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* Very common in the ''Franchise/SonicTheHedgehog'' franchise, especially using Cross Gravity or gravity inversion tied to specific areas. This trope dates 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, ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness 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 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'' and ''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.
*** ''Sonic Adventure 2'''s Mad Space level 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.
*** Cosmic Wall, also from ''[=SA2=]'', was a Light 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.
** In ''VideoGame/SonicHeroes'', there are switches in [[BigBoosHaunt Hang Castle]] and [[MultiMookMelee Robot Storm]] that invert the gravity when pressed. The former stage has two different pieces of background music that change depending on if the gravity is upside-down or right-side-up.
** 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}}''.
** The entire point of ''VideoGame/SonicRidersZeroGravity''.
** ''VideoGame/SonicColors'' is set on a series of planetoids chained together, and as such, the two more spacey zones, Starlight Carnival and Asteroid Coaster feature heavy use of vertical inversion.
** ''VideoGame/SonicLostWorld'' is themed around planetoids and curved levels as well, allowing Sonic to run around curved 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.
** In ''VideoGame/SonicForces'', the entirety of Capital City has [[spoiler: Infinite using the Phantom Ruby to distort the gravity of the stage.]]
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': In the Forest Temple, there are switches you hit to twist or untwist a long hallway, so you could end up entering the room at the other end either walking on the floor or on one of the walls, but the camera always turns to keep Link seemingly on the ground, while ''everything else'' is moved.
** ''VideoGame/TheLegendOfZeldaMajorasMask'':
*** Stone Tower Temple in Ikana Canyon has you switching between the normal position and the flipped one.
*** Although it wasn't even ''interactive'', there's a twisted tunnel at the beginning of ''Majora's Mask'' - the player walks along the "floor", but it twists around the room (which the player automatically walks through). Cheating, or [[GoodBadBugs bomb hovering]] over the door allows you to re-enter the hallway, and reveals that it works exactly the same as the twisted rooms in ''Ocarina of Time''.
* ''Franchise/MegaMan'':
** ''VideoGame/MegaMan5'' had Gravity Man's level (variable gravity) and Star Man's level (low gravity).
** ''VideoGame/MegaManV'' in the Game Boy series has Saturn's level, with examples of high and low gravity.
** Cyber Peacock's level in ''VideoGame/MegaManX4'' had buttons that flipped the stage (gravity still pointed downwards) every so often.
** Gravity Antonion's stage in ''[[VideoGame/MegaManX8 X8]]''. Dark Dizzy's level in ''[[VideoGame/MegaManX5 X5]]'' has a similar gimmick.
** In the final area of ''VideoGame/MegaManLegends 2'', there are consoles that let you set gravity to low, normal, and high, allowing you to access different areas based on the current gravity (such as jumping on a weak floor in high gravity to break it). You're also forced to high gravity immediately whenever you touch security lasers in the area, making you take detours when you need to keep low gravity.
** ''[[VideoGame/MegaManBattleNetwork Mega Man Network Transmission]]'' has the Strange Grav Area, which is basically a Variable Gravity Chamber [[labelnote:Details]]This network has Heavy Zone areas, some stronger than others, along with Reverse Gravity areas.[[/labelnote]], and the No Grav Area, which works as a Light Zone throughout. The given HandWave for Gravity Screw in CyberSpace is that these areas affect Navis' processing speeds.
* ''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.]]
* ''Franchise/KingdomHearts'' series
** The [[VideoGame/KingdomHeartsI original game]] had something similar, in that the characters walked on the floor, walls, and ceiling of the first room of [[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.
** In ''VideoGame/KingdomHearts3DDreamDropDistance'', you periodically experience this while [[{{FightingYourFriend}} fighting]] [[Film/TronLegacy Rinzler]], being forced to fight on the ceiling with inverted controls. It's disorienting enough that it tends to be better to go on the defensive until things go back to normal.
* 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, ''VideoGame/YoshisUniversalGravitation'', 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.

to:

* Very common in the ''Franchise/SonicTheHedgehog'' franchise, especially using Cross Gravity or gravity inversion tied to specific areas. This trope dates 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, ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness 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 anti-gravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one
The main point of the bosses could only be defeated by manipulating this mechanic.
** ''VideoGame/SonicAdventure2'' and ''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.
*** ''Sonic Adventure 2'''s Mad Space level has
flash game ''MindScape''.
* In ''Elasto Mania'', collecting some apples will change
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.
*** Cosmic Wall, also from ''[=SA2=]'', was a Light Zone, with sections of floaty
gravity.
*** Near the end of the battle * Odd example with the Biolizard c64 game ''Ancipital'' which should fit the trope but isn't in ''Sonic Adventure 2'', any of the categories already described - Gravity changed depending on if you were standing on the floor, ceiling or walls, jumping flipped gravity 180 unless you decided to land on a wall.
* 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 cancelled normalized again.
* The fourth hole in ''Fuzzy's World Of Miniature Space Golf'' was called "Goofball Gravity", in which the ball rolls uphill.
* The original ''{{Thrust}}'' had reverse gravity equivalents of all the levels once you got past the normal gravity versions.
* In the Flash game ''Epsilon'', you control a ball
and Shadow a pair of wormholes collecting orbs to power the exit. Eventually, you encounter devices that cause gravity to point in a different direction or turn it off entirely. On level 5g, this message appears;
-->As far as the laws of mathematics refer to reality, they are not certain.
-->As far as they are certain, they do not refer to reality.
** ...and all of a sudden, the laws of gravity get bent so hard it's a wonder they don't just fall apart. Not only have the event horizons of the wormholes grown, wormholes now alter gravity entirely. You could be pointing down before going in one wormhole and left after you come out the next. And it also
can "freely move" without any constraints... be changed by the direction you enter them!
* The SNES game ''Mohawk & Headphone Jack'' uses the Inverse Planet variation,
but given Shadow builds momentum by running, his actual movement is mostly limited to homing attacks, 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 last screw.
**
level. The result can, needless to say, be very disorienting at times. You can see it in action [[https://www.youtube.com/watch?v=AnP9pLsSMV4 here]].
*
In ''VideoGame/SonicHeroes'', the final parts of ''{{Limbo}}'' there are switches in [[BigBoosHaunt Hang Castle]] and [[MultiMookMelee Robot Storm]] that at first invert the gravity when pressed. The former stage has two different pieces of background music that change depending on if for some select objects, later they affect everything including you; and near the end, gravity is upside-down or right-side-up.
** In the Nintendo handheld games, The Cyber Track Zone in ''VideoGame/SonicAdvance 3''
starts changing periodically.
* ''Pheus and Mor''
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}}''.
** The entire point of ''VideoGame/SonicRidersZeroGravity''.
** ''VideoGame/SonicColors'' is set on a series of planetoids chained together, and as such, the two more spacey zones, Starlight Carnival and Asteroid Coaster feature heavy use of vertical inversion.
** ''VideoGame/SonicLostWorld'' is themed around planetoids and curved levels as well, allowing Sonic to run around curved 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.
** In ''VideoGame/SonicForces'', the entirety of Capital City has [[spoiler: Infinite using the Phantom Ruby to distort the gravity of the stage.]]
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': In the Forest Temple, there are switches you hit to twist or untwist a long hallway, so you could end up entering the room at the other end either walking on the floor or on one of the walls, but the camera always turns to keep Link seemingly on the ground, while ''everything else'' is moved.
** ''VideoGame/TheLegendOfZeldaMajorasMask'':
*** Stone Tower Temple in Ikana Canyon has you switching between the normal position and the flipped one.
*** Although it wasn't even ''interactive'', there's a twisted tunnel at the beginning of ''Majora's Mask'' - the player walks along the "floor", but it twists around the room (which the player automatically walks through). Cheating, or [[GoodBadBugs bomb hovering]] over the door allows you to re-enter the hallway, and reveals that it works exactly the same as the twisted rooms in ''Ocarina of Time''.
* ''Franchise/MegaMan'':
** ''VideoGame/MegaMan5'' had Gravity Man's level (variable gravity) and Star Man's level (low gravity).
** ''VideoGame/MegaManV'' in the Game Boy series has Saturn's level, with examples of high and low gravity.
** Cyber Peacock's level in ''VideoGame/MegaManX4'' had buttons that flipped the stage (gravity still pointed downwards) every so often.
** Gravity Antonion's stage in ''[[VideoGame/MegaManX8 X8]]''. Dark Dizzy's level in ''[[VideoGame/MegaManX5 X5]]'' has a similar gimmick.
** In the final area of ''VideoGame/MegaManLegends 2'', there are consoles that let you set gravity to low, normal, and high, allowing you to access different areas based on the current gravity (such as jumping on a weak floor in high gravity to break it). You're also forced to high gravity immediately whenever you touch security lasers in the area, making you take detours when you need to keep low gravity.
** ''[[VideoGame/MegaManBattleNetwork Mega Man Network Transmission]]'' has the Strange Grav Area, which is basically a Variable Gravity Chamber [[labelnote:Details]]This network has Heavy Zone areas, some stronger than others, along with Reverse Gravity areas.[[/labelnote]], and the No Grav Area, which works as a Light Zone throughout. The given HandWave for Gravity Screw in CyberSpace is that these areas affect Navis' processing speeds.
* ''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.]]
* ''Franchise/KingdomHearts'' series
** The [[VideoGame/KingdomHeartsI original game]] had something similar, in that
the characters walked can walk on the floor, walls, and ceiling of the first room of [[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.
** In ''VideoGame/KingdomHearts3DDreamDropDistance'', you periodically experience this while [[{{FightingYourFriend}} fighting]] [[Film/TronLegacy Rinzler]], being forced to fight on the ceiling with inverted controls. It's disorienting enough that it tends to be better to go on the defensive until things go back to normal.
* One of the ''VideoGame/YoshisIsland'' games had an area where you had to switch repeatedly between the right-side-up area
walls and the upside-down area ceiling.
* The web game ''[[http://www.nitrome.com/games/swindler/ Swindler]]'' by {{Creator/Nitrome}} is based around being able
to avoid dangers.
** Another Yoshi game, ''VideoGame/YoshisUniversalGravitation'', had a tilt sensor inside
rotate the cartridge, allowing rooms.
* In ''VideoGame/TheAdventuresOfRadGravity'', the planet Turvia has reversed gravity.
* ''Videogame/AndYetItMoves'' is an example where Gravity Screw is actually one of the fundamental game mechanics. The {{freeware game}} ''Jumpman'' also lets
the player to rotate the room at will.
* ''VideoGame/TheAngryVideoGameNerdIIAssimilation'' has "Shitty Security Breach", where switches
control the direction of gravity, and "[=WhyWhyWhyWhyWhyWhy=]", a parody of ''VideoGame/{{VVVVVV}}'', where gravity at will. flips with every press of the Jump key.
* ''VideoGame/ArmedAndDangerous'' features a ''literal'' GravityScrew: The Topsy Turvy bomb, a weapon that consists of a giant screw with a handlebar that screws itself into the ground.
It then briefly turns ''the entire world upside down'', causing enemies nearby to fall into the sky (you don't, because you've got this handy giant screw to hold on to). And then, shortly after, fall back to the ground with messy results.
* "Hero Klungo Sssavesss Teh Universsse", a GameWithinAGame from ''VideoGame/BanjoKazooie: Nuts & Bolts'' (in the downloadable content) has arrows that change your personal gravity.
* ''VideoGame/{{Bioforge}}'' has a room, [[spoiler:deep in the ruins of the GravityMaster aliens]], where you're stuck in orbit around an object in the middle and can
only allowed for angling sideways, however.
move using your gun, via RecoilBoost.
* The Distortion World first level of the planet Fog in ''[[VideoGame/PokemonDiamondAndPearl Pokémon Platinum]]'' ''VideoGame/BlenderBros'' takes place in the planet's rings, and 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
low 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
go along with your mons' speed and who moves when.it.
* 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.
* ''VideoGame/ButThatWasYesterday'' has some minor gravity screwing of the "rotating castle" variety when the player uses a swing.
* ''VideoGame/CastleOfIllusion'' had items in its Toy Palace level that reversed gravity in the level. It was somewhat useful: all enemies on-screen when you pick up said items would be destroyed when they fell down (or up, as the case may be) from the floor.



* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioLand2SixGoldenCoins'' has the SpaceZone, two levels (plus a secret one) of platforming in low gravity. The floaty jumping combined with a maze of [[SpikesOfDoom dangerous stars]] helps to turn the second stage into ThatOneLevel.
** ''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/SuperMarioMaker2'': The Underground and Sky level themes exhibit this trait during night mode, respectively by having the whole design and all elements within upside down and lowering the gravity.
** 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.
* 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.
* The internet flash game ''VideoGame/{{Shift}}'' does this.
* ''VideoGame/{{Shatterhand}}'' had a level like this.

to:

* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioLand2SixGoldenCoins''
''VideoGame/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.
* In ''VideoGame/{{Colobot}}'', the planet of Tropica
has strange plants that emit a strong gravity field around them. You cannot fly while inside these fields.
* The interior of
the SpaceZone, two alien ship in ''VideoGame/{{Crysis}}'' has no gravity whatsoever, despite being buried under a mountain. The switch is not sprung on you in a hectic situation, and so you have a fair amount of time to get the hang of moving in zero-G before encountering enemies. Thankfully, your suit has some sort of maneuvering system that means you aren't particularly hindered by this. It's actually rather fun once you get the hang of it.
* ''VideoGame/CrystalCaves'' has a couple of
levels (plus a secret one) of platforming in low with "low gravity" (although it manifests just as your character being shoved back when he shoots), and there are also levels with reversed gravity. The floaty jumping combined with a maze of [[SpikesOfDoom dangerous stars]] helps to turn the second stage into ThatOneLevel.
** ''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
game 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/SuperMarioMaker2'': The Underground and Sky level themes exhibit this trait during night mode, respectively by having the whole design and all elements within upside down and lowering the gravity.
** 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 a reverse-gravity powerup in some levels and a cheat code 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
lets 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.
* 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
whenever you want.
* The internet flash game ''VideoGame/{{Shift}}'' does this.
* ''VideoGame/{{Shatterhand}}'' had a level like this.
In ''VideoGame/{{Cuphead}}'', there are pink, floating cards with up/down arrows that, when parried, can reverse gravity (and some of the controls with it) at certain points in Funhouse Frazzle, which may be useful if you want to avoid anything bad coming at you.



* ''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]].
* Kael'thas Sunstrider in ''VideoGame/WorldOfWarcraft'' turns the gravity off completely, leaving players "swimming" in the air.
* Some levels in ''VideoGame/{{Psychonauts}}'', such as Sasha's Shooting Gallery which takes place on the outside of a cube, and The Milkman Conspiracy, a literally twisted suburb with streets curving every direction. Lungfishopolis from the same game is also an example of a Heavy Zone--your jumps are slower, your GroundPound is different, and you can't levitate due to your weight.
* Platformer ''Vexx'' has an Upside-Down World puzzle in one chamber, where the ''entire screen flips upside down along with the world.''
* Fairly common in ''VideoGame/Prey2006'', both with switches that changed gravity, and wallwalks, which were walkways that often turned upside down, allow people on it to defy gravity.
* In ''Elasto Mania'', collecting some apples will change the direction of gravity.
* ''VideoGame/MetalStorm'' let the player do this. 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. It also utilizes GravityScrew as a weapon with the Gravity Fireball powerup that turns every flip into a blazing charge. There are also the boss battle where both the floor and the ceiling (or vice versa, as the case would be) are harmful, and the only places where you can stand [[NintendoHard are the very bosses you are destroying]].
* Part of TheVeryDefinitelyFinalDungeon in ''VideoGame/TalesOfTheAbyss'' is like this, of the rotating room variety.
* In ''VideoGame/{{Meteos}}'', the level of gravity on the various planets runs the gamut, but the most notable is Gravitas. The gravity is so high that blocks hit the ground instantly and don't rise at all when they're first matched.
** Hevendor is the exact opposite. All pieces launched are completely and instantaneously removed from play.
* Odd example with the c64 game ''Ancipital'' which should fit the trope but isn't in any of the categories already described - Gravity changed depending on if you were standing on the floor, ceiling or walls, jumping flipped gravity 180 unless you decided to land on a wall.
* Ratchet in the ''VideoGame/RatchetAndClank'' series gets gravity boots from the second game forward. When on a corresponding gravity surface Ratchet and his weapons have their own personal gravity. One game was going to have gravity spheres with a similar effect, but they were deemed too confusing.

to:

* ''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''
"gravity remains down, but everything else is an example where Gravity Screw screwed up" version 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
seen 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
VeryDefinitelyFinalDungeon of [[SpikesOfDoom ceiling spikes]].
* Kael'thas Sunstrider in ''VideoGame/WorldOfWarcraft'' turns the gravity off completely, leaving players "swimming" in the air.
* Some levels in ''VideoGame/{{Psychonauts}}'', such as Sasha's Shooting Gallery which takes place on the outside of a cube, and The Milkman Conspiracy, a literally twisted suburb with streets curving every direction. Lungfishopolis from the same game is also an example of a Heavy Zone--your jumps are slower, your GroundPound is different, and you can't levitate due to your weight.
* Platformer ''Vexx'' has an Upside-Down World puzzle in one chamber, where the ''entire screen flips upside down along with the world.''
* Fairly common in ''VideoGame/Prey2006'', both with switches that changed gravity, and wallwalks, which were walkways that often turned upside down, allow people on it to defy gravity.
* In ''Elasto Mania'', collecting some apples will change the direction of gravity.
* ''VideoGame/MetalStorm'' let the player do this. 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. It also utilizes GravityScrew as a weapon with the Gravity Fireball powerup that turns every flip into a blazing charge. There are also the boss battle where both the floor and the ceiling (or vice versa, as the case would be) are harmful, and the only places where you can stand [[NintendoHard are the very bosses you are destroying]].
* Part of TheVeryDefinitelyFinalDungeon in ''VideoGame/TalesOfTheAbyss'' is like this, of the rotating room variety.
* In ''VideoGame/{{Meteos}}'', the level of gravity on the various planets runs the gamut, but the most notable is Gravitas. The gravity is so high that blocks hit the ground instantly and don't rise at all when they're first matched.
** Hevendor is the exact opposite. All pieces launched are completely and instantaneously removed from play.
* Odd example with the c64 game ''Ancipital'' which should fit the trope but isn't in any of the categories already described - Gravity changed depending on if you were standing on the floor, ceiling or walls, jumping flipped gravity 180 unless you decided to land on a wall.
* Ratchet in the ''VideoGame/RatchetAndClank'' series gets gravity boots from the second game forward. When on a corresponding gravity surface Ratchet and his weapons have their own personal gravity. One game was going to have gravity spheres with a similar effect, but they were deemed too confusing.
''VideoGame/DawnOfMana''.



