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* Several levels in ''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.

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* Several levels in ''UnrealTournament'' ''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.
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** Ditto for the secret Satellite level in ''QuakeII''.

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** Ditto for the secret Satellite level in ''QuakeII''.''VideoGame/QuakeII''.
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\n* One of the levels of the classic arcade game ''Marble Madness'' 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.
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* In ''{{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 ''{{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.

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* In ''{{Ultraviolet}}'', Violet wears a gravity leveller on her belt that allows her to use this trope to great effect. Her motorcycle has such a device as well, allowing her to flee from her foes along the sides of skyscrapers.
* In ''TronLegacy'', the Disk Wars area in which Rinzler fights has this feature. Since Rinzler is aware of this, he's able to land gracefully on his feet, unlike poor Sam, whose landings are a bit rougher.

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

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Whoops, accidentally broke a spoiler


* ''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.

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* ''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.]]



]]

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** ''Symphony of the Night'' also has the Inverted Castle, which is ExactlyWhatItSaysOnTheTin: a vertically flipped version of the normal Castle.



* ''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.]]

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* ''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.planets.
* The interior of the alien ship in ''{{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.
]]
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*** [[FridgeLogic As opposed a simple 50-foot-tall pit, which would work even if the power went off]]
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** 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 Gees''', and Goku trains at both 10 and 100 (and several levels in between) on-screen.

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** 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 Gees''', Gs''', and Goku trains at both 10 and 100 (and several levels in between) on-screen.



* ''Stargate SG-1'':

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* ''Stargate SG-1'':''{{Stargate SG-1}}'':
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* The mist in the maze in ''HarryPotter/HarryPotterAndTheGobletOfFire'' acts as a local inverse-gravity zone to anyone who steps into it.

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* The mist in the maze in ''HarryPotter/HarryPotterAndTheGobletOfFire'' acts as a local inverse-gravity zone to anyone who steps into it.
it. After a few seconds of feeling like he's about to fall into the sky, Harry works up the nerve to take his feet off the "ground", at which point he snaps back to reality.
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* The first secret level in ''Game/{{Quake}}'' had about a fifth of the usual gravity.

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* The first secret level in ''Game/{{Quake}}'' ''VideoGame/{{Quake}}'' had about a fifth of the usual gravity.
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* Artist [[MCEscher M.C. Escher]]'s ''[[http://en.wikipedia.org/wiki/Relativity_(M._C._Escher) Relativity]]''.

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* Artist [[MCEscher M.C. Escher]]'s MCEscher's ''[[http://en.wikipedia.org/wiki/Relativity_(M._C._Escher) Relativity]]''.



* Very common in the ''SonicTheHedgehog'' games. ''{{Sonic 3}}''[='s=] Carnival Night featured wheels that functioned as miniature planetoids. Death Egg Zone from ''[[SonicAndKnuckles Sonic & Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''SonicAdventure 2'' and ''Shadow The Hedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.

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* Very common in the ''SonicTheHedgehog'' games. ''{{Sonic 3}}''[='s=] Carnival Night featured wheels that functioned as miniature planetoids. Death Egg Zone from ''[[SonicAndKnuckles Sonic & Knuckles]]'' ''SonicAndKnuckles'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''SonicAdventure 2'' and ''Shadow The Hedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.



* One of the ''[[VideoGame/YoshisIsland Yoshi's Island]]'' games had an area where you had to switch repeatedly between the right-side-up area and the upside-down area to avoid dangers.

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* One of the ''[[VideoGame/YoshisIsland Yoshi's Island]]'' ''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.



* Stone Temple Tower in ''TheLegendOfZelda: Majora's Mask'' has you switching between normal and flipped.

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* Stone Temple Tower in ''TheLegendOfZelda: Majora's Mask'' ''TheLegendOfZeldaMajorasMask'' has you switching between normal and flipped.



** The [[FreewareGame freeware game]] ''Jumpman'' also lets the player rotate the room at will.

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** The [[FreewareGame freeware game]] {{freeware game}} ''Jumpman'' also lets the player rotate the room at will.



** Do not forget the boss battle where both the floor and the ceiling (or viceversa, as the case would be) are harmful, and the only places where you can stand [[NintendoHard are the very bosses you are destroying]].

