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* StickyShoes \\
Footwear that sticks to sheer surfaces.
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* AirDashing\\
Bounding off the air to gain lateral momentum.
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* ConvectionSchmonvection \\
Lava and other superheated objects are completely harmless unless made direct contact with.


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* LavaIsBoilingKoolAid \\
Lava is portrayed as way less dense than it should be.
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Cleaning


That amazing programming breakthrough that gives breasts (amongst [[FetishFuel other things]]) realistic bouncing animation.

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That amazing programming breakthrough that gives breasts (amongst [[FetishFuel other things]]) things) realistic bouncing animation.
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That amazing programming breakthrough that gives breasts realistic bouncing animation.

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That amazing programming breakthrough that gives breasts (amongst [[FetishFuel other things]]) realistic bouncing animation.
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* VideoGameDashing \\
From a complete standstill, you burst forward for a short distance as though you were strapped to a jet booster.



You can pull off a full-on baseball slide from a complete standstill, with enough force to break down a wall. Oh, and you're invulnerable to bullets while doing so.

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You can pull off a full-on baseball slide from a complete standstill, with enough force to break down a wall. Oh, and you're most likely invulnerable to bullets while doing so.
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* VideoGameSliding \\
You can pull off a full-on baseball slide from a complete standstill, with enough force to break down a wall. Oh, and you're invulnerable to bullets while doing so.
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Artistic License Physics is the current trope name.


See ArtMajorPhysics.

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See ArtMajorPhysics.ArtisticLicensePhysics.
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moderator restored to earlier version

Changed: 192

Removed: 4896

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Chronicled herein are all the little things that cause objects in videogames to work differently from, say, objects in your backyard, for the purpose of [[RuleOfFun being]] [[RuleOfCool awesome.]]

See ArtMajorPhysics.
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[[index]]
* AirAidedAcrobatics \\
Using fans or wind to jump to normally-unreachable places.
* BodyArmorAsHitPoints \\
Rather than protecting bodily areas, body armor just gives you bonus HitPoints.
* BoomHeadshot \\
It's always better to go for the head instead of the torso or other larger target.
* CobwebTrampoline \\
A spiderweb is always used as a trampoline.
* CollisionDamage \\
Just touching an enemy will damage or kill the player.
* DepthPerplexion \\
In video games, foreground and background aren't always as separated as they appear to be.
* DirectionallySolidPlatforms \\
Platforms that are solid from certain sides only (most notably, above).
* EdgeGravity \\
Where the edge of a platform actively resists the player's motion over it.
* FloatingPlatforms \\
Because it's much easier than building proper structural supports.
* FrictionlessIce \\
A place or puzzle where every step on an ice patch makes you continue in that direction, unable to move or stop.
* GravityScrew \\
A GimmickLevel which messes around with gravity in some way.
* GroundPound \\
The player jumps, ducks or crouches in the air, and comes down powerfully onto the ground.
* GroundShatteringLanding \\
Characters who can land with such an impact that it can break the ground beneath them
* HitTheGroundHarder \\
Characters who can speed up to beyond fatal falling velocity to completely or partially negate fall damage.
* HomingProjectile \\
A projectile that constantly curves toward its target.
* Instant180DegreeTurn \\
A character or an object the player is controlling, can turn 180 (different number in 3D games) degrees in an instant.
* InvisibleGrid \\
A mainly 3D game mechanic that limits where you can move, jump, and/or land so that you are always on an invisible grid.
* JigglePhysics \\
That amazing programming breakthrough that gives breasts realistic bouncing animation.
* JumpPhysics \\
It's very different in a PlatformGame than it is in real life.
** DoubleJump \\
You jump, then you jump again. No, it shouldn't be possible, but it's fun.
** WallJump \\
You know when your parents said you were driving them up the wall? Here's how you actually do it.
* {{Knockback}} \\
Taking damage results in being knocked aside, whether the attack in question would reasonably be expected to do that or not.
** KnockbackEvasion \\
Frequently, a method is provided to completely avoid knockback, even for attacks that should reasonable be expected to knock you aside.
* LadderPhysics \\
Ladders in games act strangely, like letting you climb them while having both arms free.
* NotTheFallThatKillsYou \\
One must impact the ground to get killed.
** FallingDamage \\
When impacting the ground merely hurts you rather than outright killing you.
* PainfullySlowProjectile \\
Bullets, arrows, or sundry other super-fast shooty things will move slowly enough to defend or dodge.
* ParasolParachute \\
An umbrella or parasol used as a parachute. Plus it keeps the rain off!
* ProjectilePlatforms \\
Game physics so abstracted from reality that a character can ride what is ostensibly a projectile without changing its trajectory.
* RagdollPhysics \\
Games that use increasingly realistic physics for all objects, especially dead enemies.
* RecoilBoost \\
Firing rapidly in a direction opposite of where you want to go will give you a good push sideways or even upward.
* ReflectingLaser \\
Lasers that can reflect off of ''any'' flat surface.
* RoadRunnerPC \\
You are always one of the fastest things in the game world.
* RocketJump \\
Using explosives to propel the player to normally unreachable places.
* SelectiveGravity \\
Gravity is only applied to some things; others are totally immune.
* SetSwordsToStun \\
A weapon's lethality is directly proportional to its user's desire to kill. Bladed weapons can cause nonlethal damage.
* ShockwaveStomp \\
Where a boss or character can smash on the ground and send out a wave of energy that causes damage.
* SpringJump \\
An ability in video games that sends your character rocketing straight upwards, and is much more powerful than ordinary JumpPhysics.
* SpringySpores \\
You can use Mushrooms as trampolines.
* TeleFrag \\
Trying to teleport somewhere that's already occupied. Leaves a mess.
* TremorTrampoline \\
When an earthquake or violent impact causes characters to bounce about.
* VentPhysics \\
Conveniently placed air vents give you the boost you need.
* VeryHighVelocityRounds \\
You've slowed down time, and while enemy bullets will crawl like molasses, yours go at normal speed.
* VideoGameFlight \\
Video games that actually let your character fly freely about the world.
* WalkDontSwim \\
Your character can't swim when underwater, just walk around and jump higher, or ''lower''.
* WallCrawl \\
The ability to scale vertical surfaces.
* WreakingHavok \\
Where the coolness of the physics engine conspicuously draws attention to itself rather than meshing with the rest of the gaming experience.
[[/index]]
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to:

