Is there an issue? Send a MessageReason:
None
Changed line(s) 56 (click to see context) from:
* ''VideoGame/SonicTheHedgehog'':
to:
* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':
Is there an issue? Send a MessageReason:
Added example(s)
Added DiffLines:
[[folder:Casual]]
* ''VideoGame/JetpackJoyride'': Almost all coins and obstacles in the game float, while the player and the scientists on the ground are affected by gravity.
[[/folder]]
* ''VideoGame/JetpackJoyride'': Almost all coins and obstacles in the game float, while the player and the scientists on the ground are affected by gravity.
[[/folder]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** Sidehoppers and similar monsters can cling on the ceiling, jump down and fall back up.
Is there an issue? Send a MessageReason:
Changed line(s) 53 (click to see context) from:
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] on the land masses however...
to:
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] controls on the land masses however...
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/BoulderDash'': Boulders and diamonds fall (and roll off other boulders and diamonds), but no other objects fall, and Rockford has unrestricted movement.
Added DiffLines:
* ''VideoGame/{{Repton}}'': Similarly to ''VideoGame/BoulderDash'' (which ''Repton'' was inspired by), rocks and eggs fall, but Repton does not. A notable difference from ''Boulder Dash'' is that diamonds do '''not''' fall.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
[[folder:Action]]
to:
Is there an issue? Send a MessageReason:
- 1
Changed line(s) 9,10 (click to see context) from:
While gravity in a game can clearly exist, you and your enemies being susceptible to it, you will find that special objects, [[NoArcInArchery projectiles]], power-ups, rows of blocks, [[FollowTheMoney coins]], entire [[FloatingPlatforms platforms]] and even some enemies can simply levitate motionless in the air with no wings or otherwise believable means of overcoming gravity's supposed pull. This is especially prevalent in space levels. Even objects that are on the ground, lie in a position where they should fall in RealLife, for an example, coins being upright.
to:
While gravity in a game can clearly exist, you and your enemies being susceptible to it, you will find that special objects, [[NoArcInArchery projectiles]], power-ups, rows of blocks, [[FollowTheMoney coins]], entire [[FloatingPlatforms platforms]] and even some enemies can simply levitate motionless in the air with no wings or otherwise believable means of overcoming gravity's supposed pull. This is especially prevalent in space levels. Even objects that are on the ground, lie in a position where they should fall in RealLife, for an example, coins being upright.
upright. And then there's objects that selectively fall [[StalactiteSpite only when you're directly underneath]], for no apparent reason.
Is there an issue? Send a MessageReason:
None
Changed line(s) 25 (click to see context) from:
** In ''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 you get really, really close).
to:
** In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] 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).
Changed line(s) 54 (click to see context) from:
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.
to:
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic ''Sonic 3 & Knuckles]]'' Knuckles'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.
Changed line(s) 90 (click to see context) from:
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
to:
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas ''VideoGame/FalloutNewVegas'' has a similar levitating object in its DLC dead money. ''Dead Money''. Complementary Vouchers are holodisks (think giant Cassette cassette tape) that float in mid air if dropped. Unfortunately Unfortunately, the complementary voucher is intended to give the player free money every three days, so every Voucher voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact facts that each five millimeter round 5mm ammo (intended to be used for the minigun) appears as a rather large ammo crate when dropped.dropped, regardless of if it's one bullet or a hundred. Players can build diving boards, stairs and even houses with these two items.
Is there an issue? Send a MessageReason:
None
Changed line(s) 60 (click to see context) from:
** ''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.
to:
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are affected by gravity, but none of the only other animals in the game to be affected by gravity. are. Food and most balls (marbles being the exception) are affected by gravity, as are [[PianoDrop pianos]], but machines aren't.
