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Leap of Faith

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Is there a safe spot to jump onto that's offscreen? Only one way to find out.

"Only in the leap from the lion's head shall he prove his worth."

A Leap of Faith is a specific manifestation of the Behind the Black effect. In a Platform Game, falling off the bottom of the map will kill you, but in many situations there are places where you can still scroll down. If it is not possible to tell whether going down a hole will lead to instant death or a new area, it is a Leap of Faith.

If the character can jump horizontally far enough that their landing spot is not visible from the start of the jump, that too is a leap of faith if the platform doesn't scroll into visibility until after he's taken off. Scenery as You Go and Invisible Blocks may also be involved, as the landing spot may not appear until you've done the jump (in the former case), or may never be visible but it's always tangible (in the latter case).

A Leap Of Faith also occurs if there is a platform somewhere below the screen to land on, but there are still hazards around it. Thus, you end up having to guess where to position your character to land safely.

A careful level designer will ensure that any Leaps of Faith will be safe, or that they are always fatal. If the designer is inconsistent about this, it can be a particularly maddening form of Fake Difficulty. Alternately, an Easter Egg or other secret may be hidden behind a random Leap of Faith. If progressing through a level (or finding secrets) requires repeated experimentation with Leaps of Faith down otherwise indistinguishable pits, then you've got Trial-and-Error Gameplay.

If there are common, mostly useless powerups (like coins in Super Mario Bros. or rings in Sonic the Hedgehog), it's common to indicate pits where a Leap of Faith will be rewarded by arranging them in an arrow shape.

Compare Behind the Black, Trial-and-Error Gameplay, Fake Difficulty. Do not confuse with Blind Jump, which deals with spacecraft doing technically the same thing: Traveling to an unknown destination.

Video Game Examples:

    open/close all folders 

    Action Adventure 
  • Assassin's Creed: Every Assassin has the miraculous ability to leap from great heights and land perfectly into a bail of soft hay, or simply dive into water with no damage whatsoever. They should be the Trope Namer considering they actually call it a Leap of Faith.
  • The Legend of Zelda:
    • The Legend of Zelda: Ocarina of Time: There is one Death Mountain ledge with either a Heart Piece or a Gold Skultula. If you move the camera around you can see it, but you have to know to move the camera around.
    • The Legend of Zelda: Skyward Sword: As part of an illusory puzzle in Fire Sanctuary, there's a moment in which you must jump off a ledge into what seems like a lava pit. When you're falling, a platform appears just above said lava pit. However, a supporting character does tell you that you have to leap off the edge, and onto which statue (the one with its eyes closed). This is the only way to unlock the path to the Boss Key that leads to the dungeon's finale.
  • Star Fox Adventures: A variation occurs in DarkIce Mines, as the reward is not in the pit, but across a bridge of light that appears when you jump off the edge of this gap that's too big to jump across, in accordance with the instructions on a nearby sign.
  • At one point in Last Ninja II, you have to walk up to a lake shore and jump onto an island on the lake. However, you have no way to know that the island is there or that you have to jump onto it (it's on another screen) - you see it only if you manage to make the jump. Worse, you have to jump from a specific spot - otherwise you'll immediately fall into the water (and subsequently die) without even seeing the island. The nearby swarm of killer bees which depletes your health at a very fast rate and is nearly impossible to avoid doesn't help much.
  • Ōkami not only WANTS you to jump into what seems like a bottomless pit of flame, your sidekick actually ENCOURAGES you to do so.
  • This was one of Kid Kool's many difficulty-inducing game mechanical sins-Seven Deadly Sins to be precise, according to The Angry Video Game Nerd. This one in particular was referred to as "Free Falling Fuckballs".
  • One important area in An Untitled Story is accessible... by taking a several-screen tall leap from the peak of the nearby hill.

