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7[[quoteright:350:[[VideoGame/SuperMario64 https://static.tvtropes.org/pmwiki/pub/images/sm64_wing_cap.png]]]]
8[[caption-width-right:350:[[Film/SupermanTheMovie You'll believe a plumber can fly.]]]]
9
10[[InASingleBound Super Jumping]] is a common ability in video game worlds, and even the lowliest platforming hero is commonly capable of a DoubleJump, but flight is comparatively much rarer: few video games actually let your character fly freely about the world. From a design standpoint, this makes sense. After all, if your character can fly anywhere, what's to stop them from flying to distant parts of the level and [[SequenceBreaking completely avoiding all the obstacles you planned for them]]? And even worse: How do you keep them from flying off the edges of the level (or world map) without having to rely on {{Invisible Wall}}s?
11
12However, ignoring the obvious [[SimulationGame Flight Simulators]] (and many an aerial dogfighting game), there are still games that let your character fly freely through the wild blue yonder, but for the sake of gameplay and level design they will usually impose one or more of the following limits:
13* {{Flight}} can only be used in specific levels or areas, or by acquiring a specific item or powerup that is itself found only in specific levels or areas.
14* Landing/take-off is only possible at certain locations or on certain terrain types.
15* Or, similarly, {{Gravity Barrier}}s impose clear rules on where the player is and is not allowed to fly. A TruthInTelevision example is the [[http://en.wikipedia.org/wiki/Flight_ceiling flight ceiling,]] a general threshold above which real-life aircraft cannot generate enough lift to maintain safe flight. Though for real aircraft this tends to be much higher than videogames featuring such a limit.
16* Flight is granted as a [[GlobalAirship late-game ability]]: The fact that you can skip between levels and areas is moot when you have ''already played through them'' just to get there.
17* The ability to fly itself is hard to acquire or maintain. Perhaps it requires dozens of hours of grinding to unlock, or fuel for aerial vehicles is ridiculously expensive.
18* The skies are filled with enemies and obstacles, making them just as treacherous as the ground, if not more so. This is especially the case if your character cannot adequately attack or defend themselves in mid-air, or can be easily smacked out of the sky into the nearest [[LavaPit pool of molten lava]] or BottomlessPit.
19* Or, on the other hand, the skies are empty: There are few to no puzzles, {{Power Up}}s, {{Plot Coupon}}s, or other events that can be accessed from the air, requiring the player to land at the nearest open space and continue the rest of the way on foot. A common limitation of the GlobalAirship.
20* And that's assuming there ''is'' a sky to take to. Walls and ceilings encroaching on all sides impose obvious limits as to where the player can fly; more NintendoHard games may give the player a whole maze of DeadlyWalls to fly through.
21* Flight can only be used for limited durations at a time, beyond which the character is out of fuel (another TruthInTelevision), energy, or is otherwise too exhausted to continue flying and must return to the ground to rest or refuel. Or touch the ground for a split second to instantly reset their flight meter, as the case may be.
22* It is NotQuiteFlight; for example, a winged character who can only glide or make wing-assisted leaps. In practice, this usually involves mechanics similar to a DoubleJump. Can easily resemble the aforementioned limited duration situation, especially if the character can glide ''and'' [[DoubleJump Double (or triple or quintuple) Jump]].
23* Other methods of transportation are actually faster (say, if there were trains and speedboats but you could only fly as fast as you could run).
24* Flight may be clumsier than ground-based movement, with it being more difficult to dodge enemies and obstacles. When simply bypassing an entire area by flying high above it is not an option, this may make conventional movement a better option than low-altitude flight.
25* You are able to fly freely, but you can only ''land'' in areas you've already been to, preventing SequenceBreaking and turning it into simply a means of [[WarpWhistle fast travel]].
26* Unintentional example; When a GoodBadBug enables you to functionally fly, if even for a limited amount of time. The most notable example is {{rocket jump}}ing, often still a byproduct of even advanced physics engines. Power ups are also usually a culprit, particularly when they are stacked with other power ups creating unintended overlap effects, like infinite ammo and damage reduction enabling more rocket jumping.
27
28Not to be confused with VideoGame.{{Flight}}.
29----
30!!Examples:
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32[[foldercontrol]]
33
34[[folder:ActionAdventure]]
35* ''VideoGame/BeyondGoodAndEvil'' has flight granted as a late-game ability [[spoiler:with the Beluga]].
36** Allows access to some new areas.
37** Also allows appreciation of the SceneryPorn from new and better angles.
38* ''Franchise/{{Castlevania}}''
39** ''VideoGame/CastlevaniaSymphonyOfTheNight'': True to his vampire heritage, Alucard can fly by transforming into a bat. This slowly uses mana, and you can only attack if you've collected the Fire of Bat powerup. The mist form can also be upgraded to grant infinite, invincible flight, but it uses mana much more quickly than the bat.