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** Do not forget the boss battle where both the floor and the ceiling (or viceversa, 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]].



* ''[[MassEffect1 Mass Effect]]'': [[spoiler: Climbing Citadel Tower]]. Witness Shepherd and his team stepping out of the elevator and onto the wall, as the camera rotates to change perspectives. Killed enemies will proceed to fall towards what would normally be down.

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* ''[[MassEffect1 Mass Effect]]'': ''{{Mass Effect|1}}'': [[spoiler: Climbing Citadel Tower]]. Witness Shepherd and his team stepping out of the elevator and onto the wall, as the camera rotates to change perspectives. Killed enemies will proceed to fall towards what would normally be down.



* {{de Blob}} 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.]]

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* {{de Blob}} 2 ''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.]]






* What is the quickest way to abort a baby in DrawnTogether? The M.C.Escher-Room!


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* What is the quickest way to abort a baby in DrawnTogether? The M.C.Escher-Room!

MCEscher-Room!
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** The Unusual Planet: Planets don't have to be round: they can be cubes, pyramids, donuts, question marks, or any kind of crazy shape. Gravity tends to pull in a direction orthogonal to the angle of the ground instead of towards its center; for example walking over the side of a cube planet will instantly flip gravity 90 degrees towards the next face (instead of the character seeming to walk over the crest of a mountain, it's more like walking over a cliff).

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* Upside-Down World: Gravity pulls upwards. Aforementioned ''Strider 2'' level also featured one of these.

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* Cross Gravity: Gravity pulls in a particular direction that's not down (as seen by the viewer) - maybe to the left.
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Upside-Down World: Gravity pulls upwards. Aforementioned ''Strider 2'' level also featured one of these.



* Toroidial Gravity: Gravity wraps around the outside of a cylinder; objects that start falling without running into something will just circle the object indefinitely. SuperMarioGalaxy2 has some of this.




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* {{de Blob}} 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.]]
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* The Planet: The level is spherical, like a real planet but much smaller, and pulls the player toward its center, which may or may not kill the player if he gets there. ''[[SuperMarioBros Super Mario Galaxy]]'' relies on levels like this. Also, a [[BestBossEver memorable boss]] in ''Yoshi's Island''.

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* The Planet: The level is spherical, like a real planet but much smaller, and pulls the player toward its center, which may or may not kill the player if he gets there. ''[[SuperMarioBros Super Mario Galaxy]]'' ''VideoGame/SuperMarioGalaxy'' relies on levels like this. Also, a [[BestBossEver memorable boss]] in ''Yoshi's Island''.



** The Mad Space level is more like most of ''SuperMarioGalaxy'', with the direction of gravity being dependent on which planetoid you're closest to. There are also drums in Final Chase that pull you onto their surface when close enough.

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** The Mad Space level is more like most of ''SuperMarioGalaxy'', ''VideoGame/SuperMarioGalaxy'', with the direction of gravity being dependent on which planetoid you're closest to. There are also drums in Final Chase that pull you onto their surface when close enough.



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

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* ''SuperMarioGalaxy2'' ''VideoGame/SuperMarioGalaxy2'' has Flipsville, in which you flip grates to reverse gravity. Where gravity's pointing is denoted by arrows in the sky.
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* One of the ''[[YoshisIsland Yoshi's Island]]'' games had an area where you had to switch repeatedly between the right-side-up area and the upside-down area to avoid dangers.

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* One of the ''[[YoshisIsland ''[[VideoGame/YoshisIsland Yoshi's Island]]'' games had an area where you had to switch repeatedly between the right-side-up area and the upside-down area to avoid dangers.

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* Heretic Station in ''MassEffect2'' lacks any gravity; however, the player and their squadmates remain grounded by using special equipment. Thus, the lack of gravity doesn't affect gameplay...but enemies [[RagdollPhysics float away amusingly]] when you kill them.

