A moving platform carries the player: standing on it adds its motion to the player’s own. Some follow a path whatever the player does; others fall, tip, or start moving when the player lands.

Games

Every claim about this mechanic, by game (3)
Super Mario Bros.: The Lost Levels 1986The platforms' set-up, the enemy object loop, the enemies' movers, Bowser and the fireworks (InitBalPlatform through RunFireworks, 32 regions) are Super Mario Bros.'s instruction for instruction, with two changes: the enemy movers' jump table (EnemyMovementSubs) sends enemy 4, the upside-down piranha plant, to the new MoveUpsideDownPiranhaP, where Super Mario Bros. has MoveNormalEnemy; MoveSwimmingCheepCheep adds $40 to a swimming Cheep Cheep's vertical fraction each frame where Super Mario Bros. adds $20. Three of the regions are byte for byte the same, and the rest differ only in the addresses of their calls, jumps and tables.Code
RunStarFlagObj through OffscreenBoundsCheck are Super Mario Bros.'s with these changes: RunStarFlagObj sets off fireworks when the timer's last digit matches the coin tally's, where Super Mario Bros. matches the timer's last digit against 1, 3 and 6, and adds its points to the one player's score; MovePiranhaPlant moves red piranha plants (the patched palette) every frame; BalancePlatform leaves a platform alone when its partner is no balance platform; OffscreenBoundsCheck treats upside-down piranha plants like upright ones. FirebarSpin is byte for byte the same, and the moving platforms differ only in their addresses.Code
Mega Man 5 1992Mega Man 5's two checks for a platform object that the player meets moving vertically or horizontally, and their two distance helpers, follow Mega Man 4's test for test. Both walk the slots down from $17 and skip empty, off-screen, and non-solid ones. A one-way platform only catches a falling player, and the push is capped at 8 pixels. The changes: both checks also give up unless the moving object's own Y screen is 0. The horizontal check skips objects of type $02. The helper reads both of the shape's sizes from two tables through X, which it then sets to 0, the player's slot, where Mega Man 4 looks up the second size in the vertical check itself. The smaller box for a sliding player is chosen by player_state $02, where Mega Man 4 tests the player's sub-type for $10. And the horizontal distance helper no longer masks the screen difference to one bit. The four routines that push the player off a platform, which close Mega Man 4's region, sit after the position nudges in Mega Man 5.Code