com/wiki/N00b_bridge the nickname of a crumbling bridge]] from ''VideoGame/SuperMetroid'' — the first place in that game where use of the run button is required. A common story is that newbies who pick up the game often neglect that button and are stumped at how to pass the bridge.[[note]]This is further amplified by the fact that knowledge from playing other ''Franchise/{{Metroid}}'' games won't help either, as ''Super'' was the only game in the entire series to have a dedicated run button until ''Dread'' came out.[[/note]] The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.
4
5Another fairly common example for this is SheatheYourSword, whenever it occurs in games that otherwise [[ViolenceIsTheOnlyOption teach the player to slash/blast/nuke anything that moves]] (plus [[DieChairDie any important-looking stuff that does not move]]). As a result, the average player will not even be aware that there is a button for doing so.
6
7Euclid's ''Elements of Geometry'' includes an [[OlderThanFeudalism extremely old]] and surprisingly literal example: the fifth proposition is traditionally known as the [[http://en.wikipedia.org/wiki/Pons_asinorum "Asses' Bridge,"]] because the diagram looks somewhat bridgelike and the proof is said to be the first one that is complex enough to scare off newbies to the subject.
8
9Not to be confused with a BrokenBridge, where completing a dungeon or level opens up a new area on the game map. Nor should it be confused with NoobCave.
10
11Contrast {{Antepiece}}, where a piece of level design clearly gives you [[ShowDontTell a visual hint]] on how to overcome an early challenge and learn the game's mechanics in a low risk environment. Compare SkillGateCharacters and WakeUpCallBoss for other forms of "player rite-of-passages".
12----
13!!Examples:
14
15* The ''VideoGame/BatmanArkhamSeries'' has a NewGamePlus mode, which removes the onscreen prompts for countering enemy attacks and will seriously kick the butt of anyone who hasn't absolutely familiarised themselves with the surprisingly deep combat system. Seriously, people often find starting again on Hard Mode easier than the NG+ version of Normal Difficulty if only because of how easy it is to fall into the trap of relying too heavily on the onscreen prompts.
16* ''VideoGame/ConkersBadFurDay'': In the room with the rock monsters' dance club, it is clear that Conker must get drunk and [[UrineTrouble urinate onto the rock monsters]] to move them into designated holes. This mechanic was taught in a previous Antepiece level. However, in the dance club level, the nearest rock monsters are too far away from their holes, and Conker cannot urinate far enough to push them in: repeated attempts result only in the rock monster getting [[CantGetAwayWithNothing justifiably mad]] and wracking Conker. What's NOT explained anywhere, ever, is that holding the Z-button lengthens Conker's stream, which is the only way to beat the level and continue the game.
17* ''VideoGame/CallOfJuarez'': A certain jump near the beginning of episode VII requires you to grapple a branch with the whip, then shorten the whip to bring yourself upwards before swinging across to the ledge. The in-game tutorial never mentions that you can shorten or lengthen the whip when grappling, so players who don't bother to read manuals will likely get stuck on that part for a while.
18* New ''VideoGame/DanceDanceRevolution'' players often return their feet back to the center tile after each step, not knowing that there is no penalty for leaving one's feet on the panels. Even though this is something that several of the games point out in their respective tutorials, most people don't bother watching them, or the original Japanese text explaining this fact is untranslated. Watching even a semi-serious player will show that they don't return their feet to the center; no "professional" DDR player would be caught dead doing it. If you don't break out of this habit you won't be clearing songs beyond level 4 on the current difficulty scale of 1 through 20.
19** This stemmed from new players playing on 'Beginner' difficulty, which replaced the background music video with a simulation of a character dancing on the pad, moving their feet as each arrow scrolled down. Since the dancing figure always stood on the metal square in the middle of the pad and put its feet out and pulled them back for each arrow, new players assumed they were supposed to do the same thing.
20* ''VideoGame/DaytonaUSA'' has the third and final turn of the Beginner course in all games, which is a sharp turn that mandates powersliding through it to complete without losing a lot of speed. Unfortunately, new players of the original are not likely aware of how to powerslide and usually end up eating wall; the result is that an overwhelming majority of players [[TimedMission run out of time]] before finishing the required laps because they slam into the wall ''every time''. ''Daytona USA 2'' alleviates this a little by showing a powersliding tutorial during the AttractMode.
