In many video games, falling into a BottomlessPit doesn't [[VideoGameLives kill you]]; it just mysteriously transports you back to the start of the area. Sometimes this has no ill effect or explanation at all - it just never happened. Other times you lose a bit of health in the process, possibly implying that it ''did'' happen and you spent God only knows how long climbing back up. Even in games where [[MeaninglessLives extra lives are given out like candy]], you sometimes find this effect.

Also used in {{RPG}}s in which it would be kind of silly and frustrating to punish the player for missteps (sometimes they also have an [[EdgeGravity Invisible Hand Rail]]).

Often accompanied by PuzzleReset.

In this special case of DeathIsASlapOnTheWrist, more mundane hazards such as evil monsters and sharp blades force you to restart from the last CheckPoint or SavePoint when you die, but falling into lava, or down BottomlessPits or whatever reduces your health by the same amount as a monkey hitting you on the head with a coconut. Possibly even ''less'' than that.

BottomlessPitRescueService is a SubTrope.

----
!!Examples:

* ''VideoGame/BatmanArkhamAsylum'' and ''VideoGame/BatmanArkhamCity'' both use this. While there are bottomless pits, if Batman falls into one of them, he just uses his grappling hook to launch himself to the nearest ledge, unharmed. Both games also avert SuperDrowningSkills if Batman falls into the water, having him do the same thing as if he fell into a pit.
* In [[Franchise/TheLegendOfZelda Zelda]] games, falling into pits or a pool of lava usually resets you at the start of the room, or near where you fell, with a little bit of health missing. Should you fall into a pit with your health too low to survive the penalty, you'll reappear, only for Link to just collapse and die on the spot. The exception is when there's another floor below the pit; Link will just fall through to that floor, which is often a bigger annoyance than the loss of health would have been. In some games other "lethal" events will also have this effect, like being crushed by an obstacle or falling in quicksand.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has an interesting one. You have an area there is a nonlethal bottomless pit. By solving the puzzle hinted earlier however, the platform moves below and you fall onto solid ground with no damage, and can proceed with the rest of the dungeon.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', being set on fire while in Deku or Zora form, and falling into deep water while in Deku or Goron form have the same effect.
*** Wandering too far from the center of the boss battle arena in Stone Tower Temple will result in you falling into quicksand and being teleported completely out of the temple.
** Many people complain they went too far in ''VideoGame/TheLegendOfZeldaTheWindWaker'', as falling into a pit only made you lose a quarter of a heart.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has non-lethal lethal poisonous swamp gas, as well as pits and lava. ''VideoGame/TheLegendOfZeldaTwilightPrincess'', It's especially odd considering that Midna's dialogue early in the Goron Mines implies that lava will [[OneHitKill kill you instantly.]] Interestingly, if you're wearing the Zora Armor or the Iron Boots, lava ''will'' cause an instant GameOver. Why you'd be wearing that in a place with lava is anyone's guess, but there you go.
** In ''VideoGame/TheLegendOfZeldaSkywardSword'', falling from Skyloft will result in a knight catching you and bringing you back to where you were, followed by a quick lecture on being careful. Everywhere else, you'll reappear at the ledge with no damage at all. Since your sailcloth lets you avoid any fall damage, this makes some sense. What doesn't make sense is how you get back up.
* {{Metroid}} series:
** ''[[MetroidPrime Metroid Prime 2]]'', surprisingly.
** And again in ''Metroid Prime 3'' during the BossBattle against Ghor, it's advisable to leap off the ledge rather than let Ghor ram you; you lose far less energy that way. If you know you're about to fall, you can also just activate Hypermode, which even protects you from fall damage.
** But ''not'' in ''Metroid Prime Hunters'', which likely annoyed a lot of players who were used to the console versions.
* ''JakAndDaxter''
* ''VideoGame/FinalFantasyVI'' has this as a result of falling into the lava in the Esper cave.
