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* One obscure NES game, ''Metal Storm'', let the player do this pretty much at will. Some later levels required you to flip gravity multiple times in the middle of jumps to clear obstacles without falling into a BottomlessPit on either end of the screen.

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* One obscure NES game, ''Metal Storm'', ''MetalStorm'', let the player do this pretty much at will. Some later levels required you to flip gravity multiple times in the middle of jumps to clear obstacles without falling into a BottomlessPit on either end of the screen.

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** ''MetroidOtherM'' uses a similar mechanic in the rooms leading up to [[spoiler: Nightmare, as well as during the boss battle itself.]]



** ''MetroidOtherM'' uses a similar mechanic in the rooms leading up to [[spoiler: Nightmare, as well as during the boss battle itself.]]
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** ''MetroidOtherM'' uses a similar mechanic in the rooms leading up to [[spoiler: Nightmare, as well as during the boss battle itself.]]
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Added \"Tales of Monkey Island\" to this trope.



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* In ''TalesOfMonkeyIsland Chapter 4: The Trial and Execution of Guybrush Threepwood'', one of the buttons on De Singe's Auto-Trepanation Helmet turns the whole room in the lab upside down along with Guybrush for a few seconds.
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* DespicableMe features an anti-gravity serum.

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* DespicableMe ''DespicableMe'' features an anti-gravity serum.
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** It is possible to design levels with rooms having reverse gravity or the ability to walk up on the walls[[hottip:*:Or to be exact, cheating with warpzones to make it look like that. It's tricky and has a good chance of crashing the game but it's possible. Simply setting negative zone gravity would make players fall upwards and do a headstand on the ceiling.]]. In fact, there is a map trigger[[hottip:*:NitrogenZone]] that can be used to induce a zero gravity environment where the player can move as if underwater.

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* Part of TheVeryDefinitelyFinalDungeon in TalesOfTheAbyss is like this, of the rotating room variety.

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* Part of TheVeryDefinitelyFinalDungeon in TalesOfTheAbyss ''TalesOfTheAbyss'' is like this, of the rotating room variety.



* The free "Space Cadet 3-D Pinball" game that comes with many Windows computers has an unlockable effect where a gravity well appears in the middle of the board, attracting pinballs towards it until one is sucked into the center, at which time gravity is normalized again.
* One of the contenders for the original computer game, SpaceWar, had an option to have a planet in the center of the screen whose gravity attracted ships and missiles toward it.
* The first secret level in ''{{Quake}}'' had about a fifth of the usual gravity.
** Ditto for the secret Satellite level in ''Quake II''.

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* The free "Space ''Space Cadet 3-D Pinball" Pinball'' game that comes with many Windows computers has an unlockable effect where a gravity well appears in the middle of the board, attracting pinballs towards it until one is sucked into the center, at which time gravity is normalized again.
* One of the contenders for the original computer game, SpaceWar, had an option to have a planet in the center of the screen whose gravity attracted ships and missiles toward it.
* The first secret level in ''{{Quake}}'' ''Game/{{Quake}}'' had about a fifth of the usual gravity.
** Ditto for the secret Satellite level in ''Quake II''.''QuakeII''.



** In ''The First Encounter'', the level "Sacred Yards" contains an area where some places have reverse gravity.

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** In ''The First Encounter'', the level "Sacred Yards" contains an area where some places have reverse gravity. Very trippy, especially when quickly moving from one area to the other and back.



* CaveStory had a strange variant of this in the Outer Wall area, where the player fell normally, but enemies and powerups fell sideways-- even the powerups that weren't normally affected by gravity.

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* CaveStory ''CaveStory'' had a strange variant of this in the Outer Wall area, where the player fell normally, but enemies and powerups fell sideways-- even the powerups that weren't normally affected by gravity.



* ArmedAndDangerous features a weapon that reverses gravity causing enemies to fall into the sky..and then fall back to the ground with messy results.

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* ArmedAndDangerous ''ArmedAndDangerous'' features a weapon that reverses gravity causing enemies to fall into the sky..and then fall back to the ground with messy results.



* DynamiteHeaddy had Vice Versa, a level where the player could turn the level upside-down using switches. The [[BreatherBoss miniboss]] here had to be beaten by dropping balls on it. Right after that was [[ThatOneBoss/{{Action}} Twin Freaks]], where the look and attitude of the boss changed depending on whether gravity was reversed.