    Action RPG 
  • Lampshaded and parodied as early as E.V.O.: Search for Eden. Take a literal "leap of faith" off a certain cliff in a later level of the game and you get to transform into winged animals!
  • Some items in Dark Souls require this. There's even an item, the Prism Stone, to determine the lethality of falls. Another example is entering the Abyss, a black void zone used for a boss battle. It requires a special ring to enter, as well as a leap of faith.
  • Salt and Sanctuary: Reaching one of the game's Optional Bosses, specifically one of the most story-relevant and loot-relevant, requires a downplayed version of this. You can't see the platforms, and missing one will surely lead to death by fall damage, or facing the boss at less than 100%. There is a hint that you can trust, but it's insanely subtle and you're likely to miss it unless you've been there more than once, or been told about it. Follow the candles in the background.

    Eastern RPG 
  • Super Paper Mario hides clues indicating which pits will reward a Leap of Faith. Even if you jumped and were wrong, though, it only did 1 point of damage and teleported you back to the place you had just jumped from.
  • Pokémon:
    • Pokémon Red and Blue: There's an example in the burned-out laboratory, although a nearby scientist will point out the jump to you. Even without said scientist, the player can be confident they won't get hurt, since NOTHING outside of battle can hurt you in the Pokémon games.
    • Pokémon Gold and Silver: In the HeartGold and SoulSilver remakes, a leap occurs in Olivine Lighthouse. There's also a Trial-and-Error Gameplay with the directional tiles, in Viridian City Gym.
  • Final Fantasy VI: At one point in the plot, you run out of places to go except down a large waterfall. Your options are "Jump!" and "You crazy?" Choosing "Jump!" is required to progress the plot; the second option just gives you a chance to heal up and prepare for the battles you'll fight on the way down.

    Fighting Game 
  • Super Smash Bros. Brawl:
    • In the last part of the game, the Great Maze, there are a few new areas. One of them is a wooden area based on a past one, which ends with two bottomless pits, only one of which will actually kill you. The other leads to a necessary battle. Since they are so close together, the map won't tell you if you're too far off from the door in question, and you scroll down with both. However, although it's incredibly obvious which one is the deadly one when it scrolls down, at that point you are too far down to do anything about it but struggle until losing a life]]. Luckily those lives can be quickly replenished.
    • In one area (The Path To The Ruins) there is a series of what seem like narrow, bottomless pits, but one of them actually leads to a door hiding one of the item boxes necessary for 100% Completion. The correct pit can be found in front of a Borboras, but if you don't know it's there, you'll likely panic and try to avoid being pushed down it.

    First-Person Shooter 
  • Painkiller: Many of the secret areas are guilty of this, specifically in levels where finding all the secret areas or their contents was a requirement for the 100% Completion. Sometimes you're at least giving a glimpse of the glowing holy items within and no immiadatley obvious way to reach them, but most times they're entirely hidden from view, meaning scaling every ledge and hopping over every cliff, or just look at a guide.

  • In World of Warcraft:
    • There is a mid level Horde quest where you must prove your strength of faith to the spirits through a series of tests. One of the tests is to jump from the highest point in the Thousand Needles, to show you have enough faith that the wind spirit will save you. You freefall down the side of a mountain, and just before you hit the ground, you are teleported back to the quest giver. While Death Is Cheap in WoW, especially to the players, you're not sure if you're going to be making a corpse run or not the first time you do the quest.
    • Another such leap quest was added in Wrath of the Lich King, where you're told by a gigantic water spirit to jump into the water, exposing yourself to her, as a show of faith. If you actually do it, she decides you passed and sends you back to the Kalu'ak for a reward. With Cataclysm, the quest is removed, as the bottom of the chasm you have to jump in is now filled with Soft Water.
    • Priests get a spell named Leap of Faith. It's used to pull party members to you.