* In ''VideoGame/{{Okami}}'', falling in water or a pit would zap you back to where you started, at the cost of some health. The falls do not count as losing a life.
** Getting zapped by a pit, water, or a curse zone DOES reset your Godhood to "skull", though. Until you pop a Traveler's Charm/Godly Charm or score enough combos to increase it, Ammy takes extra damage from enemy attacks instead of ignoring them completely, as a positive Godhood level would allow.
* The first ''VideoGame/{{Boktai}}'' was a case, as you just started the room over. However, all the other ones treated it like an instant Game Over and charge you to restart in that room.
* Most 3D platformers use it, with [[SuperMarioBros Mario]] and SonicTheHedgehog being the major exceptions (Although while Mario used to be filled with BottomlessPits, they're now relatively rare, and while Sonic used to have them be relatively rare, it's now filled with them).
** ''[[SuperMarioBros Super Mario Galaxy]]'', The HubLevel offers an exception to the exception, since if you fall off you just get placed back where you fell. In other levels if you're on a stage where it's possible to fall off, you'll fall into a black hole. In fact, black holes are used as a visual indicator to let players know that falling will result in death, rather than gravity pulling you onto the other side of whatever you're standing on.
** The remake of ''VideoGame/SonicTheHedgehog2'' gives us a bottomless pit where the infamous [[SpikesOfDoom inescapable spike pit]] was. Falling into it [[spoiler: leads you to the Hidden Palace Zone]].
* Paper Mario series:
** ''VideoGame/SuperPaperMario''.
** The second ''VideoGame/PaperMario'' had them as well, although with spikes and water rather than classic pits. You ''did'' lose some Life Points, however, which could potentially give you a Game Over.
* ''VideoGame/SuperMario64'' had these not for Mario, but for Bowser. Throwing him into the bottomless void or lava just caused him to jump back onto the platform, which could actually make it more difficult for Mario, depending on which battle you were on.
* Arguable case for driving games, where if you total the car or fall off the track you'll restart in the middle of the track with only a few seconds penalty. ''Outrun 2019'' is an example of this sort of driving game. Whether or not you can recover from falling down is another story.
** ''VideoGame/MarioKart'' has Lakitu [[BottomlessPitRescueService fish]] you out of the water/lava/pit whenever you fall off.
** Averted in most ''VideoGame/{{F-Zero}}'' games however, where falling off the track resulted in an instant Retire.
* A variation occurs in ''VideoGame/SuperMarioRPG'', where falling into a lava pit will cause Mario to leap back out.
** ''VideoGame/SuperMario64'' has the same mechanic for falling into lava, though unlike ''VideoGame/SuperMarioRPG'', it actually causes damage.
* ''Franchise/SlyCooper'' uses it instead of SuperDrowningSkills, as does ''VideoGame/{{Psychonauts}}''.
** Although in [[VideoGame/SlyCooperAndTheThieviusRaccoonus the first game]], this was only if you had a horseshoe or the extra abilities to negate it. If you didn't, instant death.
** And in ''Psychonauts'', while the water follows this trope, falling off into nothing (i.e. The Milkman Conspiracy neighborhood, the asylum) does cost you one astral projection layer (the closest thing to a "life" in the game).
* ''KingdomHearts'', to the point where, at one point in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'', the solution to a puzzle involves jumping into a black, seemingly-bottomless pit when you can't progress any further horizontally.
* ''[[VideoGame/PokemonGoldAndSilver Pokemon Gold/Silver/Crystal]]'', in one of the gyms ([[spoiler:Ecruteak Gym, home of Morty the Ghost tamer]]). The ''{{Pokemon}}'' games don't normally feature this kind of situation, so this was a one-off example.
* Most {{Bottomless Pit}}s in ''ConquestOfTheCrystalPalace'' meant instant death, except for the ones in the castle levels (two and five). Falling down in one of those levels sent you back to a predefined checkpoint. One particular set of pits in the second level led you to a BonusBoss, and defeating him would get you the rare "smart bomb" special weapon, the Moon Mirror.
