History Main / SelectiveGravity

16th Feb '16 5:49:04 AM MegaMarioMan
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* Averted most of the time in ''LittleBigPlanet'': All collectibles (Score and Prize Bubbles, and Player Enhancements) obey the physics engine (though a level creator can simulate this trope by attaching String to a bubble; used frequently), as well as nearly all Materials, Decorations, Gameplay Elements, and of course Sackboy... except for one single material: Dark Matter. No, not the stuff science tells you about. This kind of Dark Matter is easily visible, fully touchable, and ''floats''. Not just regular old floating (you're thinking Floaty Materials there), Dark Matter is literally anchored in place. It just doesn't move. It can't be destroyed, it won't move if attached to something (though things attached to ''it'' do move if it's like a Piston or something as the connector), and no amount of force can change its position. The only thing that can move it? Sackboy's Popit Cursor (and only in Create Mode). Before patch 1.07 was released, it was possible to change the texture of a material ''without changing its properties'' (though the glitch is now fixed). [[spoiler:You would have to make an object the size you want with the desired properties, use the Horrible Gas Tool on it, then Material Changer it to the desired texture (the material you wanted to show), then delethalize it.]] Grabbable Wood, a piece of Dark Matter that responded to a Motor Bolt, you name it. [[http://www.youtube.com/watch?v=1vOiitrHSpo This video]] of a level appropriately named "[[MeaningfulName What's the Matter?]]" takes the glitch to its fullest. Now, the only way to make regular Materials float this way is to glue them to Dark Matter. Still works, but not as [[RuleOfCool cool-looking]].

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* Averted most of the time in ''LittleBigPlanet'': ''VideoGame/LittleBigPlanet'': All collectibles (Score and Prize Bubbles, and Player Enhancements) obey the physics engine (though a level creator can simulate this trope by attaching String to a bubble; used frequently), as well as nearly all Materials, Decorations, Gameplay Elements, and of course Sackboy... except for one single material: Dark Matter. No, not the stuff science tells you about. This kind of Dark Matter is easily visible, fully touchable, and ''floats''. Not just regular old floating (you're thinking Floaty Materials there), Dark Matter is literally anchored in place. It just doesn't move. It can't be destroyed, it won't move if attached to something (though things attached to ''it'' do move if it's like a Piston or something as the connector), and no amount of force can change its position. The only thing that can move it? Sackboy's Popit Cursor (and only in Create Mode). Before patch 1.07 was released, it was possible to change the texture of a material ''without changing its properties'' (though the glitch is now fixed). [[spoiler:You would have to make an object the size you want with the desired properties, use the Horrible Gas Tool on it, then Material Changer it to the desired texture (the material you wanted to show), then delethalize it.]] Grabbable Wood, a piece of Dark Matter that responded to a Motor Bolt, you name it. [[http://www.youtube.com/watch?v=1vOiitrHSpo This video]] of a level appropriately named "[[MeaningfulName What's the Matter?]]" takes the glitch to its fullest. Now, the only way to make regular Materials float this way is to glue them to Dark Matter. Still works, but not as [[RuleOfCool cool-looking]].
14th Oct '15 3:56:47 AM FurryKef
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* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row of the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/index.php?title=Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/index.php?title=Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''VideoGame/PuyoPuyo''.

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* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row of the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/index.php?title=Tetromino_art#All_six_single_floaters com/wiki/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/index.php?title=Line_clear#Sticky com/wiki/Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''VideoGame/PuyoPuyo''.
11th Sep '15 12:28:17 PM Prfnoff
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You, on the other hand, can rest assured that you will always plunge to your death if you step off the edge of a cliff. The player is ''always'' gravity's bitch. (Except if you happen to be playing ''BoulderDash''; then it works the other way around entirely.)