Chronicled herein are all the little things that cause objects in videogames to work differently from, say, objects in your backyard, for the purpose of [[RuleOfFun being]] [[RuleOfCool awesome.]]

See ArtMajorPhysics.
----
[[index]]
* AirAidedAcrobatics \\
Using fans or wind to jump to normally-unreachable places.
* BodyArmorAsHitPoints \\
Rather than protecting bodily areas, body armor just gives you bonus HitPoints.
* BoomHeadshot \\
It's always better to go for the head instead of the torso or other larger target.
* CobwebTrampoline \\
A spiderweb is always used as a trampoline.
* CollisionDamage \\
Just touching an enemy will damage or kill the player.
* DepthPerplexion \\
In video games, foreground and background aren't always as separated as they appear to be.
* DirectionallySolidPlatforms \\
Platforms that are solid from certain sides only (most notably, above).
* EdgeGravity \\
Where the edge of a platform actively resists the player's motion over it.
* FloatingPlatforms \\
Because it's much easier than building proper structural supports.
* FrictionlessIce \\
A place or puzzle where every step on an ice patch makes you continue in that direction, unable to move or stop.
* GravityScrew \\
A GimmickLevel which messes around with gravity in some way.
* GroundPound \\
The player jumps, ducks or crouches in the air, and comes down powerfully onto the ground.
* GroundShatteringLanding \\
Characters who can land with such an impact that it can break the ground beneath them
* HitTheGroundHarder \\
Characters who can speed up to beyond fatal falling velocity to completely or partially negate fall damage.
* HomingProjectile \\
A projectile that constantly curves toward its target.
* Instant180DegreeTurn \\
A character or an object the player is controlling, can turn 180 (different number in 3D games) degrees in an instant.
* InvisibleGrid \\
A mainly 3D game mechanic that limits where you can move, jump, and/or land so that you are always on an invisible grid.
* JigglePhysics \\
That amazing programming breakthrough that gives breasts realistic bouncing animation.
* JumpPhysics \\
It's very different in a PlatformGame than it is in real life.
** DoubleJump \\
You jump, then you jump again. No, it shouldn't be possible, but it's fun.
** WallJump \\
You know when your parents said you were driving them up the wall? Here's how you actually do it.
* {{Knockback}} \\
Taking damage results in being knocked aside, whether the attack in question would reasonably be expected to do that or not.
** KnockbackEvasion \\
Frequently, a method is provided to completely avoid knockback, even for attacks that should reasonable be expected to knock you aside.
* LadderPhysics \\
Ladders in games act strangely, like letting you climb them while having both arms free.
* NotTheFallThatKillsYou \\
One must impact the ground to get killed.
** FallingDamage \\
When impacting the ground merely hurts you rather than outright killing you.
* PainfullySlowProjectile \\
Bullets, arrows, or sundry other super-fast shooty things will move slowly enough to defend or dodge.
* ParasolParachute \\
An umbrella or parasol used as a parachute. Plus it keeps the rain off!
* ProjectilePlatforms \\
Game physics so abstracted from reality that a character can ride what is ostensibly a projectile without changing its trajectory.
* RagdollPhysics \\
Games that use increasingly realistic physics for all objects, especially dead enemies.
* RecoilBoost \\
Firing rapidly in a direction opposite of where you want to go will give you a good push sideways or even upward.
* ReflectingLaser \\
Lasers that can reflect off of ''any'' flat surface.
* RoadRunnerPC \\
You are always one of the fastest things in the game world.
* RocketJump \\
Using explosives to propel the player to normally unreachable places.
* SelectiveGravity \\
Gravity is only applied to some things; others are totally immune.
* SetSwordsToStun \\
A weapon's lethality is directly proportional to its user's desire to kill. Bladed weapons can cause nonlethal damage.
* ShockwaveStomp \\
Where a boss or character can smash on the ground and send out a wave of energy that causes damage.
* SpringJump \\
An ability in video games that sends your character rocketing straight upwards, and is much more powerful than ordinary JumpPhysics.
* SpringySpores \\
You can use Mushrooms as trampolines.
* TeleFrag \\
Trying to teleport somewhere that's already occupied. Leaves a mess.
* TremorTrampoline \\
When an earthquake or violent impact causes characters to bounce about.
* VentPhysics \\
Conveniently placed air vents give you the boost you need.
* VeryHighVelocityRounds \\
You've slowed down time, and while enemy bullets will crawl like molasses, yours go at normal speed.
* VideoGameFlight \\
Video games that actually let your character fly freely about the world.
* WalkDontSwim \\
Your character can't swim when underwater, just walk around and jump higher, or ''lower''.
* WallCrawl \\
The ability to scale vertical surfaces.
* WreakingHavok \\
Where the coolness of the physics engine conspicuously draws attention to itself rather than meshing with the rest of the gaming experience.
[[/index]]
----
Gay Blacks
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** FallingDamage \\
When impacting the ground merely hurts you rather than outright killing you.
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Platforms not solid from certain sides only (most notably, above).