21* If you've never played ''Franchise/{{Disgaea}}'' before, the first battle with [[VideoGame/DisgaeaHourOfDarkness Mid-Boss]] can be incredibly difficult because it's the first level where GeoEffects play a large role, as well as being the first level where you're supposed to use the throwing mechanic. If you forget that you can toss your troops to the GeoEffects rather than trying to get there normally, most of your team will be dead before you get a second turn.
22* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'':
23** People commonly have trouble figuring out how to beat Squirt when playing for the first time. It turns out that as Ellie the elephant, you can suck water by pressing L (or Down+R in the GBA version) while standing next to a waterfall. Next, you can squirt the water back at Squirt's eyes by pressing R. Once you figure that out, the boss becomes easy.
24** There's also the probability that the player doesn't know that Kiddy can skip on water surfaces briefly by rolling from a ledge, which is the only way to reach some of the bonus rounds in some of the river stages. In terms of just completing the levels, however, this technique isn't vital.
25* ''VideoGame/{{Doom}}'':
26** Map 07 of ''VideoGame/DoomII'', "Dead Simple", which introduces you to two of the game's new monsters in sequence, the Mancubus (large demons with fireball launchers that they launch three at a time in patterns specifically to trip up strafing players) and then the Arachnotron (relatively fragile demons that stand still to endlessly fire a plasma gun at you), followed by Map 08, "Tricks and Traps", a sprawling multi-part level with a ton of enemies. If you haven't gotten the hang of switching weapons based on the situation (e.g. firing a rocket at an enemy right in your face probably isn't the best idea) or [[SetAMookToKillAMook setting up enemies to take each other out]] (because there's no way you're taking out a dozen Barons of Hell ''and'' a Cyberdemon on your own - but since only the Cyberdemon is actually facing you when you enter that room, you don't have to), you're not going to have a good time in these levels. It's especially apparent if you're still fresh from ''VideoGame/Wolfenstein3D'', where your guns differed only in fire rate and there was as such no reason to switch so long as you still had ammo, and enemies wouldn't change focus to each other if you ever got them to shoot one another.
27** Several custom levels require the player to use [[DiagonalSpeedBoost straferunning]] to move faster or jump over wide gaps. Straferunning itself is a [[GoodBadBugs glitch in the game's physics]], and new players may not even know about it, or realize that using a glitch is necessary in a serious level. A similarly obscure glitch, [[https://doomwiki.org/wiki/Wallrunning wallrunning]], is also used in a number of custom levels, with the added problem that some popular source ports have wallrunning disabled by default; beating them requires knowledge of both one of the ''Doom'' engine's quirks ''and'' how your source port of choice handles it.
28* ''VideoGame/DoomTroopers'' has the Waterfall in level 1. The bridge acts as a BottomlessPit, insta-killing your character. However, dead {{Mooks}} will float, allowing you to use them as platforms.
29* In ''VideoGame/DreamfallTheLongestJourney'', the music puzzle that lets Zoe out of the caves into Marcuria has been known to cause lots of trouble for new players, who didn't realize that a certain item from the previous location could be picked up and used on the wall symbols (which only become visible if Zoe holds said item and are located in what looks like a dead end otherwise) to reproduce the melody hummed by random encounter enemies on said location.
30* ''VideoGame/EternalDarkness'' has a room with a giant worm that will trap the player in an illusion and prevent them from progressing, unless they use the sneak button to move without it noticing them. The problem? Unlike most examples, this NoobBridge occurs ''right at the very end of the game'', and the game never required the use of the sneak button before. (And an earlier encounter with the same monster with another character ''suggested an entirely different solution'')
31* In ''VideoGame/{{Eversion}}'', many people get stuck in world 2 and fully learn how the mechanics work only when they reach world 3-4, especially in non-HD versions. That's because eversion points are invisible unless you're standing right on them, and people often ignore the eversion point in 1-1 when they walk over it.
