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* ''Literature/TheOutside'': In Dr Talirr's craft, all six walls can serve as the floor depending on which one you're standing on.
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* Apparently, the Trans-Galactic Republic uses this as a security system in ''[[FanFic/SovereignGFCOrigins Origins]]'', a ''Franchise/MassEffect''[=/=]''Franchise/StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover aboard its [[TheBattlestar Star Dreadnaughts]]. Armando Bailey encounters such a system of gravity-reversal wherein any unauthorized personnel are unceremoniously dumped on their heads while standing on what counts as the ceiling gravity-wise. He is able to defeat it [[spoiler:with the Force]], which the designers never saw coming. A corporate security system incorporates the "Heavy/Light zone" version to the point where small animals [[LudicrousGibs are reduced to bloody puddles]] should they wander across the plating at full power.

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* Apparently, the Trans-Galactic Republic uses this as a security system in ''[[FanFic/SovereignGFCOrigins Origins]]'', ''Fanfic/{{Origins}}'', a ''Franchise/MassEffect''[=/=]''Franchise/StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover aboard its [[TheBattlestar Star Dreadnaughts]]. Armando Bailey encounters such a system of gravity-reversal wherein any unauthorized personnel are unceremoniously dumped on their heads while standing on what counts as the ceiling gravity-wise. He is able to defeat it [[spoiler:with the Force]], which the designers never saw coming. A corporate security system incorporates the "Heavy/Light zone" version to the point where small animals [[LudicrousGibs are reduced to bloody puddles]] should they wander across the plating at full power.
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* Creator/FredAstaire[='s=] famous [[http://www.tcm.com/mediaroom/video/288068/Royal-Wedding-Movie-Clip-You-re-All-The-World-To-Me.html rotating room/"Ceiling Dance" routine]] from ''Film/Royal Wedding''.

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* Creator/FredAstaire[='s=] famous [[http://www.tcm.com/mediaroom/video/288068/Royal-Wedding-Movie-Clip-You-re-All-The-World-To-Me.html rotating room/"Ceiling Dance" routine]] from ''Film/Royal Wedding''.''Film/RoyalWedding''.
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[[caption-width-right:350:What goes up must...go clockwise. Sure.]]

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[[caption-width-right:350:What goes up must...go clockwise. Sure.]]
clockwise...?]]
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* ''TabletopGame/Warhammer40K'': Space Hulks are the result of derelict ships crashing into each other in the Warp (and often melding into each other) then emerging in realspace. Moving through a hulk may often require walking on walls and climbing down corridors the closer/further one gets from various gravity generator (those that still work, anyway).

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* ''TabletopGame/Warhammer40K'': ''TabletopGame/Warhammer40000'': Space Hulks are the result of derelict ships crashing into each other in the Warp (and often melding into each other) then emerging in realspace. Moving through a hulk may often require walking on walls and climbing down corridors the closer/further one gets from various gravity generator (those that still work, anyway).

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* In the forest temple of ''VideoGame/DistortedTravesty 3'' there are crystals that reverse the gravity of large rooms. Turning the whole place into some sort of weird [[https://www.youtube.com/watch?v=yDfx-PHZdYg 'which way do I need gravity to go now']] puzzle.
* This is the primary mechanic of ''VideoGame/TheBridge''. Your character can't jump, or even walk up steep slopes, but he can rotate the game world as many degrees as you want.


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* In the forest temple of ''VideoGame/DistortedTravesty 3'' there are crystals that reverse the gravity of large rooms. Turning the whole place into some sort of weird [[https://www.youtube.com/watch?v=yDfx-PHZdYg 'which way do I need gravity to go now']] puzzle.
* This is the primary mechanic of ''VideoGame/TheBridge''. Your character can't jump, or even walk up steep slopes, but he can rotate the game world as many degrees as you want.

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* One of the ''VideoGame/YoshisIsland'' games had an area where you had to switch repeatedly between the right-side-up area and the upside-down area to avoid dangers.
** Another Yoshi game, ''Yoshi Topsy-Turvy'', had a tilt sensor inside the cartridge, allowing the player to control gravity at will. It only allowed for angling sideways, however.
* The internet flash game ''VideoGame/{{Shift}}'' does this.
* The Distortion World in ''[[VideoGame/PokemonDiamondAndPearl Pokémon Platinum]]'' has you walking on the walls at times, and it kind of messes up the control system a little right after you get back.
** The anime's equivalent from ''Giratina and the Sky Warrior'', the Reverse World, is even ''worse'' with how gravity works. One scene involves Team Rocket all standing at three completely different angles while close enough to reach out and touch each other.
** Moves like Trick Room and Gravity mess with your mons' speed and who moves when.