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Platforms not that are solid from certain sides only (most notably, above).
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* CobwebTrampoline \\
A spiderweb is always used as a trampoline.
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YMMV sinkhole


That amazing programming breakthrough that gives breasts [[YourMileageMayVary realistic]] bouncing animation.

to:

That amazing programming breakthrough that gives breasts [[YourMileageMayVary realistic]] realistic bouncing animation.

Added: 92

Changed: 1

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Trying to teleport somewhere that's already occupied. Leaves a mess.

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Trying to teleport somewhere that's already occupied. Leaves a mess. mess.
* TremorTrampoline \\
When an earthquake or violent impact causes characters to bounce about.
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* HitTheGroundHarder

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* HitTheGroundHarderHitTheGroundHarder \\
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* HitTheGroundHarder
Characters who can speed up to beyond fatal falling velocity to completely or partially negate fall damage.
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* SpringySpores \\
You can use Mushrooms as trampolines.
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None


In video games, the top of a tower can block a character on the ground, and bullets can go through walls by going in front of them.

to:

In video games, the top of a tower can block a character on the ground, foreground and bullets can go through walls by going in front of them.background aren't always as separated as they appear to be.
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* DepthPerplexion \\
In video games, the top of a tower can block a character on the ground, and bullets can go through walls by going in front of them.
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** KnockbackEvasion \\
Frequently, a method is provided to completely avoid knockback, even for attacks that should reasonable be expected to knock you aside.

Changed: 27

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* [[{{ptitle3l7hgk0f}} Walk, Don't Swim]] \\

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* [[{{ptitle3l7hgk0f}} Walk, Don't Swim]] WalkDontSwim \\
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Platforms not solid from certain sides only (most notably, above).
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* DirectionallySolidPlatforms \\

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* ReverseBladeSword \\
A weapon's lethality is directly proportional to its user's desire to kill. Bladed weapons can cause nonlethal damage.


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* SetSwordsToStun \\
A weapon's lethality is directly proportional to its user's desire to kill. Bladed weapons can cause nonlethal damage.
L

Added: 75

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* HomingProjectile \\
A projectile that constantly curves toward its target.
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* AirAidedAcrobatics \\
Using fans or wind to jump to normally-unreachable places.
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* [[{{ptitle3l7hgk0f}} Walk, Don't Swim]] \\
Your character can't swim when underwater, just walk around and jump higher, or ''lower''.
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None


[[index]]



Where the coolness of the physics engine conspicuously draws attention to itself rather than meshing with the rest of the gaming experience.

to:

Where the coolness of the physics engine conspicuously draws attention to itself rather than meshing with the rest of the gaming experience.experience.
[[/index]]
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