    Platform Game 
  • Mega Man:
    • The Mega Man X games are fond of these. You can Wall Crawl and find that the screen will begin scrolling if there is something below. If it was a pit of instant death, it would not scroll and you could easily hop out.
    • The Mega Man Zero and Mega Man ZX series continue this trend, though ZX adds a long-range item scanner which removes the guesswork from the process when you use it.
    • Mega Man X6: A hidden area beneath what looks like a bottomless pit? Good. Having to jump onto a moving platform (that you couldn't see) over instant death spikes (that you didn't know were there)? Bad.
  • Sonic the Hedgehog:
    • Mostly averted in the Sega Genesis-era 2D games; almost any place where you can pitch yourself into space will either have a long landing strip, a tell-tale string of rings or a wall that stops you from going too far. Later 2D games — Sonic Rush is particularly egregious if you're not on the highest possible path — were less clever about this and it was very easy to die in a jump because there's no way out, or because you took the jump going the wrong speed.
    • A certain spiked pit in Act 2 of Mystic Cave, however, offers no chance of escape should you fall into it expecting another lower path. This is fatal, as there are no ways of escape, and the pit is too deep to leap out of, even if you had Super Sonic's improved jump height. And if you actually are Super Sonic, the spikes won't even kill you. Go grab a drink or something while your rings run out.
    • Not quite a leap, but the quicksand pits in Sandopolis Zone Act 1 are sinks of faith. Some lead to death, others to new parts of the level.
  • There's a level with this as its name in N. You leap off the platform and hit the wall, then wallslide down—-hitting the Trap Door switches (hidden behind gold) that create stairs and platforms for you to safely reach the exit.
  • The Empire Strikes Back game for the Game Boy consisted of nothing but this. With floor traps on virtually every level that were almost always one hit kills and no guide or maps available at the time, to beat the game required taking a never ending chain of leaps of faith until the player memorized the layout and learned when it was safe to jump into the abyss and when it would kill you. This is also an example of trial and error.
  • Donkey Kong Country
    • The first Donkey Kong Country game is notorious for this, but it's actually undeserved. There are many secret barrels hidden down pits, but if you look carefully, the vast majority of them are just barely visible on the bottom of the screen. The few that aren't generally have fairly blatant hints (usually in the form of bananas) that there's something there.
    • A careful analysis of Donkey Kong Country 2: Diddy's Kong Quest's use of this trope is available here In a couple of them, you can just see the top of a barrel, but not often. However, the port to the GBA made several of them more obvious, and removed a couple, such as the one at the start of the first minecart level.
  • Conquest of the Crystal Palace has two such levels where falls don't kill you; instead, you get bumped back to a checkpoint near where the series of pits was. In one case, you can actually fall into a pit and discover an easy-to-defeat Optional Boss that coughs up a one-of-a-kind Moon Mirror, which destroys all non-boss enemies (but It Only Works Once).
  • Prince of Persia has two of these - the first with an off-screen platform, and the second with an invisible floor.
  • Prince of Persia (2008) requires you to jump off a tower in order to beat one of the bosses. It is in fact story-based: the Prince has to identify the real Elika in a crowd of fake ones, and jumping off forces the real one to rescue you and put him back on solid ground just like in the rest of the game. Although as Elika points out immediately after, the Prince did not know if she was, say, chained up and unable to rescue him! The Prince has an appropriate reaction to this news.
  • Bible Adventures has an example in the David and Goliath game, namely in the last level. It's the reason why AVGN couldn't beat it.
  • Cosmo's Cosmic Adventure has many of these, because though you can look up and down, you can't look past the sides unless you physically walk or fall there. Also, the screen is pretty zoomed in, so maybe Cosmo has bad eyesight. Often, the player is guided to new areas by strings of stars, fruit, or other items floating on the screen in line or arcs for no apparent reason.
  • Quackshot, which casts Donald Duck in the role of Adventurer Archaeologist, has a section where you have to cross a vast canyon using invisible floating platforms which wouldn't appear until after you'd already jumped onto them.
  • I Wanna Be the Guy loves this trope almost as much as Spikes of Doom.
  • The original Rayman game has several of these, but they are generally indicated by minor powerups, and aided by the character's ability to look up and down.
  • The third episode of a shareware Platform Game Secret Agent. At one point, you're supposed to enter a teleporter, which will deposit you on a very short ledge with a robot walking on it. You're supposed to teleport just at the right moment, so that you can kill the robot (which becomes vulnerable to your attacks only every few seconds for a short time) immediately after teleporting (otherwise it will cause you Collision Damage and eventually kill you). The catch? You cannot see where the robot is before you enter the teleporter. (Even more infuriatingly, it's just a few pixels beyond the screen.) Therefore, it's purely a matter of luck (very good luck) whether you'll manage to kill the robot or die horribly.
  • Super Mario Bros.:
    • Vs. Super Mario Bros.: World 6-3, which was later palette-swapped as World 4-3 in Super Mario Bros.: The Lost Levels, has the longest jump in the game, which requires Mario/Luigi to bounce off a just-offscreen Koopa Paratroopa to clear. World 5-1 in The Lost Levels has another blind jump for which you need the wind to be blowing the right direction.
    • Super Mario Bros. 2 In World 3-1, there's a leap of faith into the bottom of the very tall waterfall at the beginning. Landing on the center leads to a secret room that not only has a very rich source of coins in Subspace, but also a Warp Zone to World 5.
    • Super Mario Maker and Super Mario Maker 2: Leaps of faith are very frequent in troll levels, and even those may eventually lead to mere Red Herrings just to mess with the players' minds. In fact, one of the trailers for the first game showed Mario having to jump into a pit where an arrow supposedly pointed downward at a safe spot or gap... which was filled with spikes; the safe gap was at the right of the arrow. You can watch it here.
    • Super Princess Peach handles this in an odd way. In early stages, there are no bottomless pits; falling into every hole is the only way to find all of the collectable items in each stage. And then later stages add the bottomless pits, punishing the player for using their conditioned reckless exploration skills.