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* DynamiteHeaddy ''DynamiteHeaddy'' had Vice Versa, a level where the player could turn the level upside-down using switches. The [[BreatherBoss miniboss]] here had to be beaten by dropping balls on it. Right after that was [[ThatOneBoss/{{Action}} Twin Freaks]], where the look and attitude of the boss changed depending on whether gravity was reversed.



* ''[[SuperMarioLand Super Mario Land 2]]'' had the Space Zone, two levels of platforming in low gravity. The floaty jumping combined with a maze of [[SpikesOfDoom dangerous stars]] helped to turn the second stage into ThatOneLevel.
* In ''{{Game/Dystopia}}'', {{Cyberspace}} uses a combination of "variable" and "light zone" gravity. In nodes, touching certain surfaces changes the direction of gravity. In tubes, there is no gravity, but up and down change depending on where you are.

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* ''[[SuperMarioLand Super Mario Land 2]]'' ''SuperMarioLand 2'' had the Space Zone, two levels of platforming in low gravity. The floaty jumping combined with a maze of [[SpikesOfDoom dangerous stars]] helped to turn the second stage into ThatOneLevel.
* In ''{{Game/Dystopia}}'', ''Game/{{Dystopia}}'', {{Cyberspace}} uses a combination of "variable" and "light zone" gravity. In nodes, touching certain surfaces changes the direction of gravity. In tubes, there is no gravity, but up and down change depending on where you are.



* SuperMarioGalaxy2 has Flipsville, in which you flip grates to reverse gravity. Where gravity's pointing is denoted by arrows in the sky.

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* SuperMarioGalaxy2 ''SuperMarioGalaxy2'' has Flipsville, in which you flip grates to reverse gravity. Where gravity's pointing is denoted by arrows in the sky.



* The UrExample of Gravity Screw in video games is located in ''{{Spacewar}}!'' where the ships gravitate towards the center of the level.
** The StarControl games use the same setup, with each battle being two ships dueling in space around a planet.

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* The UrExample of Gravity Screw in video games is located in ''{{Spacewar}}!'' where the ships and missiles can optionally gravitate towards the center of the level.
** The StarControl ''StarControl'' games use the same setup, with each battle being two ships dueling in space around a planet.
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* DespicableMe features an anti-gravity serum.
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* The mist in the maze in HarryPotter/HarryPotterAndTheGobletOfFire.

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* The mist in the maze in HarryPotter/HarryPotterAndTheGobletOfFire.
''HarryPotter/HarryPotterAndTheGobletOfFire'' acts as a local inverse-gravity zone to anyone who steps into it.
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* The mist in the maze in HarryPotter/HarryPotterAndTheGobletOfFire.
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Despite the characters saying its zero-g, it\'s really Frictionless Ice


* There's a puzzle level in ''TalesOfSymphonia'' like this.
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[[{{Inception}} http://static.tvtropes.org/pmwiki/pub/images/Inception_Gravity_Screw_9390.jpg]]
[[caption-width:350:What goes up must go...clockwise?]]

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[[quoteright:350: [[{{Inception}} http://static.tvtropes.org/pmwiki/pub/images/Inception_Gravity_Screw_9390.jpg]]
[[caption-width:350:What
jpg]]]]
[[caption-width-right:350:What
goes up must go...clockwise?]]
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adding television reference

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[[AC:Television]]
* ''Stargate SG-1'':
** In the season 6 episode titled "Abyss", the System Lord Ba'al is shown to be experimenting with gravity. Ba'als fortress has prison cells which at first appear to be long hallways, however, once a prisoner is added to said cell, Ba'al turns on some artificial gravity in the cell and the far wall becomes the new floor. Any prisoner within said cell then sees their cell as a 50 foot tall pit with sheer walls and no doors. The only way to escape said cell to power down the entire fortress thus turning off the artificial gravity.
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** MegaMan X7 had stage where you could rotate the stage by 90 degrees via hitting a switches throughout.

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** MegaMan X7 MegaManX 7 had stage where you could rotate the stage by 90 degrees via hitting a switches throughout.
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** A later X game (either X7 or Command Mission, I can't remember which off the top of my head) had stage where you could rotate the stage by 90 degrees via hitting a switches throughout.

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** A later X game (either MegaMan X7 or Command Mission, I can't remember which off the top of my head) had stage where you could rotate the stage by 90 degrees via hitting a switches throughout.
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** The StarControl games use the same setup, with each battle being two ships dueling in space around a planet.
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* The {{CCC}} series has an episode where gravity really [[http://www.newgrounds.com/portal/view/499466 takes a turn for the strange]].