32* ''Franchise/FinalFantasy'' franchise:
33** ''VideoGame/FinalFantasyIV'': This game is the first to use the ActiveTimeBattle system. The first boss, the Mist Dragon, occasionally transforms into mist, and if you attack it during this time, it will counterattack with a strong mist attack. Instead, you must wait for it to transform back, then resume your attack.
34** ''VideoGame/FinalFantasyV'': Like the previous game, the first boss, the Wing Raptor, has an ability in which it assumes a defensive stance, in which it will counterattack if it's attacked.
35** ''VideoGame/FinalFantasyVI'':
36*** [[RuleOfThree Once again]], the game's first boss shows off ActiveTimeBattle system. The boss, a giant snail known as the Whelk, periodically retracts it vulnerable head into its shell, forcing the player to wait in real time for it to re-emerge.
37*** The first battle with Ultros can be almost impossible for players who haven't figured out to put their characters in the back row: if they haven't, Ultros can easily kill Banon with one of his attacks, and if he dies, you lose the battle instantly.
38** ''VideoGame/FinalFantasyVII'': Like the last three games, the first boss, the Guard Scorpion, punishes the player for ignoring the ActiveTimeBattle system by responding with a powerful CounterAttack while in a certain stance, forcing the player to wait in real time for the stance to end. Unfortunately, a bit of sloppy translation (Cloud's warning is broken up into two parts- "Barret! Attack while its tail's up!" "It'll counterattack with its laser!") renders this a bit of a GuideDangIt.
39** People new to ''VideoGame/FinalFantasyTactics'', or strategy games, will attempt a battle with just Ramza and Delita...not realizing that you can pick out your new units from a list.
40*** [[WakeUpCallBoss Dorter Trade City]] is also a choke point for SRPG noobs, this being the first real battle where players have to deal with both vertically-oriented maps and ranged opponents, and that success can't necessarily be granted by rushing the enemy with your squires (general key to victory: bring black mages and an archer with you.)
41** ''VideoGame/FinalFantasyXII'' has two accessories that give a variety of benefits when equipped, but they come at a heavy price. One accessory reduces your MP to zero and it can't be refilled until the item is removed and the other accessory gives the Silence status effect that can't be cured unless the item is taken off. Because most players saw the beneficial effects first and didn't bother to read past that, there were a ton of confused players asking on the internet why their character's MP was stuck at zero or why they could not remove Silence. This was a big case of [[ReadTheFreakingManual read the full damn item description.]]
42* ''VideoGame/GoldenSun'' has [[SandIsWater sand waterfalls]] in the VeryDefinitelyFinalDungeon which you can only cross by running. This is the only time in the game that running is required at all.
43* ''VideoGame/HollowKnight'': the Knight can attack in four directions, something that's never tutorialized in the game itself. The starting area has flying enemies to show that you can stab upwards, but there's a bounce mechanic tied to slashing enemies that's hardly so much as hinted at for quite some time. It isn't until the bouncing mushroom platforms in Fungal Wastes that some players figure out this is even possible, let alone that you can also down slash on spikes to reach new areas and secrets. Indeed, since [[SpikesOfDoom spikes instinctively teach players to stay away]] in most games, having to bounce across them is somewhat unintuitive. For those that have figured out the mechanic early, or read about it online, there's a few prominent early items players can obtain that give a significant advantage in the early game.
44** There's a pit before the Mantis Village in the Fungal Wastes where, if you fall down, you must climb back up with the aid of said bouncing mushrooms, this time while flying enemies attack from above. If you didn't figure out down-slashing before, you'll figure it out here or scream at your screen trying.
45* ''VideoGame/LaMulana'' has a door you have to attack to open, in a fashion similar to the doors in ''Metroid''.
46* ''Franchise/TheLegendOfZelda'':
47** People used to modern inventory systems that let you highlight even blank slots may be in for a shock in the original ''VideoGame/TheLegendOfZeldaI''. Press Start to bring up your inventory and you'll find you can only move the cursor to items you actually have ''and'' can use, not incomplete weapons or spaces where they're supposed to go later. So if you don't get any bombs when you start, but collect the bow and boomerang in the first dungeon, you may end up thinking the game is broken when you find you have more than one sub-weapon but aren't allowed to switch between them. You need to find an arrow for your new bow before you can select and use it, even though you may be savvy enough to remember that the bow uses rupees for ammo instead, which confounds things further.