40** In ''VideoGame/CastlevaniaAriaOfSorrow'' and ''VideoGame/CastlevaniaDawnOfSorrow'', Soma can also fly by turning into a bat.
41** ''VideoGame/CastlevaniaPortraitOfRuin'': Charlotte can turn either character into an owl (that can fly, naturally).
42** ''VideoGame/CastlevaniaOrderOfEcclesia'': Shanoa can get wings. All of these (except Alucard's) are obtained relatively late into the game.
43* ''VideoGame/DreamsToReality'' lets you fly at any given moment, but doing so drains your energy.
44* Raziel in the ''VideoGame/LegacyOfKain'' series can glide using the remnants of his ruined wings. In ''Defiance'', Kain can do the same thing, though he can't sustain the glide as long. He can also transform into a swarm of bats to fly long distances, both in ''Defiance'' and in ''Blood Omen'', but this is more of a teleporting ability since a) it can only be activated at certain locations and b) you don't actually control him while he's doing it.
45* {{VideoGame/Owlboy}} gives you unlimited flight almost right at the beginning, but the game revolves around this ability, so it isn't gamebreaking.
46* In ''VideoGame/KidIcarus'', Pit can't fly with his normal wings, but uses many items for different variations of video game flight. The Angel Feather is a BottomlessPitRescueService that only last a few seconds in [[VideoGame/KidIcarus1986 the first game]] and short last method of quick travel in [[VideoGame/KidIcarusOfMythsAndMonsters the second]], The Wings Of Icarus from ''VideoGame/SuperSmashBrosBrawl'' can be used anytime but still fade in seconds, [[VideoGame/KidIcarusUprising Uprising's]] Miracle Of Flight [[RailShooter moves him where it wants]] for up to five minutes, and finally the Wings Of Pegasus let Pit fly wherever he wants whenever he wants, limiting them to the end game.
47* ''VideoGame/{{Faxanadu}}'' let the player fly for up to 30 seconds with wing boots equipped. However, a GoodBadBug could extend that time limit.
48* ''VideoGame/CaptainComic 2: Fractured Reality'' gave you a jetpack with ''severely'' limited fuel. In the very next stage, though, you get the unlimited fuel cell. Naturally, the stage after that began with a very, very long vertical-scrolling stage with no platforms until the very top.
49* In ''The Caves of Doom'' for the UsefulNotes/ZXSpectrum, you need to use a jetpack to get over any sort of obstacle, but its fuel tank empties quickly. Fortunately, extra fuel is lying around everywhere.
50* ''VideoGame/SecretsOfRaetikon'' allows the player to swoop freely around the game world, with the flight speed affected by air currents, frequency of dashing/flapping, and height off the ground. There's even an option to freefall as well.
51* In the Creator/UbiSoft game ''Night Hunter'', Dracula can fly by transforming into a bat, but this drains the flight meter.
52* This is the basic premise of ''VideoGame/NightsIntoDreams'': once your player character (one of the two dreamers) meets with the titular dream jester, you control them and go through four flight courses with [[{{Mooks}} Nightmarens]] scattered about and unique mechanics for each stage, as you collect back the five [[MacGuffin Ideyas]]. [[spoiler: However, in the last level (Twin Seeds), [[UnexpectedGameplayChange the player character flies without NiGHTS]].]]
53[[/folder]]
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55[[folder:ActionGame]]
56* ''VideoGame/{{Joust}}'' has unlimited flight (although you have to do the flapping yourself) and it's unlimited within the wraparound confines of one screen.
57* In ''VideoGame/GodOfWarII'', Kratos acquires the Wings of Icarus, which allow more-or-less unlimited flight in very short intervals.
58* ''VideoGame/{{Thexder}}'' allowed transforming into flying mode with no restrictions. This is balanced by some claustrophobic level designs, wide open areas filled with ''swarms'' of enemies, and the auto-aiming function restricted to humanoid form. (Hint: ''Don't fly into wide open areas''. '''''EVER!''''')
59* Many winged characters in the ''VideoGame/{{Skylanders}}'' series can learn to fly. Although they can't really fly high (it's really more hovering above the ground), it does allow them to bypass a number of environmental hazards, as well as making them faster and giving them an evasion boost that allows them to dodge more attacks.
60* In VideoGame/TheMatrixPathOfNeo you can only have unlimited flight in the last few levels.
61* In ''VideoGame/MarvelsAvengers'', ComicBook/IronMan and [[ComicBook/TheMightyThor Thor]] can both fly freely through the air, as well as hover in place.
