These 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.

The TropeNamer is [[http://metroid.wikia.com/wiki/Noob_bridge the nickname of a crumbling bridge]] from ''VideoGame/SuperMetroid''--the first place in that game where use of the unique (even to the series) 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. The term also metaphorically suggests a rite of passage that a newbie would have to undergo to become competent at a game.

Another fairly common example for this is SheatheYourSword, whenever it occurs in games that otherwise 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.

Can overlap with UnexpectedlyRealisticGameplay. Differs from GuideDangIt in that the required information is often readily available but just neglected, rather than left to the player to figure out. Differs from MoonLogicPuzzle in that these situations depend strongly on (albeit neglected) basic information. Generally a subtrope of AllThereInTheManual, and partly caused by players being spoiled by in-game tutorials and not [[ReadTheFreakingManual reading the freaking manual]]. When it happens with control schemes (which is the most common occurrence of noob bridge), the noob bridge involves an unusual addition to a standard control scheme; for when the standard scheme itself is altered, see DamnYouMuscleMemory. Designers can frequently avoid introducing noob bridges by including game mechanics in [[VideoGameTutorial tutorials]].

Not to be confused with a BrokenBridge, where completing a dungeon or level opens up a new area on the game map.

Compare SkillGateCharacter and WakeUpCallBoss for other forms of "player rite-of-passages".
----
!!Examples:

[[foldercontrol]]

[[folder: Mathematics ]]

* Euclid's ''Elements of Geometry'' includes a [[OlderThanDirt surprisingly 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.

[[/folder]]

[[folder: Videogames ]]

* 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, something that several of the series' games point out in their respective tutorials. If you don't break out of this habit you will ''never'' clear songs beyond level 4[[labelnote:*]]on the current 1-20 scale, or 3 on the clasic 1-10 scale[[/labelnote]]
* 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.
* In ''DonkeyKongCountry3'', 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.
** 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.
* ''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.
* 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.
* In ''{{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.
* ''Franchise/FinalFantasy'' franchise:
** ''VideoGame/FinalFantasyVI'':
*** The first boss battle shows off the game's ActiveTimeBattle system. The boss, a giant snail, periodically retracts it vulnerable head into its shell, forcing the player to wait in real time for it to re-emerge.
*** 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, the death of which means you lose the battle instantly.
** ''VideoGame/FinalFantasyVII'': Like its immediate predecessor, an early boss 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 renders this a bit of a GuideDangIt.
** 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.
*** [[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.)
** ''VideoGame/FinalFantasyXII'' has two accessories that give a variety of benefits when equipped, but they mostly 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 damn item full description.]]
* People used to modern inventory systems that let you highlight even blank slots may be in for a shock in ''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.
* ''VideoGame/{{Marathon}}'': You'll be stuck on "Cold 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.
* In ''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.)
** ''VideoGame/LaMulana'' has a similar door that works the same way, and is just as good at tripping up noobs.
* ''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.
* 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.
* ''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.
* ''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.
* ''VideoGame/SonicTheHedgehog2006'' 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 then anything else.
* ''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.
* 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 the long jump was not needed in the first ''VideoGame/SuperMarioGalaxy'' and was absent 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.
* ''VideoGame/SuperMetroid'' has the TropeNamer, described above.
** Though since the Dash button was described in the manual, the giant drop that required Wall Jumping to escape was a bigger noob bridge for people who started with the SNES game.
** Players who grew up with later ''Metroid'' games are more likely to fall victim to this, as those games don't have a run button.
** 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, and it's not the only way to get into Maridia. However, if one doesn't press start at the title screen, the subsequent montage of clips shows that this is possible, as well as several hidden (but never required) moves.
** An even more basic one is that the series includes doors that are opened by shooting them. The start of ''Metroid Prime 3'' puts the player in the hanger 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.
* Several of the classes in ''VideoGame/TeamFortress2'' 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.
** 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.
* ''Franchise/TombRaider'' examples:
** ''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.
** 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.
** ''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.
* 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.
* 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 unless you know about the Drill Bomb's often overlooked "remote detonation" property (you can make it explode early by pushing B). This property is why the Drill Bomb is one of the best "explosive" weapons in the series.
* Mastering all the myriad uses of the boxing glove gun in 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.
* 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 was 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.
----