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->''"When you fall in a bottomless pit, you die of starvation."''
-->-- '''What's Her Face''', ''WebAnimation/TeenGirlSquad''

One of the longest-standing video game hazards in existence: Pits that send your character plummeting to an early grave, usually costing [[VideoGameLives one of the player's lives]]. In many games, there are sheer-faced bottomless pits nearly everywhere you travel, waiting for you to mistime a jump (or get [[LedgeBats smacked into it by annoyingly placed enemies]]).

If the player character [[JumpPhysics does not take damage from long falls]] so long as they [[NotTheFallThatKillsYou land on a non-damaging surface]] (as was common in the early days of VideoGames), this can be especially jarring. There may be certain levels where you fall many, many, ''many'' screens down, but hit bottom completely unharmed; yet a simple pit would end your life instantly. More {{JustForFun/egregious}}ly, bottomless pits are almost always instantly fatal, even in games where your character can take a point-blank explosion or a volley of bullets and only lose one point of health. However, the biggest threat to a player's WillingSuspensionOfDisbelief are the pits which are treated as being fatal, even when they are located above safe landing ground. The screen will simply refuse to scroll down if you fall into it.

With the advent of 3-D, and FallingDamage, most "bottomless" pits are shown (or assumed) to be really, really deep pits. Still, one wonders why science labs, factories, and temples have [[MalevolentArchitecture so many deadly drops built in them]], or why the building inspectors [[NoOSHACompliance allow them]]. Sometimes, the pits are clearly not bottomless but are treated as if they were anyway, because the player would be unable to get back up to the [[NoSidepathsNoExplorationNoFreedom designated path]].

Note that, in many cases, not all pits are "bottomless". Sometimes, the designers try to explain their lethality by putting something in them, though this often leads to other cases of weird logic. If the pit has water in it, it's a case of SuperDrowningSkills. If there's lava instead, then you likely have a case of ConvectionSchmonvection. Other times, there may be [[GrimyWater deadly chemicals]], SpikesOfDoom, or a host of other things, which brings us back to MalevolentArchitecture. Note also that "bottomless" in this context is a holdover from older English usage, and means "than which there is no deeper."

Watch out for LedgeBats, which live to knock you into these while you are jumping.

A SuperTrope to NonLethalBottomlessPits, BottomlessPitRescueService.

Compare with FloatingPlatforms.


[[folder:Action Adventure]]
* The early ''Franchise/{{Castlevania}}'' games were very annoying about this, especially when the "bottomless" pit was only ''one screen deep''. Very often, you would climb a set of stairs out of one screen with nothing but solid ground all around, sometimes very close to the top. But as soon as you left the screen, it no longer existed, and falling off the platform you were on would kill you, instead of just falling the few spaces to the screen below. Not only was falling damage never suffered anywhere else, but the fourth level of the [[VideoGame/CastlevaniaI first game]] began with a quick cutscene showing Simon falling down a ''well shaft'' to the underground cave! And the level you just beat ended at the top floor of a ''tower''.
** ''VideoGame/SuperCastlevaniaIV'' has parts of stages where you must climb up, a platform on the screen will be safe only so long as it remains above the bottom of the screen. Once you scroll the screen above it, it ceases to exist; try to jump on it and it will be the same as falling into a bottomless pit.
* In ''VideoGame/EnterTheMatrix'', most holes are too deep to see the bottom of, but you have no idea which ones are bottomless until you have the misfortune of falling into one.
* In ''VideoGame/{{Ratatouille}}'' licensed game, each time thereís a slide through the pipes, there will be gaps in the sheeting to slide around as well as the possibility of sliding overboard. Thankfully, itís not an insta-kill, although it does remove 2 segments of the health bar (i.e 50% at the start and 25% at the end). If you do die in this way, the cutscene will even show Remi falling and falling, not once hitting the ground.
* ''VideoGame/{{Drakan}}'', particularly the sequel, has a ridiculous number of these, especially in jumping obstacles in dungeons. This is made especially weird because partway through the fall into an endless abyss, Rynn bursts into several bloody chunks, seemingly from nowhere.
* Many ''Zelda'' games have bottomless pits that usually put you back in the beginning of the room at the cost of a heart. In ''VideoGame/TheLegendOfZeldaMajorasMask'', the last dungeon has a gimmick where [[GravityScrew the floor and the ceiling switch places]], making it possible for Link to ''fall into the abyss of the sky!''
** ''VideoGame/ZeldaIITheAdventureOfLink'' subverts this; bottomless pits (i.e. ones with no water or lava) are one of the few things that can't kill or even harm you. In fact, you frequently have to jump into them to get where you need to go.
** In ''VideoGame/TheLegendOfZeldaTheWindWaker'', bottomless pits are not actually bottomless pits, at least from a technical standpoint. The so-called bottomless pits actually have a bottom, as seen when a bomb is dropped into one of these pits (the bomb falls in and impacts a floor). However, Link will either fall through the floor and respawn or respawn before he hits the invisible floor.
* ''[[VideoGame/LEGOAdaptationGame Lego Star Wars II: The Original Trilogy]]'' features traditional-style bottomless pits that cause the player to lose a portion of the Lego studs he has collected so far before [[CheckPoint teleporting to their edges again]]. However, the game also features a few pits in which the player can clearly see the bottom - which may not even be very far down - but that nonetheless kill the player upon impact.
* ''VideoGame/GoofTroop'' has bottomless pits in some rooms. You lose a life if you fall into them, but you can also push enemies into them.