62[[/folder]]
63
64[[folder:FightingGame]]
65* ''VideoGame/GodzillaUnleashed'':
66** Both King Ghidorah and Mecha-King Ghidorah can fly for short periods of time (So long as their energy doesn't run out).
67** Battra ([=PS2=] version of the game only) and Mothra have unlimited in their adult forms.
68** Megaguirus (A giant mutated dragonfly) has unlimited flight as well.
69** Both Mechagodzilla 2 and Kiryu can hover for short periods of time thanks to the rocket boosters in their backs.
70** Rodan has limited flight.
71** Oddly enough, about the ONLY winged kaiju that cannot fly in the game is Destoroyah.
72** Spacegodzilla can hover for short periods of time.
73* The UpdatedRerelease of ''VideoGame/JoJosBizarreAdventureAllStarBattle'' has Pet Shop, a falcon. Usually he acts like a normal character, "standing" by hovering in place, "jumping" by flying up and then back down, and "crouching" by landing on the ground. However, he has a Flight Mode that allows him to fly around freely and grants him unlimited dashing; however, using this mode consumes stamina, and it also prevents him from using several moves, including blocking.
74* Flight is pretty common throughout the ''VideoGame/SuperSmashBros'' series: [[VideoGame/KidIcarus Pit]], [[VideoGame/{{Kirby}} Kirby, Meta Knight, Dedede]], [[Franchise/{{Pokemon}} Charizard, and Jigglypuff]] can fly in the "triple/quadruple/etc. jump" sense, and Pit, Meta Knight, and Charizard are all able to glide in ''Brawl''. The "gets tired after a while" variation occurs with Pit and ROB when they use their Up Special moves, and many more characters can fly as part of their [[LimitBreak Final Smash]] attacks.
75* Painwheel from ''VideoGame/{{Skullgirls}}'' can use her wheel-blade to fly for short periods of time.
76* Nearly 40% of the cast in ''VideoGame/MarvelVsCapcom3'' can fly. At most, they'll only get 3 seconds of flight, and they're left wide open for punishment after it ends, so be wise about using flight. This is also a great tool for zooming across the screen and escaping mixups.
77* ''VideoGame/DragonBallZBudokaiTenkaichi'' takes flight for granted in the spirit of the show. The first game gives it to everyone, its sequel however takes account into who is actually allowed to fly and characters that don't have such power in the show can only jump very high only to plummet to the ground. The third game takes an inbetween approach, non-flying characters will jump into the air and fall slowly, they can be also given the power in custom matches.
78* ''VideoGame/{{Tekken}}'':
79** One of Yoshimitsu's stances, Dragonfly, has him fashion his sword into impromptu helicopter rotors, enabling him to hover above ground. In this stance, he is immune to low hits.
80** Devil, Angel, True Ogre, Devil Jin, and Devil Kazumi are all capable of short bursts of flight, by virtue of having wings.
81[[/folder]]
82
83[[folder:First-Person Shooter]]
84* ''VideoGame/DukeNukem3D'' has a JetPack available in most levels, though all can be finished without it. Some secret places can only be accessed with it, and it can make certain areas a bit easier. Naturally, its fuel supply is limited, though still quite reasonable (unless you use the GodMode cheat, which also makes it unlimited). Unlike other powerup examples, you can turn it on and off as desired so long as you have fuel for it. User maps, on the other hand, are much more likely to make its use a requirement to finish the level.
85* ''VideoGame/{{Heretic}}'' has the Inhilicon's Wings of Wrath powerup, which allow you to "fly" (actually, move vertically), but only for a limited period of time. Sometimes allowed you to get otherwise unobtainable items. Unlike every other item kept in the inventory, they can not be kept between levels.
86 The Wings of Wrath also appears in ''VideoGame/{{Hexen}}'', but unlike ''Heretic'', it has an unlimited duration, and only expires once the player moves on to the next hub. Given that you don't actually get the Wings until you actually reach the end of the hub, this generally limits their usefulness to going back and exploring previously unreachable areas to get hidden items. An exception is the hub with a BossFight against the Death Wyvern; the Wyvern flies and is hard to hit from the ground, so the most natural thing is to dodge its fireballs at first and fight it on equal terms once you get the Wings.
87* The flight power in ''VideoGame/CliveBarkersUndying'' only worked outside the mundane world, and only for short periods (as opposed to the two other sorcerers you fight, who are admittedly much more experienced.)
88* ''Franchise/{{Halo}}'':
89** In addition to the obligatory vehicular flight combat sequences, in a few levels you can use a Banshee to [[SequenceBreaking skip large sections of the level]] and even find a few {{easter egg}}s. Of specific note is a level in ''VideoGame/HaloCombatEvolved'' that has a Banshee on a bridge. An Elite races to it as soon as you step on the bridge, but if you kill him, or otherwise beat him to the Banshee, you can bypass the entire second half of the level.