* ''VideoGame/{{Shatterhand}}'' had a level like this.
* In ''[[VideoGame/DarkForcesSaga Jedi Outcast]]'' there is a brief zero gravity section aboard the ''Doombringer''
* ''VideoGame/{{VVVVVV}}''[==]'s entire premise is based on this and is modified by many, many obstacles.
* ''VideoGame/TheLegendOfDragoon'': [[ExactlyWhatItsaysOnTheTin "The Valley of Corrupted Gravity".]]
* The main point of the flash game ''MindScape''.
* ''Videogame/AndYetItMoves'' is an example where Gravity Screw is actually one of the fundamental game mechanics. The {{freeware game}} ''Jumpman'' also lets the player rotate the room at will.



* ''VideoGame/{{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 ''Franchise/MegaMan'' and ''Franchise/{{Castlevania}}'' games, it's no surprise, really.
* ''VideoGame/TheLostVikings'' featured anti-gravity zones which sometimes would have to be passed using Gravity Boots because of [[SpikesOfDoom ceiling spikes]].

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* ''VideoGame/{{Rosenkreuzstilette}}'' had a level late in the game that worked just like ''Franchise/{{Metroid}}'':
** ''VideoGame/MetroidFusion'' has [[ThatOneBoss Nightmare]], who combines Fun With
Gravity Man's level, with flipping gravity. Given that and Heavy Zone by making it so you can barely jump and you can't use missiles (they arc straight into the game was ground).
** ''VideoGame/MetroidOtherM'' uses
a tribute similar mechanic in the rooms leading up to ''Franchise/MegaMan'' and ''Franchise/{{Castlevania}}'' games, it's no surprise, really.
* ''VideoGame/TheLostVikings'' featured anti-gravity zones which sometimes would have to be passed using Gravity Boots because of [[SpikesOfDoom ceiling spikes]].
[[spoiler: Nightmare, as well as during the boss battle itself.]]



