->''"I gotta just get right over there, wait for the firestick, aaaand up WHAT?! WHO PUT THAT THERE?! Where did that come from?"\\
"Okay, so just gotta get on that little jumpy platform, the little- AAH YOU FUCK WHY DID THEY DO THAT?"''
-->-- ''[[http://youtu.be/in6RZzdGki8 Super Mario Brothers - Frustration]]''

->''"9, 8, 7, 6, 5, 4, [[KickTheDog f*** you Yoshi]][[note]](while jumping off Yoshi over a pit)[[/note]]- [[LaserGuidedKarma *hits invisible block*]] AHHHHHHHHHHHHHHHH WHAT?!?!?"''
-->-- '''LetsPlay/ProtonJon''', ''VideoGame/KaizoMarioWorld: Special Stage 2''

In {{platformer}}s, there are blocks. Blocks to walk on, blocks to jump on, blocks to hit from below for some reward. Not all of these are apparent, however; some are invisible.

These are primarily meant to be used as secret rewards hidden in the environment. Other times, these are the method of moving past obstacles. In PlatformHell, they're very often a quick way to death; your DoubleJump leads to blunt head trauma and a fall into the SpikesOfDoom.

Sometimes interacting with the blocks will make them visible, but some may remain invisible. Sometimes, the blocks aren't even physically there until they become visible through some specific method.

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!!Examples:

[[foldercontrol]]

[[folder: Action Adventure ]]

* ''VideoGame/TheLegendOfZeldaALinkToThePast'' featured late-game dungeons with crystalline blocks that could only be revealed by bright light --either by igniting strategically placed torches, or by using a medallion that summoned lightning-like magic. Once the lights went out, the blocks would vanish again.
** ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' had several invisible platforms that became visible when you viewed them with the lens of truth.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' featured invisible blocks at one point in the game--there was a random cave floating out a hundred feet or so from the edge of an icy cliff. The only way you could see these blocks was by talking to "the owl," who flew over and shed feathers in the process, which would land ''conveniently'' in the middle of each block. Naturally the cave has a lens of truth.
* The first mansion, Berkeley Mansion, in ''VideoGame/CastlevaniaIISimonsQuest'' is famous for having the invisible platforms that turn visible when you obtain and equip the White Crystal in the opening town of Veros. The mansions are also packed full of the invisible block's cousin, the FakePlatform.
* Some platforms in ''VideoGame/AnUntitledStory'' are visible only when you stand on them and for a short while after you [[FlipScreenScrolling flip the screens around]].

[[/folder]]

[[folder: Adventure Game ]]

* In the Lost City in ''Hype: The Time Quest'' you need to get to an otherwise inaccessible door by jumping on invisible blocks. However, when the camera angle is right, the stained-glass windows shine on them, making them appear VERY translucent red.
* There are glitches and hacks in ''VideoGame/{{Minecraft}}'' that let you place two separate types of these. Invisible blocks work just like any other block, but you can't see them, playing the trope straight. ''Intangible'' blocks, on the other hand, only interact with other blocks while the player passes through them just like air. The second block type is very useful for making elevators and other special redstone machines the player must pass through.

[[/folder]]

[[folder: First Person Shooter ]]

* In ''VideoGame/MetroidPrime'', one room in Tallon Overworld has invisible platforms, seen with the X-Ray Visor. Or by looking closely at the environment and noticing the ambient rain splashing on their surface. The Magmoor Caverns had some with no clue to their presence, aside from a huge otherwise-unused part of the room. Prime 2 had blocks you could only see with the Dark Visor, and platforms you could only hear (good thing you can use the Echo Visor to echolocate stuff, huh?)
* ''VideoGame/StarTrekEliteForce'' has an area with a BottomlessPit and a bridge made of invisible forcefield "panels". The panels appear briefly when shot, meaning that one essentially has to walk around with their phaser (the game's InfiniteAmmo weapon) blasting the whole way.

[[/folder]]

[[folder: Platform Game ]]