90** ''VideoGame/HaloReach'' and ''VideoGame/{{Halo 4}}'' have the rare JetPack Armour Ability, which allows flight for a limited time before needing to be recharged. Usage can become unlimited if the right option is enabled in a Multiplayer/Firefight game, but it's still restricted by [[InvisibleWall level boundaries]].
91* ''[[VideoGame/Warhammer40000SpaceMarine Space Marine]]'', being a [[TabletopGame/{{Warhammer 40000}} 40k]] game, has the obligatory Assault Marine class and several jump pack levels in the campaign.
92* ''VideoGame/FarCry3'' early on has paragliders that allow the player to glide over their targets and scout out the region. Unfortunately, they are limited to cliff edges and other high areas. In the second half of the game, the lead dons a glide suit that allows them to jump from any location to do the same.
93* ''VideoGame/FarCry4'' brings back the gliders and the wingsuit but one-ups them with the Buzzer, a primitive but highly capable mini-chopper. This one really is a GameBreaker because its sole limitation is its flight ceiling, and even that's so generous it very rarely keeps players from reaching crucial locations. Apart from that, the Buzzer doesn't need fuel, is faster than any other vehicle in the game, is surprisingly resilient to gunfire and other damages, can be repaired in seconds without having to lug around tools, is so small it can land on a postcard, and to top it all off, one can shoot handguns while flying it (and one available handgun is [[DeathFromAbove a freaking grenade launcher]]). Even better, both become available for free [[DiscOneNuke barely one hour into the game]]. If you're willing to forego stealth in favor of cheesing the hell out of the Buzzer, much of the game becomes trivial, partly because of the sheer destructive power of the Buzzer-grenade-launcher combo, partly because the thing makes the [[DungeonBypass almost immediate acquisition]] of many powerful weapons so ridiculously easy.
94* Several champions in ''VideoGame/{{Paladins}}'' have some sort of flight capabilities. Naturally, flight has its limitations to prevent it from being overpowered.
95** Drogoz uses a jetpack to launch himself into the air and fly while he [[FlyingFirepower rains down death from above]] with his rocket launcher. Once his jetpack runs out of fuel, he must land for it to recharge.
96** Evie can take to the skies on her ice staff, using it like a FlyingBroomstick. In addition to her [[TeleportSpam Blink]], this makes her an extremely mobile flank champion.
97** Androxus can FlashStep up to three times in any direction, including upwards. He can also slow his descent in the air with the jump button. Clever players have realized that he can achieve semi-flight by careful use of his flash steps and slowing his descent.
98** Willo is a fairy who normally hovers over the ground, but her [[LimitBreak ultimate]] gives her true flight, allowing her to freely soar in any direction while also giving her unlimited ammo for the duration.
99* ''VideoGame/RedFaction'' has an UnexpectedGameplayChange level where the player pilots an Aesir jet fighter through the Martian caverns InTheStyleOf ''VideoGame/{{Descent}}''.
100[[/folder]]
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102[[folder:Hack and Slash]]
103* In most of the ground missions in the first two ''VideoGame/{{Drakengard}}'' games, there isn't much stopping you from just hopping on your dragon, flying wherever you need to go, and incinerating everything below you on the way there. Not much, that is, aside from archers, wizards, and enemies who are immune to magic (and, by extension, dragonfire).
104[[/folder]]
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106[[folder:MechaGame]]
107* Build a NEXT correctly in ''[[VideoGame/ArmoredCore Armored Core for Answer]]'' and it could fly indefinitely. Certainly an advantage in gameplay, but most levels take place in a designated "mission area" that if you stray from, you fail the mission.
108[[/folder]]
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110[[folder:MMORPG]]
111* ''VideoGame/CityOfHeroes'' grants unrestricted flight. There is an energy cost, but it is negligible. It usually does not become SequenceBreaking as most of the content takes place inside buildings and enclosed environments where the player is unable to avoid notice by enemies without a stealth power. The rare outdoor maps can allow a flying character to skip over troublesome areas and directly access objectives or important enemy groups. However, the benefits of floating around the ceiling when most of your opponents have better melee options than you do are non-negligible. Blasters ''love'' to take advantage of this in [=PvP=] combat, challenging tankers and scrappers (who only have melee attacks) to arena combat and then floating out of reach. Temporary items allow melee combatants to fly, but invariably slower than the blaster, who just runs away and continues attacking from range. ''Super'' frustrating.