[[folder:Action Game]]
* Some games -- including the ''VideoGame/GodOfWarSeries'', and the ''Area 51'' FirstPersonShooter -- apply Bottomless Pit rules to ''all'' falls; one either kills you, or does nothing, there's no middle ground where it's simply damaging.
* ''{{VideoGame/XCOM}} Enforcer'' has a level spanning across the roofs of high-rise buildings. The landing makes a crater decal rather than simply entering the normal death animation.
** There's also a bonus level that includes bottomless pits.
* In ''VideoGame/BrainDead13'', Lance can fall into one and die if he hasn't beaten all the bosses before meeting up with Fritz in the final battle.
* ''VideoGame/DynamiteDux'' has these from the third stage onward. They cost a life when you fall into them, but thankfully there are warning signs placed near them.
* ''VideoGame/TheMatrixPathOfNeo'' has these in the AbsurdlySpaciousSewers levels; you fall, you die, no exceptions.

[[folder:Adventure Game]]
* If you fell into a bottomless pit in ''VideoGame/ZorkGrandInquisitor'', you'd end up raising a family with another unlucky pit-faller, and eventually die of old age. The question of food was not answered, nor the one about terminal velocity. Just go with it, kay? [[RuleOfFunny It's funny.]]
** Most of the ''VideoGame/{{Zork}}'' series averts bottomless pits because of a FridgeLogic problem. In most adventure games of the time (''VideoGame/ColossalCave'' in particular), pits were plentiful in dark areas to keep you from just stumbling through blind. They were in the original version of ''Zork'', but then someone pointed out this meant you could fall into a bottomless pit on the second floor of a house. The result, after much revision, was the grue. This is lampshaded in the prequel ''VideoGame/ZorkZero'', where you actually use magic to ''close'' the bottomless pits, forcing the grues that dwelled in them to find new hiding spots...
* ''VideoGame/{{Uninvited}}'' has a regular-sized hole with an endless void below. The hero has the option to jump in and as the text puts it, he'll "continue to fall..."
* A subversion is found in ''[[VideoGame/{{Dizzy}} Fantasy World Dizzy]]'', wherein the titular egg hero must jump into a (labeled) bottomless pit, travel through the earth, and pop out (upside-down) on the other side of the world.
* A little freeware sidescroller called ''Microman'' had an actual bottomless pit--that is, if you jumped into it, you would pretty much fall forever. Eventually you would take a hit out of nowhere and die, but [[FridgeLogic why didn't they just do that to begin with]]?
* The ''only'' way to die in ''VideoGame/TheNeverhood'' is to fall into a very clearly marked bottomless pit. Which of course means [[SchmuckBait you'll do it once anyway.]]
* One ''VideoGame/NancyDrew'' computer game has a bottomless pit...in a hotel, accessible by climbing around in the elevator shaft.

* ''VideoGame/StreetsOfRage'' has these in one stage. If a player character falls into one, instant life loss. If an enemy falls into one, they're not coming back. In the penultimate stage, an outdoor elevator climb, jumping off or being knocked off the elevator has the same function. ''Streets of Rage 2'' does away with them, but they come back in ''Streets of Rage 3''[='=]s Stage 3, where enemies will die as usual upon falling into one but players will [[DownplayedTrope simply bounce out with a lot of health lost]].

[[folder:Driving Game]]
* In ''VideoGame/{{Driver}} 2'', the bottom of the skybox was pictured as water, but was really a disguised bottomless pit, with the screen fading to black upon falling in. Sometimes a GameBreakingBug would occur where the player could fall through a hole in the polygons into the "void".
* Rainbow Road in the ''VideoGame/MarioKart'' series are usually set in space or high in the sky, thus it's hovering over nothing and falling off the track is treated as being out of bounds. Rainbow Road in Double Dash is set above a city while the Wii version is in space once again, but with the Earth right below. The Ghost Valley tracks in the SNES Mario Kart also had nothingness below.
* All over the place in the ''Jet Moto'' racing games, one of the things making the games that much more NintendoHard.

[[folder:Fighting Game]]
* In the ''VideoGame/SuperSmashBros'' series, the goal is to knock your opponents into a bottomless pit. Knocking them off screen from the sides or in the sky works, too.
** Lava/Acid on the ''Metroid'' stages avert the trope and only damage the player as long as it's high enough... if it's offscreen, it doesn't exist and players will fall to their doom. ''Brawl'' also has water that characters can swim in... but only for a short time before they drown instantly. Yes, even Squirtle.
*** Fittingly enough, the character who has the shortest time to swim is [[Franchise/SonicTheHedgehog Sonic]]. Though the mere fact he can swim at all is an improvement over the series of origin.
*** And for extra "fun", you have the 'Trout of Doom' on the Ice Climber's stage. Shudder.
* ''VideoGame/{{Nidhogg}}'' features these, which the fencers can take advantage of by dive kicking one another into it for a quick kill, especially if they lost their sword. Some have conveyor belts and crumbling floors leading into them. If both fencers fall it, the right of way resets, forcing both fencers to fight to gain it.

