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[[File:Battlefield.jpg|thumb|Battlefield consists of a hard platform with three soft platforms floating above it.]] | [[File:Battlefield.jpg|thumb|Battlefield consists of a hard platform with three soft platforms floating above it.]] | ||
===Hard platforms=== | ===Hard platforms=== | ||
'''Hard platforms''' are solid and cannot be passed through in any direction - their sides are walls, their undersides are ceilings and they usually have [[ledge]]s that can be hung onto. Hard platforms are often form the main bodies of versus stages, such as [[Hyrule Castle]], [[ | '''Hard platforms''' are solid and cannot be passed through in any direction - their sides are walls, their undersides are ceilings and they usually have [[ledge]]s that can be hung onto. Hard platforms are often form the main bodies of versus stages, such as [[Hyrule Castle]], [[Pokémon Stadium]] and [[Luigi's Mansion]]. | ||
===Semisoft platforms=== | ===Semisoft platforms=== | ||
'''Semisoft platforms''' are platforms that characters can travel upwards through, but not downward. They do not have walls or ceilings; characters who approach from below or from the side will go through them. Semisoft platforms are sometimes used in versus stages as main platforms, and may or may not possess ledges. [[ | '''Semisoft platforms''' are platforms that characters can travel upwards through, but not downward. They do not have walls or ceilings; characters who approach from below or from the side will go through them. Semisoft platforms are sometimes used in versus stages as main platforms, and may or may not possess ledges. [[Kongo Jungle]], which has ledges, and [[Port Town Aero Dive]], which does not, are two examples. Many conventional 2D platform games, such as those of the ''Kirby'' and ''Mario'' series, include this kind of platform frequently. | ||
===Soft platforms=== | ===Soft platforms=== | ||
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*'''Uneven ground''' - Some platforms are angled, or incorporate sloped or curved terrain, such as that of [[Green Hill Zone]]. | *'''Uneven ground''' - Some platforms are angled, or incorporate sloped or curved terrain, such as that of [[Green Hill Zone]]. | ||
*'''Walls''' - Present only on hard platforms, walls typically constitute the sides of large islands, and are distinct in that characters may perform [[wall jump]]s and other techniques with them. | *'''Walls''' - Present only on hard platforms, walls typically constitute the sides of large islands, and are distinct in that characters may perform [[wall jump]]s and other techniques with them. | ||
*'''Lateral movement''' - Some platforms, such as the small platforms in [[Congo Jungle]], travel up and down or from left to right along a set path, while others, such as the pulley platforms in [[Mushroom | *'''Lateral movement''' - Some platforms, such as the small platforms in [[Congo Jungle]], travel up and down or from left to right along a set path, while others, such as the pulley platforms in [[Mushroom Kingdom (SSBM)||Kingdom]], and leaf platforms in [[Distant Planet]] will move up and down in response to the weight of the characters standing upon them. Some platforms that move along set paths, such as the Arwings in [[Corneria]], cross [[blast line]]s during their routines. | ||
*'''Tilting and rotation''' - Certain platforms, such as the magma cavern of [[Castle Siege]], tilt continuously and result in surfaces with slopes that are constantly changing. Other platforms, like that of [[ | *'''Tilting and rotation''' - Certain platforms, such as the magma cavern of [[Castle Siege]], tilt continuously and result in surfaces with slopes that are constantly changing. Other platforms, like that of [[Brinstar Depths]] and the [[Helirin]] [[Assist Trophy]], perform complete rotations, transitioning from platforms into walls and back again as their angles change. | ||
*'''Special surfaces''' - Platforms with special surfaces affect players' movement when they interact with them. [[Slippery]] platforms, like those found in [[Summit]], prolong characters' ground momentum and cause them to slide along the ground. Rolling surfaces, like those found in the electric phase of [[Pokémon Stadium 2]] and on the slope of [[Distant Planet]] in the rainy weather, cause players to move in one direction along the ground while they stand, walk, run or attack. Bouncy platforms and springs, like those found in a transformation of [[PictoChat]], are not possible to walk upon because they propel characters high upward upon contact. | *'''Special surfaces''' - Platforms with special surfaces affect players' movement when they interact with them. [[Slippery]] platforms, like those found in [[Summit]], prolong characters' ground momentum and cause them to slide along the ground. Rolling surfaces, like those found in the electric phase of [[Pokémon Stadium 2]] and on the slope of [[Distant Planet]] in the rainy weather, cause players to move in one direction along the ground while they stand, walk, run or attack. Bouncy platforms and springs, like those found in a transformation of [[PictoChat]], are not possible to walk upon because they propel characters high upward upon contact. | ||
*'''Destructibility''' - Particular platforms are possible to destroy or alter after they, or adjacent stage structures, take enough damage. They regenerate after a set period of time has passed. For example, the yellow platforms in | *'''Destructibility''' - Particular platforms are possible to destroy or alter after they, or adjacent stage structures, take enough damage. They regenerate after a set period of time has passed. For example, the yellow platforms in Skyworld break and disappear after they are struck by enough attacks, the main platform of Brinstar splits in two after the organic material in its centre is destroyed by hits, and the floor platforms of Luigi's Mansion are destroyed as its pillars are broken by damage. [[Onett]]'s awning platforms are not affected by attacks, but will collapse and disappear after enough characters jump onto them. | ||
[[File:MB2.jpg|thumb|Donkey Kong bumping enemies from below a [[Mario Bros. (stage)|Mario Bros.]] platform.]] | [[File:MB2.jpg|thumb|Donkey Kong bumping enemies from below a [[Mario Bros. (stage)|Mario Bros.]] platform.]] | ||
*'''Switch activation''' - Some platforms, such as the coloured ones in [[ | *'''Switch activation''' - Some platforms, such as the coloured ones in [[Princess Peach's Castle]], do not appear until prompted by the activation of switches. | ||
*'''Falling away''' - Certain platforms, such as [[Drop Blocks]] and the Donut Lift platforms of [[ | *'''Falling away''' - Certain platforms, such as [[Drop Blocks]] and the Donut Lift platforms of [[Rainbow Cruise]], drop downward and eventually disappear when stood on for long enough, and regenerate after a certain amount of time. | ||
*'''Bump ceilings''' - The [[Mario Bros. (stage)|Mario Bros.]] stage has blue hard platforms that can be bumped. When a knocked or jumping character or item hits the ceiling of one of these blue platforms, that part of the platform raises slightly in response. When positioned on a platform, the stage's native enemies will jump or flip upside down if the platform's ceiling is bumped from below. Characters who are bumped from below will jump. | *'''Bump ceilings''' - The [[Mario Bros. (stage)|Mario Bros.]] stage has blue hard platforms that can be bumped. When a knocked or jumping character or item hits the ceiling of one of these blue platforms, that part of the platform raises slightly in response. When positioned on a platform, the stage's native enemies will jump or flip upside down if the platform's ceiling is bumped from below. Characters who are bumped from below will jump. | ||