    • Kaizo Mario World: Many Super Mario World rom hacks, either intentionally or due to poor design, will have you take a leap of faith, not knowing what lies below. But Kaizo takes it further. In both the final castles with a door on a ledge, Mario has to quickly jump off a falling Yoshi to hit invisible coin blocks to use to reach the goal; this is the infamous Kaizo Trap.
  • Castlevania
    • Unlike nearly every classic 2D game in the series before it, Castlevania: Rondo of Blood has no bottomless pits (even though most water bodies count as this). Jumping into a pit usually reveals a part of the level that is only accessible this way - while sometimes this is also a way to punish the player, it is also often the only way to discover many of the game's secrets. Anyone used to the series or platform games in general probably won't discover this until they fall into a pit by accident.
    • Super Castlevania IV also has a different variation of this: there's a pit right next to the stairs leading to Dracula and considering the overall difficulty of the game, most people won't give it a second thought especially since all other pits in the game just kill you. However this one has an invisible platform over most of it, and if you stand in the very corner of it, you'll be rewarded by a rain of hearts, a cross, a triple shot and a health restore in case you're missing any. However, notice the word "most" in the previous sentence: it's still very possible you'll walk off the invisible platform and fall into the actual pit while trying to backtrack.
  • Older 2D Metroid games featured similar moments in the form of Lava/Acid pools, where in later levels a path to a secret or the rest of the level is hidden behind a pool of normally hazardous acid that vanishes as soon as the player falls in. Fortunately, these pools aren't one-hit kills, so at worst jumping into a pit will take a few ticks off the health meter.
  • Spyro the Dragon:
    • In the first game, the level Dry Canyon has a blind jump in order to reach (what is commonly) the last dragon; in the third game, the level Dino Mines has a jump very close to the beginning, another blind leap, that takes you to an egg carefully tucked away where no manipulation of the camera would allow you to see it, and the event's name is actually called "Leap of Faith". The Dry Canyon jump, at least, just sends you back to the start of the level; Dino Mines is a plummet to your doom (but at least it is at the start of the level, so reset times are minimal).
    • Players starting out with these games will have many moments like this, as Spyro's glide is fairly unique as a platforming mechanic that takes a while to get the feel of when it comes to how much Spyro loses altitude. Especially in the first and third games, very long glides will be leaps of faith, as the player has to trust that Spyro has the range to reach those small, distant islands!
  • Ratchet & Clank:
    • Series-wide, several hidden areas require this, usually leading to special bolts, would be hidden in places that seemed likely to kill you. Oftentimes they would if you weren't expressly trying to press Ratchet in the direction of a hidden tunnel or somesuch.
    • Ratchet & Clank Future: A Crack in Time adds a story-relevant leap of faith in Krell Canyon on Lumos. Alistair mentions that he and Ratchet's father enjoyed hoverbooting there as kids, and Kaden was never afraid to jump into the inky blackness (despite breaking his arm at least once). Naturally, as Kaden's son, Ratchet is expected to jump just as bravely.
  • Borders on the abusive in Keith Courage in Alpha Zones ' Underworld segments. Will there be a platform below, or a row of instant death spikes? Only one way to find out!
  • BUG! has a truckload of these, especially secret areas (Reptilia comes to mind). Want to find a secret area? Just jump off into the foreground, and "hopefully" land on a platform leading to the secret area!
  • Kirby 64: The Crystal Shards has a crystal shard hidden out of view between two high cliffs on Neo Star. It's marked by stars, though.
  • The Angry Video Game Nerd Adventures both subverts and plays it straight in a fantasy-themed level. It's subverted when the first useful ladder down to the lower level has a pit right next to it. Fall into the pit and you die. Go down the ladder, and the camera will adjust to allow free vertical scrolling for the remainder of the level, and also revealing what could have been a safe landing below said pit. The rest of the level has numerous typical leaps of faith, including one that contains a useful checkpoint right before a parody of the Mega Man 3 disappearing block sections.
  • Crash Bandicoot used this in the early days with a nice helping of Guide Dang It! and Violation of Common Sense:
    • Crash Bandicoot (1996):
      • Both Temple Ruins and Jaws of Darkness feature areas where you have to walk across what appears to be a normal pit that in fact has either invisible boxes or Temporary Platforms that appear only when Crash steps on them.
      • Road to Nowhere has a section at the end accessed with the Red Gem where there are, you guessed it, pairs of gold planks that only appear when Crash steps on them, with big gaps in-between. The High Road does it even worse: you have to do it from the start of the level going BACKWARDS.
      • The Heavy Machinery level has a pit where the edges are flanked at the bottom by two enemies who kill Crash on contact. Jump down, and you'll find a few boxes as well as one of the N. Brio tokens.
    • Crash Bandicoot 2: Cortex Strikes Back: In the level Un-Bearable, Crash runs away from giant polar bears, until they break through a wooden bridge and fall down a pit. In order to get all the boxes for the Gem, you need to jump down one of these pits to reach a secret section of the level. How do you tell? You jump down the one whose bridge wasn't fully destroyed.
  • Shantae: The first game has some instances, but all of its sequels specifically avoid this by clearly labeling which pits will hurt you by having skulls emanate from them.
  • Muri: Deliberately avoided, and there's a Goomba Stomp mechanic as well, as said in the Dev Blog:
    Vertical problems
    One of the biggest challenges in level design is that the player can only see a short distance vertically, so platforms, spikes and enemies have to be placed carefully. Though the player can safely bounce on enemies’ heads, making it more fair when falling into unknown places from above, I just avoided putting enemies in unknown areas below the player in the first place.
  • MetaFight, the original Japanese version of Blaster Master, has a particularly brutal one at the end of Area 4, where you have to get out of your tank and jump off a cliff to grab a single tile of ladder that you can't see from the top. If you miss it, you die instantly from Falling Damage. The American version makes this infinitely easier by filling the room with platforms and ladders. The leap returns in the remake/reboot Blaster Master Zero, but is made more forgiving: the ladder is longer now, there's a broken ladder in the background to help you line up your jump from the top, and Soft Water under the ladder so you can try again if you miss. You can still die from falling if you overshoot the ladder, but you have unlimited lives now and there's a checkpoint at the beginning of the room.