[[folder:First Person Shooter]]
* While the official ''VideoGame/DukeNukem3D'' maps doesn't have any bottomless pits, an unofficial addon called "The Lost Duke Episodes", which replaces every level of every episode in the game, does have one that is literally bottomless. Inspection of the level in question in the BUILD editor shows that mid-air teleporters are used to produce the effect. If playing with the original registered release (v1.3D of the game), the jetpack can get you out. If you're playing the Atomic Edition (v1.4 or v1.5), the only ways out are to kill yourself or load a saved game.
* Among the official and "official unofficial" maps ''VideoGame/TeamFortress2'', there are the Atomic Pits after they get blown up by BLU's cart on the Payload maps, and the pit around Control Point E on Steel.
** The Arena map Lumberyard's claim to fame is that the one medkit on the entire level is located on a thin log above a pit of death.
** Upward, another of the official maps, is located on the top of a mountain. A huge bottomless pit surrounds the battlefield, and another one is the pit in RED's base, where the BLU team must dump the payload cart to win.
** Ghost Fort, the 2012 Halloween map, has one deep enough to get lampshaded by some of the characters when they fall inside.
-->'''Scout''': AAAAAAAHHHHHHHH- Holy crap, this goes on forever.
-->'''Spy''': AAAAAAGGHHHHH! ...come on, I don't have all day!
* Most Imperial bases in the ''VideoGame/DarkForcesSaga'' come fitted with at least one Bottomless Pit as standard. [[MalevolentArchitecture There are truly depraved architects in a Galaxy Far Far Away]], and the Empire, being the Empire [[NoOSHACompliance doesn't care]]. This is understandable--they're [[CardCarryingVillain evil]]--but how to explain Nar Shadaa, the vertical city, sort of a mini-Coruscant in that the entire moon is covered in superskyscrapers and people almost never actually touch the ground...except ''there are no guard rails''. This serves to make Force push the most powerful offensive power in the game.
* The ''VideoGame/MetroidPrime'' games that aren't the first one have these. In ''Echoes'' and ''Corruption'', you only [[NonLethalBottomlessPits lose 5-10 health]] when you fall in, but in ''Hunters'', falling is an instant kill.
* The ''Franchise/{{Halo}}'' games have several deep pits to fall in, but nearly all of them have a bottom, even if it is ''very'' far down. However, there are space levels in some of the games, like the [[VideoGame/HaloCombatEvolved first]] and [[VideoGame/{{Halo 2}} second]], where you could "fall" into what would logically be a bottomless pit.
* The original ''[[VideoGame/HalfLife1 Half-Life]]'' and its expansion packs had a few. There was even one area in ''Opposing Force'' where the ceiling is so high that you can't see it either. The FanRemake ''Black Mesa'' replaces them all with visible floors.
* Some of the maps in ''VideoGame/{{Paladins}}'' have them on the edge of their boundaries. They're generally not a major concern, but skilled players can use knockback to throw enemies into pits for an easy kill. However, some champions can use their mobility skill to get out of the pit before it's too late.
* ''VideoGame/KensLabyrinth'' has bottomless pits as well, though, since its engine is as two-dimensional as ''VideoGame/Wolfenstein3D'', they're represented as sprites rather than parts of the level geometry. They come in two flavors: the first is basically your standard garden-variety hole in the ground. The second kind has [[RedEyesTakeWarning red eyes]] and [[PortableHole moves around]]. Either way, move over one and you die. Enemies can fall down the permanent holes (yes, the living holes can, too). They won't, however, go down the moving holes.

* ''VideoGame/GrandChase'': at certain levels (Temple of Fire, Kastulle Ruins and Bermesiah's Last Stand to name a few) you have to cross a stage filled with ever-shortening ledges, environmental hazards and falls that knock off your limited number of lives like there's no tomorrow.
** Its spiritual successor ''Videogame/{{Elsword}}'' follows up the trend, but it's subverted as these pits aren't instant death and cannot kill you, only leaving you with [[HPToOne one HP]]. They start showing up in Feita, and appear at least once per town.
* ''VideoGame/WorldOfWarcraft'' generally averts this; the damage taken from a fall is proportional to the distance you fall, modified by parachute-like effects. However, there are a few places that actually do have bottomless pits which are accessible [[NoSidepathsNoExplorationNoFreedom but have no way back up]], so you die when you hit the ground no matter what.\\
It's also possible to fall off the edge of the world on Outland, the shattered remnants of a planet floating in the Twisting Nether. You fall for a while, then the camera stops and watches your body recede into the depths, and you respawn at a graveyard since you can't recover your body normally. The same thing happens if you fall off the edge in the new area of Firelands.
** In the fight against Deathwing, for no apparent reason, water is now a bottomless pit. [[FridgeLogic The same water that you can swim in normally is now a bottomless pit that eventually kills you if you fall in]].
** The Everbloom dungeon features an odd one of these. The last boss fight takes place on a clifftop [[spoiler:overlooking Stormwind City (at least if you're Alliance; not sure about Horde)]]. If you fall off the cliff (or jump off), no slow-fall ability will save you; you will die ''before'' you hit the ground.
* Certain pits in Moria in ''VideoGame/TheLordOfTheRingsOnline'' canonically ''do'' have a "bottom" ... for example, jumping into a well will usually take you to the "Water Works" section of the region, even though that makes ''no'' sense based on the map unless either the wells have a substantial horizontal component, or the map of Moria, unlike every other map in the game, is laid out so that "down" actually means "down" rather than south (though to ''walk'' from the top of most wells to the Water Works does indeed require you to head south). Characters who fall into a pit (or off certain cliffs in both Moria itself and other regions of the game) will generally die ''before'' hitting bottom, though it is possible under certain conditions to jump into a Moria well and survive the fall. One particularly egregious fall is from the Bridge at Khazad-Dum, which Gandalf survived (you can even find his discarded hat at the bottom), though a) that's a case where you die while falling and b) you respawn in the bridge area, not (as would make more sense based on other examples) in the Foundations of Stone where the hat is found.
* A key mechanic in a few jumping puzzles in ''VideoGame/GuildWars2''. The main challenge of the first half of the Windy Cave mini dungeon is fighting/avoiding enemies on a very narrow bridge through a bottomless pit that instantly kills the character. The Forsaken Fortune mini-dungeon has a jumping puzzle section that's a strange hybrid of this and NonLethalBottomlessPit; fall off a ledge and your character dies quickly, but you are slowly resurrected back at a checkpoint at the beginning of the puzzle.