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You, on the other hand, can rest assured that you will always plunge to your death if you step off the edge of a cliff. The player is ''always'' gravity's bitch. (Except if you happen to be playing ''BoulderDash''; a DiggingGame; then it works the other way around entirely.)
31st Jul '15 10:20:16 AM Prfnoff
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* ''RickDangerous'' has a variation. In certain areas, if you place a bomb next to a movable block, then the explosion will cause the block to fly away ''towards the bomb''.

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* ''RickDangerous'' ''VideoGame/RickDangerous'' has a variation. In certain areas, if you place a bomb next to a movable block, then the explosion will cause the block to fly away ''towards the bomb''.




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* ''VideoGame/{{Glider}}'': Only the player's glider is really affected by gravity, which simply gives it a constant falling velocity. Any enemy that appears to be influenced by gravity (e.g. basketballs) is just moving in a fixed pattern.
31st Jul '15 10:12:26 AM Prfnoff
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* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row of the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/index.php?title=Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/index.php?title=Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''PuyoPuyo''.

to:

* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row of the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/index.php?title=Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/index.php?title=Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''PuyoPuyo''.''VideoGame/PuyoPuyo''.



* Happens in ''[[BackyardSports Backyard Basketball]]''. But with a cheat.

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* Happens in ''[[BackyardSports ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.



* ''TheIncredibleMachine'' series is made of this trope. Every item is basically either affected as normal by gravity, or floats immobile in the air. Whether an item floats or sinks is based far more on [[AcceptableBreaksFromReality gameplay considerations than logic]]: for instance, paint buckets, cats, baseballs, and candles fall; baskets, alligators, 8-balls and lava lamps don't.

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* ''TheIncredibleMachine'' ''VideoGame/TheIncredibleMachine'' series is made of this trope. Every item is basically either affected as normal by gravity, or floats immobile in the air. Whether an item floats or sinks is based far more on [[AcceptableBreaksFromReality gameplay considerations than logic]]: for instance, paint buckets, cats, baseballs, and candles fall; baskets, alligators, 8-balls and lava lamps don't.


Added DiffLines:

** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are the only animals in the game to be affected by gravity. Food and most balls (marbles being the exception) are affected by gravity, but machines aren't.
26th Jul '15 5:16:04 PM nombretomado
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* In ''{{Minecraft}}'', only certain types of blocks (sand, gravel; partially, fluid blocks) are affected by gravity. Other block types are not, allowing them to float in midair.

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* In ''{{Minecraft}}'', ''VideoGame/{{Minecraft}}'', only certain types of blocks (sand, gravel; partially, fluid blocks) are affected by gravity. Other block types are not, allowing them to float in midair.
30th Mar '15 9:34:59 PM TroublePanic
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* ''{{VideoGame/Warframe}}'': in the first few tiles of the Infested Hive Ship tileset - your 'frame is clearly on the ground. Those crates clearly are not.
6th Oct '14 6:51:29 PM Prfnoff
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-->'''Q:''' "APPLES DO NOT FALL UP"
-->'''A:''' "[[ComicallyMissingThePoint They're more like giant cherries....]]"

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-->'''Q:''' ->'''Q:''' "APPLES DO NOT FALL UP"
-->'''A:'''
UP"\\
'''A:'''
"[[ComicallyMissingThePoint They're more like giant cherries....]]"



* Gravity Man's stage in ''VideoGame/MegaMan V'' for NES has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.

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* Gravity Man's stage in ''VideoGame/MegaMan V'' for NES ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.
6th Oct '14 6:48:08 PM Prfnoff
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* In ''{{Metroid}} Fusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless.
** Unless you get really, really close.
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.

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* In ''{{Metroid}} Fusion'', ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless.
** Unless
useless (unless you get really, really close.
close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''MetroidOtherM''.''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
15th Jul '14 12:53:31 PM SeptimusHeap
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* Flavour text from HeroicArmiesMarching reveals that the Daevas are immune to gravity because of their magic.

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* Flavour text from HeroicArmiesMarching VideoGame/HeroicArmiesMarching reveals that the Daevas are immune to gravity because of their magic.
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