* ''Literature/TheMagicSchoolBus Explores The Solar System'' computer game features Heavy Zone/Light Zone gravity for the planet-based platforming levels in the game. Planets with less gravity, like Mercury and Pluto, would allow you to jump really high, while planets with a lot of gravity, like Jupiter (or rather, its moon Io) and Saturn('s rings) would make it so you could barely jump at all ([[CriticalResearchFailure this is actually wrong due to the way centripetal acceleration in an orbit offsets gravity]]). (There were also items that would increase or decrease your jumping ability.)
* The "gravity remains down, but everything else is screwed up" version is seen in the VeryDefinitelyFinalDungeon of ''VideoGame/DawnOfMana''.
* "Hero Klungo Sssavesss Teh Universsse", a GameWithinAGame from ''VideoGame/BanjoKazooie: Nuts & Bolts'' (in the downloadable content) has arrows that change your personal gravity.
* In ''VideoGame/KidChameleon'', when in the [=SkyCutter=] form, gravity was in the direction your HoverBoard faced: Either up or down.

to:

* ''Literature/TheMagicSchoolBus Explores The Solar System'' computer game features Heavy Zone/Light Zone ''VideoGame/DeBlob 2'' involves gravity for plates, allowing Blob to climb up certain walls. [[spoiler:The final level also takes place in space, which has a few small planets.]]
* In
the planet-based platforming levels in forest temple of ''VideoGame/DistortedTravesty 3'' there are crystals that reverse the game. Planets 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.
* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': The game has the level "Low-G Labyrinth." It's a DownTheDrain level
with less gravity, like Mercury and Pluto, would allow you to jump really high, while planets with a lot the [[GimmickLevel gimmick]] of gravity, like Jupiter (or rather, its moon Io) and Saturn('s rings) would make it so you could barely jump at all ([[CriticalResearchFailure this is actually wrong a decreased gravitational pull due to the way centripetal acceleration in an orbit offsets gravity]]). (There were also items strange gasses the Kremlings supposedly ran through the pipeline.
* ''VideoGame/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 would increase or decrease your jumping ability.)
* The "gravity remains down, but everything else is screwed up" version is seen in
was [[ThatOneBoss/{{Action}} Twin Freaks]], where the VeryDefinitelyFinalDungeon look and attitude of ''VideoGame/DawnOfMana''.
* "Hero Klungo Sssavesss Teh Universsse", a GameWithinAGame from ''VideoGame/BanjoKazooie: Nuts & Bolts'' (in
the downloadable content) has arrows that change your personal gravity.
* In ''VideoGame/KidChameleon'', when in the [=SkyCutter=] form,
boss changed depending on whether gravity was in reversed.
* In ''VideoGame/{{Dystopia}}'', {{Cyberspace}} uses a combination of "variable" and "light zone" gravity. In nodes, touching certain surfaces changes
the direction your HoverBoard faced: Either of gravity. In tubes, there is no gravity, but up or down.and down change depending on where you are.



* 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.
* The first secret level in ''VideoGame/{{Quake}}'' had about a fifth of the usual gravity. There's also the secret Satellite level in ''VideoGame/QuakeII''.
* The fourth hole in ''Fuzzy's World Of Miniature Space Golf'' was called "Goofball Gravity", in which the ball rolls uphill.
* The original ''{{Thrust}}'' had reverse gravity equivalents of all the levels once you got past the normal gravity versions.
* ''VideoGame/WorldOfGoo'' features a Planet-type level and a Rotating Castle-type level.
* In ''VideoGame/SeriousSam: 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. ''The Second Encounter'' has a level with some confusing mechanics, including a room inside a cylinder (with gravity directed towards the walls), a spherical-type hallway immediately after, and several areas with low gravity. How do you like a tiny room where everything constantly bounces up and down at warp-speed, including the hordes of enemies?
* ''VideoGame/CrystalCaves'' has a couple of levels with "low gravity" (although it manifests just as your character being shoved back when he shoots), and there are also levels with reversed gravity. The game also features a reverse-gravity powerup in some levels and a cheat code that lets you reverse the gravity whenever you want.
* Several levels in ''VideoGame/UnrealTournament'' have low gravity, either everywhere in the level or just in certain areas. The game also comes with a mutator you can use to force low gravity when playing, regardless of what the map specifies. It is also possible to design levels with rooms having reverse gravity or the ability to walk up on the walls.[[note]]Or 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.[[/note]] In fact, there is a map trigger[[note]][=NitrogenZone=][[/note]] that can be used to induce a zero gravity environment where the player can move as if underwater.
* ''VideoGame/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.
* ''VideoGame/ArmedAndDangerous'' features a ''literal'' GravityScrew: The Topsy Turvy bomb, a weapon that consists of a giant screw with a handlebar that screws itself into the ground. It then briefly turns ''the entire world upside down'', causing enemies nearby to fall into the sky (you don't, because you've got this handy giant screw to hold on to). And then, shortly after, fall back to the ground with messy results.
* Later on in ''VideoGame/SystemShock2'', you make it into the UNN Rickenbacker, where the artificial gravity has flipped upside down. Fighting cyborg assassins [[FauxSymbolism in an inverted chapel]] is a rather creepy experience. And by reversing the gravity, you have most likely caused the death of a certain character by dropping him unexpectedly on the ceiling.
* The upper floors of Constantine's mansion in the ''VideoGame/{{Thief}}'' mission "The Sword" feature GravityScrew effects, among other weirdness.
* ''VideoGame/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.
* In ''VideoGame/TheAdventuresOfRadGravity'', the planet Turvia has reversed gravity.
* The web game ''[[http://www.nitrome.com/games/swindler/ Swindler]]'' by {{Creator/Nitrome}} is based around being able to rotate the rooms.
* ''VideoGame/ButThatWasYesterday'' has some minor gravity screwing of the "rotating castle" variety when the player uses a swing.
* In ''VideoGame/SolarJetman'', each planet has a different level of gravity - the higher the number, the more the jet pod will be attracted to the surface. And yes, one planet does have negative gravity.
* In ''VideoGame/{{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.

to:

* The free ''Space Cadet 3-D Pinball'' game that comes with many Windows computers has an unlockable effect where a gravity well appears in ''VideoGame/EtrianOdyssey'': In the middle of the board, attracting pinballs towards it until one is sucked into the center, at which time gravity is normalized again.
* The first secret level in ''VideoGame/{{Quake}}'' had about a
fifth of game, the usual fifth stratum (Untamed Garden) has panels that disable gravity. There's During this state, you'll be able to hover very quickly across the corridors and fields of the floors (including pits), but the local FOE will also have their respective behaviors altered. This, when combined with the secret Satellite level WrapAround feature in ''VideoGame/QuakeII''.
* The fourth hole in ''Fuzzy's World Of Miniature Space Golf'' was called "Goofball Gravity", in which
the ball rolls uphill.
east and west borders of the floors, makes up for very unique navigation puzzles.
* The original ''{{Thrust}}'' had reverse In ''VideoGame/EverybodyEdits'', gravity equivalents of all the levels once you got past the normal gravity versions.
* ''VideoGame/WorldOfGoo'' features a Planet-type level
tiles and a Rotating Castle-type level.
* In ''VideoGame/SeriousSam: 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. ''The Second Encounter'' has a level with some confusing mechanics, including a room inside a cylinder (with gravity directed towards the walls), a spherical-type hallway immediately after, and several areas with low gravity. How do you like a tiny room where everything constantly bounces up and down at warp-speed, including the hordes of enemies?
* ''VideoGame/CrystalCaves'' has a couple of levels with "low gravity" (although it manifests just as your character being shoved back when he shoots), and there are also levels with reversed gravity. The game also features a reverse-gravity powerup in some levels and a cheat code that lets you reverse the gravity whenever you want.
* Several levels in ''VideoGame/UnrealTournament'' have low gravity, either everywhere in the level or just in certain areas. The game also comes with a mutator you
effects can use to force low gravity when playing, regardless of what the map specifies. It is also possible to design levels with rooms having reverse gravity or the ability to walk up on the walls.[[note]]Or 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.[[/note]] In fact, there is a map trigger[[note]][=NitrogenZone=][[/note]] that can be used to induce a zero gravity environment where the player can move as if underwater.
* ''VideoGame/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.
* ''VideoGame/ArmedAndDangerous'' features a ''literal'' GravityScrew: The Topsy Turvy bomb, a weapon that consists of a giant screw with a handlebar that screws itself into the ground. It then briefly turns ''the entire world upside down'', causing enemies nearby to fall into the sky (you don't, because you've got this handy giant screw to hold on to). And then, shortly after, fall back to the ground with messy results.
* Later on in ''VideoGame/SystemShock2'', you make it into the UNN Rickenbacker, where the artificial gravity has flipped upside down. Fighting cyborg assassins [[FauxSymbolism in an inverted chapel]] is a rather creepy experience. And by reversing the gravity, you have most likely caused the death of a certain character by dropping him unexpectedly on the ceiling.
* The upper floors of Constantine's mansion in the ''VideoGame/{{Thief}}'' mission "The Sword" feature GravityScrew effects, among other weirdness.
* ''VideoGame/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.
* In ''VideoGame/TheAdventuresOfRadGravity'', the planet Turvia has reversed gravity.
* The web game ''[[http://www.nitrome.com/games/swindler/ Swindler]]'' by {{Creator/Nitrome}} is based around being able to rotate the rooms.
* ''VideoGame/ButThatWasYesterday'' has some minor gravity screwing of the "rotating castle" variety when the player uses a swing.
* In ''VideoGame/SolarJetman'', each planet has a different level of gravity - the higher the number, the more the jet pod will be attracted to the surface. And yes, one planet does have negative gravity.
* In ''VideoGame/{{Dystopia}}'', {{Cyberspace}} uses a combination of "variable" and "light zone" gravity. In nodes, touching certain surfaces changes
change the direction of gravity. gravity, which affects how a smiley moves. There are also gravity effects and world settings, which can increase or decrease the weight of smileys.
* ''VideoGame/FallGuysUltimateKnockout'' introduces the "Variable Gravity Chamber" variant of this trope in Season 4, with holographic chambers that alter gravity and subsequently your jump height. Blue chambers are low-gravity and allow you to leap much higher (while also somewhat slowing you down), whereas pink chambers are high-gravity and thus allow only the tiniest of hops and skips.
* Being underwater in ''VideoGame/TheFloorIsJelly'' somehow ''reverses your gravity''.
*
In tubes, there is no ''Videogame/FromTheDepths'', gravity begins to gradually drop off in strength at high altitude. There's a region of a few hundred meters of zero gravity, but up and down change depending on where you are.above that gravity starts to ''increase'' - rapidly - causing spaceships that fly too high to get yanked back to the surface. Part of this is to prevent the ComplacentGamingSyndrome of launching a BeamSpam-toting KillSat that hovers beyond the range of ground-based cannons.
* The fourth stage in the original ''VideoGame/{{Gradius}}'' is an inverted version of the first stage, complete with reverse-gravity erupting volcanoes.