* One of the ''VideoGame/YoshisIsland'' games had an area where you had to switch repeatedly between the right-side-up area and the upside-down area to avoid dangers.
** Another Yoshi game, ''Yoshi Topsy-Turvy'', had a tilt sensor inside the cartridge, allowing the player to control gravity at will. It only allowed for angling sideways, however.
* The Distortion World in ''[[VideoGame/PokemonDiamondAndPearl Pokémon Platinum]]'' has you walking on the walls at times, and it kind of messes up the control system a little right after you get back.
** The anime's equivalent from ''Giratina and the Sky Warrior'', the Reverse World, is even ''worse'' with how gravity works. One scene involves Team Rocket all standing at three completely different angles while close enough to reach out and touch each other.
** Moves like Trick Room and Gravity mess with your mons' speed and who moves when.
* ''Franchise/{{Castlevania}}''
** The circus-themed levels in ''VideoGame/CastlevaniaPortraitOfRuin'' do this with round levels where the stage's gravity points a certain direction relative to the landscape (outward first, then inward), while your characters' gravity is constantly downward. It's certainly a surprise when you defeat Medusa and realize she's been fighting upside-down the whole time.
** ''VideoGame/CastlevaniaSymphonyOfTheNight'' also has the Inverted Castle, which is ExactlyWhatItSaysOnTheTin: a vertically flipped version of the normal Castle.
** ''VideoGame/SuperCastlevaniaIV'' had a room where Simon was hanging from a ring in the wall by his whip and the whole place rotated first 90 and then 180 degrees around him.
* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioGalaxy'' has the second mission of the Dreadnought Galaxy, which has platforms going normal way up, upside down and sideways at various points along a route where Mario is being fired at by various cannons. Definitely falls under the NintendoHard bit [[ThatOneLevel and then there's the purple coin mission]]. And similar kinds of puzzles in Bowser's Dark Matter Plant.
** ''VideoGame/SuperMarioGalaxy2'' has Flipsville, in which you flip grates to reverse gravity. Where gravity's pointing is denoted by arrows in the sky. There's also Upside Dizzy, which not only has segments of this mansion that have gravity point towards the ceiling, gravity flips in several parts of the level on its own.
** ''VideoGame/SuperMarioLand2SixGoldenCoins'' 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.
** The Whoa Zone of ''VideoGame/SuperPaperMario'' has the "hit a switch" variety. Sometimes even passing through a door could do it, depending on the doors' relative orientations. In addition, the Tiny Planet (Chapter 4-2) was a Light Zone.
** ''VideoGame/PaperMarioTheThousandYearDoor'' had the moon as a Light Zone, with good reason.
** ''VideoGame/LuigisMansion'' has a few switches in various rooms that reverse gravity. They always come in pairs, because the doors are too low to the ground to exit without being on the floor.
** ''VideoGame/MarioKart8'' uses anti-gravity as a new gameplay mechanic, allowing racers to drive sideways and even upside down.
* ''VideoGame/SuperSmashBros'', which features several series with gravity screws, has several levels that include them as a minor part of the design:
** The Brinstar Depths level in ''Melee'' rotates. However, gravity continues to pull in the same direction, so if you don't jump just before it happens, you'll get pulled off of the level.
** ''Melee'''s Battlefield features floaty gravity, but only when fighting wireframes.
** ''Brawl'''s Spear Pillar from VideoGame/PokemonDiamondAndPearl veatures the Pokemon Palkia, ruler of space. As a result of its powers, the stage may invert vertacally, with matching gravity.
** In the ''Wii U'' game, two of the levels (one from ''VideoGame/SuperMarioGalaxy'', another from ''VideoGame/SonicLostWorld'') take place on a curved platform that acts as the source of Toroidal gravity. Most projectiles curve accordingly.
* The internet flash game ''VideoGame/{{Shift}}'' does this.
* ''VideoGame/{{Shatterhand}}'' had a level like this.
* In ''[[VideoGame/DarkForcesSaga Jedi Outcast]]'' there is a brief zero gravity section aboard the ''Doombringer''
* ''VideoGame/{{VVVVVV}}''[==]'s entire premise is based on this and is modified by many, many obstacles.
* ''VideoGame/TheLegendOfDragoon'': [[ExactlyWhatItsaysOnTheTin "The Valley of Corrupted Gravity".]]
* The main point of the flash game ''MindScape''.
* ''Videogame/AndYetItMoves'' is an example where Gravity Screw is actually one of the fundamental game mechanics. The {{freeware game}} ''Jumpman'' also lets the player rotate the room at will.
* ''VideoGame/{{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 ''Franchise/MegaMan'' and ''Franchise/{{Castlevania}}'' games, it's no surprise, really.
* ''VideoGame/TheLostVikings'' featured anti-gravity zones which sometimes would have to be passed using Gravity Boots because of [[SpikesOfDoom ceiling spikes]].



* ''Franchise/{{Metroid}}'':
** ''VideoGame/MetroidFusion'' has [[ThatOneBoss Nightmare]], who combines Fun With Gravity and Heavy Zone by making it so you can barely jump and you can't use missiles (they arc straight into the ground).
** ''VideoGame/MetroidOtherM'' uses a similar mechanic in the rooms leading up to [[spoiler: Nightmare, as well as during the boss battle itself.]]



* ''VideoGame/SuperSmashBros'':
** The Brinstar Depths level in ''Melee'' rotates. However, gravity continues to pull in the same direction, so if you don't jump just before it happens, you'll get pulled off of the level.
** ''Melee'''s Battlefield features floaty gravity, but only when fighting wireframes.
** In the ''Wii U'' game, two of the levels (one from ''VideoGame/SuperMarioGalaxy'', another from ''VideoGame/SonicLostWorld'') take place on a curved platform that acts as the source of Toroidal gravity. Most projectiles curve accordingly.



* ''Franchise/{{Castlevania}}''
** The circus-themed levels in ''VideoGame/CastlevaniaPortraitOfRuin'' do this with round levels where the stage's gravity points a certain direction relative to the landscape (outward first, then inward), while your characters' gravity is constantly downward. It's certainly a surprise when you defeat Medusa and realize she's been fighting upside-down the whole time.
** ''VideoGame/CastlevaniaSymphonyOfTheNight'' also has the Inverted Castle, which is ExactlyWhatItSaysOnTheTin: a vertically flipped version of the normal Castle.
** ''VideoGame/SuperCastlevaniaIV'' had a room where Simon was hanging from a ring in the wall by his whip and the whole place rotated first 90 and then 180 degrees around him.



* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioGalaxy'' has the second mission of the Dreadnought Galaxy, which has platforms going normal way up, upside down and sideways at various points along a route where Mario is being fired at by various cannons. Definitely falls under the NintendoHard bit [[ThatOneLevel and then there's the purple coin mission]]. And similar kinds of puzzles in Bowser's Dark Matter Plant.
** ''VideoGame/SuperMarioGalaxy2'' has Flipsville, in which you flip grates to reverse gravity. Where gravity's pointing is denoted by arrows in the sky. There's also Upside Dizzy, which not only has segments of this mansion that have gravity point towards the ceiling, gravity flips in several parts of the level on its own.
** ''VideoGame/SuperMarioLand2SixGoldenCoins'' 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.
** The Whoa Zone of ''VideoGame/SuperPaperMario'' has the "hit a switch" variety. Sometimes even passing through a door could do it, depending on the doors' relative orientations. In addition, the Tiny Planet (Chapter 4-2) was a Light Zone.
** ''VideoGame/PaperMarioTheThousandYearDoor'' had the moon as a Light Zone, with good reason.
** ''VideoGame/LuigisMansion'' has a few switches in various rooms that reverse gravity. They always come in pairs, because the doors are too low to the ground to exit without being on the floor.
** ''VideoGame/MarioKart8'' uses anti-gravity as a new gameplay mechanic, allowing racers to drive sideways and even upside down.

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* ''VideoGame/LuigisMansion'' has a few switches in various rooms that reverse gravity. They always come in pairs, because the doors are too low to the ground to exit without being on the floor.
* The Whoa Zone of ''VideoGame/SuperPaperMario'' has the "hit a switch" variety. Sometimes even passing through a door could do it, depending on the doors' relative orientations. In addition, the Tiny Planet (Chapter 4-2) was a Light Zone.
* ''VideoGame/PaperMarioTheThousandYearDoor'' had the moon as a Light Zone, with good reason.



** In the ''Wii U'' game, two of the levels (one from ''VideoGame/SuperMarioGalaxy'', another from ''VideoGame/SonicLostWorld'') take place on a curved platform that acts as the source of gravity. Most projectiles curve accordingly.

to:

** In the ''Wii U'' game, two of the levels (one from ''VideoGame/SuperMarioGalaxy'', another from ''VideoGame/SonicLostWorld'') take place on a curved platform that acts as the source of Toroidal gravity. Most projectiles curve accordingly.



* ''VideoGame/SuperMarioLand2SixGoldenCoins'' 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.



* ''VideoGame/MarioKart8'' uses anti-gravity as a new gameplay mechanic, allowing racers to drive sideways and even upside down.

to:

* ** ''VideoGame/SuperMarioLand2SixGoldenCoins'' 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.
** The Whoa Zone of ''VideoGame/SuperPaperMario'' has the "hit a switch" variety. Sometimes even passing through a door could do it, depending on the doors' relative orientations. In addition, the Tiny Planet (Chapter 4-2) was a Light Zone.
** ''VideoGame/PaperMarioTheThousandYearDoor'' had the moon as a Light Zone, with good reason.
** ''VideoGame/LuigisMansion'' has a few switches in various rooms that reverse gravity. They always come in pairs, because the doors are too low to the ground to exit without being on the floor.
**
''VideoGame/MarioKart8'' uses anti-gravity as a new gameplay mechanic, allowing racers to drive sideways and even upside down.
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* Very common in the ''Franchise/SonicTheHedgehog'' franchise, dating back to its very first game:

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* Very common in the ''Franchise/SonicTheHedgehog'' franchise, dating especially using Cross Gravity or gravity inversion tied to specific areas. This trope dates back to its very first game:



** ''VideoGame/SonicLostWorld'' is themed around planetoids and curved levels as well, allowing Sonic to run around curved stages. The game also uses Sonic's previously established parkour skills to allow him more control in running along walls, as well.

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** ''VideoGame/SonicLostWorld'' is themed around planetoids and curved levels as well, allowing Sonic to run around curved stages.stages with Toroidal Gravity. The game also uses Sonic's previously established parkour skills to allow him more control in running along walls, as well.

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Super Mario Galaxy is not the trope codifier and other games, even other Mario games, have used gravity screw independent of it, so it doesn't need to be mentioned in other games' entries.