Is there an issue? Send a MessageReason:
None
Changed line(s) 24,26 (click to see context) from:
** Samus' bombs of all things. Jump up, lay one, and witness as it simply floats stationary in midair before exploding. In most games, this odd attribute has led to the [[RocketJump infinite bomb jump]] (IBJ) technique; Samus isn't hurt by her own bombs, but she still gets knocked back by them when in morph ball mode... or knocked directly upwards if she's directly on top of one. Meaning with good placement and timing, you can chain bomb explosions together to continuously gain height, making it one of the key tools for SequenceBreaking in nearly every entry of the series, alongside (the difficult, but often game breaking optional technique) {{Wall Jump}}ing.
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
to:
** Samus' bombs of all things. Jump up, lay one, and witness as it simply floats stationary in midair before exploding. In most games, this odd attribute has led to the [[RocketJump infinite bomb jump]] (IBJ) technique; Samus isn't hurt by her own bombs, but she still gets knocked back by them when in morph ball mode... or knocked directly upwards if she's directly on top of one. Meaning with The games expect you to do a few [[RocketJump bomb jumps]] here and there, at least until you get another upgrade that allows you to jump normally, but more ambitious players can learn the infinite bomb jump (IBJ) technique, where good placement and timing, timing means you can chain bomb explosions together to continuously gain height, making it height. IBJ is one of the key tools for SequenceBreaking in nearly every entry of the series, alongside (the the more difficult, but often game breaking optional technique) technique of {{Wall Jump}}ing.
* ** In ''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 you get really, really close).
** *** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''Franchise/{{Metroid}}'':
** Samus' bombs of all things. Jump up, lay one, and witness as it simply floats stationary in midair before exploding. In most games, this odd attribute has led to the [[RocketJump infinite bomb jump]] (IBJ) technique; Samus isn't hurt by her own bombs, but she still gets knocked back by them when in morph ball mode... or knocked directly upwards if she's directly on top of one. Meaning with good placement and timing, you can chain bomb explosions together to continuously gain height, making it one of the key tools for SequenceBreaking in nearly every entry of the series, alongside (the difficult, but often game breaking optional technique) {{Wall Jump}}ing.
** Samus' bombs of all things. Jump up, lay one, and witness as it simply floats stationary in midair before exploding. In most games, this odd attribute has led to the [[RocketJump infinite bomb jump]] (IBJ) technique; Samus isn't hurt by her own bombs, but she still gets knocked back by them when in morph ball mode... or knocked directly upwards if she's directly on top of one. Meaning with good placement and timing, you can chain bomb explosions together to continuously gain height, making it one of the key tools for SequenceBreaking in nearly every entry of the series, alongside (the difficult, but often game breaking optional technique) {{Wall Jump}}ing.
Is there an issue? Send a MessageReason:
None
Changed line(s) 13,14 (click to see context) from:
Not to be confused with [[https://en.wikipedia.org/wiki/Specific_gravity specific gravity]].
to:
Not to be confused with [[https://en.wikipedia.org/wiki/Specific_gravity specific gravity]].
gravity.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/MonkeyShines'': Bonzo is the only thing that falls. Power-ups, keys, fruits, and mooks can float or even walk in the air. There's a screen in "Spooked" where you walk on {{Temporary Platform}}s and have to dodge a zombie gorilla, and after you jump over it, it keeps walking on where the disappeared platforms were.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
Added DiffLines:
* ''VideoGame/ManifoldGarden'': A key part of solving some puzzles: the cube "fruit" of the trees are immobile unless you match the direction of their gravity, and this can be used to support different-colored fruit.
Is there an issue? Send a MessageReason:
Examples sorted
Changed line(s) 19,20 (click to see context) from:
[[folder:Sports]]
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
to:
*
* ''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
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
[[folder:Eastern RPG]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]
[[folder:MMORPG]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
[[/folder]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]
[[folder:MMORPG]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
[[/folder]]
Changed line(s) 40,42 (click to see context) from:
[[folder:Action]]
* ''VideoGame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* ''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.