48** The first mission in ''VideoGame/TheLegendOfZeldaLinksAwakening'' is to retrieve Link's lost sword. Along the way, the player will encounter some Sea Urchins that they need to push out of the way in order to reach their destination. While pushing obstacles is not a new mechanic, pushing things with the shield, let alone pushing enemies that look like traps, is new at this point in the series (this was the first game where the shield was a usable item you had to raise manually, rather than a passive defence Link would automatically hold in front of him whenever he wasn't attacking). The game doesn't explicitly tell the player to do this, but rather has them piece together two different clues encountered just earlier: the tutorial in the library that teaches them how to push enemies with the shield (which could be easily missed) and the sign that warns them to not touch the Sea Urchins with their bare hands.
49* ''VideoGame/{{Marathon}}'': You'll be stuck on "Cool Fusion" until you figure out that you can activate switches by shooting them with grenades. The game kind of hints at this by giving you a bunch of grenades (which you'll need if you've already fired all of yours), but it's possible some people might not figure it out immediately. Two levels later, "Blaspheme Quarantine" has the first gap that you can only cross by running. Also, though it's not mandatory, the Deprivation Chamber on "Never Burn Money" can only be escaped by performing consecutive [[RocketJump grenade jumps]] along the wall to reach the teleporter.
50* In ''VideoGame/MazeOfGalious'', a gate blocks a corridor in the first dungeon, and it's not obvious how to open gates. (The way to do it is to stand next to the gate and hold down the direction control towards it for a certain amount of time.)
51* ''VideoGame/MegaMan4'' has one in the form of the penultimate boss. Due to the height at which its weak spot is, good luck getting past him with just the standard P-Shooter. As LetsPlay/RoahmMythril [[https://youtu.be/Ai7Gbcdvkck?t=12m13s demonstrates]], the ''{{Charged|Attack}}'' Mega Buster has just enough reach to hit the weak spot; the uncharged form just can't quite reach. There is also the Drill Bomb's often overlooked "remote detonation"[[note]]you can make it explode early by pushing B[[/note]] and SplashDamage properties making it the only other effective weapon[[note]]Wily Machine 4 is immune to Rain Flush[[/note]] to hit the weak point.
52* ''VideoGame/{{Meteos}}'' has Bavoom, which is very hard to use unless you use the speeder, and Hotted and Wiral, which are very hard to use without secondary ignitions. These two things are very important if you want to beat harder opponents.
53* ''Franchise/{{Metroid}}'':
54** ''VideoGame/SuperMetroid'' is the TropeNamer, described above. Players who have experience with other ''Metroid'' games may actually be ''more'' likely to fall for this than total newcomers; ''Super Metroid'' was the only game in the series to have a dedicated run button until Dread came out, so without access to a manual, those who are used to other 2D entries like ''[[VideoGame/MetroidZeroMission Zero Mission]]'' or ''[[VideoGame/MetroidSamusReturns Samus Returns]]'' may acknowledge the run button... but assume that it'll only be useful once they get the [[SprintShoes Speed Booster]] later in the game.
55*** Though since the Dash button was described in the manual, the giant drop that "requires" Wall Jumping to escape was a bigger noob bridge for people who started with the SNES game. Wall jumping in ''Super Metroid'' differs so much from how the mechanic functions in most other games that it can difficult to figure out how to pull off with any level of consistency without quite a bit of practice. Some players might not even bother and actually find it easier to spend their time bomb jumping[[note]](an optional technique that the game doesn't teach you outside the AttractMode, with the variant taught being the slowest version of the maneuver)[[/note]] to escape over trying and failing to learn the maneuver.