* ''VideoGame/HappyGame'''s second chapter consists fully of rotating 2D circular rooms that wrap around sometimes zoom out and show the player character running around them as if in a loop.
* In ''VideoGame/KidChameleon'', when in the [=SkyCutter=] form, gravity was in the direction your HoverBoard faced: Either up or down.
* ''Franchise/KingdomHearts'' series
** The [[VideoGame/KingdomHeartsI original game]] had something similar, in that the characters walked on the floor, walls, and ceiling of the first room of [[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.
** In ''VideoGame/KingdomHearts3DDreamDropDistance'', you periodically experience this while [[{{FightingYourFriend}} fighting]] [[Film/TronLegacy Rinzler]], being forced to fight on the ceiling with inverted controls. It's disorienting enough that it tends to be better to go on the defensive until things go back to normal.
* A level in ''VideoGame/KirbysEpicYarn'' has gravity switches that can turn the gravity on or off.
* 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).
* In ''VideoGame/LastLegacy'', Syzygy Forest is full of platforms and special areas that alter gravity.
* ''VideoGame/{{Lawbreakers}}'': The first rule to be broken after the apocalypse was gravity. Maps have special gravity wells that pull characters in or up, and some classes can control gravity on a limited scale.
* ''VideoGame/TheLegendOfDragoon'': [[ExactlyWhatItsaysOnTheTin "The Valley of Corrupted Gravity".]]
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': In the Forest Temple, there are switches you hit to twist or untwist a long hallway, so you could end up entering the room at the other end either walking on the floor or on one of the walls, but the camera always turns to keep Link seemingly on the ground, while ''everything else'' is moved.
** ''VideoGame/TheLegendOfZeldaMajorasMask'':
*** Stone Tower Temple in Ikana Canyon has you switching between the normal position and the flipped one.
*** Although it wasn't even ''interactive'', there's a twisted tunnel at the beginning of ''Majora's Mask'' - the player walks along the "floor", but it twists around the room (which the player automatically walks through). Cheating, or [[GoodBadBugs bomb hovering]] over the door allows you to re-enter the hallway, and reveals that it works exactly the same as the twisted rooms in ''Ocarina of Time''.
* Some levels in ''VideoGame/LifeOfPixel'' have gravity inversions.



* ''VideoGame/CastleOfIllusion'' had items in its Toy Palace level that reversed gravity in the level. It was somewhat useful: all enemies on-screen when you pick up said items would be destroyed when they fell down (or up, as the case may be) from the floor.
* In the Flash game ''Epsilon'', you control a ball and a pair of wormholes collecting orbs to power the exit. Eventually, you encounter devices that cause gravity to point in a different direction or turn it off entirely. On level 5g, this message appears;
-->As far as the laws of mathematics refer to reality, they are not certain.
-->As far as they are certain, they do not refer to reality.
** ...and all of a sudden, the laws of gravity get bent so hard it's a wonder they don't just fall apart. Not only have the event horizons of the wormholes grown, wormholes now alter gravity entirely. You could be pointing down before going in one wormhole and left after you come out the next. And it also can be changed by the direction you enter them!

to:

* ''VideoGame/CastleOfIllusion'' had items in its Toy Palace level that reversed ''VideoGame/TheLostVikings'' featured anti-gravity zones which sometimes would have to be passed using Gravity Boots because of [[SpikesOfDoom ceiling spikes]].
* ''Literature/TheMagicSchoolBus Explores The Solar System'' computer game features Heavy Zone/Light Zone
gravity for the planet-based platforming levels in the level. It was somewhat useful: game. Planets with less gravity, like Mercury and Pluto, would allow you to jump really high, while planets with a lot of gravity, like Jupiter (or rather, its moon Io) and Saturn('s rings) would make it so you could barely jump at all enemies on-screen when you pick up said ([[CriticalResearchFailure this is actually wrong due to the way centripetal acceleration in an orbit offsets gravity]]). (There were also items that would be destroyed when they fell down (or up, as increase or decrease your jumping ability.)
* One of
the case may be) levels of ''VideoGame/MarbleMadness'' is the Silly Stage, where you must guide the marble from the floor.
* In the Flash game ''Epsilon'', you control a ball and a pair of wormholes collecting orbs to power the exit. Eventually, you encounter devices that cause gravity to point in a different direction or turn it off entirely. On level 5g, this message appears;
-->As far as the laws of mathematics refer to reality, they are not certain.
-->As far as they are certain, they do not refer to reality.
** ...and all of a sudden, the laws of gravity get bent so hard it's a wonder they don't just fall apart. Not only have the event horizons
bottom of the wormholes grown, wormholes now alter gravity entirely. You could be pointing down before going in one wormhole and left after you come out course to the next. And top, rolling it also can be changed by uphill with the direction you enter them!same ease the marble would normally roll downhill.



* In one level in ''VideoGame/ModernWarfare3'', you play as one of the bodyguards of the Russian president as his plane gets hijacked by terrorists. While fighting your way through the traitors, the plane enters freefall for a few seconds during which you have to fight in weightlessness until someone gets the plane back under control. [[spoiler:Until it crashes into the German countryside a few minutes later.]]



* In ''VideoGame/StuntCopter'', where you repeatedly jump from a helicopter into a moving haywagon, gravity varies between levels. A helpful readout informs you of the Earth's current mass, eg. NORMAL, HEAVY, or [[ThisIsGonnaSuck OH BOY]].
* The fourth stage in the original ''VideoGame/{{Gradius}}'' is an inverted version of the first stage, complete with reverse-gravity erupting volcanoes.
* The UrExample of Gravity Screw in video games is located in ''VideoGame/{{Spacewar}}!'' where the ships and missiles can optionally gravitate towards the center of the level.
** The ''VideoGame/StarControl'' games use the same setup, with each battle being two ships duelling in space around a planet.
* ''VideoGame/TheMissingJJMacfieldAndTheIslandOfMemories'' has this as part of the induced body-horror of the game. If the player gets J.J.'s neck broken, gravity will tilt by 180°. This is required to progress at certain points or to complete certain puzzles.
* The SNES game ''Mohawk & Headphone Jack'' uses the Inverse Planet 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, needless to say, be very disorienting at times. You can see it in action [[https://www.youtube.com/watch?v=AnP9pLsSMV4 here]].
* In ''VideoGame/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.
* A level in ''VideoGame/KirbysEpicYarn'' has gravity switches that can turn the gravity on or off.
* In the final parts of ''{{Limbo}}'' there are switches that at first invert gravity for some select objects, later they affect everything including you; and near the end, gravity starts changing periodically.
* ''VideoGame/DeBlob 2'' involves gravity plates, allowing Blob to climb up certain walls. [[spoiler:The final level also takes place in space, which has a few small planets.]]
* The interior of the alien ship in ''VideoGame/{{Crysis}}'' has no gravity whatsoever, despite being buried under a mountain. The switch is not sprung on you in a hectic situation, and so you have a fair amount of time to get the hang of moving in zero-G before encountering enemies. Thankfully, your suit has some sort of maneuvering system that means you aren't particularly hindered by this. It's actually rather fun once you get the hang of it.
* ''VideoGame/UnrealIITheAwakening'' has a ship's artificial gravity play up, first allowing you to jump large distances, then pulling you against different surfaces.
* One of the levels of ''VideoGame/MarbleMadness'' is the Silly Stage, where you must guide the marble from the bottom of the course to the top, rolling it uphill with the same ease the marble would normally roll downhill.
* ''VideoGame/RollAway'' is of the Variable Gravity Chamber kind. The plane that the ball is currently rolling on is down and gravity shifts when the ball rolls up an inward bend or down along a 1-cube-width drop.
* ''VideoGame/{{Bioforge}}'' has a room, [[spoiler:deep in the ruins of the GravityMaster aliens]], where you're stuck in orbit around an object in the middle and can only move using your gun, via RecoilBoost.
* ''Pheus and Mor'' has areas where the characters can walk on walls and the ceiling.
* In ''Rogue Legacy'' if your character is "born" with vertigo, ''every bloody room'' is upside-down. This is about as much fun as it sounds and makes an already NintendoHard game so much more difficult that deliberately suiciding isn't uncommon.