* ''VideoGame/{{Gigantic}}'' has these, usually around the edges of maps. A favored tactic of many players involves pushing enemy heroes into them by using abilities with knockback.

[[folder:Platform Game]]
* Bottomless pits are everywhere in the ''Franchise/SuperMarioBros'' games.
** Pretty much every 2-D Mario game features Bottomless pits, as well as [[SuperDrowningSkills water pits]] and [[ConvectionSchmonvection lava pits]]. ''VideoGame/SuperMarioBros3'' and onward tended to avoid the water pits (since Mario had learned how to swim consistently by this time), but every other pit was fair game. In addition, the 2-D Mario games other than the ''Franchise/DonkeyKong'' series never show Mario suffering fall damage from any other drop.
** ''VideoGame/SuperMario64'' had bottomless falls in some levels, making many stages {{Floating Continent}}s.
** ''VideoGame/SuperMarioGalaxy'', as part of its RecycledInSpace theme, used black holes as bottomless pits, in addition to the regular ones. While Mario usually adhered to any small object as if it had Earth gravity, nearby black holes caused objects to function as traditional platforms where Mario could fall off. They never seemed to affect any other matter and were everywhere later in the game. There were also situations where clever jumping could make Mario essential achieve escape velocity towards deep space, leaving him flialing off towards the void to suffer [[FanNickname death by breakdancing]].
** ''VideoGame/SuperMarioSunshine'' dramatically reduced the amount of Bottomless Pits found in the game, for the most part limiting them to the special stages. However, one stage, Pianta Village, is positioned directly above a bottomless pit. One wonders how many villagers they've lost over the years.
*** In these special stages and in Pianta Village, the bottomless pit has a textureless floor that Mario can cast a shadow on. This is visible when Mario nears this barrier, below which the game kills Mario.
** ''VideoGame/SuperMarioWorld''. Chocolate Island. It was just a PaletteSwap, but it's still notable for being one of the only games where you can die by molten ''chocolate'' pits.
* The ''Franchise/CrashBandicoot'' series has many of these, and they were probably the most common hazards in the earlier games besides the enemies.
* ''VideoGame/EarthwormJim: Menace 2 the Galxy'' creates an egregious example. In the laboratory level, the left side of one floor has a bottomless pit, while the right side has a pit that simply brings you further down the level. If you reach the bottom-right of that area, you can get a powerup that lets you fly - including up the bottomless pit. If the fly powerup disengages, you get killed if you are in the bottomless pit, but not if you on the other-side of a one-way-wall. Further, flying permits you to go up the pit, but stop at an invisible floor when you try going back down.
* ''VideoGame/SonicTheHedgehog'' games had bottomless pits here and there, but they were far rarer than they were in Mario games. While lava pits did exist, they weren't usually instant death, [[MercyInvincibility as long as you had rings]]. Nearly all of the pits in the early games also had a lip of some kind that would [[EdgeGravity stop you from flying off into space without warning]].
** However, starting with ''VideoGame/SonicAdventure'', Sonic games have become positively chock full of bottomless pits - you'll be hard pressed to find stages without them, boxing you in from every side.
** ''VideoGame/SonicAdventure2'' included an automatic stop at the edges of ledges for all characters except Tails and Eggman in their mechs, where they would go into the edge-wobbling animation.
** ''VideoGame/SonicTheHedgehog2006'' probably went a bit overboard with the bottomless pits, placing them in the snow boarding levels when you have to do an IndyEscape, making an entire level [[QuickSandSucks that is one giant bottomless sand pit]], and even in the hub worlds there are instant death pits.
** In ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', however, not only are they present in a lesser quantity than the other 3D Sonic games, but [[NoticeThis the game will also warn you if you're above them]] to tell the difference between pits and lower paths.
*** Then again, ''VideoGame/SonicGenerations'', as a game pulling stages from across Sonic's history, ''introduced'' bottomless pits to areas where there weren't any before.
* ''VideoGame/MegaManClassic'':
** In ''Videogame/MegaMan1'', the infamous NintendoHard Guts Man stage, which had bottomless pits crossed via moving platforms that dropped out from under you at certain points on their track. It's infamous because this was ''at the '''very start''' of the level''; many players simply gave up without seeing more than 2% of Guts Man's stage.
** No one can forget the [[AdvancingBossOfDoom Mecha Dragon chase]] on [[FloatingPlatforms floating blocks]] over a Bottomless Pit in the first Wily stage of ''VideoGame/MegaMan2''. At least those weren't disappearing blocks.
** Two {{JustForFun/egregious}} examples of the disappearing blocks: in Heat Man's stage, where you have to jump between them over a LavaPit and a Bottomless Pit, with [[TrialAndErrorGameplay no way of knowing on the first try]] whether the next block will be ahead or above you. And Magnet Man's stage, where you have to jump across them over a Bottomless Pit ''and'' have a magnet pulling on you.
** Then you have to do it again (albeit with non-disappearing blocks) in ''VideoGame/MegaMan3'''s Gemini Man's SlippySlideyIceWorld, if you don't have the Rush Marine.
** Then there were the dreaded "[[LiftOfDoom rocket platforms]]" in Spark Man's stage, over a Bottomless Pit, of course, which tried to push you into the [[SpikesOfDoom Spiked Ceiling Of Doom]].
** Later on in ''3'', there are two situations which require you to have a fully powered Rush Jet, one over a long Bottomless Pit, the other over a long stretch of SpikesOfDoom (''2'' also did this in Wily Stage 2), if you have run out of juice after the PointOfNoReturn, the stage is {{Unwinnable}} unless you lose all your lives and start over. And you've got various GoddamnedBats (dragonflies, bees, parachuters, etc) bombarding you all the way.
** Incidentally, ''3'' accidentally left in a debug feature that lets Mega Man survive at the bottom of these pits if you hold Right on the second controller. If you run out of health while in this state, you also become invincible (but you can't shoot the Mega Buster anymore).
* ''VideoGame/PrinceOfPersia1'' made an early attempt at averting the trope, favoring falls that were too far for you to survive or had SpikesOfDoom at the bottom over truly bottomless pits (of which there were a grand total of one). ''VideoGame/PrinceOfPersia2'' was less successful in averting this trope, having bottomless pits in the opening RoofHopping level and in several levels toward the end of the game.