* ''{{Wild ARMs}}'': "Let's just pretend this never happened."
* If you play ''VideoGame/MegaManZX Advent'' on easy mode, if you fall into a bottomless pit, you are drawn back up by Model A. You are given MercyInvincibility, a few seconds before it disappears, and a small loss of HP. Don't fall again.
** The same applies to the first ZX game; whichever biometal you're using at the time gives you a few seconds of flight, but if you fall again without touching land, you're doomed.
** ''VideoGame/Rockman4MinusInfinity'' turns every BottomlessPit into these if Mega Man has the Trampoline upgrade.
* In ''SecretOfEvermore'', falling off a walkway led your character to come back up, saying they found a secret passage below.
* Gotta mention ''[[VideoGame/JetSetRadio Jet Set Radio Future]]:'' If you fell into a lake/off of a building on certain levels/random vat of water, it would show you climbing back up, wet (If in water), and Professor DJ K saying something humorous about your mishap.
* ''VideoGame/SuperPrincessPeach'' uses those rather than the lethal variant found in a normal Mario platformer.
* Zelda-like game ''VideoGame/BeyondOasis'' has these kind of pits (that drain a bit of life and teleport you to the room entrance) ''but'' it also has a powerup that will fly you out of the bottomless pit, costing you a bit of mana rather than life.
* ''KidIcarus'', as long as you carry a feather; if not, it's game over.
* ''VideoGame/DarkCastle'' has a variation on this that's both better and worse. Whenever you fall down a BottomlessPit you always get kicked into the ''Trouble'' dungeon levels as punishment for your sloppiness.
* In a departure from the earlier games in the series, the ''Franchise/CrashBandicoot'' games ''CrashOfTheTitans'' and ''CrashMindOverMutant'' featured these. It was made all the more blatant in the latter game, in which the lives system was dropped.
* Similar to ''VideoGame/DarkCastle'', ''[[LaMulana La-Mulana's]]'' BonusLevelOfHell has many pits that, instead of dropping you into the room below like most of the game, whisk you away to a magical place called the Land of Hell, where you have to kill all the ([[GoddamnedBats rather annoying]]) enemies in the room to open an exit back to the rest of the dungeon, probably forcing you to retrace your steps for several rooms. Oh, there's also an innocuous-looking ladder that sends you back to the beginning, but that's neither here nor there.
** The third Land of Hell has pits of its own; falling into one drops you back into the second one, wiping out even more of your progress.
** And the [[SarcasmMode best]] part? [[spoiler:In order to complete one of the puzzles, you have to sleep in front of the "LAND" sign in the first three Lands of Hell.]]
* ''Franchise/{{Castlevania}}'' series:
** ''VideoGame/CastlevaniaLamentOfInnocence'' features very little platforming, being a 3D Castlevania game, but two rooms feature platforms in a darkened room where your range of vision is slightly less than your jumping distance, requiring a great deal of guesswork. Due to the game's camera-based controls combined with the tendency of the camera to move mid-jump, navigating these two small rooms can involve dozens of tries. Fortunately, falling just teleports you back to the room's entrance with no damage sustained.
** But you ''do'' get a wonderful blood-curdling scream as he plummets to his [[strike:doom]] darn!
** Similarly, ''VideoGame/CastlevaniaRondoOfBlood'' has many pits that simply take you to new or previous areas of the stage.
* ''[[StreetsOfRage Streets of Rage 3's]]'' third stage has bottomless pits in the first area, and a place to fall into in the elevator sequence of the third. Your characters just take a good chunk of damage instead of straight up dying if they fall in, while enemies will simply die, even if they have multiple lifebars.
* Cleverly subverted in ''VideoGame/{{Hexen}}''. In one level, a cavern passage leads to a small outdoor area with a swampy river that flows underground and ends with a seemingly BottomlessPit, but it turns out to be not only non-lethal but also the only way to get into a previously locked-out area and carry on with the game.