    Puzzle Game 
  • Antichamber: Double subverted in the first room, appropriately called "Leap of Faith". You find a shaft, an explorable area on the other side, and some letters that read "Jump". If you actually do it, expecting some variant of this trope, you'll fall down to the pit. However, when you come back later, the letters have changed to read "Walk". Try walking and, this time, some platforms will appear to let you cross the shaft - they're safe while walking, it's just that they disappear whenever you jump.
  • Manifold Garden: How the player initially discovers world-wrapping.
  • Freeware game TAG: The Power of Paint averts this in the second-last puzzle. You have to make a jump that you can't immediately judge as possible - or at least, you couldn't if it weren't for the fact that the developers put a giant sign on the building you were jumping to saying "You Can Make It." Literally, in those words.
  • In The Spectrum Retreat, if you choose to leave the simulation, this trope is how the player character achieves it, by literally throwing himself off the Penrose's roof.
  • The Talos Principle: In the Messenger Island from World C, it's possible to find a statue of a woman on an isolated island and a bust of a man. There is a Uriel message stating that love overcomes all obstacles. While standing in front of the bust, walking straight for the statue reveals that there is an invisible path leading to the island.

    Stealth-Based Game 
  • At one point in Oddworld: Abe's Oddysee, you come to a sheer cliff overhanging what appears to be one of the many bottomless pits which litter the game. Chanting for a hint from the helpful fireflies will give you the message "Leap of Faith". It is clear what you have to do, although half-hearted players should note that doing a small jump or falling off the ledge will result in them being found to be not quite faithful enough.