* Being underwater in ''VideoGame/TheFloorIsJelly'' somehow ''reverses your gravity''.
* In ''VideoGame/LastLegacy'', Syzygy Forest is full of platforms and special areas that alter gravity.
* ''Videogame/TreadMarks''' "The Moon" level takes place on the Moon, at 1/6th normal gravity. When you have tanks [[MultiTrackDrifting screaming down the terrain at 100+kph racing each other]], it can get pretty chaotic when someone fires a Dirt Ball ahead of them [[EverythingBreaks to create a ramp]] - and launches everyone into the sky. The low gravity also interferes with the tank's grip on the terrain - MultiTrackDrifting is easier due to lower grip but must be initiated long before the actual turn.
* One level in ''VideoGame/PixelJunkEden'' has an invincible enemy that periodically appears and performs this on you.

to:

* Being underwater in ''VideoGame/TheFloorIsJelly'' somehow ''reverses your gravity''.
* In ''VideoGame/LastLegacy'', Syzygy Forest is full of platforms
''Franchise/MegaMan'':
** ''VideoGame/MegaMan5'' had Gravity Man's level (variable gravity)
and special areas that alter Star Man's level (low gravity).
** ''VideoGame/MegaManV'' in the Game Boy series has Saturn's level, with examples of high and low
gravity.
* ''Videogame/TreadMarks''' "The Moon" ** Cyber Peacock's level takes place in ''VideoGame/MegaManX4'' had buttons that flipped the stage (gravity still pointed downwards) every so often.
** Gravity Antonion's stage in ''[[VideoGame/MegaManX8 X8]]''. Dark Dizzy's level in ''[[VideoGame/MegaManX5 X5]]'' has a similar gimmick.
** In the final area of ''VideoGame/MegaManLegends 2'', there are consoles that let you set gravity to low, normal, and high, allowing you to access different areas based
on the Moon, current gravity (such as jumping on a weak floor in high gravity to break it). You're also forced to high gravity immediately whenever you touch security lasers in the area, making you take detours when you need to keep low gravity.
** ''[[VideoGame/MegaManBattleNetwork Mega Man Network Transmission]]'' has the Strange Grav Area, which is basically a Variable Gravity Chamber [[labelnote:Details]]This network has Heavy Zone areas, some stronger than others, along with Reverse Gravity areas.[[/labelnote]], and the No Grav Area, which works as a Light Zone throughout. The given HandWave for Gravity Screw in CyberSpace is that these areas affect Navis' processing speeds.
* ''VideoGame/MetalStorm'' let the player do this. 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. It also utilizes GravityScrew as a weapon with the Gravity Fireball powerup that turns every flip into a blazing charge. There are also the boss battle where both the floor and the ceiling (or vice versa, as the case would be) are harmful, and the only places where you can stand [[NintendoHard are the very bosses you are destroying]].
* In ''VideoGame/{{Meteos}}'', the level of gravity on the various planets runs the gamut, but the most notable is Gravitas. The gravity is so high that blocks hit the ground instantly and don't rise
at 1/6th normal gravity. When all when they're first matched.
** Hevendor is the exact opposite. All pieces launched are completely and instantaneously removed from play.
* ''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/TheMissingJJMacfieldAndTheIslandOfMemories'' has this as part of the induced body-horror of the game. If the player gets J.J.'s neck broken, gravity will tilt by 180°. This is required to progress at certain points or to complete certain puzzles.
* In one level in ''VideoGame/ModernWarfare3'', you play as one of the bodyguards of the Russian president as his plane gets hijacked by terrorists. While fighting your way through the traitors, the plane enters freefall for a few seconds during which
you have tanks [[MultiTrackDrifting screaming down the terrain at 100+kph racing each other]], it can get pretty chaotic when to fight in weightlessness until someone fires a Dirt Ball ahead of them [[EverythingBreaks to create a ramp]] - and launches everyone gets the plane back under control. [[spoiler:Until it crashes into the sky. The low gravity also interferes with the tank's grip on the terrain - MultiTrackDrifting is easier due to lower grip but must be initiated long before the actual turn.
* One level in ''VideoGame/PixelJunkEden'' has an invincible enemy that periodically appears and performs this on you.
German countryside a few minutes later.]]



* Some levels in ''VideoGame/LifeOfPixel'' have gravity inversions.
* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': The game has the level "Low-G Labyrinth." It's a DownTheDrain level with the [[GimmickLevel gimmick]] of a decreased gravitational pull due to the strange gasses the Kremlings supposedly ran through the pipeline.



* In ''VideoGame/TinyToonAdventuresBusterBustsLoose'', during the "[[SpaceZone Space Opera]]" level, there's a section where Buster must hit the switches to invert the gravity to get a giant cannonball to break through the ceiling and floor.
* 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).
* ''VideoGame/TheAngryVideoGameNerdIIAssimilation'' has "Shitty Security Breach", where switches control the direction of gravity, and "[=WhyWhyWhyWhyWhyWhy=]", a parody of ''VideoGame/{{VVVVVV}}'', where gravity flips with every press of the Jump key.
* ''VideoGame/TRIOfFriendshipAndMadness'' has a '''lot''' of fun with this trope. Nearly every chapter incorporates some form of gravity defiance, and almost all examples in the trope's list are covered in this game. You'll be scaling walls and ceilings with the TRI and dealing with the constant shifting gravity of cylindrical rooms, misty hallways, and planets.
* The first level of the planet Fog in ''VideoGame/BlenderBros'' takes place in the planet's rings, and has low gravity to go along with it.
* In ''VideoGame/{{Cuphead}}'', there are pink, floating cards with up/down arrows that, when parried, can reverse gravity (and some of the controls with it) at certain points in Funhouse Frazzle, which may be useful if you want to avoid anything bad coming at you.
* In ''Videogame/FromTheDepths'', gravity begins to gradually drop off in strength at high altitude. There's a region of a few hundred meters of zero gravity, but above that gravity starts to ''increase'' - rapidly - causing spaceships that fly too high to get yanked back to the surface. Part of this is to prevent the ComplacentGamingSyndrome of launching a BeamSpam-toting KillSat that hovers beyond the range of ground-based cannons.
* In ''VideoGame/{{Colobot}}'', the planet of Tropica has strange plants that emit a strong gravity field around them. You cannot fly while inside these fields.
* In ''VideoGame/TheSpectrumRetreat'', the 4th-floor puzzle rooms introduce wall pads that, when you lean against them, change your gravity so that you're standing on top of them.
* ''VideoGame/{{Lawbreakers}}'': The first rule to be broken after the apocalypse was gravity. Maps have special gravity wells that pull characters in or up, and some classes can control gravity on a limited scale.



* The gimmick of the Plizzanet level in ''VideoGame/YoNoid2EnterTheVoid'' is its gravity 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.
* ''VideoGame/FallGuysUltimateKnockout'' introduces the "Variable Gravity Chamber" variant of this trope in Season 4, with holographic chambers that alter gravity and subsequently your jump height. Blue chambers are low-gravity and allow you to leap much higher (while also somewhat slowing you down), whereas pink chambers are high-gravity and thus allow only the tiniest of hops and skips.