112* ''VideoGame/WorldOfWarcraft'':
113** The games allows unlimited flight via flying mounts in [[http://www.wowhead.com/spell=34090 Outland]] from level 60 onward, flight in [[http://www.wowhead.com/spell=54197 Northrend]] at level 68, and flight in [[http://www.wowhead.com/spell=90267 Azeroth]] [[note]]Eastern Kingdoms and Kalimdor[[/note]] at level 60. These flight licenses require the expansions The Burning Crusade, Wrath of the Lich King, and Cataclysm. There are also 3 different flight speeds, all based on normal running speed: [[http://www.wowhead.com/spell=34090 150%]] (level 60), [[http://www.wowhead.com/spell=34091 280%]] (level 70) and [[http://www.wowhead.com/spell=90265 310%]] (level 80). There are also various items, buffs, and talents that increase speed when mounted, peaking at 492% of normal speed.
114** The developers will jump on any opportunity to deprive the players of their flight capabilities, however. Most of the expansions did not allow the players to fly in the new areas until they were at or near the current level cap. Many additional areas added by patches do not allow flying, such as the Molten Front or the Isle of Thunder (sometimes they bother with an explanation, sometimes they dont). Dungeons and raids never allow flight (except for specific situations using special mounts). This is particularly annoying for druids, who can otherwise shapeshift into flying creatures at will, but may be forced to suffer fall damage or death because the devs didn't feel like letting people fly in that area.
115** Azeroth zones didn't allow flight until ''Catacylsm'' in part because the world was plain unfinished in parts and not built around the concept. ''Cataclysm'' gave them the opportunity to revamp everything, but for some reason the zones added in ''The Burning Crusade'', the Blood Elf and Draenei starting zones, were left out. They are even still technically part of Outland, which is particularly puzzling for the Blood Elf zones, accessible only through a portal.
116** The open world battleground Wintergrasp is particularly weird about this. Between battles, players can fly normally in the entire zone, but during battles flight is disabled. Tol Barad got around that headscratcher by just not allowing flight at all.
117** After multiple expansions of blizzard essentially trying to take flying away, ''Dragonflight'' will add a form of flight ''at launch'', wherein players will fly much faster but requires players to find specialized "Glyphs" in order to learn more traits and abilities for flying. With the only drawback being that these traits can only be used on The Dragon Isles and used for "Dragonflying" class of Mounts that are rewarded in that area: where they can only use those abilities in that zone.
118** The Dracthyr Evokers as a new Playable Character Class added in for the expansion can use their Dragonflying racials however outside of The Dragon Isles but to a much lesser degree.
119* ''VideoGame/{{Aion}}'' allows "get tired" flight from level 10, which starts at one minute and can be lengthened through consumables, equipments, and manastones. It's also possible to "glide" (controlled descent that can't be altered into flight without touching the ground first) for about twice as long as maximum flight time. However, once you get to the Abyss, which requires level 25, flight is unlimited. This is good, since the Abyss is made up of a lot of floating islands. Interestingly, physical characters (warriors and scouts) get passive abilities that increase their damage or dodge while flying, while also restricting the ability to fly unless in the Abyss, for PlayerVersusEnvironment balance issues.
120* ''VideoGame/PerfectWorld'':
121** The game allows all characters unlimited flight at level 30, [[BribingYourWayToVictory or earlier if one buys certain aerogear from the boutique]]. Additionally, Winged Elves can fly starting at level 1 with a special pair of wings that use a small amount of mana every second of flight... elves that run out of mana will "get tired" and fall from the sky (as will players who unexpectedly disconnect from the server while their characters are in midair), though unless they land near an aggressive enemy this is [[NotTheFallThatKillsYou less of a problem]] [[SoftWater and]] [[SuperNotDrowningSkills more of an]] [[ConvectionSchmonvection incovenience]]. Said elves can still get the unlimited flight at level 30 (or, as stated above, earlier from the boutique). The only combat limitations of ground vs. air are certain [[FairyCompanion Genie skills]], and in the case of Venomancers, which pets may attack the enemy.
122** A few bosses constantly use area-effect attacks that disable flight until the debuff expires. Chief among these are [[PlayingWithFire Inferno Lord Phyrex]] (Undercurrent Hall fire boss) and [[FlunkyBoss Changeling Commander Haspon]] (Western Steppes overworld boss that must be killed to complete the "Soul Purification" weekly quest).
123* ''VideoGame/ChampionsOnline'' allows characters to obtain travel powers including several different forms of flight. There is little restriction (aside from zone boundaries) on where characters can fly.
124* ''VideoGame/RemnantsOfSkystone'' has three classes, one of which can use a steampunk jetpack to fly indefinitely. The zones all have defined boundaries, being divides into relatively small rooms, and lots of hurty things, be it monsters or spiky terrain - which interrupt flight. As well as steam jets which can't be passed through when midair. Still, in theory, you can fly as much as you want, and from level one.