    Survival Horror 

    Western RPG 
  • A puzzle sequence in the original Eye of the Beholder includes a part where you must jump down a pit in order to continue, an act that would normally injure everybody in the party. A nearby wall engraving reads "one leap of faith", and upon actually jumping down the pit, the party takes no damage.
  • In the game Eye of the Beholder II, there is a puzzle for which the clue is given of "faith is the key." In the puzzle, a sequence of 4 doors in a corridor must be opened by pulling four levers such that each lever opens a pit in front of the previous one, meaning that the fourth door-opener lever is inaccessible across a pit (albeit not a bottomless one, since the game doesn't have those). The trick, in this case, was to open the first 3 doors, walk down the partially opened corridor, and push a misaligned brick on the wall, at which point it becomes possible for the player to make a leap of faith and walk on top of the pit in order to pull the 4th lever and open the last door.

Non Video Game Examples:

    Comic Books 
  • Issue #9 of Sleepless ends with Poppy and Cyrenic running for their lives from mysterious assassins and Sleepless Knights that have been tricked into thinking they murdered Lord Helder. The two escape into the catacombs below the castle before locating a secret passage that opens onto a dark chamber with an unseen floor. They grasp hands and leap, hoping for a safe landing.

    Fan Works 
  • In The Keys Stand Alone: The Soft World, Shaamforouz's majordomo blandly invites the four to step onto what appears to be empty space at the top of the staircase in the wizard's luxurious tower. Being both rather Genre Savvy and Nigh-Invulnerable, Paul just smiles at him and proceeds forward along what he guessed was an invisible floor. And George says to the quite flustered majordomo, “Pretty stupid. Did you think we'd think you'd let us fall and make a mess in this posh place, or land on someone and hurt them? Do we really look like idiots to you?”