* ''VideoGame/CosmosCosmicAdventure'' had bottomless pits in nearly every level. Which doesn't really make sense considering ''he had suction cup hands and could stick to walls''.
* The ''VideoGame/{{Klonoa}}'' series features many of them - ''especially'' in Vision 6-1 and 6-2 of the first game. In the latter level, they usually had to be crossed by jumping on ''incredibly'' tiny floating platforms.
* Freeware ''VideoGame/NinjaSenki'' features them beginning from the very first level. Sometimes they're filled with water, but usually they're the plain variety.
* In the ''{{VideoGame/Contra}}'' series, the player character dies from merely ''touching'' a pit past a certain point - say, knee-deep or so - making the lethality of said pits even more questionable.
** Or falling to the bottom of the screen in vertical levels, due to the RatchetScrolling. In co-op mode, you can kill your partner by scrolling him off the screen.
* ''Pac-Land'' is an early example of bottomless pits appearing.
* The original ''Franchise/TombRaider'' series generally doesn't use bottomless pits (with the lone exception of ''Tomb Raider II''[='s=] Floating Islands level), just really deep ones (or ones with SpikesOfDoom or lava etc. at the bottom); sometimes the Game Over screen appears before you hit bottom. There are a few apparently-bottomless pits in the next-gen series.
* Played straight in the first ''VideoGame/{{Rayman}}'' game, but subverted in the third, where falling into an area that ''looks'' like a bottomless pit instead lands you in a basement-level area that can be escaped by climbing rubble or by other means. Falling into a 'fake' bottomless pit is actually ''required'' to move on in one point of the game.
* In ''VideoGame/DynamiteHeaddy'' bottomless pits appear frequently, but they don't kill you instantly -- Headdy jumps out of it (and high enough to regain footing) and it takes off about a third of his health.
* In ''VideoGame/WarioWorld'', bottomless pits always lead to the "Unithorn's Lair", where creatures called Unithorns steal your coins. You have to escape by finding the escape spring which is hidden in a random box.
* Pits are a standard obstacle in ''VideoGame/{{Jumper}}'' series. Oddly enough, Ogmo dies the instant he goes below the screen, even if he has an extra jump left.
* Pits are a common hazard to face when fighting against bosses in ''VideoGame/BananaNababa''.
* ''VideoGame/{{Bug}}!'' has them ''all around you''. Your character is on a level suspended over mid-air, so falling off FloatingPlatforms or the terrain itself could spell certain death. Thankfully, EdgeGravity is in play on most terrain with a "border" so as to prevent falling off via walking the wrong direction.
* In ''VideoGame/ShadowOfTheNinja'', the bottom of the screen means instant death, even when on rotating platforms that just dip off the screen for a few seconds.
* Seen in some levels of ''VideoGame/{{Trine}}''.
* In ''Videogame/TeslaTheWeatherMan'', Tesla dies instantly if he falls off the bottom of the screen.
* Both taken UpToEleven and averted in ''VideoGame/SpeedyEggbert''. Falling into a bottomless pit is an instant GameOver, but there aren't any in the single player mode.
* In ''VideoGame/AtlantisNoNazo'', many levels are full of bottomless pits. The infamous "Black Hole" level is nothing but a giant bottomless pit. GuideDangIt: certain pits will warp you to another stage instead of killing you.
* A common hazard in ''VideoGame/ShovelKnight''.
* Most ''Franchise/{{Kirby}}'' games have bottomless pits, which is odd considering Kirby can fly indefinitely in most of the games as well. (They're mostly a danger while inhaling, since Kirby can't inhale and fly at the same time, and also while using abilities like Stone.) In fact, the bottom of the screen must contain some sort of special Kirbicide, for if Kirby so much as grazes it while hovering near the bottom, he dies.
** Strangely enough, the Helpers in ''VideoGame/KirbySuperStar'' are completely immune to the effects of these bottomless pits (in most cases they simply return to Kirby upon falling in), further supporting the Kirbicide theory.
* One of many types of obstacles in ''VideoGame/ImpossibleMission''. One of the best-known sound effects from that game is [[SyntheticVoiceActor the secret agent's scream]] as he fell down yet another one.
* Plentiful in ''VideoGame/TheAdventuresOfLomax''. Especially annoying in TheWildWest world and right before the fight with [[BigBad Evil Ed]].
* ''VideoGame/{{Pepsiman}}'' has bottomless pits all over the place, including on city streets.
* ''VideoGame/LowGMan'' has bottomless pits in some levels, mostly later ones.
* In ''VideoGame/{{Dustforce}}'', plenty of levels have them implied in the form of instant-death-zones below the stage. Genuine bottomless "pits", however (really just the area outside of the level) can be found if you manage to make your way out of the main stage area or find an opening in the aforementioned death-zones.
* In ''VideoGame/FreedomPlanet'' they exist, but are surprisingly scarce. They only appear in two levels, and since the first of these levels is on a series of flying airships, and the second is on a large warship orbiting the planet (with the airlocks open), they are justified.
* In ''VideoGame/ViceProjectDoom'', the platforming stages have bottomless pits all over the place, though sometimes the game does require you to descend a ladder.
* The first level of ''VideoGame/Gamer2'' is set on rooftops, and failing a rooftop jump is an instant death.