* Very common in the ''VideoGame/SonicTheHedgehog'' games.
** ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]''[='s=] Carnival Night, ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]''[='s=] Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone all feature wheels that function as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''VideoGame/SonicAdventure2'' and ''VideoGame/ShadowTheHedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.
** The Mad Space level is more like most of ''VideoGame/SuperMarioGalaxy'', with the direction of gravity being dependent on which planetoid you're closest to. There are also drums in Final Chase that pull you onto their surface when close enough.
** And Cosmic Wall, also from ''[=SA2=]'', was a Light Zone.

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* Very common in the ''VideoGame/SonicTheHedgehog'' games.
** ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]''[='s=] Carnival Night,
''Franchise/SonicTheHedgehog'' franchise, dating back to its very first game:
**In the original 5 games (1, CD, 2, 3, and & Knuckles),
''[[VideoGame/SonicTheHedgehog1 Sonic 1]]''[='s=] Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone Zone, and ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]''[='s=] Carnival Night, all feature wheels that function as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity anti-gravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''VideoGame/SonicAdventure2'' mechanic.
**''VideoGame/SonicAdventure2''
and ''VideoGame/ShadowTheHedgehog'' ''VideoGame/ShadowTheHedgehog'', the first two games to feature a storyline primarily around space, feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.
** The *** ''Sonic Adventure 2'''s Mad Space level is more like most of ''VideoGame/SuperMarioGalaxy'', with has the direction of gravity being dependent on which planetoid you're closest to. There are also drums in Final Chase that pull you onto their surface when close enough.
** And *** Cosmic Wall, also from ''[=SA2=]'', was a Light Zone.Zone, with sections of floaty gravity.
*** Near the end of the battle with the Biolizard in ''Sonic Adventure 2'', gravity is cancelled and Shadow can "freely move" without any constraints... but given Shadow builds momentum by running, his actual movement is mostly limited to homing attacks, for one last screw.



** The Cyber Track Zone in ''VideoGame/SonicAdvance 3'' has areas within all three Acts where gravity reverses automatically. As well as Cosmic Angel in ''Sonic Advance'', Egg Utopia in ''Sonic Advance 2'', and Dead Line in ''VideoGame/{{Sonic Rush|Series}}''.

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** In the Nintendo handheld games, The Cyber Track Zone in ''VideoGame/SonicAdvance 3'' has areas within all three Acts where gravity reverses automatically. As well as Cosmic Angel in ''Sonic Advance'', Egg Utopia in ''Sonic Advance 2'', and Dead Line in ''VideoGame/{{Sonic Rush|Series}}''.



** Asteroid Coaster Zone in ''VideoGame/SonicColors''.
** Near the end of the battle with the Biolizard in ''Sonic Adventure 2'', gravity is cancelled and the characters can freely move without any constraints.

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** ''VideoGame/SonicColors'' is set on a series of planetoids chained together, and as such, the two more spacey zones, Starlight Carnival and Asteroid Coaster Zone in ''VideoGame/SonicColors''.
** Near the end
feature heavy use of the battle with the Biolizard in ''Sonic Adventure 2'', gravity vertical inversion.
**''VideoGame/SonicLostWorld''
is cancelled themed around planetoids and the characters can freely move without any constraints.curved levels as well, allowing Sonic to run around curved stages. The game also uses Sonic's previously established parkour skills to allow him more control in running along walls, as well.



* The gimmick of the Plizzanet level in ''VideoGame/YoNoid2EnterTheVoid'' is gravity effects similar to ''VideoGame/SuperMarioGalaxy''. It's hard to notice at first since the first area is large enough to hide the effect, but it becomes very apparent when you reach the core and the "Noid Roid" sub-area.

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* The gimmick of the Plizzanet level in ''VideoGame/YoNoid2EnterTheVoid'' is its gravity effects similar to ''VideoGame/SuperMarioGalaxy''.effects. It's hard to notice at first since the first area is large enough to hide the effect, but it becomes very apparent when you reach the core and the "Noid Roid" sub-area.
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* ''Film/TheLodgers'': A trapdoor in the floor of a crumbling Victorian mansion conceals a vast, seemingly-bottomless body of water inhabited by a conglomerate of unseen EldritchAbominations (the eponymous "Lodgers"). Water seeps out from the trapdoor and falls upward to (and slowly wears away) the stone ceiling above.

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* ''Film/TheLodgers'': A trapdoor in the floor of a crumbling Victorian mansion conceals a vast, seemingly-bottomless body of water inhabited by a conglomerate of unseen EldritchAbominations [[EldritchAbomination Eldritch Abominations]] (the eponymous "Lodgers"). Water seeps out from the trapdoor and falls upward to (and slowly wears away) the stone ceiling above.