56*** The game also has the "Noob Tube", a [[SharkTunnel glass tube]] that needs to be shattered with a Power Bomb to pass. This is the only tube in the game that Power Bombs do this to. Fortunately, it's not the main way to get into Maridia and mainly functions as a valuable shortcut. Traveling through Maridia from the other entrance will show you a similar tube that's already broken as a hint for breaking open this entrance. And even if you don't realize that this is a hint, if you decided to stay on the title screen to watch the AttractMode, one of the clips will give you the solution. This is also one case where knowledge of other games can help - shattering a glass tube with a Power Bomb is also the way you [[spoiler:open a path from Chozodia and the Space Pirate Mothership back to the rest of Zebes]] in ''Zero Mission'', as a CallForward to the tube from ''Super'', ''and'' similar tubes in Sector 4 of ''VideoGame/MetroidFusion'' can be Power Bombed to find upgrades, which are deliberate {{Call Back}}s.
57** An even more basic one is that the series includes doors that are opened by shooting them. The start of ''VideoGame/MetroidPrime3Corruption'' puts the player in the hangar of a friendly space station and door shooting is required to progress. The game assumes that this is obvious but for new players it is not logical to shoot friendly-controlled doors in order to open them.
58** Following the release of ''VideoGame/MetroidPrime Remastered'', the door leading to Thardus became one. The door is initially without power, and to activate it, the player must use the Wave Beam (which they need to get to this point) to energize a power conduit above the door that's behind a destructible ornament. To do ''that'', the player needs the Super Missile (to destroy the ornament) and the Thermal Visor (to see the power conduit. Switching to the Thermal Visor isn't required to energize power conduits, but conduits won't activate until the visor is acquired), and both of these items are found in the nearby Space Pirate base. However, many players have gotten tripped up trying to figure this out. Many try to activate the door right away, while others get the required items but fail to realize they need to use them to activate the door, and some take time trying to figure out how to use the items themselves, namely the Super Missiles[[note]]You activate them by firing a missile while holding a charged shot with the Power Beam specifically. Some have tried to do it with the Wave Beam instead.[[/note]]Because of the number of posts on r/metroid asking how to get past this part, some have said it has become Prime's equivalent to the Noob Bridge.
59** ''VideoGame/MetroidDread'' continues the tradition. There is one room in Artaria, accessible through a Charge Beam door at the top-right of ADAM's Communication room, that is notorious for tripping up first-time players. The room seems to be a dead end with no visible exit other than the way Samus came in, with a center platform that has enemies crawling all over it and the ceiling above, and more flying enemies above the ceiling. The intention is that the player will shoot at any of these enemies, probably miss a shot or two, reveal the destructible blocks on the ceiling, and then jump from the center platform into the area above the destructible ceiling. However, if the player chooses to ignore the enemies, shoots a bit too accurately, only shoots at the ones Samus can reach, or simply sees the "dead end" and leaves, they will often become confused and get stuck in that particular area — especially if they forgot or did not pay attention to the tutorial popup several rooms back that warned them that some walls may be shootable. This room famously tripped up David Jaffe, and has since been dubbed the "Jaffe Room" in reference to him. In addition, the destructible blocks have been dubbed the "Noob Ceiling".
60* ''VideoGame/MonsterHunter'' provides a distinct example in that the game as a ''whole'' is this. Charging in and challenging the games' titular monsters like one would for any other action game and just smashing buttons ''will'' get you killed. The action tends to be slower, more purposeful, and actually requires observation as well as patience. The sheer myriad of intricacies and nuances in gameplay mechanics can be incredibly daunting to any player, no matter how many action games they've played.
61* In ''Mystery Quest (Hao-kun no Fushigi na Tabi)'', the first castle has a high ledge that to reach and continue the level, the player must accelerate their movement speed by tapping (not holding) the B-button prior to hopping onto the springboard. [[GuideDangIt Good luck figuring this out without the manual or a guide]]. Downplayed in the Japanese version, where the running ability is acquired via the [[SprintShoes Faster Boots]], and situations that require them aren't presented until the last two castles.
62* ''VideoGame/NocturneRebirth'' has Hagall Hills, where the enemies will destroy the player unless they learn to at least use the skill tree system and the {{Familiar}} summoning system, among other mechanics. Unfortunately, most of the tutorials in the game are skippable, causing many players to struggle with this area.