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* The gimmick of the Plizzanet One level in ''VideoGame/YoNoid2EnterTheVoid'' ''VideoGame/PixelJunkEden'' has an invincible enemy that periodically appears and performs this on you.
* 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 its even ''worse'' with how gravity effects. It's hard to notice works. One scene involves Team Rocket all standing at first since the first area is large three completely different angles while close enough to hide reach out and touch each other.
** Moves like Trick Room and Gravity mess with your mons' speed and who moves when.
* Fairly common in ''VideoGame/Prey2006'', both with switches that changed gravity, and wallwalks, which were walkways that often turned upside down, allow people on it to defy gravity.
* Some levels in ''VideoGame/{{Psychonauts}}'', such as Sasha's Shooting Gallery which takes place on
the outside of a cube, and The Milkman Conspiracy, a literally twisted suburb with streets curving every direction. Lungfishopolis from the same game is also an example of a Heavy Zone--your jumps are slower, your GroundPound is different, and you can't levitate due to your weight.
* The first secret level in ''VideoGame/{{Quake}}'' had about a fifth of the usual gravity. There's also the secret Satellite level in ''VideoGame/QuakeII''.
* Ratchet in the ''VideoGame/RatchetAndClank'' series gets gravity boots from the second game forward. When on a corresponding gravity surface Ratchet and his weapons have their own personal gravity. One game was going to have gravity spheres with a similar
effect, but they were deemed too confusing.
* In ''VideoGame/RogueLegacy'' if your character is "born" with vertigo, ''every bloody room'' is upside-down. This is about as much fun as
it becomes sounds and makes an already NintendoHard game so much more difficult that deliberately suiciding isn't uncommon.
* ''VideoGame/RollAway'' is of the Variable Gravity Chamber kind. The plane that the ball is currently rolling on is down and gravity shifts when the ball rolls up an inward bend or down along a 1-cube-width drop.
* ''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.
* In ''VideoGame/SeriousSam: 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. ''The Second Encounter'' has a level with some confusing mechanics, including a room inside a cylinder (with gravity directed towards the walls), a spherical-type hallway immediately after, and several areas with low gravity. How do you like a tiny room where everything constantly bounces up and down at warp-speed, including the hordes of enemies?
* ''VideoGame/{{Shatterhand}}'' had a level like this.
* The internet flash game ''VideoGame/{{Shift}}'' does this.
* In ''VideoGame/SolarJetman'', each planet has a different level of gravity - the higher the number, the more the jet pod will be attracted to the surface. And yes, one planet does have negative gravity.
* Very common in the ''Franchise/SonicTheHedgehog'' franchise, especially using Cross Gravity or gravity inversion tied to specific areas. This trope dates back to its
very apparent first game:
** In the original 5 games (1, CD, 2, 3, and & Knuckles), ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]''[='s=] Scrap Brain Zone, ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness 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 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'' and ''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.
*** ''Sonic Adventure 2'''s Mad Space level 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.
*** Cosmic Wall, also from ''[=SA2=]'', was a Light 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.
** In ''VideoGame/SonicHeroes'', there are switches in [[BigBoosHaunt Hang Castle]] and [[MultiMookMelee Robot Storm]] that invert the gravity when pressed. The former stage has two different pieces of background music that change depending on if the gravity is upside-down or right-side-up.
** 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}}''.
** The entire point of ''VideoGame/SonicRidersZeroGravity''.
** ''VideoGame/SonicColors'' is set on a series of planetoids chained together, and as such, the two more spacey zones, Starlight Carnival and Asteroid Coaster feature heavy use of vertical inversion.
** ''VideoGame/SonicLostWorld'' is themed around planetoids and curved levels as well, allowing Sonic to run around curved 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.
** In ''VideoGame/SonicForces'', the entirety of Capital City has [[spoiler: Infinite using the Phantom Ruby to distort the gravity of the stage.]]
* The UrExample of Gravity Screw in video games is located in ''VideoGame/{{Spacewar}}!'' where the ships and missiles can optionally gravitate towards the center of the level.
** The ''VideoGame/StarControl'' games use the same setup, with each battle being two ships duelling in space around a planet.
* In ''VideoGame/TheSpectrumRetreat'', the 4th-floor puzzle rooms introduce wall pads that,
when you reach lean against them, change your gravity so that you're standing on top of them.
* In ''VideoGame/StuntCopter'', where you repeatedly jump from a helicopter into a moving haywagon, gravity varies between levels. A helpful readout informs you of
the core Earth's current mass, eg. NORMAL, HEAVY, or [[ThisIsGonnaSuck OH BOY]].
* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioLand2SixGoldenCoins'' has the SpaceZone, two levels (plus a secret one) of platforming in low gravity. The floaty jumping combined with a maze of [[SpikesOfDoom dangerous stars]] helps to turn the second stage into ThatOneLevel.
** ''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 "Noid Roid" sub-area.
* ''VideoGame/FallGuysUltimateKnockout'' introduces
NintendoHard bit [[ThatOneLevel and then there's the "Variable Gravity Chamber" variant 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 trope in Season 4, with holographic chambers mansion that alter have gravity point towards the ceiling, gravity flips in several parts of the level on its own.
** ''VideoGame/SuperMarioMaker2'': The Underground
and subsequently your Sky level themes exhibit this trait during night mode, respectively by having the whole design and all elements within upside down and lowering the gravity.
** 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 height. Blue chambers are low-gravity 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.
* Later on in ''VideoGame/SystemShock2'', you make it into the UNN Rickenbacker, where the artificial gravity has flipped upside down. Fighting cyborg assassins [[FauxSymbolism in an inverted chapel]] is a rather creepy experience. And by reversing the gravity, you have most likely caused the death of a certain character by dropping him unexpectedly on the ceiling.
* In ''VideoGame/TalesOfMonkeyIsland Chapter 4: The Trial
and allow 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.
* Part of TheVeryDefinitelyFinalDungeon in ''VideoGame/TalesOfTheAbyss'' is like this, of the rotating room variety.
* The upper floors of Constantine's mansion in the ''VideoGame/{{Thief}}'' mission "The Sword" feature GravityScrew effects, among other weirdness.
* In ''VideoGame/TinyToonAdventuresBusterBustsLoose'', during the "[[SpaceZone Space Opera]]" level, there's a section where Buster must hit the switches to invert the gravity to get a giant cannonball to break through the ceiling and floor.
* ''Videogame/TreadMarks''' "The Moon" level takes place on the Moon, at 1/6th normal gravity. When
you have tanks [[MultiTrackDrifting screaming down the terrain at 100+kph racing each other]], it can get pretty chaotic when someone fires a Dirt Ball ahead of them [[EverythingBreaks to leap much higher (while create a ramp]] - and launches everyone into the sky. The low gravity also somewhat slowing you down), whereas pink chambers interferes with the tank's grip on the terrain - MultiTrackDrifting is easier due to lower grip but must be initiated long before the actual turn.
* ''VideoGame/TRIOfFriendshipAndMadness'' has a '''lot''' of fun with this trope. Nearly every chapter incorporates some form of gravity defiance, and almost all examples in the trope's list
are high-gravity covered in this game. You'll be scaling walls and thus allow only ceilings with the tiniest of hops TRI and skips.dealing with the constant shifting gravity of cylindrical rooms, misty hallways, and planets.



* ''VideoGame/EtrianOdyssey'': In the fifth game, the fifth stratum (Untamed Garden) has panels that disable gravity. During this state, you'll be able to hover very quickly across the corridors and fields of the floors (including pits), but the local FOE will also have their respective behaviors altered. This, when combined with the WrapAround feature in the east and west borders of the floors, makes up for very unique navigation puzzles.
* ''VideoGame/HappyGame'''s second chapter consists fully of rotating 2D circular rooms that wrap around sometimes zoom out and show the player character running around them as if in a loop.
* In ''VideoGame/EverybodyEdits'', gravity tiles and effects can change the direction of gravity, which affects how a smiley moves. There are also gravity effects and world settings, which can increase or decrease the weight of smileys.

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* ''VideoGame/EtrianOdyssey'': In the fifth game, the fifth stratum (Untamed Garden) ''VideoGame/UnrealIITheAwakening'' has panels that disable gravity. During this state, you'll be able a ship's artificial gravity play up, first allowing you to hover very quickly across the corridors and fields of the floors (including pits), but the local FOE will also jump large distances, then pulling you against different surfaces.
* Several levels in ''VideoGame/UnrealTournament''
have their respective behaviors altered. This, when combined with the WrapAround feature low gravity, either everywhere in the east and west borders level or just in certain areas. The game also comes with a mutator you can use to force low gravity when playing, regardless of what the floors, makes up for very unique navigation puzzles.
* ''VideoGame/HappyGame'''s second chapter consists fully of rotating 2D circular
map specifies. It is also possible to design levels with rooms having reverse gravity or the ability to walk up on the walls.[[note]]Or 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.[[/note]] In fact, there is a map trigger[[note]][=NitrogenZone=][[/note]] that wrap around sometimes zoom out and show can be used to induce a zero gravity environment where the player character running around them can move as if underwater.
* Platformer ''VideoGame/Vexx'' has an Upside-Down World puzzle
in one chamber, where the ''entire screen flips upside down along with the world.''
* ''VideoGame/{{VVVVVV}}''[==]'s entire premise is based on this and is modified by many, many obstacles.
* ''VideoGame/WorldOfGoo'' features
a loop.
Planet-type level and a Rotating Castle-type level.
* In ''VideoGame/EverybodyEdits'', Kael'thas Sunstrider in ''VideoGame/WorldOfWarcraft'' turns the gravity tiles and effects can change off completely, leaving players "swimming" in the direction air.
* The gimmick
of gravity, which affects how a smiley moves. There are also the Plizzanet level in ''VideoGame/YoNoid2EnterTheVoid'' is its gravity effects 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 world settings, which can increase or decrease the weight "Noid Roid" sub-area.
* One
of smileys.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, ''VideoGame/YoshisUniversalGravitation'', had a tilt sensor inside the cartridge, allowing the player to control gravity at will. It only allowed for angling sideways, however.
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* In ''VideoGame/EverybodyEdits'', gravity tiles and effects can change the direction of gravity, which affects how a smiley moves. There are also gravity effects and world settings, which can increase or decrease the weight of smileys.
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magic school bus is wrong


* ''Literature/TheMagicSchoolBus Explores The Solar System'' computer game features Heavy Zone/Light Zone gravity for the planet-based platforming levels in the game. Planets with less gravity, like Mercury and Pluto, would allow you to jump really high, while planets with a lot of gravity, like Jupiter (or rather, its moon Io) and Saturn('s rings) would make it so you could barely jump at all. (There were also items that would increase or decrease your jumping ability.)

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* ''Literature/TheMagicSchoolBus Explores The Solar System'' computer game features Heavy Zone/Light Zone gravity for the planet-based platforming levels in the game. Planets with less gravity, like Mercury and Pluto, would allow you to jump really high, while planets with a lot of gravity, like Jupiter (or rather, its moon Io) and Saturn('s rings) would make it so you could barely jump at all.all ([[CriticalResearchFailure this is actually wrong due to the way centripetal acceleration in an orbit offsets gravity]]). (There were also items that would increase or decrease your jumping ability.)
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** The entire point of ''Sonic Riders: Zero Gravity''.

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** The entire point of ''Sonic Riders: Zero Gravity''.''VideoGame/SonicRidersZeroGravity''.
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* ''Manga/DemonSlayerKimetsuNoYaiba'': Kyogai, who was one of the Twelve Kizuki, can do this with his drums.
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Spot Of Tea was renamed Brits Love Tea. Examples that do not mention the character's association with Britain are assumed to be misuse.


* ''Series/ComeBackMrsNoah''. At the start of "To The Rescue", the civilians stuck on the space station wake up to find a malfunction has caused the gravity in their sleeping quarters to be flipped 90 degrees. One pours a SpotOfTea and ends up squirting the other in the face, then they have to climb the walls to get out the door.