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* ''WesternAnimation/DespicableMe'' features an anti-gravity serum.
* ''Film/{{Inception}}'' has several scenes in the dreamworld where gravity is sideways, rotating, or simply doesn't exist. This is because whatever the character's bodies are feeling in one dream level (or reality) is carried over to the next lower level. The fact that the dreamers' [[YearInsideHourOutside perception of time is accelerated in each dream level]] only heightens the experience. Thus, the centrifugal force of driving around a corner results in the dreamers sliding across a hotel's hallway, several seconds of freefall allow a few minutes of weightlessness, and a van rolling down a hill results in an fight scene.



* ''Film/{{Inception}}'' has several scenes in the dreamworld where gravity is sideways, rotating, or simply doesn't exist. This is because whatever the character's bodies are feeling in one dream level (or reality) is carried over to the next lower level. The fact that the dreamers' [[YearInsideHourOutside perception of time is accelerated in each dream level]] only heightens the experience. Thus, the centrifugal force of driving around a corner results in the dreamers sliding across a hotel's hallway, several seconds of freefall allow a few minutes of weightlessness, and a van rolling down a hill results in an fight scene.

to:

* ''Film/{{Inception}}'' has several scenes ''Film/TheLodgers'': A trapdoor in the dreamworld where gravity is sideways, rotating, or simply doesn't exist. This is because whatever floor of a crumbling Victorian mansion conceals a vast, seemingly-bottomless body of water inhabited by a conglomerate of unseen EldritchAbominations (the eponymous "Lodgers"). Water seeps out from the character's bodies are feeling in one dream level (or reality) is carried over trapdoor and falls upward to (and slowly wears away) the next lower level. The fact that stone ceiling above.
* In ''Film/{{Lucy}}'' when Lucy first has an intake of
the dreamers' [[YearInsideHourOutside perception of time is accelerated in each dream level]] only heightens drug, which causes her to [[ConvulsiveSeizures convulse]] on the experience. Thus, wall and ceiling of the centrifugal force of driving around a corner results in the dreamers sliding across a hotel's hallway, several seconds of freefall allow a few minutes of weightlessness, and a van rolling down a hill results in an fight scene.room she's in.



* ''WesternAnimation/DespicableMe'' features an anti-gravity serum.
* In ''{{Film/Ultraviolet}}'', Violet wears a gravity leveller on her belt that allows her to use this trope to great effect. Her motorcycle has such a device as well, allowing her to flee from her foes along the sides of skyscrapers.
* In ''Film/TronLegacy'', the Disk Wars area in which Rinzler fights has this feature. Since Rinzler is aware of this, he's able to land gracefully on his feet, unlike poor Sam, whose landings are a bit rougher.
* Creator/FredAstaire[='s=] famous [[http://www.tcm.com/mediaroom/video/288068/Royal-Wedding-Movie-Clip-You-re-All-The-World-To-Me.html rotating room/"Ceiling Dance" routine]] from ''Royal Wedding''.
* In ''Film/StarTrekIntoDarkness'', the artificial gravity inside the ''Enterprise'' fails in one sequence, causing crew members to fall relative to the nearby planet's gravity well while the ship twists and turns around them.
* In ''Film/StarTrekBeyond'', the ArtificialGravity fields inside [[SpaceStation Starbase Yorktown]] create gravity slipstreams that one can fly on, as demonstrated by the InterestingSituationDuel between Kirk and [[spoiler:Edison]].



* Creator/FredAstaire[='s=] famous [[http://www.tcm.com/mediaroom/video/288068/Royal-Wedding-Movie-Clip-You-re-All-The-World-To-Me.html rotating room/"Ceiling Dance" routine]] from ''Film/Royal Wedding''.
* In ''Film/StarTrekBeyond'', the ArtificialGravity fields inside [[SpaceStation Starbase Yorktown]] create gravity slipstreams that one can fly on, as demonstrated by the InterestingSituationDuel between Kirk and [[spoiler:Edison]].
* In ''Film/StarTrekIntoDarkness'', the artificial gravity inside the ''Enterprise'' fails in one sequence, causing crew members to fall relative to the nearby planet's gravity well while the ship twists and turns around them.