[[folder:Puzzle Game]]
* ''VideoGame/{{Gruntz}}'' has them in various fashions according to the current world - tar pits, fall from very high, cooking plates...
* ''VideoGame/HuntTheWumpus'' was another text-era computer game with bottomless pits. You had to explore a maze and deduce where the Wumpus was (which would let you shoot it) without entering its room (and getting eaten) or entering a room with a bottomless pit.
* ''VideoGame/{{Lemmings}}'' and its many sequels have this as an all too frequent hazard. It comes in several different flavors; literal bottomless drops, i.e. falling off the screen (which you can make yourself if you have spare digging attributes and want to wreck the level), falls onto ground that's too far away for the Lemmings to survive unaided, and falls that end in [[SuperDrowningSkills water]].
* ''VideoGame/{{Portal}}'' lets you make your own bottomless pit; put one of your portals on the floor, and the other on the ceiling directly above. For fun, drop something into it. For nausea, drop yourself into it. There is even an [[CosmeticAward achievement]] awarded for falling far enough in this fashion.
* ''VideoGame/{{Portal 2}}'' is full of bottomless pits, [[UpToEleven especially]] [[spoiler:when the facility starts falling apart, revealing just how far down it goes.]] This is especially egregious, as Chell has boots specifically designed to prevent fall damage from terminal-velocity landings.
** At one point while [[ItMakesSenseInContext Chell and GLaDOS are falling down a bottomless pit together]], [=GLaDOS=] chooses to use that time to deliver some exposition, but not before once again reminding everyone of her status as DeadpanSnarker.
-->'''[=GLaDOS=]:''' [[foldercontrol]]

[[folder: Since it doesn't look like we're going anywhere - well, we ''are'' going ''somewhere'', alarmingly fast, actually... But since we're not busy other than that, here's a couple of facts. ]]

* ''VideoGame/PortalTheFlashVersion'' includes bottomless pits in a few levels. You have to either avoid them or use them to knock turrets out of the game. The 3D mappack for the Source engine substitutes them with the acid pools from ''Portal''.
* ''VideoGame/{{Revolution 1986}}'': Going off the edge of the level or falling through gaps between tiles results in this and in you losing a life.
* ''VideoGame/BackToBed'' has these as one of the most common hazard types. Others include things like man-sized knives placed in Bob's path.
* ''VideoGame/{{Nibblers}}'' has this as a mechanic starting in the mountain levels. While they may pose no real threat to the player unlike most other examples, movable Lizards or fruit can be dragged into one, removing them from play.

* In previous versions of ''VideoGame/DwarfFortress'', maps sometimes featured bottomless pits, into which dwarfs could accidentally fall, and refuse (inanimate and otherwise) could be deliberately dumped.