* ''VideoGame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* ''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.
to:
*
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''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
* ''VideoGame/{{Glider}}'': Only the player's glider is really
* ''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/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which
Changed line(s) 45,51 (click to see context) from:
[[folder:Western RPG]]
* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
to:
*
**
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will
* In ''VideoGame/ThePowderToy'', gravity only applies to
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
Changed line(s) 54,56 (click to see context) from:
[[folder:MMORPG]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
to:
*
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering
Deleted line(s) 59,63 (click to see context) :
[[folder:Eastern RPG]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]
Changed line(s) 68,72 (click to see context) from:
[[folder:Puzzle]]
* ''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.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''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.
* ''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/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.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''.
* ''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.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''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.
* ''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/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.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''.
to:
*
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''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.
* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row
Changed line(s) 75,77 (click to see context) from:
[[folder:Action Platformer]]
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
to:
* ''Franchise/TheElderScrolls''
** In
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you
**
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather
Deleted line(s) 79,89 (click to see context) :
[[folder:Sandbox Game]]
* In ''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 and creating the well known "Why are the trees floating?" for those new to the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
[[/folder]]
[[folder:Third Person Shooter]]
* ''{{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.
[[/folder]]
Is there an issue? Send a MessageReason:
Examples sorted
Changed line(s) 17,20 (click to see context) from:
* ''VideoGame/SonicTheHedgehog'':
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverse gravity and let the player walk on the ceiling; yet they only affect the player and one boss, not any other enemies.
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] on the land masses however...
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverse gravity and let the player walk on the ceiling; yet they only affect the player and one boss, not any other enemies.
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] on the land masses however...
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.
to:
[[folder:Sports]]
*''VideoGame/SonicTheHedgehog'':
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverseHappens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
[[/folder]]
[[folder:Platformer]]
* The Outer Wall from ''VideoGame/CaveStory''. The player character falls down like normal, but the hopping enemies and any powerups affected by gravityand let the player walk on the ceiling; yet they only affect the player and one boss, not any other enemies.
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] on the land masses however...
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if youfall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.sideways, against the wall.
*
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverse
[[/folder]]
[[folder:Platformer]]
* The Outer Wall from ''VideoGame/CaveStory''. The player character falls down like normal, but the hopping enemies and any powerups affected by gravity
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] on the land masses however...
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you
Changed line(s) 23,34 (click to see context) from:
* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
* In ''Elastomania'', not only do apples typically float in mid-air, but some of them change the direction of gravity when you collect them.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
* In the platforming game ''VideoGame/{{N}}'', the player character is pretty much the only element in the game that gravity applies to - the enemies, terminals, and even [[FollowTheMoney the gold]] all float regardless of gravity.
** Can be partially explained by having stuff mounted on the wall, since the game is strictly 2D.
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
* In ''Elastomania'', not only do apples typically float in mid-air, but some of them change the direction of gravity when you collect them.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
* In the platforming game ''VideoGame/{{N}}'', the player character is pretty much the only element in the game that gravity applies to - the enemies, terminals, and even [[FollowTheMoney the gold]] all float regardless of gravity.
** Can be partially explained by having stuff mounted on the wall, since the game is strictly 2D.
to:
* ''Franchise/TheElderScrolls''
**In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on,''VideoGame/JazzJackrabbit 2'', powerups usually float, but aren't if you hit them with your weapons, they will start to be affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
* In ''Elastomania'', not only do apples typically float in mid-air, but some of them change the direction of gravity when you collect them.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
* In the platforming game ''VideoGame/{{N}}'', the player character is pretty much the only element in the game that gravity applies to - the enemies, terminals, and even [[FollowTheMoney the gold]] all float regardless of gravity.
** Can be partially explained by having stuff mounted on the wall, since the game is strictly 2D.gravity.
**
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on,
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
* In ''Elastomania'', not only do apples typically float in mid-air, but some of them change the direction of gravity when you collect them.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
* In the platforming game ''VideoGame/{{N}}'', the player character is pretty much the only element in the game that gravity applies to - the enemies, terminals, and even [[FollowTheMoney the gold]] all float regardless of gravity.