* In ''Film/{{Lucy}}'' when Lucy first has an intake of the drug, which causes her to [[ConvulsiveSeizures convulse]] on the wall and ceiling of the room she's in.

to:

* In ''Film/{{Lucy}}'' when Lucy first has an intake of ''Film/TronLegacy'', the drug, Disk Wars area in which causes Rinzler fights has this feature. Since Rinzler is aware of this, he's able to land gracefully on his feet, unlike poor Sam, whose landings are a bit rougher.
* In ''{{Film/Ultraviolet}}'', Violet wears a gravity leveller on her belt that allows
her to [[ConvulsiveSeizures convulse]] on use this trope to great effect. Her motorcycle has such a device as well, allowing her to flee from her foes along the wall and ceiling sides of the room she's in.skyscrapers.
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* ''ComicBook/WonderWoman1942'': The Saturnians have both anti-gravity and reverse gravity tech. This makes them very difficult to fight on their own ships as gravity can betray their attackers in whichever way they like without messing with the Saturnians themselves.
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** The [[{{VideoGame/KingdomHeartsI}} original game]] had something similar, in that the characters walked on the floor, walls, and ceiling of the first room of [[Disney/AliceInWonderland Wonderland]] at different points. The difference is that they never jumped from wall to floor and so forth; they had to go around to use doors and such.

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** The [[{{VideoGame/KingdomHeartsI}} [[VideoGame/KingdomHeartsI original game]] had something similar, in that the characters walked on the floor, walls, and ceiling of the first room of [[Disney/AliceInWonderland [[WesternAnimation/AliceInWonderland Wonderland]] at different points. The difference is that they never jumped from wall to floor and so forth; they had to go around to use doors and such.
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* ''Videogame/Overwatch'' has the Low Gravity game mode, which is ExactlyWhatItSaysOnTheTin.

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* ''Videogame/Overwatch'' ''VideoGame/{{Overwatch}}'' has the Low Gravity game mode, which is ExactlyWhatItSaysOnTheTin.
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[[folder:Comics]][[folder:Comic Books]]



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* In ''Discworld/TheColourOfMagic'', Rincewind gets the spell Atavarr's Personal Gravitational Upset cast upon him, and spends the next few hours standing on a wall.

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* In ''Discworld/TheColourOfMagic'', ''Literature/TheColourOfMagic'', Rincewind gets the spell Atavarr's Personal Gravitational Upset cast upon him, and spends the next few hours standing on a wall.
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* The internet flash game ''[[http://armorgames.com/play/751/shift Shift]]'' does this.

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* The internet flash game ''[[http://armorgames.com/play/751/shift Shift]]'' ''VideoGame/{{Shift}}'' does this.

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[[caption-width-right:350:What goes up must go...clockwise. Sure.]]

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[[caption-width-right:350:What goes up must go...must...go clockwise. Sure.]]


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* ''Literature/PayMeBug'': Part of the standard procedure for repelling boarders aboard the ''Fool's Errand'' is to turn the gravity on and off according to a prearranged schedule. Since any boarders wouldn't know the schedule, they would be unprepared for the sudden shifts in gravity. In addition, individual crew can have the bridge change the gravity in their specific section as an additional weapon.
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[[folder:Asian Animation]]
* In episode 33 of ''Animation/PleasantGoatAndBigBigWolf: Joys of Seasons'', the egg aliens try to steal the Earth's core, thinking it's the source of its energy and assuming they'll be able to take over the planet more easily if they take it. This causes everything on the planet to float around, which nobody actually minds at first... and then it becomes hard for the characters to breathe, causing the goats to go into space to see what the problem is and how to take care of it.
[[/folder]]
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* Kat's main ability in "VideoGame/GravityRush" is manipulating the gravity of her environment to her benefit, be it to fight baddies or just to get to the top of a building quicker.

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* Kat's main ability in "VideoGame/GravityRush" ''VideoGame/GravityRush'' is manipulating the gravity of her environment to her benefit, be it to fight baddies or just to get to the top of a building quicker.



* In the second game of ''VideoGame/Klonoa'' franchise, there's the level Moonlight Museum where the gravity reverses depending on your position (arrows and colors are present in the background).