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* The {{CCC}} series has an a rewind-style episode where gravity really is [[http://www.newgrounds.com/portal/view/499466 takes a turn altered for someone thanks to a drug]]. On a sobering note, if you find and watch the strange]].
forward version, this trope is played realistically [[spoiler:when the drug wears off and he begins his long fall back down...]]
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** In one scene, the real characters are in a van rolling over, and due to [[MagicAIsMagicA dream time-dilation]], three seconds real time is ten minutes real time. Cue [[CrowningMomentOfAwesome revolving corridor fight scene]] in the dream.

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** In one scene, the real characters are in a van rolling over, and due to [[MagicAIsMagicA dream time-dilation]], three seconds real time is ten minutes real dream time. Cue [[CrowningMomentOfAwesome revolving corridor fight scene]] in the dream.
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[[{{Inception}} http://static.tvtropes.org/pmwiki/pub/images/Inception_Gravity_Screw_9390.jpg]]
[[caption-width:350:What goes up must go...clockwise?]]
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** Asteroid Coaster Zone in ''SonicColors''.
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* The SNES game ''Mohawk & Headphone Jack'' uses the Inverse Planet trope, but in an unusual case for the 16-bit era, makes full use of the system's rotational capabilities so that the floor is always down. The result can be very disorienting at times. You can see it in action [[http://www.youtube.com/watch?v=AnP9pLsSMV4 here]].

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* The SNES game ''Mohawk & Headphone Jack'' uses the Inverse Planet trope, variation, but in an unusual case for the 16-bit era, makes full use of the system's rotational capabilities so that the floor is always facing down. And yes, the ''entire game'' is like this, not just one level. The result can can, needless to say, be very disorienting at times. You can see it in action [[http://www.youtube.com/watch?v=AnP9pLsSMV4 here]].
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* The SNES game ''Mohawk & Headphone Jack'' uses the Inverse Planet trope, but in an unusual case for the 16-bit era, makes full use of the system's rotational capabilities so that the floor is always down. The result can be very disorienting at times. You can see it in action [[http://www.youtube.com/watch?v=AnP9pLsSMV4 here]].
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* ''MegaMan 5'' had Gravity Man's level (variable gravity) and Star Man's level (low gravity).

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* ''MegaMan ''Game/MegaMan 5'' had Gravity Man's level (variable gravity) and Star Man's level (low gravity).



* The PC game ''RosenkreuzStilette'' had a level late in the game that worked just like Gravity Man's level, with flipping gravity. Given that the game was a tribute to ''MegaMan'' and ''{{Castlevania}}'' games, it's no surprise, really.

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* The PC game ''RosenkreuzStilette'' had a level late in the game that worked just like Gravity Man's level, with flipping gravity. Given that the game was a tribute to ''MegaMan'' ''Game/MegaMan'' and ''{{Castlevania}}'' games, it's no surprise, really.
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** The ''Dungeons and Dragons example'' above extends all the way to 3.5. In the fourth edition, they have some different Gravity Screws. On some planes gravity is subjective, so you can walk across any surface including walls and ceilings. Also, you can simply choose not to be affected and effectively fly with poor maneuverability.

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** The ''Dungeons and Dragons example'' Dragons'' example above extends all the way to 3.5. In the fourth edition, they have some different Gravity Screws. On some planes gravity is subjective, so you can walk across any surface including walls and ceilings. Also, you can simply choose not to be affected and effectively fly with poor maneuverability.
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* ''Luigi's Mansion'' has one of these in the Tea Room.

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* ''Luigi's Mansion'' has one of these a few switches in various rooms that reverse gravity. They always come in pairs, because the Tea Room.doors are too low to the ground to exit without being on the floor.
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** And Battlefield of the same game features floaty gravity.

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** And Battlefield of the same game features floaty gravity.gravity, but only when fighting wireframes..
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** Most of the time, the gravity switching does little else but look damn cool. running on the ceiling above a floor full of spikes? Hell yes.
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* The UrExample of Gravity Screw in video games is located in ''{{Spacewar}}!'' where the ships gravitate towards the center of the level.
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** The entire point of ''Sonic Riders: Zero Gravity''.
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** In one scene, the real characters are in a van rolling over, and due to [[MagicAIsMagicA dream time-dilation]], three seconds real time is ten minutes real time. Cue [[CrowningMomentOfAwesome revolving corridor fight scene]] in the dream.

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