125* ''VideoGame/FlyFF'' allows any Lv.20 or higher character to use an item to fly. There are extremely few flying enemies (a grand total of three types, which may or may not have been patched out of the game for now), your only attack is a melee attack (unless you're a magician with a wand; even bow users smack enemies with their bows instead of firing arrows), and there are {{Invisible Wall}}s in the sky in some areas. You can land in most places where it's possible to stand, and you can take off anywhere if you can go 10 seconds without being attacked. Flying, while ostensibly the main gimmick, is mainly used for transportation.
126* ''VideoGame/DCUniverseOnline'' Has three movement options: Flying, a la Superman, allows the character not only unlimited flight but also hovering powers; Acrobatics has a very long glide, which can be upgraded with a "Rocket Boost", allowing infinite flying (but no hovering); and Superspeed, which... can't even jump very high. There is an invisible ceiling over the city that you cannot pass, which is implied to be a Brainiac Forcefield.
127* In ''VideoGame/StarTrekOnline'', the Risa summer event features anti-gravity jetpacks that inexplicably only work on the event map on Risa.
128* ''VideoGame/FinalFantasyXIV'' brought flying mounts to players with the release of ''Heavensward,'' but only in those new zones added by the expansion. Moreover, flying could only be unlocked by attenuating to "aetherial currents" within each zone, located using a compass sensitive to the presence of such currents; other current attenuations were granted by completing both sidequests and main story missions. The ''Shadowbringers'' patch 5.3 added flight to areas preceding ''Heavensward'', with the only requirement being to finish the 2.X launch MSQ.
129* ''VideoGame/GuildWars2'' added flight with "Path of Fire" and the Fourth Season of the Living World story (an alternative flying mount to the Griffons, which takes a lot of RNG to obtain). Unlike other games, altitude is limited but the player can hover or glide indefinitely, and players are encouraged to climb off of high places and mount up. It has been jokingly called [[WesternAnimation/ToyStory1 "Falling with Style]]" as mounts do not act behave like a helicopter in Guild Wars 2.
130[[/folder]]
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132[[folder:PlatformGame]]
133* ''VideoGame/BanjoKazooie'':
134** Kazooie has this ability, but not only needs Red Feathers to do so, but also can only take off [[PlatformActivatedAbility from certain flight pads]]. However, the Bee transformation in both the original game and ''Tooie'' allows for unlimited flight (in specific levels), and in ''Tooie,'' solo-Kazooie can learn to glide in a hard-to-reach point in a late-game area.
135** Propellers, wings, balloons and jet engines can be gradually unlocked in ''VideoGame/BanjoKazooieNutsAndBolts'', allowing the player to build quite a variety of flying vehicles that are only limited by their fuel and control. Both the HubLevel and a few missions limit your choice of vehicle, and there's plenty of missions where a land or water-based craft is a better choice, though.
136* In ''VideoGame/CaveStory'' both versions of the [[JetPack Booster]] will allow flight for a very short time. Naturally, the flight time instantly replenishes when you touch the ground. There aren't many places to fly to anyway, considering most of the game is set in a [[ExactlyWhatItSaysOnTheTin cave]]. The Booster also gets taken away from you in the late midgame, but you get it back after doing a few {{Fetch Quest}}s.
137* ''VideoGame/DonkeyKongCountry''
138** In ''VideoGame/DonkeyKongCountry2DiddysKongQuest'', the Squawks the Parrot transformation allows you to fly, but only in specific levels. However, said levels tend to be labyrinths where [[DeadlyWalls just touching the walls means death]], so be wary.
139** Diddy in ''VideoGame/DonkeyKong64'' has Rocket Barrels, but they're powered by Crystal Coconuts. Run out, and he'll go plummeting to the ground. Plus there are certain areas which inexplicably forbid flying. Fly into one of these areas and you'll get a "NO" sign with a bizarre, incredibly startling evil laugh and Diddy will come down regardless of his crystal coconuts. All the powerups have these restrictions.
140* ''VideoGame/DukeNukemII'' has the Flame Thrower, which if fired while crouching can propel you into the air. It's somewhere between a jetpack and rocket jumping, though it does have twice as much ammo as the other limited-ammo weapons.
141* ''VideoGame/DukeNukemManhattanProject'' has a JetPack powerup in some levels, but its fuel supply is severely limited and it can't be toggled on and off, only used until it runs out or is discarded by the player (which is easy to do accidentally).