** Can be partially explained by having stuff mounted on the wall, since the game is strictly 2D.
* Gravity Man's stage in ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.
Changed line(s) 37,52 (click to see context) from:
* ''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/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.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''.
* Gravity Man's stage in ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.
* The Outer Wall from ''VideoGame/CaveStory''. The player character falls down like normal, but the hopping enemies and any powerups affected by gravity fall sideways, against the wall.
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
* In ''VideoGame/JazzJackrabbit 2'', powerups usually float, but if you hit them with your weapons, they will start to be affected by gravity.
* ''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.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''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.
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* In ''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 and creating the well known "Why are the trees floating?" for those new to the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* ''Videogame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals that the Daevas are immune to gravity because of their magic.
* Gravity Man's stage in ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.
* The Outer Wall from ''VideoGame/CaveStory''. The player character falls down like normal, but the hopping enemies and any powerups affected by gravity fall sideways, against the wall.
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
* In ''VideoGame/JazzJackrabbit 2'', powerups usually float, but if you hit them with your weapons, they will start to be affected by gravity.
* ''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.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''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.
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* In ''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 and creating the well known "Why are the trees floating?" for those new to the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* ''Videogame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals that the Daevas are immune to gravity because of their magic.
to:
* ''VideoGame/{{Tetris}}'' pieces descend into In the well and lock into place once they've remained motionless for a half second. A row of platforming game ''VideoGame/{{N}}'', 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/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.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''.
* Gravity Man's stage in ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.
* The Outer Wall from ''VideoGame/CaveStory''. Theplayer character falls down like normal, but the hopping enemies and any powerups affected by gravity fall sideways, against the wall.
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
* In ''VideoGame/JazzJackrabbit 2'', powerups usually float, but if you hit them with your weapons, they will start to be affected by gravity.
* ''VideoGame/TheIncredibleMachine'' seriesis 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.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al arepretty much the only animals element in the game to be affected by gravity. Food and most balls (marbles being the exception) are affected by gravity, but machines aren't.
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* In ''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 and creating the well known "Why are the trees floating?" for those new tothe game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* ''Videogame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which pointgravity notices them applies to - the enemies, terminals, and they fall normally. Similarly, in older versions of even [[FollowTheMoney the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance gold]] all float regardless of gravity. This can still gravity.
** Can beobserved under certain circumstances.
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals thatpartially explained by having stuff mounted on the Daevas are immune to gravity because of their magic.wall, since the game is strictly 2D.
* Gravity Man's stage in ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.
* The Outer Wall from ''VideoGame/CaveStory''. The
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
* In ''VideoGame/JazzJackrabbit 2'', powerups usually float, but if you hit them with your weapons, they will start to be affected by gravity.
* ''VideoGame/TheIncredibleMachine'' series
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* In ''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 and creating the well known "Why are the trees floating?" for those new to
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* ''Videogame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point
** Can be
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals that
Changed line(s) 54,57 (click to see context) from:
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
* [[FollowTheMoney Levitating coins]] are explained as lighter-than-air currency in ''Website/{{Cracked}}'''s #7 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/ Science Lesson As Taught by Famous Video Games]].
* Believe it or not, deconstructed in ''Webcomic/KidRadd''. As in videogames, gravity is not a function of the world, but of the individual object.
* ''{{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.
* [[FollowTheMoney Levitating coins]] are explained as lighter-than-air currency in ''Website/{{Cracked}}'''s #7 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/ Science Lesson As Taught by Famous Video Games]].
* Believe it or not, deconstructed in ''Webcomic/KidRadd''. As in videogames, gravity is not a function of the world, but of the individual object.