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* In the second game of ''VideoGame/Klonoa'' ''VideoGame/{{Klonoa}}'' franchise, there's the level Moonlight Museum where the gravity reverses depending on your position (arrows and colors are present in the background).
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* The gimmick of the Plizzanet level in ''VideoGame/YoNoid2EnterTheVoid'' is gravity effects similar to ''VideoGame/SuperMarioGalaxy''. It's hard to notice at first since the first area is large enough to hide the effect, but it becomes very apparent when you reach the core and the "Noid Roid" sub-area.
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* ''Videogame/Overwatch'' has the Low Gravity game mode, which is ExactlyWhatItSaysOnTheTin.
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* ''WesternAnimation/ScoobyDooWhereAreYou'': In "Don't Fool With The Phantom", Shaggy and Scooby ''think'' they've fallen afoul of this trope when they flee into the wax museum's Topsy Turvey Room, where the furnishings and ceiling light fixture are inverted.
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* CiaphasCain ('''HERO OF THE IMPERIUM''') was once aboard a SpaceHulk (derelict starships that acrette together over millenia) where down would occasionally change if one ship's gravity generator was stronger than the others, leading to having to crawl along corridors to avoid a very long drop.

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* CiaphasCain Literature/CiaphasCain ('''HERO OF THE IMPERIUM''') was once aboard a SpaceHulk TabletopGame/SpaceHulk (derelict starships that acrette together over millenia) where down would occasionally change if one ship's gravity generator was stronger than the others, leading to having to crawl along corridors to avoid a very long drop.



* ''VideoGame/{{Unreal 2}}'' has a ships artificial gravity play up, first allowing to jump large distances, then pulling you against different surfaces.

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* ''VideoGame/{{Unreal 2}}'' ''VideoGame/UnrealIITheAwakening'' has a ships ship's artificial gravity play up, first allowing you to jump large distances, then pulling you against different surfaces.

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* ''Series/StarTrekEnterprise''. The "sweet spot", located halfway between the bow plate and the artificial gravity generator, is the one place on the NX-01 Enterprise where you can sit on the ceiling. Captain Archer uses it in one episode to get the drop on some aliens who decided that AllYourBaseAreBelongToUs.

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* ''Series/StarTrekEnterprise''. ''Series/StarTrekEnterprise'':
**
The "sweet spot", located halfway between the bow plate and the artificial gravity generator, is the one place on the NX-01 Enterprise ''Enterprise'' where you can sit on the ceiling. Captain Archer uses it in one episode to get the drop on some aliens who decided that AllYourBaseAreBelongToUs.AllYourBaseAreBelongToUs.
** ''Enterprise'' deals with plenty of this in season 3 while exploring the Delphic Expanse, a region that's basically one big NegativeSpaceWedgie. One anomaly sends crates flying back and forth in one of the cargo bays, while another one launches plates of food up to the mess hall ceiling.
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* Very common in the ''Franchise/SonicTheHedgehog'' games.
** ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]''[='s=] Carnival Night, ''[[VideoGame/SonicTheHedgehog Sonic 1]]''[='s=] Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone all feature wheels that function as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''VideoGame/SonicAdventure2'' and ''VideoGame/ShadowTheHedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.

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* Very common in the ''Franchise/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' games.
** ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]''[='s=] Carnival Night, ''[[VideoGame/SonicTheHedgehog ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]''[='s=] Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone all feature wheels that function as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''VideoGame/SonicAdventure2'' and ''VideoGame/ShadowTheHedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.
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* Apparently, the Trans-Galactic Republic uses this as a security system in ''[[FanFic/SovereignGFCOrigins Origins]]'', a ''MassEffect''[=/=]''StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover aboard its [[TheBattlestar Star Dreadnaughts]]. Armando Bailey encounters such a system of gravity-reversal wherein any unauthorized personnel are unceremoniously dumped on their heads while standing on what counts as the ceiling gravity-wise. He is able to defeat it [[spoiler:with the Force]], which the designers never saw coming. A corporate security system incorporates the "Heavy/Light zone" version to the point where small animals [[LudicrousGibs are reduced to bloody puddles]] should they wander across the plating at full power.

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* Apparently, the Trans-Galactic Republic uses this as a security system in ''[[FanFic/SovereignGFCOrigins Origins]]'', a ''MassEffect''[=/=]''StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] ''Franchise/MassEffect''[=/=]''Franchise/StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover aboard its [[TheBattlestar Star Dreadnaughts]]. Armando Bailey encounters such a system of gravity-reversal wherein any unauthorized personnel are unceremoniously dumped on their heads while standing on what counts as the ceiling gravity-wise. He is able to defeat it [[spoiler:with the Force]], which the designers never saw coming. A corporate security system incorporates the "Heavy/Light zone" version to the point where small animals [[LudicrousGibs are reduced to bloody puddles]] should they wander across the plating at full power.

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