142* ''VideoGame/{{Kirby}}'' is one of the few series that generally lets its characters fly about freely (except in ''VideoGame/Kirby64TheCrystalShards'', ''VideoGame/KirbyAndTheForgottenLand'' and a few spin-offs, where Kirby gets tired after a while). However, ''Kirby'' game stages are usually designed with flight in mind. Outdoor stages tend to have an invisible ceiling that prevents Kirby from going off the top of the screen and cave and indoor stages place even clearer limits on where Kirby can fly. Additionally, enemies patrol the sky almost as much as the ground and Kirby's only method of attack while puffed up cancels the flight and sends him plummeting back towards earth.
143* ''Franchise/SuperMarioBros'':
144** ''VideoGame/SuperMarioBros3'' also has the Super Leaf, Tanooki Suit and P-Wing where you have to, with the former two, build up enough speed to take off, then could only fly for a limited time (the P-wing made this infinite, but was [[TooAwesomeToUse a rare item]]).
145** ''VideoGame/SuperMarioWorld'':
146*** The Cape Feather grants this ability. Mario has to build up speed and flying is relatively tricky.
147*** The Blue Yoshi can fly indefinitely while in special levels or temporarily by holding a shell.
148*** There's a P-balloon item that lets Mario float, but at a very slow speed, that will lose effectiveness after a while and drops him like a rock if he so much as brushes up against anything that can hurt him. This culminates in [[BrutalBonusLevel "Tubular"]], the second stage of the hidden Special Zone, a level built entirely around the use of this powerup to float over a vast BottomlessPit, and easily considered to be the hardest level in the game.
149** ''VideoGame/SuperMarioLand2SixGoldenCoins'':
150*** There are carrots that give Mario Rabbit Ears, that allow him to glide by flapping them, smashing the A button.
151*** In the Hippo Level, you can fly freely by jumping into a hippo's snot bubble. Doing this lets you fly upward through the entire level unharmed, and is required to reach the Space Zone.
152** ''VideoGame/SuperMario64'': Mario gets a flying cap. Flying requires some finesse, as well as thoughtful use of Mario's momentum. It also fades after a set time-- try not to be in the air when that happens.
153** ''VideoGame/SuperMarioGalaxy'':
154*** The Red Star is a PowerUp that makes Mario fly. Exact control over movement in the air, able to turn on a dime and fly straight upwards... except with one problem. You can only get it in [[HubLevel the Observatory]] (where it's completely useless other than for a 1-up or two) and one mission in the Gateway Galaxy.
155*** The Bee Mushroom, meanwhile, allows for very limited hovering that is barely better than normal jumping, and the Boo Mushroom allows for unlimited hovering, but is only available in three missions.
156* ''VideoGame/WarioLand'':
157** Most games have the Puffy Wario and Vampire Wario transformations for unlimited flight, but the former has the obvious limitation of constantly going upwards without any way to get back down (and deflating when Wario hit a ceiling), and the latter, not only can't go through doors or pipes, is transformed back by light or water, meaning that most levels with the ability simply put a lot of candles or lights stopping Wario from going off wherever.
158** ''VideoGame/WarioMasterOfDisguise'' has Wicked Wario. You unlock this form in the second to last stage. It's limited to up and down flight until you get the upgrade for it in the same stage.
159** The first ''VideoGame/WarioLandSuperMarioLand3'' has the Jet Hat which cancels all vertical movement as you fly in one direction. Because of an [[GoodBadBugs exploit]], [[GameBreaker you can go through certain stages flying most of the time]].
160* ''Franchise/SpyroTheDragon'':
161** Spyro can glide in every game he appears in, but he usually can't actually ''fly'' except in [[CutscenePowerToTheMax cutscenes]] or mini-games. The exception is ''VideoGame/TheLegendOfSpyroDawnOfTheDragon'', where he can fly all he likes, whenever, wherever. Well, save being [[ChainedHeat chained to Cynder]], and save for climbing puzzles with wind currents that keep Spyro's flight from letting you bypass them... The other major exception in the original trilogy is the Speedway levels, where Spyro can fly indefinitely (but not leave the island). A lesser exception is the final unlockable level in the first game, ''Gnasty's Loot'', where the player can fly indefinitely, but can only fly as high as the player has previously ascended on-foot in the level.
162** There are also [[PowerUp powerups]] in some levels that will let Spyro fly until they run out (and they run out a lot quicker if the player tries to leave the designated flight area).
163** ''VideoGame/SpyroAHerosTail'' added in a wing-assisted DoubleJump, which amounted to a short-range fluttering which could be comboed into a glide after hitting its peak.
164* ''VideoGame/{{Vexx}}'' has a hand-glider powerup, but it can only be used at specific spots (which are rather rare), and it only lasts for a short period of time.
165* Helium in ''VideoGame/GliderPRO'' lets you fly upward without VentPhysics, but it tends to run out quickly (especially if you don't find multiple canisters), and goes away instantly if you fly over a microwave or [[MutuallyExclusivePowerups touch a battery]]. Of course, gliding is as basic to the game as running is to most platformers.