[[folder:Role Playing Game]]
* ''VideoGame/UltimaV'' has many pits, but only one location where they are "bottomless." Stonegate, where the Shadowlords dwell, has lethal pit traps ending in a lava sea.
* Bottomless pits are one of the most common causes of death in ''VideoGame/DarkSouls''.
* Taken UpToEleven in ''VideoGame/{{Bloodborne}}'', bosses ''can'' throw you into bottomless pit by [[https://www.youtube.com/watch?v=T_lTWoaFKGo clipping through layers]].
* You can fall off the edge of the world and/or into a bottomless pit in almost every single area in ''VideoGame/{{Xenoblade}}''. [[DeathIsASlapOnTheWrist Doing so will simply boot you back to the last landmark you passed.]] Note that you [[ViolationOfCommonSense have]] to fall off once to get the "Terminal Velocity" achievement.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' don't have literal bottomless pits, but some lethal falls will cause a fade-to-black as if they were.
** A handful of dungeons in ''VideoGame/{{The Elder Scrolls IV Oblivion}}'' have dark chasms. They're not literally bottomless, so if an essential (unkillable) NPC falls into one of those, they'll spent the rest of their existence being [[VideoGameCrueltyPotential knocked unconscious repeatedly]].
* In ''VideoGame/SanctuaryRPG'', one type of a random encounter presents you with such a pit. All you need to do is walk away. The game [[SchmuckBait also lets you jump in]].
* As an isometric RPG, these don't show up as a gameplay element in ''VideoGame/{{Tyranny}}''. However, Tunon's court is surrounded by such pits, oozing inky black darkness, and it's said he occasionally lobs people into them as a form of execution.

[[folder:Shoot Em Up]]
* In ''VideoGame/{{Commando}}'', falling into any hole in the ground, whether it be [[SuperDrowningSkills knee-deep water]] (which the enemies can stand in), or a [[InsurmountableWaistHeightFence waist deep trench]], results in death.
* Present in ''VideoGame/{{Cuphead}}'', but instead of being a OneHitKill, they do damage like anything else and then shoot the boys back up to solid ground. They even respect MercyInvincibility.

[[folder:Sports Game]]
* In ''[[VideoGame/BackyardSports Backyard Skateboarding]]'', water (in any level) is a bottomless pit.

[[folder:Stealth Based Game]]
* ''VideoGame/MetalGearSolid'': One of the most incongruous examples of this trope is the bottomless pits in the ''armory''.

[[folder:Survival Horror]]
* The ''Franchise/SilentHill'' series is full of places where the ground inexplicably drops away into nothingness, but ''VideoGame/SilentHill3'' is the only game to actually use them as a hazard. On the higher difficulty levels, Heather doesn't even do her "whoa" animation to warn the player that she's about to fall into one. [[EverythingTryingToKillYou As if the place wasn't dangerous enough without them...]]
* ''VideoGame/HauntingGround'': A room near the end of Debilitas' section of the game features a very dark room, with two especially dark patches on the floor. Unfortunately for Fiona, there are two pits hidden in the shadows. On the flip side: fortunately for Fiona, Hewie (among other things) can lead her safely around them.

[[folder:Wide Open Sandbox]]
* In ''VideoGame/GrandTheftAutoIII'' and ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'', your character has SuperDrowningSkills, resulting in instant death if you fall in the water. However, polygon drop-out glitches sometimes occur, allowing you to fall into the "void", but if this happens, you just get teleported back to solid ground. An unintentional example of NonLethalBottomlessPits.
* The world of ''VideoGame/CortexCommand'' seems to be surrounded by bottomless space. Move a little to the left or right of the screen, and you lose control of the body. Rocket too high into space, and you either return to the mothership or lose the body. Dig just a little too deep in the ground, and you fall off the screen and lose the body.
* The Void in ''VideoGame/{{Minecraft}}'' lies beneath the bottom of the map (or at least the deadly part does), and kills you within seconds if you manage to fall into it.
** It is important to note, however, that the Void is impossible to fall into in survival mode, except in [[TheVeryDefinitelyFinalDungeon The End]]. Unless you count things like mods, cheats, glitches, custom superflat worlds, and edited maps.

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'' plays it straight with magical bottomless pits. It also has the "budget bottomless pit", which is a standard PitTrap (spikes optional) with ''silence'' and ''darkness'' permanently cast upon it. Stories abound of adventurers trying to swing across or drop down on a rope, only to discover that a [[HilarityEnsues 50-foot rope isn't much help in a 10-foot drop]].

[[folder:Non-Videogame Examples]]

[[folder: Literature ]]

* The literal-minded citizens of Lancre in the ''Literature/{{Discworld}}'' have a tourist attraction called the Place Where The Sun Does Not Shine. This is implied to be a bottomless pit, but apparently lots of unusual things show up there, such as undesirable jobs, improbable excuses and things which imply a degree of physical pain and discomfort.
* In ''Literature/WhichWitch'', one of the witches creates a hole that is really bottomless, an admirable feat of dark magic. Of course, it is kind of impractical to have something like this in your garden. A LemonyNarrator tangent goes into some detail about how a bottomless pit is not the same as "a hole that [[DiggingToChina comes out in Australia]]."
* A strange variant occurs in the novel ''[[Literature/PriscillaHutchins Chindi]]'' aboard a massive alien space ship when a character falls into a deep shaft. The others think that he fell to his death until he suddenly flies back upwards past them, only to come back down again, repeat. They realize that the source of gravity onboard the ship is near the center and that he is flying through it only to slow enough before hitting the other side and be pulled back. They eventually devise a way to get him out of there safely.
* In ''Literature/ConsiderPhlebas'' these serve as launch tubes in an abandoned underground missile system. During a shoot-out someone falls inside and when the protagonist peeks over the edge, he can see the flare of their energy weapon getting smaller and smaller as the soldier is still falling. Later when he has to carry a prisoner down the same shaft (using an anti-gravity harness) she asks him to shoot her first if he's forced to drop her for any reason.