* Falling down a pit in ''VideoGame/DynamiteHeaddy'' flings Headdy to the top of the screen. Sometimes, using the jump is the only way to collect otherwise-inaccessible items on platforms too high to normally jump to. However, falling down a pit knocks off one unit of Headdy's health.
* Another Treasure game, ''VideoGame/GunstarHeroes'' features these pits. Jumping in one would result in your character rocketing up out of the pit, losing 20 health in the process. Oddly enough, this applies to boss enemies as well - Orange in particular. If you throw him and he lands on the platform, he'll lose 400 health and be stunned; but if you throw him and he falls off the screen, he only loses 40 health and jumps back up with a damaging elbow drop.
* [[RecurringBoss Ozzie]] in ''VideoGame/ChronoTrigger'' is quite fond of NonLethalBottomlessPits, but they're lethal to him.
* ''CityOfHeroes'':
** This is what happens if you fall too far in Ouroboros and the Shadow shard. On the Ouroboros map, you are transported back to the fountain in the center of the map. In the Shard, you are ported near towards the teleporters to other zones. The latter example is used by players to cross the largest maps in the game in a short timespan
** In the Shadow Shard it is handwaved as being the same emergency teleport system that brings you to the hospital when you nearly die.\\
[[FridgeLogic Which is an elaborate system set up and carefully maintained in Paragon City and the Rogue Isles, and shouldn't exist in a completely hostile dimension.]] [[AWizardDidIt Faathim the Kind did it.]]
* ''Videogame/ClashAtDemonhead'' semi-averted this, by having its pits neither lethal nor bottomless. (Yes, you actually had to work at getting out of the pits.)
* The Catacombs in ''VideoGame/KingsQuestVI'' are rife with deadly bottomless pits, but at one point, you're required to stumble into a seemingly bottomless pit that instead deposits you into the lower area of the Catacombs.
* A version of climbing back up again happens in ''VideoGame/EvilDeadRegeneration'', when Ash falls into a bottomless pit the screen fades out briefly and back in just as he drags himself up over the edge of the pit. Climbing up such a pit must be hard with only one hand... then again he's [[BadAss ASH]].
* In ''VideoGame/StarFoxAdventures'', the bottomless pits are not only nonlethal, but harmless. In fact, falling into one refills your life meter. You are merely deposited at an invisible checkpoint, sometimes near where you fell in. Some ''lava'' pits are the same, for all practical purposes, but others [[ConvectionSchmonvection let you run around on the lava]] at the expense of eating your health. Basically, if you can get out of the pit using the game mechanics afforded you, it's a lot more dangerous to fall in in the first place.
* ''[[VideoGame/BloodRayne BloodRayne 2's]]'' bottomless pits were few but forgiving; dropping down elevator shafts, skyscrapers and sky bridges would return Rayne safely to a nearby ledge.
* ''RatchetDeadlocked'' did this if Ratchet fell into a pit or the clear yellow stuff in the [=DreadZone=] Arena. It's also done when you fall off in the [[HubLevel main hub]], except you don't lose health upon returning.
* You find this trope all over in ''VideoGame/HypeTheTimeQuest''. Some are actual pits, but the largest is the ocean... or whatever big water that is.
* ''[[VideoGame/BackyardSports Backyard Skateboarding]]'' has nonlethal AND harmless bottomless pits.
* ''LegendOfKay'' has Kay lose a health point for each fall. Or each time he drowns, be it in water or in mud.
* The ''[[VideoGame/MarioAndLuigi Mario & Luigi]]'' series has these with bottomless pits, lava, spikes and such like, which do at most about 2 points of damage and cause Mario/Luigi/Bowser to jump backwards to the nearest ledge/start of the room.
** VideoGame/MarioAndLuigiDreamTeam actually goes further still, you don't take any damage whatsoever for falling in lava (outside of one giant battle), pits or spikes, just end up on the nearest ledge/start of the room again. There's also Mount Pajamaja, where if you mess up, you just end up on the screen one north of the entrance (so a long way back down from where you fell).
