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[[quoteright:350: [[{{Inception}} http://static.tvtropes.org/pmwiki/pub/images/Inception_Gravity_Screw_9390.jpg]]]]

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[[quoteright:350: [[{{Inception}} [[Film/{{Inception}} http://static.tvtropes.org/pmwiki/pub/images/Inception_Gravity_Screw_9390.jpg]]]]
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** Not a level,but moves like Trick Room and Gravity mess with your mons' speed and who moves when.
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* In ''VideoGame/KingdomHearts3D'', you periodically experience this while fighting [[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.

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* In ''VideoGame/KingdomHearts3D'', you periodically experience this while fighting [[TronLegacy [[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.
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* Fairly common in ''{{Prey}}'', both with switches that changed gravity, and wallwalks, which were walkways that often turned upside down, allow people on it to defy gravity.

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* Fairly common in ''{{Prey}}'', ''VideoGame/{{Prey}}'', both with switches that changed gravity, and wallwalks, which were walkways that often turned upside down, allow people on it to defy gravity.



* The level of gravity on the various planets in ''{{Meteos}}'' 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.

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* The In ''VideoGame/{{Meteos}}'', the level of gravity on the various planets in ''{{Meteos}}'' 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.
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* One of the levels of the classic arcade game ''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.

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* One of the levels of the classic arcade game ''MarbleMadness'' ''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.
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->'''Soldier''': [[HowDareYouDieOnMe Don't you die on me]], gravity!
-->''VideoGame/TeamFortress2''

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->'''Soldier''': [[HowDareYouDieOnMe ->''"[[HowDareYouDieOnMe Don't you die on me]], gravity!
-->''VideoGame/TeamFortress2''
gravity!"''
-->-- '''Soldier''', ''VideoGame/TeamFortress2''
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* FredAstaire[='s=] famous [[http://www.youtube.com/watch?v=Y8n7WQIXQDs#t=89s rotating room/"Ceiling Dance" routine]] from ''Royal Wedding''.

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* FredAstaire[='s=] Creator/FredAstaire[='s=] famous [[http://www.youtube.com/watch?v=Y8n7WQIXQDs#t=89s rotating room/"Ceiling Dance" routine]] from ''Royal Wedding''.
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* Part of TheVeryDefinitelyFinalDungeon in ''TalesOfTheAbyss'' is like this, of the rotating room variety.

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* Part of TheVeryDefinitelyFinalDungeon in ''TalesOfTheAbyss'' ''VideoGame/TalesOfTheAbyss'' is like this, of the rotating room variety.
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->'''Soldier''': [[HowDareYouDieOnMe Don't you die on me]], gravity!
-->''VideoGame/TeamFortress2''
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* ''DragonballZ'' 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.

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* ''DragonballZ'' ''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.



* In ''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) 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?

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* In ''SeriousSam: ''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'', Encounter'' has a level with some confusing mechanics, including a room inside a cylinder (with gravity directed towards the walls) 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?
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Majora\'s Mask hallway


** 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).

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** 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 Ocarina of Time example above.
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* ''{{Stargate SG-1}}'':

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* ''{{Stargate SG-1}}'':''Series/StargateSG1'':
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* ''[[Literature/LandOfOz The Lost Princess of Oz]]'' has the Big Bad trap the heroes in his castle by inverting gravity on them.
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* In ''VideoGame/KingdomHearts3D'', you periodically experience this while fighting [[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.
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* Kat's main ability in "VideoGame/GravityRush" is manipulating the gravity of her environment to her benefit, be it to fight baddies or just to get to the top of a building quicker.
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* ''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.
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* The PC game ''RosenkreuzStilette'' had a level late in the game that worked just like Gravity Man's level, with flipping gravity. Given that the game was a tribute to ''VideoGame/MegaMan'' and ''{{Castlevania}}'' games, it's no surprise, really.
* ''LostVikings'' featured anti gravity zones which sometimes would have to be passed using Gravity Boots because of [[SpikesOfDoom ceiling spikes]].

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* The PC game ''RosenkreuzStilette'' ''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 ''VideoGame/MegaMan'' and ''{{Castlevania}}'' games, it's no surprise, really.
* ''LostVikings'' ''VideoGame/TheLostVikings'' featured anti gravity zones which sometimes would have to be passed using Gravity Boots because of [[SpikesOfDoom ceiling spikes]].
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* RobertHeinlein's ''Glory Road''. While exploring the Tower in Karth-Hokesh, Oscar Gordon and his team encounter areas where the gravity reverses itself and the ceiling becomes the floor.