  • Indiana Jones and the Last Crusade. The bridge across the gap is artfully painted so that, from Indy's perspective, it's indistinguishable from the view across the abyss. Only when he took the step did he realize the camouflage, which we see when the camera pans to one side to view the bridge from a different angle. Indy has to spread sand on the walkway to make it visible to anyone following him. The LucasArts computer game version has the same leap of faith test; in the game, you pass if you doesn't hesitate before crossing. If you wait too long, any later attempt simply results in a fall to your death.
  • The Librarian: For the Action Girl it's a leap of faith, but not for the Lovable Nerd, who calculates exacly where they have to jump.
  • Toy Story. Buzz jumps off the bannister in Sid's house because he believes he can fly.

  • In The Name of the Wind at Elodin's command Kvothe steps off a roof to prove his trust in the power of the Master Namer and become worthy of studying Naming under him, explicitly explaining that Elodin required a leap of faith. He breaks three ribs and dislocates his shoulder, and Elodin refuses to take him as a pupil on the basis that anyone stupid enough to jump off a roof because their master told them to has no business studying anything so dangerous as Naming.
  • In Uglies, Tally's journey instructions to "at the second [break], make the worst mistake", mean to drive her maglev hoverboard off a broken railroad bridge, upon which the board activates from the metal deposit under the river, enabling her to continue her journey.
  • In The Diamond Age, there's an entire community of people who all implicitly trust one another, because every person who petitions to join them must perform a leap of faith. For example, one person is told to wait at the top of a cliff at a specific time wearing a bungee harness, with the other end of the bungee cord not tied to anything. Ten minutes later, they must jump. They have to have faith that a member of the community fulfilled their order to go to the bottom of the cliff and anchor the cord. It's not always a literal leap, though; another ritual is described in which the applicant leaves a loaded gun in an empty room, then comes back in, points it at their head, and pulls the trigger, trusting that their "sponsor" came in and emptied the gun in the meantime.

    Live-Action TV 
  • Once Upon a Time: In "The Heart of the Truest Believer", Mr. Gold asks Emma when she's ever taken a leap of faith when it comes to believing in magic or herself. Later in the episode, Emma literally does takes a leap of faith by jumping into the ocean to force Snow, Regina, David and Hook to work together to save her instead of fighting.

    Western Animation 
  • In My Little Pony: Friendship Is Magic, when stuck between a long drop onto jagged rocks and a hungry, furious hydra, Twilight Sparkle panics. Pinkie Pie uses these exact words to coax her friend to make the jump. She actually misses the ledge, but a well-timed swamp bubble saves Twilight from drowning.

    Real Life 
  • In the Visual Cliff experiment, researchers placed babies and mothers on either side of two small, raised platforms. The mother then began calling for the baby. The trick was that there was a clear plastic floor over the gap, and the baby could quite safely crawl across it to the other side. The experiment was done to find out how soon we develop depth perception (and the instinct to not make leaps of faith). Most of the babies (of several species) refused to crawl off the cliff. Human babies would generally do it until they reached a certain age, or if the mother acted frightened of the gap. Baby turtles would attempt to dive into the glass, confusing the cliff with a pool of water.
  • In the Grand Canyon, there is a skywalk made of 2 inch thick glass (they drove a semi across it to show its durability). The Native American tribe who runs it keeps the skywalk polished so the center of the walkway appears nearly invisible.
  • One example was in the Menlyn Mall in Pretoria, South Africa (the largest mall in Africa and largest enclosed mall in the Southern Hemisphere). It's under a roof but the main hall has an open plan, with higher levels only having floors around storefronts so that you can see the roof from the ground floor. This means that on higher levels, you need to cross footbridges to get to a store on the opposite side of the same concourse. Near one entrance, there was a specific bridge made of clear glass. People refused to cross it, preferring instead to go around the entire hall... so eventually it was sandblasted, and people now use it without a second thought. (Obviously, women wearing dresses had other reasons not to cross it, but still.)