* During the [[RoofHopping rooftop race]] in ''Downtown Nekketsu Kōshinkyoku'' (a.k.a. ''Crash 'n the Boys Street Challenge'' [[MarketBasedTitle in the U.S.]]), falling into pits costs you a bit of your health and launches you forward, except in cases where the fall would bring your health down to zero (thus causing you to lose the event).
* In ''AnUntitledStory'', falling off a ledge in [[BubblyClouds CloudRun]] takes you instantly to The Bottom, but doing so in [=MountSide=] [[spoiler:and the final boss battle]] hurts the player.
* ''VideoGame/MarbleMadness'' doesn't penalize you for allowing your marble to fall off the playfield[[note]]until the end of the game, where they're subtracted from your final score[[/note]]. You just have to suffer the respawn delay.
* The VideoGame/{{LEGO Adaptation Game}}s have these.
* In ''BarkleyShutUpAndJamGaiden'', there's a short section where Cyberdwarf has to get through invisible floor over the pit. Falling into the pit has no effect other than being sent to beginning with Cyberdwarf's comment.
* In ''RunmanRaceAroundTheWorld'', falling into a pit launches the player back upwards, with losing momentum as the only punishment.
* In both installments of ''ShamanKing: Master of Spirits'', if Yoh falls down a bottomless pit, he will lose a somewhat sizable chunk of his lifebar, then Amidamaru will grab him and put him back on safe ground. If he loses the last of his health, though, that's it, he stays down there.
* ''VideoGame/{{Turgor}}'' is an odd case. BottomlessPits count as exits to Chambers, throwing you out into the Void. As a result, you generally don't want to fall into one during a BossBattle (since you won't be able to finish it) or if you're trying to do something inside the Chamber, but if you need a speedy exit from a horde of Predators, jumping into a BottomlessPit is often the ''best option''.
* A GameShow example: The Japanese show ''Series/DasshutsuGameDERO'' and its SpiritualSuccessor ''Series/NazotokiBattleTORE'' both have rounds centered around this trope; the pits seem to be made "bottomless" via CGI. In these rounds, the players have to solve puzzles as fast as they can, while the MalevolentArchitecture makes it progressively harder not to fall in the longer they take to come up with the right answer. Players who fall in are out for the round (but not the game - they can still play in any subsequent rounds, hence the "non-lethal" part), while players who are still standing after reaching a target number of correct answers win money or score points for their team.
* ''DissidiaFinalFantasy'': As part of its many, many RuleOfCool, falling into what seems to be BottomlessPits teleports you somewhere else. Which is a good thing, since half the arenas are floating chunks of rocks or blocks of buildings in the middle of nowhere. The characters can glide effortlessly in the air, too.
* In ''VideoGame/JackieChansActionKungFu'', if you fall off on the cloud stage, you land on a big nasty foot which literally kicks you back to the beginning with the loss of one point of health.
* In ''VideoGame/NintendoLand'', you're allowed to fall off the edge of Nintendo Land Plaza, and you just reappear back inside it. Of course, it wouldn't make sense for you to be able to die while you're not even actually playing a game.
* In ''SuperMarioGalaxy'', if you fall off of the hub world, you are merely teleported back onto solid ground with no penalty. Fall into a bottomless pit anywhere else in the game though, and you lose a life.
* In ''VideoGame/TransformersFallOfCybertron'', Jazz is a high-agility secret operations agent with a GrapplingHookPistol. Any time he might risk falling into a pit (often full of of lethal toxic waste runoff), he deftly does a midair 180-degree turn and grapples his way to safety, usually with a quip about how close the call was.
* ''VideoGame/{{Fallout 3}}'': In the Operation: Anchorage VR simulation, falling into a pit teleports you back to the nearest solid ground.
* The Void in ''{{Dishonored}}''.
* In ''VideoGame/NappleTale'', contact with pits, spikes, bodies of water and the like have very mild penalties: the heroine loses a little health and restarts next to the hazard.
----