* ''Franchise/TombRaider III'' featured invisible blocks that became visible if you had a flare lighted near them or some other fire source was present. A secret in the penultimate level required this knowledge in order to be accessible.
** The first ''VideoGame/TombRaider'' had only one invisible block in the Sanctuary of the Scion level - the level's only secret with the Uzis as a prize. All you had to do was notice the unusual sight of a pair of guns hanging in mid-air.
*** The remake ''Anniversary'' did away with the platform and instead had the guns on the Sphinx's head. Getting down was a bit more tricky in this version.
** And to complete the trilogy, ''Tomb Raider II'' featured a rather well-hidden secret: the entrance is hidden behind a perfectly unassuming section of wall that turns out to be a movable block, opening into a huge room with an invisible walkway to the other side.
* ''Franchise/SuperMarioBros'' has these in abundance, and is probably the TropeMaker. However, unless the player hits an invisible block's location from below, it isn't "solid" (see also DirectionallySolidPlatforms). The more sadistic PlatformHell ROM hacks of the games often have them in places you don't want them to appear - to add insult to injury, the item coming out of the block is often a 1-UP.
** Hidden item blocks also show up in ''VideoGame/PaperMario''. They can be revealed with Watt's field ability, though it's not strictly necessary if you already know where to jump.
** In ''VideoGame/PaperMarioStickerStar'', blocks appear when you whack certain places with the hammer to reach places or objects you couldn't before.
** ''VideoGame/KaizoMarioWorld'' basically started this trope off in PlatformHell games. And a hack called Furious Mario has to be the literal most annoying user of this as in [[http://www.youtube.com/watch?v=t4SCh5EHT3U this video]].
** [[http://www.youtube.com/watch?v=rbFrg-q4I3Y Enigmatic]] [[http://www.youtube.com/watch?v=nGXzOFpi_VQ Mario.]] [[http://www.youtube.com/watch?v=u7qVceq7HE8 Seriously.]] [[http://www.youtube.com/watch?v=elw4EI_I-Y4 What]] [[http://www.youtube.com/watch?v=xmc3i0U95_E the]] [[http://www.youtube.com/watch?v=hbMPPLU3yIQ hell?!]]
*** ProtonJon, known for playing VideoGame/SuperMarioWorld romhacks, got so fed up with people using invisible coin blocks that he made ''an entire [[http://www.youtube.com/watch?v=-3XnhPmVk6Y level]] filled with them'', in order to show what not to do when making a Mario romhack.
** They come in two flavors in ''VideoGame/SuperPaperMario'' - one type is revealed by flipping to 3-D, while another type requires using Tippi to scan the screen.
** Portrayed rather accurately in [[http://www.brawlinthefamily.com/?p=630 this]] ''Webcomic/BrawlInTheFamily'' strip.
** Special mention goes to ''VideoGame/SuperMarioBrosTheLostLevels''. Its use of this trope brings it closer to PlatformHell romhacks than pretty much any other commercially-released game.
* ''VideoGame/IWannaBeTheGuy'' has some of these. Of course because of the nature of the game they show up in groups and constitute major paths rather than giving bonuses.
* In ''VideoGame/WithinADeepForest'', one part of the sub-level Shadowlands has invisible platforms that only become visible while the player is very close to them, so there's a good chance you'll hit one from below and bounce back down where you came from. Making this part more aggravating are [[FakePlatform the visible platforms that are not solid in the least]].
* In ''VideoGame/MegaMan7'', Cloud Man's stage has a section where the floor is invisible outside of a very limited radius around Mega Man. Additionally, this part of the stage is usually raining, making seeing the translucent platforms even harder. [[spoiler: Shoot the weather machine robot prior to this section with the Freeze Cracker to change the rain to snow, which blankets the platforms and makes them much easier to spot.]]
* In ''VideoGame/CommanderKeen'', the blocks are at least vaguely visible if you pay attention. In the first game, they have one visible pixel which shows up against a black background, and in the fourth game, they sparkle briefly every few seconds.
** The ones in episode one also never appear anywhere except against a black background, thanks to the block and background actually being the same tile.
* ''VideoGame/SyobonAction'', as in other Mario-based PlatformHell games, has plenty of them in the most uncomfortable locations. The game knows this and later, especially in the sequel, does some mean tricks if you try to reveal them from safe ground.
* ''Videogame/SecretAgent'' has an interesting example: You can't see the invisible platforms, or even stand on them, until you find some [[GogglesDoSomethingUnusual magic glasses]].
* In ''The Life Ending Adventure'', a Japanese ASCII PlatformHell game that inspired I Wanna Be The Guy, there is at one point a Mario ShoutOut level that uses these sadistically.
* ''VideoGame/CrystalCaves'' uses these infrequently; they appear, and actually become solid and physical, when you bump your head into their bottom. They mostly appear in the later games. There's a level where you first need to spend some 10 minutes building up a very sparse staircase of invisible blocks to get up to the higher parts of the level (jump off the highest current block, hit the next invisible block which is to the side and just barely within jump reach, fall to the bottom of the level and re-climb all the blocks). [[ThatOneLevel Not cool.]]
* ''VideoGame/{{Bug}}!'' had [[SlippySlideyIceWorld Burrubs]] Scene 3. An area with blocks that only appeared when Bug was near. The first set was easy, as there were no enemies. The second set had a hell of an annoying snow flea throwing snowballs at Bug from the background, as well as acid-spitting flies that came from nowhere.
** A similar case appears in Bug Too! At least there were enemies that crossed the platforms, so that you could see where it ended... but there were also random comets that traveled across a horizontal section of said platforms. Not fun.
* ''VideoGame/{{Cheetahmen}} II'' has a few invisible blocks which give you coins when you hit them.
* Halloween Man's stage in ''VideoGame/HardHat 3'' has platforms that appear only when approached by Hard Hat.
* At least two levels of ''VideoGame/AngryVideoGameNerdAdventures'' have blocks that only appear when you get close, and these often include [[DeadlyWalls death blocks]].
[[/folder]]

[[folder: Puzzle Game ]]

* In ''VideoGame/ChipsChallenge'', certain blocks are invisible and may or may not appear when touched. Since most levels are timed missions, this can get aggravating when entire mazes are built of them.
* Certain ''VideoGame/{{Repton}}'' scenarios (Oceans, OAP and Victorian) make the safes invisible. They become visible when you collect a key.
* ''VideoGame/WesleyanTetris'' has these as obstacles on some levels.

[[/folder]]

[[folder: Role Playing Game ]]

* The Final Dungeon in ''VideoGame/ShinMegamiTenseiIIINocturne'' had these.
* The fortress of Organization XIII in ''VideoGame/KingdomHeartsII'' presents an enormous abyss with random floating platforms scattered throughout. Only by running (or gliding) towards them could Sora reveal the prismatic pathways linking the platforms (and the exits) together. Possibly a subversion, as EdgeGravity remained in full effect, making the...[[BuffySpeak invisibleness]]...just there for show.
* A dungeon puzzle in ''VideoGame/GoldenSun'' revolves around trying to reveal an invisible bridge. [[DungeonBypass It's possible to ignore the puzzle and cross it immediately though.]]

[[/folder]]

[[folder: Wide Open Sandbox ]]

* ''VideoGame/{{Minecraft}}'' recently added the "Barrier" block, a completely invisible and indestructible block as a tool for mapmakers. Parkour maps just got a lot more trolly...

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