[[folder: Live Action TV ]]

* ''Series/ThePrisoner2009'': One shows up in the fourth episode and becomes a critical plot point later. [[spoiler: It's a sign that the dreamspace is falling apart.]]


[[folder: Web Animation ]]

* Issue 4 of ''WebAnimation/TeenGirlSquad'' has So-and-So falling into one of these[[labelnote:*]]named the "Fighting Growlbacks Bottomless Spirit Pit"[[/labelnote]], setting up the page quote. However, as the ''WebAnimation/HomestarRunner'' wiki notes, you would actually die of thirst first, not starvation.


[[folder: Web Comics ]]

* In ''Webcomic/GirlGenius'' there is at least one pit that appears this way under a TrapDoor in Castle Heterodyne, the castle [[http://www.girlgeniusonline.com/comic.php?date=20110304 drops Othar into it upon hearing that he's a hero:]]
-->'''Sanaa:''' What did you do ''that'' for?!\\
'''Castle:''' Eh. He is a '''''hero'''''. I don't need much of a reason.\\
'''Sanaa:''' But... but the ''Heterodyne Boys'' were heroes!\\
'''Castle:''' Yeeees... They didn't come ''home'', much.\\
'''Sanaa:''' No, Really?\\
'''Castle:''' Oh, but we had such ''fun'' when they did! Well ''I'' had fun... I rather miss having a hero about!\\
'''Sanaa:''' Well, if you drop them down ''bottomless pits'' every-\\
'''Castle:''' Oh, tosh. If he was a ''real'' hero-\\
'''[[UnexplainedRecovery Othar]]:''' This ''is'' an annoying place, ''isn't it?''
* [[http://popstrip.com/bottomless-pit Deconstructed]] by Webcomic/POPsickleSTRIP. Two [[StickFigureWebcomic stick figures]] stand by a bottomless pit and discuss the mechanics of it, including how it comes out the other side of the planet, and how it's really just a long tunnel.


[[folder: Western Animation ]]

* In the ''WesternAnimation/GravityFalls'' episode "Bottomless Pit" Dipper, Mabel, Soos and Stan fall into a bottomless pit. As they just keep falling, they start telling each other stories. At the end of the episode [[spoiler:they see they are falling towards a light. As they "hit" it, they fly out of the same hole they just fell into, and no time has passed.]]
* ''WesternAnimation/JimmyTwoShoes'': The Abyss of Nothingness from the first season, which is described in its debut by Heloise as "just a big hole", though Lucius (in the same episode) goes further to explain that "it's a dark, dreary place filled with misery and despair." That being said, characters have ended up in the place, [[ResetButton return the next episode without explanation]].
* Parodied in the ''WesternAnimation/KimPossible'' episode "Hidden Talent", as Dr. Drakken [[JustBetweenYouAndMe gives Kim a description]] of the DeathTrap he's about to drop her into:
-->'''Drakken:''' First, you'll be sealed in a reinforced titanium box. Next, you will be dropped into this bottomless chasm. Then, the chasm will be [[DrowningPit filled with water]]. Then, [[SharkPool man-eating sharks]] and a {{giant squid}} will be released into the water!\\
'''Shego:''' Huh? Wait... [[FridgeLogic If the chasm is bottomless, how can you fill it with water?]]\\
'''Drakken:''' ''(exasperated)'' IT'S '''VERY VERY DEEP''', ALL RIGHT?!?
* Parodied in ''WesternAnimation/TheSimpsons''. In the Treehouse of Horror episode "Clown Without Pity", Homer, who is trying to get rid of the Krusty The Clown doll that is trying to murder him, stuffs the doll in a sack of stinky socks, and goes to the local bottomless pit tossing the sack in (though it doesn't work). Played for laughs in that shortly after Homer disposes of the doll, a man throws down a box of nude photos of Creator/WhoopiGoldberg [[{{Squick}} only for the pit to reject it]], the box flying back up into the man's arms.
** Also Bart while living with Mr. Burns, tells Lisa he has a bottomless pit somewhere in his estate. Though Lisa doesn't believe it.
* In a ''WesternAnimation/{{Kaeloo}}'' episode where the trope YourMindMakesItReal is used excessively, Mr. Cat pushes Quack Quack into a "bottomless pit" and says things to fuel his imagination, so Quack Quack physically experiences being thrown into a bottomless pit.


[[folder: Real Life ]]

* Pretty much black holes in RealLife[[note]]According to General Relativity, gravity warps space-time and the larger it is the larger that warp is. A way to picture that it is to consider space-time as a rubber lattice with bodies on it, and forming wells more or less deep on it depending of their masses and/or densities. A black hole is the equivalent of an infinitely deep well -a bottomless pit-.[[/note]]