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* ''Series/ComeBackMrsNoah''. At the start of "To The Rescue", the civilians stuck on the space station wake up to find a malfunction has caused the gravity in their sleeping quarters to be flipped 90 degrees. One pours a SpotOfTea some tea and ends up squirting the other in the face, then they have to climb the walls to get out the door.
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** Lang Rangler's Jumpin' Jack Flash can turn the surroundings of anything that he spits on into a zero-gravity environment, leaving their blood vulnerable to being sucked out and boiled in the ensuing vacuum.

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** Lang Rangler's Jumpin' Jack Flash can turn the surroundings of anything that he spits on into a zero-gravity environment, leaving their his victims' blood vulnerable to being sucked out and boiled in the ensuing vacuum.
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* Two [[FightingSpirit Stands]] from ''Manga/JoJosBizarreAdventureStoneOcean'' have the power to mess with gravity, [[HeartIsAnAwesomePower both of which prove to be fantabulously dangerous]]:

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* Two [[FightingSpirit Stands]] from ''Manga/JoJosBizarreAdventureStoneOcean'' ''Manga/JojosBizarreAdventureStoneOcean'' have the power to mess with gravity, [[HeartIsAnAwesomePower both of which prove to be fantabulously dangerous]]:

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* Two Stands from Manga/JoJosBizarreAdventure have the power to mess with gravity, one of them can create a zero-gravity environment in any closed place, and the other can make things fall away from him, making it seem like if the floor were a wall.

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* Two Stands [[FightingSpirit Stands]] from Manga/JoJosBizarreAdventure ''Manga/JoJosBizarreAdventureStoneOcean'' have the power to mess with gravity, one [[HeartIsAnAwesomePower both of them which prove to be fantabulously dangerous]]:
** Lang Rangler's Jumpin' Jack Flash
can create turn the surroundings of anything that he spits on into a zero-gravity environment in any closed place, environment, leaving their blood vulnerable to being sucked out and boiled in the other can make things ensuing vacuum.
** [[spoiler:[[BigBad Enrico Pucci]]]]'s C-Moon makes everything in a three-kilometer radius
fall away from him, his feet, making it seem like if as though the floor were a wall.wall. This makes it superbly difficult to approach him, let alone fight him, and additionally, anything the Stand punches will be turned inside-out.
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* In ''Film/Ultraviolet1998'', 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.

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* In ''Film/Ultraviolet1998'', ''Film/Ultraviolet2006'', 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.
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* ''VideoGame/HappyGame'''s second chapter consists fully of rotating 2D circular rooms that wrap around sometimes zoom out and show the player character running around them as if in a loop.
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* 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.

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* In ''Film/{{Ultraviolet}}'', ''Film/Ultraviolet1998'', 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.
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* ''Series/ComeBackMrsNoah''. At the start of "To The Rescue", the civilians stuck on the space station wake up after their rest period to find a malfunction has caused the gravity to be flipped 90 degrees. One pours a SpotOfTea and ends up squirting the other in the face, then they have to climb the walls to get out the door.

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* ''Series/ComeBackMrsNoah''. At the start of "To The Rescue", the civilians stuck on the space station wake up after their rest period to find a malfunction has caused the gravity in their sleeping quarters to be flipped 90 degrees. One pours a SpotOfTea and ends up squirting the other in the face, then they have to climb the walls to get out the door.
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* ''Series/ComeBackMrsNoah''. At the start of "To The Rescue", the civilians stuck on the space station wake up after their rest period to find a malfunction has caused the gravity to be flipped 90 degrees. One pours a SpotOfTea and ends up squirting the other in the face, then they have to climb the walls to get out the door.
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* In the ''Series/StarTrekDiscovery'' episode "Anomaly", the ''Discovery'' is confronting a NegativeSpaceWedgie that just [[spoiler:[[EarthShatteringKaboom destroyed Book's homeworld of Kwejian]].]] The ship is hit with a gravimetric wave that ''overwhelms'' the ship's ArtificialGravity, causing the crew to float before it can reset. The landing is quite brutal, with Tilly getting a nasty gash on her chin, Aidra suffering a cracked rib, Burnham with a nasty gash on her forehead and Owo bleeding from the mouth.
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* ''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 downhill results in a fight scene.

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* ''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, hallway (which effectively becomes a pit), several seconds of freefall allow a few minutes of weightlessness, and a van rolling downhill results in a fight scene.scene across the floor, walls, and ceiling.

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** The Forest Temple in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': There are switches you hit to twist or untwist a long hallway, so you could end up entering the room at the other end either walking on the floor or on one of the walls, but the camera always turns to keep Link seemingly on the ground, while ''everything else'' is moved.
** Stone Tower Temple in ''VideoGame/TheLegendOfZeldaMajorasMask'' has you switching between the normal position and the flipped one.
** Although it wasn't even ''interactive'', there's a twisted tunnel at the beginning of ''Majora's Mask'' - the player walks along the "floor", but it twists around the room (which the player automatically walks through). Cheating, or [[GoodBadBugs bomb hovering]] over the door allows you to re-enter the hallway, and reveals that it works exactly the same as the twisted rooms in ''Ocarina of Time''.

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** The Forest Temple in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': There In the Forest Temple, there are switches you hit to twist or untwist a long hallway, so you could end up entering the room at the other end either walking on the floor or on one of the walls, but the camera always turns to keep Link seemingly on the ground, while ''everything else'' is moved.
** ''VideoGame/TheLegendOfZeldaMajorasMask'':
***
Stone Tower Temple in ''VideoGame/TheLegendOfZeldaMajorasMask'' Ikana Canyon has you switching between the normal position and the flipped one.
** *** Although it wasn't even ''interactive'', there's a twisted tunnel at the beginning of ''Majora's Mask'' - the player walks along the "floor", but it twists around the room (which the player automatically walks through). Cheating, or [[GoodBadBugs bomb hovering]] over the door allows you to re-enter the hallway, and reveals that it works exactly the same as the twisted rooms in ''Ocarina of Time''.



** ''VideoGame/SuperMarioLand2SixGoldenCoins'' has the SpaceZone, two levels (plus a secret one) of platforming in low gravity. The floaty jumping combined with a maze of [[SpikesOfDoom dangerous stars]] helps to turn the second stage into ThatOneLevel.



** ''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.

to:

** ''VideoGame/SuperMarioLand2SixGoldenCoins'' had ''VideoGame/SuperMarioMaker2'': The Underground and Sky level themes exhibit this trait during night mode, respectively by having the Space Zone, two levels of platforming in low gravity. The floaty jumping combined with a maze of [[SpikesOfDoom dangerous stars]] helped to turn whole design and all elements within upside down and lowering the second stage into ThatOneLevel.gravity.



** ''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.

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** ''Brawl'''s Spear Pillar from VideoGame/PokemonDiamondAndPearl ''VideoGame/PokemonDiamondAndPearl'' veatures the Pokemon Palkia, ruler of space. As a result of its powers, the stage may invert vertacally, with matching gravity.



* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' had the level "Low-G Labyrinth." It's a DownTheDrain level with the [[GimmickLevel gimmick]] of a decreased gravitational pull due to the strange gasses the Kremlings supposedly ran through the pipeline.

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* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' had ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': The game has the level "Low-G Labyrinth." It's a DownTheDrain level with the [[GimmickLevel gimmick]] of a decreased gravitational pull due to the strange gasses the Kremlings supposedly ran through the pipeline.



* Should you choose the Genocide path in ''VideoGame/{{Undertale}}'', you will be confronted by [[spoiler:Sans the skeleton]] who will throw you for a loop by rapidly changing which direction counts as 'down' for the purposes of gravity during the many BulletHell sections involved in the fight. [[ThatOneBoss And this isn't even the most unfair attack in that fight]]...

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* Should you choose the Genocide path in ''VideoGame/{{Undertale}}'', you will be confronted by [[spoiler:Sans the skeleton]] who will throw you for a loop by rapidly changing which direction counts as 'down' for the purposes of gravity during the many BulletHell sections involved in the fight. [[ThatOneBoss And this isn't even the most unfair attack in that fight]]...fight]].
* ''VideoGame/EtrianOdyssey'': In the fifth game, the fifth stratum (Untamed Garden) has panels that disable gravity. During this state, you'll be able to hover very quickly across the corridors and fields of the floors (including pits), but the local FOE will also have their respective behaviors altered. This, when combined with the WrapAround feature in the east and west borders of the floors, makes up for very unique navigation puzzles.
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* One episode of ''WesternAnimation/RoliePolieOlie'' involves the polarity of the entire Polie family being reversed after one of Mr. Polie's inventions malfunctions, resulting in the entire family being stuck walking on the ceilings of their house for the day. The problem is solved when Billy comes by and helps repair the invention that caused it with direction from Mr. Polie.
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* Certain amusement park rides, originally known as [[https://en.m.wikipedia.org/wiki/Haunted_swing Haunted Swings]], achieve the effect of making the rider feel like they've gone upside down, through a combination of a swinging chair platform and a room that rotates independently around it.
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* [[VoidBetweenTheWorlds The space between the Human and Demon Realms]] has two pools serving as the barriers to the different worlds facing each other with up and down swapping depending on which one you're closer to at the time. Luz ends up discovering this the hard way when she tries to reach something on the "ceiling", only for it to suddenly become the "floor" when she gets halfway there.