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* RobertHeinlein's ''Glory Road''.Creator/RobertAHeinlein's ''Literature/GloryRoad''. While exploring the Tower in Karth-Hokesh, Oscar Gordon and his team encounter areas where the gravity reverses itself and the ceiling becomes the floor.
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* ''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.
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* In ''Elastomania'', collecting apples can change the direction of gravity.
* One obscure NES game, ''MetalStorm'', let the player do this pretty much at will. Some later levels required you to flip gravity multiple times in the middle of jumps to clear obstacles without falling into a BottomlessPit on either end of the screen.

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* In ''Elastomania'', ''Elasto Mania'', collecting some apples can will change the direction of gravity.
* One obscure NES game, ''MetalStorm'', ''VideoGame/MetalStorm'' let the player do this pretty much at will. Some later levels required you to flip gravity multiple times in the middle of jumps to clear obstacles without falling into a BottomlessPit on either end of the screen.
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** 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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[[folder:Anime & Manga]]
* ''DragonballZ'' 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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[[folder:{{Manga}}]]
* ''DragonballZ'' 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.
[[/folder]]

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* ''DragonballZ'' 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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** ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]'''s Carnival Night, ''[[VideoGame/SonicTheHedgehog Sonic 1]]'''s Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone all feature wheels that function as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''VideoGame/SonicAdventure2'' and ''VideoGame/ShadowTheHedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.

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** ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]'''s 3]]''[='s=] Carnival Night, ''[[VideoGame/SonicTheHedgehog Sonic 1]]'''s 1]]''[='s=] Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone all feature wheels that function as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''VideoGame/SonicAdventure2'' and ''VideoGame/ShadowTheHedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.


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* Very common in the ''SonicTheHedgehog'' games. ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]'''s Carnival Night, ''[[VideoGame/SonicTheHedgehog Sonic 1]]'''s Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone all feature wheels that functione as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''VideoGame/SonicAdventure2'' and ''ShadowTheHedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.

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* Very common in the ''SonicTheHedgehog'' games. ''Franchise/SonicTheHedgehog'' games.
**
''[[VideoGame/Sonic3AndKnuckles Sonic 3]]'''s Carnival Night, ''[[VideoGame/SonicTheHedgehog Sonic 1]]'''s Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone all feature wheels that functione function as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''VideoGame/SonicAdventure2'' and ''ShadowTheHedgehog'' ''VideoGame/ShadowTheHedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.



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

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

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*In addition, the Tiny Planet (Chapter 4-2) was a Light Zone.

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* ''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.

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* ''CrystalCaves'' ''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.
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* {{Dead Space}} had a lot of sections like this. There were anti-gravity chambers inside the ship, and external sections where if you jumped wrong you'd just float off into space.

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* {{Dead Space}} ''VideoGame/DeadSpace'' had a lot of sections like this. There were anti-gravity chambers inside the ship, and external sections where if you jumped wrong you'd just float off into space.
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* Outer space. The moon in particular is a well-known Light Zone.
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* 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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* The interior of the alien ship in ''{{Crysis}}'' ''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.
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* Very common in the ''SonicTheHedgehog'' games. ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]''[='s=] Carnival Night featured wheels that functioned as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''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. ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]''[='s=] 3]]'''s Carnival Night featured Night, ''[[VideoGame/SonicTheHedgehog Sonic 1]]'''s Scrap Brain Zone, and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'''s Metallic Madness Zone all feature wheels that functioned functione as miniature planetoids. Death Egg Zone from ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' involved spinning antigravity passages and a sideways gravity chamber in Act 1, then Act 2 involved gravity frequently switching upside down and back--and one of the bosses could only be defeated by manipulating this mechanic. ''SonicAdventure 2'' ''VideoGame/SonicAdventure2'' and ''Shadow The Hedgehog'' ''ShadowTheHedgehog'' feature Crazy Gadget and Space Gadget respectively, both defining examples of gravity that can go in any of a number of directions.



** Asteroid Coaster Zone in ''SonicColors''.

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** Asteroid Coaster Zone in ''SonicColors''.''VideoGame/SonicColors''.

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