63* In ''VideoGame/PapersPlease'', on day 3, Jorji will arrive in your booth bearing absolutely no documentation whatsoever. It's plainly obvious that you're supposed to deny him entry, but without anything to use your denial stamp on, it's not so clear ''how''. What the player needs to do is open the rulebook and use the discrepancy highlighter to highlight the rule that states that people trying to enter the country need a passport, and then highlight the empty countertop, which makes the Inspector dismiss Jorji. The game has received multiple updates attempting to make this clearer. Highlighting both rules in the rulebook and the countertop is required later on in the game. In particular, once you are required to provide a reason for denial.
64* Stealth in ''VideoGame/PAYDAY2'' tends to be a brick wall for newbies. New players tend to forget that walking around with bulky armor and highly visible guns will have them spotted by cameras and guards several yards away. Before the stealth mechanics were changed in an update, players new to stealth would also frequently forget that they couldn't answer more than 2 pagers unless they had the Smooth Talker skill and only ''that'' player with the skill was allowed to answer up to 4 pagers.
65* New ''VideoGame/PopnMusic'' players on Battle Mode may not notice that they can attack their opponent by pressing their side's blue button. It is not uncommon to see two players in Battle Mode with attack gauges that stay at level 3 and never get used. Although outside of Japan, this is typically due to language barriers, as the game is mostly in Japanese.
66* In ''VideoGame/PrinceOfPersia1'', nearly all enemies can be defeated by waiting for them to step forward, then timing a strike before they can defend, so you can get through most of the game without ever learning how to parry. Until you hit Level 8 and encounter one guard who ''never'' steps forward.
67* Bear Hugger, the second opponent in ''Super VideoGame/PunchOut'', has {{Kevlard}} that makes him immune to gut punches for most of the fight. If you try, he'll NoSell it and [[PlayerNudge taunt you to indicate that it won't work.]] The first opponent could be beaten without knowing how to throw face punches by pressing up + attack, but a new player will likely need to learn this to get past Bear Hugger.
68* Mastering all the myriad uses of the boxing glove gun in ''VideoGame/RockinKats'' is necessary to get ''anywhere'' in the game. In fact, the player can't even beat the ''first level'' without knowing about being to use it to rebound off the floor and grab and swing from things. Fortunately, if the player leaves the game on the title screen long enough, it shows them all the things that can be done with the boxing glove gun.
69* ''VideoGame/SinAndPunishment'': If you're still using auto-aim by the time you get to [[TimeLimitBoss Polestar]] at the end of Stage 2-2, ''stop.'' What many stuck players don't know is that auto-aim does less damage than manual-aimed shots, and will never do enough damage to reliably finish it off.
70* ''VideoGame/SkateOrDie'' has this in the High Jump event, where to build up speed, rather than simply tapping the B button as in the Ramp Freestyle, the player has to rapidly alternate between left and right on the D-Pad or joystick while tapping it (or holding it, if they have a turbo controller).
71* Examples from the VideoGame/SonicTheHedgehog series:
72** ''VideoGame/SonicAndTheBlackKnight'': The Will-O-Wisps are glowing blue orbs of energy that explode and can hurt you when hit. You're supposed to use the "kick" mechanic to kick them into things. Thing is, that mechanic is only really used twice in the main game, and those instances are easy to miss, so you might not even know you can when you find the Will-O-Wisps much more often in the post-game.
73** ''VideoGame/SonicTheHedgehog2006'':
74*** When playing as Sonic, during your first encounter with Silver it is possible for you to beat him more quickly by charging up a spin dash attack, which enables Sonic to attack Siver directly without Silver stopping him. This aforementioned attack move was becoming TheArtifact by this point in the series.
75*** In one part of Kingdom Valley, you play as Rouge and have to find three keys, one of which is behind a stained-glass window that can only be broken with Rouge's wall-bomb-plant move. Said move is never mentioned in the game or even in the instruction manual, and since this is the only time you actually have to use the move, you'll be more likely to discover it by blind luck than anything else.