* ''{{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.
to:
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with ''VideoGame/SonicTheHedgehog'':
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverse gravitychanging abilities. You can flip and let the gravity in four directions player walk on the ceiling; yet they only affect the player and one boss, not any other enemies.
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, withLuiginary Gravity meteors orbiting them and even turn it off altogether with all. The [[CameraScrew controls]] on the Luiginary Nebula... but only Mario land masses however...
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have acouple of things in bizarre, possibly unintentional variation: if you go to a place where the environment are affected. Enemies? They just screen loops vertically and there aren't any slopes or obstructions, it's possible to keep mulling along on what was previously falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.
[[/folder]]
[[folder:Action]]
* ''VideoGame/{{Clonk}}s'', animals and objects fall, buildings and the groundwithout seemingly noticing that they should either be flying off into space or floating in mid air about now.
* [[FollowTheMoney Levitating coins]] are explained as lighter-than-air currency in ''Website/{{Cracked}}'''s #7 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/ Science Lesson As Taught by Famous Video Games]].
* Believe it or not, deconstructed in ''Webcomic/KidRadd''. As in videogames, gravity is not a function of the world, but of the individual object.
* ''{{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.itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverse gravity
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a
[[/folder]]
[[folder:Action]]
* ''VideoGame/{{Clonk}}s'', animals and objects fall, buildings and the ground
* [[FollowTheMoney Levitating coins]] are explained as lighter-than-air currency in ''Website/{{Cracked}}'''s #7 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/ Science Lesson As Taught by Famous Video Games]].
* Believe it or not, deconstructed in ''Webcomic/KidRadd''. As in videogames, gravity is not a function of the world, but of the individual object.
* ''{{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.
Added DiffLines:
[[/folder]]
[[folder:Western RPG]]
* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
[[/folder]]
[[folder:MMORPG]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
[[/folder]]
[[folder:Eastern RPG]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]
[[folder:Strategy]]
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals that the Daevas are immune to gravity because of their magic.
[[/folder]]
[[folder:Puzzle]]
* ''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.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''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.
* ''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/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.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''.
[[/folder]]
[[folder:Action Platformer]]
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
[[/folder]]
[[folder:Sandbox Game]]
* In ''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 and creating the well known "Why are the trees floating?" for those new to the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
[[/folder]]
[[folder:Third Person Shooter]]
* ''{{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.
[[/folder]]
[[folder:Western RPG]]
* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
[[/folder]]
[[folder:MMORPG]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
[[/folder]]
[[folder:Eastern RPG]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]
[[folder:Strategy]]
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals that the Daevas are immune to gravity because of their magic.
[[/folder]]
[[folder:Puzzle]]
* ''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.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''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.
* ''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/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.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''.
[[/folder]]
[[folder:Action Platformer]]
* In ''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 you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
[[/folder]]
[[folder:Sandbox Game]]
* In ''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 and creating the well known "Why are the trees floating?" for those new to the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
[[/folder]]
[[folder:Third Person Shooter]]
* ''{{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.
[[/folder]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 52 (click to see context) from:
* Flavour text from VideoGame/HeroicArmiesMarching reveals that the Daevas are immune to gravity because of their magic.
to:
* Flavour text from VideoGame/HeroicArmiesMarching ''VideoGame/HeroicArmiesMarching'' reveals that the Daevas are immune to gravity because of their magic.
Is there an issue? Send a MessageReason:
Removing pothole from page quote, per What To Put At The Top Of A Page
Changed line(s) 1,2 (click to see context) from:
->'''Q:''' "APPLES DO NOT FALL UP"\\
'''A:''' "[[ComicallyMissingThePoint They're more like giant cherries...]]"
'''A:''' "[[ComicallyMissingThePoint They're more like giant cherries...]]"
to:
->'''Q:''' "APPLES APPLES DO NOT FALL UP"\\
UP\\
'''A:'''"[[ComicallyMissingThePoint They're more like giant cherries...]]"
'''A:'''