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* [[VoidBetweenTheWorlds The space between the Human and Demon Realms]] in ''WesternAnimation/TheOwlHouse'' has two pools serving as the barriers to the different worlds facing each other with up and down swapping depending on which one you're closer to at the time. Luz ends up discovering this the hard way when she tries to reach something on the "ceiling", only for it to suddenly become the "floor" when she gets halfway there.
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* [[VoidBetweenTheWorlds The space between the Human and Demon Realms]] has two pools serving as the barriers to the different worlds facing each other with up and down swapping depending on which one you're closer to at the time. Luz ends up discovering this the hard way when she tries to reach something on the "ceiling", only for it to suddenly become the "floor" when she gets halfway there.
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* Should you choose the Genocide path in ''VideoGame/{{Undertale}}'', you will be confronted by [[spoiler:Sans the skeleton]] who will throw you for a loop by rapidly changing which direction counts as 'down' for the purposes of gravity during the many BulletHell sections involved in the fight. [[ThatOneBoss And this isn't even the most unfair attack in that fight]]...
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* ''VideoGame/FallGuysUltimateKnockout'' introduces the "Variable Gravity Chamber" variant of this trope in Season 4, with holographic chambers that alter gravity and subsequently your jump height. Blue chambers are low-gravity and allow you to leap much higher (while also somewhat slowing you down), whereas pink chambers are high-gravity and thus allow only the tiniest of hops and skips.

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[[folder:Art]]
* Artist Creator/MCEscher's ''[[http://en.wikipedia.org/wiki/Relativity_(M._C._Escher) Relativity]]''.
** That has been the subject of many {{Shout Out}}s, some of which are noted above.

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[[folder:Art]]
[[folder:Arts]]
* Artist Creator/MCEscher's ''[[http://en.wikipedia.org/wiki/Relativity_(M._C._Escher) Relativity]]''.
**
Relativity]]''. That has been the subject of many {{Shout Out}}s, some of which are noted above.



[[folder:Film]]

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[[folder:Film]][[folder:Films -- Animation]]



[[/folder]]

[[folder:Films -- Live-Action]]



* The [[Creator/MCEscher freaky room]] at the end of ''Film/{{Labyrinth}}'' where down is wherever your feet are. Jareth is right at home here - the heroine, not so much.

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* The [[Creator/MCEscher freaky room]] at the end of ''Film/{{Labyrinth}}'' where down is wherever your feet are. Jareth is right at home here - -- the heroine, not so much.



* 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.

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* In ''{{Film/Ultraviolet}}'', ''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.






* ''Series/FortBoyard'': A new 2021 challenge is "''La Cuisine à l'envers''" ("The Upside-Down Kitchen"), which involves crawling through a oven to emerge in a kitchen with all furnitures inverted, and the camera is upside-down too, giving the impression the contestant is walking on the ceiling.



** In the season 6 episode titled "Abyss", the System Lord Ba'al is shown to be experimenting with gravity. Ba'al's 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 the 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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** In the season 6 episode titled "Abyss", the System Lord Ba'al is shown to be experimenting with gravity. Ba'al's fortress has prison cells which at first appear to be long hallways, 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 the 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.



[[folder:Music]]

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[[folder:Music]][[folder:Music Videos]]



** In the original Manual of the Planes (1987), while on the Elemental Plane of Air travellers could choose the "down" direction and automatically move in that direction. (Provided that they knew that the laws of physics didn't apply in the Plane of Air... otherwise, they'd assume that "down" was whichever direction their feet were facing, and fall infinitely. [[NotTheFallThatKillsYou Not that it would kill them, of course.]])
** 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. Special mention goes to the githzerai and their monasteries in the chaotic plane of Limbo. They practice a unique form of martial arts that actually ''relies'' on their buildings' subjective gravity.
** The Reverse Gravity wizard spell.
** In the ''Spelljammer'' setting, ships maintain their own gravity (which allows them to hold on to a small atmosphere) which extends from the hull in a horizontal plane. If you fall overboard, you'll pass through the plane, decelerate, then fall back up again and end up floating around like a cork. The risk lies in floating to the edge of the plane - go over that, and you'll be subject to regular gravity for the area. If you're in space, you drift off - if you're above a planet, you fall. Either way you're in trouble.

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** In the original Manual of the Planes (1987), while on the Elemental Plane of Air travellers travelers could choose the "down" direction and automatically move in that direction. (Provided that they knew that the laws of physics didn't apply in the Plane of Air... otherwise, they'd assume that "down" was whichever direction their feet were facing, and fall infinitely. [[NotTheFallThatKillsYou Not that it would kill them, of course.]])
** 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. Special mention goes to the githzerai and their monasteries in the chaotic plane of Limbo. They practice a unique form of martial arts that actually ''relies'' on their buildings' subjective gravity.
** The Reverse Gravity ''reverse gravity'' wizard spell.
spell temporarily invert the gravity in the area of effect. And when it ends, the subjects falls back.
** In the ''Spelljammer'' setting, ships maintain their own gravity (which allows them to hold on to a small atmosphere) which extends from the hull in a horizontal plane. If you fall overboard, you'll pass through the plane, decelerate, then fall back up again and end up floating around like a cork. The risk lies in floating to the edge of the plane - -- go over that, and you'll be subject to regular gravity for the area. If you're in space, you drift off - -- if you're above a planet, you fall. Either way you're in trouble.



* ''WebAnimation/DeadFantasy'' Part II features a running/falling battle down the side of a miles-high stone tower.



* ''WebAnimation/DeadFantasy'' Part II features a running/falling battle down the side of a miles-high stone tower.
* [[https://www.youtube.com/watch?v=VIs00QjiJZQ Upside down ice fishing]]



[[folder:Web Videos]]
* [[https://www.youtube.com/watch?v=VIs00QjiJZQ Upside down ice fishing]]
[[/folder]]



* ''{{WesternAnimation/Futurama}}'' featured a parody of M.C. Escher's famed painting.

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* ''{{WesternAnimation/Futurama}}'' ''WesternAnimation/{{Futurama}}'' featured a parody of M.C. Escher's famed painting.
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* ''Manga/DragonBall Z'' used the "spherical planet" variation; when Goku reaches the end of the Serpent Road, he looks around and sees something floating in the sky above him, so he jumps towards it. To his surprise, he starts ''falling'' towards it. Also the gravity machines the Saiyans use for training later in the series, except those were intentional. And instead of "what goes up must come down" being the norm, it's "what goes down stays down, and everything goes down. No exceptions." Heavy Zone doesn't even begin to describe it--Vegeta claims to have trained (off-screen) at '''over 400 Gs''', and Goku trains at both 10 and 100 (and several levels in between) on-screen.

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* ''Manga/DragonBall Z'' used the "spherical planet" variation; when Goku reaches the end of the Serpent Road, he looks around and sees something floating in the sky above him, so he jumps towards it. To his surprise, he starts ''falling'' towards it. Also It is revealed that if you stand on the planet, you experience 10x Earth's gravity, but apparently the planet only affects people or objects within a close proximity to it. Also, the gravity machines the Saiyans use for training later in the series, except those were intentional. And instead of "what goes up must come down" being the norm, it's "what goes down stays down, and everything goes down. No exceptions." Heavy Zone doesn't even begin to describe it--Vegeta claims to have trained (off-screen) at '''over 400 Gs''', and Goku trains at both 10 and 100 (and several levels in between) on-screen.
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* Several levels in ''VideoGame/UnrealTournament'' have low gravity, either everywhere in the level or just in certain areas. The game also comes with a mutator you can use to force low gravity when playing, regardless of what the map specifies. It is also possible to design levels with rooms having reverse gravity or the ability to walk up on the walls[[note]]Or 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.[[/note]]. In fact, there is a map trigger[[note]][=NitrogenZone=][[/note]] that can be used to induce a zero gravity environment where the player can move as if underwater.

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* Several levels in ''VideoGame/UnrealTournament'' have low gravity, either everywhere in the level or just in certain areas. The game also comes with a mutator you can use to force low gravity when playing, regardless of what the map specifies. It is also possible to design levels with rooms having reverse gravity or the ability to walk up on the walls[[note]]Or walls.[[note]]Or 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.[[/note]]. [[/note]] In fact, there is a map trigger[[note]][=NitrogenZone=][[/note]] that can be used to induce a zero gravity environment where the player can move as if underwater.
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** 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.

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** Another Yoshi game, ''Yoshi Topsy-Turvy'', ''VideoGame/YoshisUniversalGravitation'', had a tilt sensor inside the cartridge, allowing the player to control gravity at will. It only allowed for angling sideways, however.
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* ''Fanfic/RocketshipVoyager''. The eponymous RetroRocket doesn't have ArtificialGravity, so the first time someone puts a TractorBeam on them a crewman is astonished to find he's standing halfway up the bulkhead.


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* Space exploration movies made before humanity started going into space for real would often have a comic sequence of the astronauts attempting to eat or drink or just move about the cabin (until they put on their [[StickyShoes magnetic boots]]) while weightless. For examples see ''Film/WomanInTheMoon'' (1929) or ''Film/DestinationMoon'' (1950).
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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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* ''ComicBook/WonderWoman1942'': ''Franchise/WonderWoman'' [[ComicBook/WonderWoman1942 Vol 1]]: 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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* [[Literature/TheDresdenFiles Harry]], in the center of a major Ley Line convergence, stores up a few seconds of gravity from an area the size of a small city to ''flatten an army of degenerate vampires''.

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* [[Literature/TheDresdenFiles Harry]], ''Literature/TheDresdenFiles'': Harry, in the center of a major Ley Line convergence, stores up a few seconds of gravity from an area the size of a small city to ''flatten an army of degenerate vampires''.

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