76** In ''VideoGame/SonicLostWorld'', Sonic has a mid-air kick rarely seen in previous games. While a hint will explain the kick to you near the beginning of the game, hints can be turned off. It's also explained in the manual, but [[ReadTheFreakingManual no one reads that.]] Those who turned him off or weren't paying attention will then be stuck in Silent Forest Act 1, where Sonic is required to defeat a group of spider robots to proceed, who are invulnerable to Sonic's normal jump attacks until they're kicked.
77* In ''[[VideoGame/StealthBastard Stealth Inc. 2: A Game of Clones,]]'' in order to get one of the clothing items, you need to place one teleporter on or near a switch and the other under a block. The problem is getting the teleporter under the block; there's a wall to the right of it, so you can't get on the right side and push it, and the gap is also too small to throw a teleporter between the block and the wall and then push the block onto it. The solution: stand next to the block and hold the "place teleporter" button, and the teleporter will automatically be placed under the block. You aren't told about this, and all other blocks in the game have enough space nearby that you CAN push the block onto the teleporter.
78* ''VideoGame/StreetFighterIII'': Parrying. While it is possible to get by the game without using this, God help you if you find yourself against a decent opponent, AI or human, who can bear you down back and forth one way or another.
79* In ''Manga/{{Strider}}'' for the NES, the second stage, Egypt, requires use of the extremely finicky WallJump to advance.
80* ''Franchise/SuperMario'':
81** The original ''VideoGame/SuperMarioBros1'' has its own version of a Noob Bridge (or lack there-of) in Level 4-3. There is a section in the level of two giant mushroom caps separated by a chasm that you need to cross. For that, you need to run in order to clear the jump. Before that point in the game, there was nothing else that really required you to run beforehand and you could have made it this far without knowing you could do that by holding down the B button, either because you did not read the manual and/or did not pay close enough attention to the demo.
82** In the arcade version, ''Vs. Super Mario Bros.'' World 8-4 has the InvisibleBlock needed to access a critical pipe (themselves a noob bridge of sorts in the original) placed one space higher, requiring Mario to perform a well-timed running jump from the right to reach it. Earlier, World 3-2 (recycled as 2-2 in ''VideoGame/SuperMarioBrosTheLostLevels'') introduces both mandatory invisible blocks and running jumps, and World 6-3 (''Lost Levels'' 4-3) has a LeapOfFaith that can only be cleared by [[GoombaSpringboard bouncing off a Koopa Paratroopa]] when it's at the right height. The WarpZone pipes have also been reduced in number, preventing the player from skipping Worlds 6 and 7.
83** Throughout the ''Super Mario'' franchise, this can come about unintentionally if a new game in the franchise requires the player to perform an action that would have been explained in-game in an older title, [[TheArtifact but declined in popular usage in later titles.]] Take for example in ''VideoGame/SuperMarioSunshine'' the fact that you need to pick up the wind-up Bob-ombs after you have stunned them, in order to throw them back at the Mole's Turret. Although you were inclined to do this sort of thing regularly in ''VideoGame/SuperMario64'', there is nothing in this game that even hints you can just pick up stunned enemies, or any enemies for that matter, as the game puts more emphasis on using your FLUDD pack for most of your tasks. You would need to be familiar with the previous title in order to guess that.
84** Similarly, in ''VideoGame/SuperMarioGalaxy2'', there is a chasm early on in Supermassive Galaxy that must be cleared using the long jump. While the game explains in a nearby tutorial monitor on how to use the long jump, this still stumped some players, as unlike in ''VideoGame/SuperMario64'', the long jump was not needed in the first ''VideoGame/SuperMarioGalaxy'' and didn't exist back in ''VideoGame/SuperMarioSunshine'', meaning players who had just recently gotten into ''Super Mario'' platformers may easily become confused about what exactly to do to perform a long jump.
85* ''VideoGame/TeamFortress2'':
86** Several of the classes in the game have integral aspects to their playstyle that are not readily obvious to new players. So, when you see a soldier who never rocket jumps, a demoman who never charges his stickybombs, a pyro who never airblasts, or a heavy that doesn't jump before revving his minigun, you know the person hasn't played [=TF2=] for very long.