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* ''[[MassEffect1 Mass Effect]]'': [[spoiler: Climbing Citadel Tower]]. Witness Shepherd and his team stepping out of the elevator and onto the wall, as the camera rotates to change perspectives. Killed enemies will proceed to fall towards what would normally be down.
**
Heretic Station in ''MassEffect2'' lacks any gravity; however, the player and their squadmates remain grounded by using special equipment. Thus, the lack of gravity doesn't affect gameplay...but enemies [[RagdollPhysics float away amusingly]] when you kill them.
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* ''SuperMarioLand 2'' had the Space Zone, two levels of platforming in low gravity. The floaty jumping combined with a maze of [[SpikesOfDoom dangerous stars]] helped to turn the second stage into ThatOneLevel.

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* ''SuperMarioLand 2'' ''VideoGame/SuperMarioLand2'' 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.
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[[caption-width-right:350:What goes up must go...clockwise?]]

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[[caption-width-right:350:What goes up must go...clockwise?]]
clockwise. Yeah.]]
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* The Whoa Zone of ''SuperPaperMario'' has the "hit a switch" variety. Sometimes even passing through a door could do it, depending on the doors' relative orientations.
** ''PaperMario: The Thousand-Year Door'' had the moon as a Light Zone, with good reason.

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* The Whoa Zone of ''SuperPaperMario'' ''VideoGame/SuperPaperMario'' has the "hit a switch" variety. Sometimes even passing through a door could do it, depending on the doors' relative orientations.
** ''PaperMario: The Thousand-Year Door'' ''VideoGame/PaperMarioTheThousandYearDoor'' had the moon as a Light Zone, with good reason.
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** In one scene, the real characters are in a van rolling over, and due to [[MagicAIsMagicA dream time-dilation]], three seconds real time is ten minutes dream time. Cue [[CrowningMomentOfAwesome revolving corridor fight scene]] in the dream.

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** In one scene, the real characters in one dream level are in a van rolling over, and due to [[MagicAIsMagicA dream dream]] [[NarniaTime time-dilation]], three seconds real time is ten turn into minutes in the next dream time. level down (and even longer in deeper dream levels). Cue [[CrowningMomentOfAwesome revolving corridor fight scene]] in the dream.scene]].
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* In Tte 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.

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* In Tte 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.
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* In Tte 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.
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** Most of the time, the gravity switching does little else but look damn cool. running on the ceiling above a floor full of spikes? Hell yes.

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** Most of the time, the gravity switching does little else but look damn cool. running Running on the ceiling above a floor full of spikes? Hell yes.
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* The Inverse Planet: The level is round, but in the other way - a hollowed-out space that pulls the player toward its walls. Mission 03 in ''Strider 2'' featured a boss battle in a chamber like this.

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* The Inverse Planet: The level is round, but in the other way - a hollowed-out space that pulls the player toward its walls. Mission 03 in ''Strider ''{{Strider}} 2'' featured a boss battle in a chamber like this.
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* A level in ''[[{{Kirby}} Kirby's]][[KirbysEpicYarn Epic Yarn]]'' has gravity switches that can turn the gravity on or off.
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* ''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 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 fall back to the ground with messy results.

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

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* ''ArmedAndDangerous'' features a ''literal'' GravityScrew: The Topsy Turvy bomb, a weapon that reverses gravity consists of a giant screw with a handlebar that screws itself into the ground. It then turns ''the entire world upside down'', causing enemies nearby to fall into the sky..and sky (you don't, because you've got this handy giant screw to hold on to)... And then fall back to the ground with messy results.
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** To those of us familiar enough with physics (or at least with centripetal forces and noninertial reference frames) this particular scene is big-time FridgeBrilliance.
*** When the vehicle in the 1st level of the dream makes sharp turns, [[spoiler:the gravity in the 2nd level shifts to the side]]. This makes sense because a sharp turn involves centripetal acceleration, and in turn could make it feel like the angle of gravity is changing.
*** When the vehicle in the 1st level of the dream is [[spoiler:falling off the bridge, the gravity in the 2nd level feels nonexistant.]] This makes sense because the acceleration of the vehicle is "almost" equal to that of gravity (in practice held back by friction, but let's grant them slight inaccuracy in sci-fi) thus to the passengers, it would feel like they are weightless in the noninertial reference frame of the car, hence they would be dreaming of weightlessness.

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