87** Prior to the Tutorials, there was nothing in-game that told you how to use each class. This was okay for traditional FPS classes like the Soldier, but for the Engineer, there was absolutely nothing on how to build buildings, collect metal from ammo, turn the building, and upgrade it by whacking. Compounding this was that since there wasn't a single player mode, you had to jump into a live server, and promptly get kicked when you haven't immediately set up a sentry. Later tutorials mitigated this by not only including an engineer-specific tutorial, but also by including a single-player map that let the player figure things out.
88** Its predecessor, ''VideoGame/TeamFortressClassic'' has a similar problem, plus the in-game weapon models are much less obvious as to which weapons deal more damage. Thus, you get a lot of new players who use in combat whatever weapon the class spawns holding, be it the (all generally useless against enemy players) Engineer's railgun, Pyro's flamethrower, or Medic's Super nailgun.
89* ''Franchise/TombRaider'' examples:
90** ''Franchise/TombRaider: The Prophecy'': In the Angkor Wat area, you have to sprint and long-jump to get to a certain door in time. Didn't know about the sprint button? Enjoy being stuck.
91** In ''Tomb Raider'', there's an area where Lara must make a long jump into a pool of water far below. There is only a small square of space in the pool that isn't so shallow that it would lead to a lethal fall. However, even a perfectly executed running jump cannot reach it. This is the only point in the game where she absolutely must perform a dive while jumping (which previously seemed like only a cosmetic addition) in order to reach the small square of deep water.
92** ''VideoGame/TombRaiderIII'' adds the ability to sprint and the ability to crouch. You will need to learn to do both for the sake of timed runs and certain boulder traps, which can only be dodged by having Lara sprint ''[[ViolationOfCommonSense towards them]]'' before ducking beneath a step on their path.
93* In ''VideoGame/{{Undertale}}'':
94** The first boss fight is meant to teach players who are trying to spare monsters that you have to experiment with your approach in giving monsters mercy rather than doing one strategy over and over (an NPC several minutes earlier tells you this as well). Players that didn't know how to spare the first boss would try to attack her until her HP was low enough and then try to spare her. The game is specifically programmed to make your next hit be the killing blow if the enemy's HP is at a certain low threshold since you're not supposed to attack everyone and then try to spare them, which would defeat the point of giving mercy.
95** Many players are slow to grasp that the only way to spare Undyne is to run from battle. Not only does no other encounter in the game require the player to flee even in a PacifistRun, and not only is fleeing not even an option in most {{Boss Battle}}s (as any player would expect), but Undyne's very first action in battle is to ''temporarily'' prevent you from fleeing.
96* One thing that trips up new players of ''riichi'' TabletopGame/{{mahjong}} is that to win a hand, you must have one ''yaku'' (scoring condition). [[http://arcturus.su/wiki/Keishiki_tenpai Even if you have enough sets that you've reached tenpai (one tile from a complete hand), you still can't win if you don't have any yaku.]] This often confuses players who are playing mahjong through a video game, as many mahjong games will unhelpfully inform the player that they are in ''furiten'' (cannot claim a discard to win, you can only win by a tile that you draw) even though they actually aren't, although some other mahjong video games will inform the player that they have a no-''yaku'' ''tenpai''. By far, the most common way for this to happen is to make a bunch of sequences and triplets, usually by claiming opponents' discards...except some of those sets (but not [[http://arcturus.su/wiki/Chanta all]]) have a terminal tile (1s and 9s) while others don't (''tanyao'' (a.k.a. "all simples"), one of the easiest (and consequently, least valuable) ''yaku'' requires that your hand have no terminals, i.e. only 2s through 8s).
97* [[https://en.wikipedia.org/wiki/White_Mountain_Peak White Mountain Peak]] is the third highest mountain peak in UsefulNotes/{{California}}, and the easiest of the state's hiking trails above 14,000 feet elevation: the trail is 14 miles long, but there's less than 2,500 feet elevation gain, 3,500 feet when dips in the trail are factored in. What makes this trail a Noob Bridge is the high altitude itself, which deprives hikers of oxygen, and makes some unable to complete the trail due to altitude sickness. California hiking groups frequently use White Mountain Peak as a threshold to pass before allowing their members to hike on more difficult trails over 14,000 feet, such as Mt. Langley or Mt. Whitney.

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