166* ''VideoGame/SonicTheHedgehog'':
167** Tails, and later Cream, in most games of the series use the 'get tired' version. Knuckles has gliding combined with climbing, which allows him to get to some pretty interesting places but also allows the level designers to box him in with overhanging ledges.
168** In ''VideoGame/SonicHeroes'', the 'tired' variation happens again with the appropriately named 'Flight' Characters, but if you remain in flight but stop moving forward, the characters can remain airborne forever.
169** In ''VideoGame/SonicMania'', Ray the Flying Squirrel's gliding ability works similarly to Mario's Cape Feather, where Ray can fly almost indefinitely if he builds up enough momentum.
170* ''Franchise/RatchetAndClank'' has multiple examples:
171** ''VideoGame/RatchetAndClankGoingCommando''
172*** After finding the Momentum Glider on Tabora, you can take off from certain areas and glide through to areas you couldn't get to before.
173*** The Levitator gadget allows you to fly as long as your (quick to deplete) fuel supply lasts. Fuel can only be filled at specific pads which aren't available anywhere other than areas where the gadget is required.
174** ''VideoGame/RatchetAndClankFutureToolsOfDestruction'' has the Robo-Wings that allow Ratchet and Clank to fly around anywhere as long as they can find a launch pad to take off from.
175** The [=GrummelNet=] Jetpack in ''VideoGame/RatchetAndClankIntoTheNexus'' and ''VideoGame/RatchetAndClank2016'' functions like a better version of the Levitator. The fuel capacity is much better, allowing for longer flights before refueling, and you can also use your weapons to engage in dogfights at any time.
176* ''Franchise/MegaMan'':
177** ''VideoGame/MegaManClassic'' has many ways of flight. The most used one is riding on top of Item 2/Rush. Rush and Treble can be fused with in ''[[VideoGame/MegaMan6 6]]/[[VideoGame/MegaMan7 7]]'' and ''VideoGame/MegaManAndBass'' respectively to gain the ability of flight.
178** ''VideoGame/MegaManX5'' has the Falcon Armor, giving X a "tired" version of free-form movement. ''X7'' has the Glide Armor for X.
179* ''VideoGame/TheSmurfs1994'' has one level (not counting the bonus stage) where the player character could fly... in a soap bubble. And the level was a [[DeadlyWalls rosebush labyrinth]].
180* In ''VideoGame/{{Metroid}}'', gaining the Space Jump meant you could effectively fly, but it's gained late in the game and it takes a while to master; by the time you gain the powerup that lets you chain one jump into another just by holding down the Jump button, you're already knocking on Mother Brain's door.
181* ''VideoGame/{{Rayman}}'':
182** ''VideoGame/Rayman2TheGreatEscape'' upgrades the parachute-like effect of Rayman's helicopter hair to actual flight in one (rather well enclosed) level, and then took it away at the very next level.
183** The [[VideoGameRemake remake]] ''Rayman 2 Revolution'' allowed you to keep the ability outside the level, but only over lava. It's also used in a new boss battle.
184** The first ''VideoGame/{{Rayman}}'' game give you the same power-up, again only for one level (and a few other limited areas).
185* Scorch the dragon from ''VideoGame/TheLostVikings 2'' is able to glide and [[DoubleJump quadruple jump]].
186* Firebrand of the ''VideoGame/GargoylesQuest'' series of games started out with limited flight capability in the first two games. He has a "wing meter" that will rapidly deplete when flying, though near the end after acquiring upgrades he can fly infinitely, but cannot actually gain altitude: you are limited to how high you could jump, and you essentially still have to climb by clinging to the walls and jumping up. In later games, long jumps over pits are no longer a problem. ''Demon's Crest'' averts the limit, though, with Firebrand starting out with the ability to hover and fly infinitely, and the Air Crest would allow him to fly against strong wings and fly upwards.
187* ''VideoGame/JettRocket'' has a jetpack which serves as one of his most important means of locomotion. It's really more [[NotQuiteFlight hovering than flying]], but it's necessary for getting to some more out-of-the-way areas. Just make sure to refuel often.
188* ''VideoGame/{{Spelunky}}'' has the rare cape, which allows gliding, and the even rarer jetpack, which allows true flight, limited only by fuel which refills completely upon landing. However, it all takes place underground, so it isn't that helpful for avoiding obstacles anyway.
189* ''VideoGame/{{Karnov}}'' has a Wings power-up, but it is only used in one level.
190* In ''VideoGame/TheQuestOfKi'', Ki's floaty JumpPhysics are almost but NotQuiteFlight, but several stages give her a powerup that lets her really fly around. The levels do tend to be closed in, though.
191* ''VideoGame/BlasterMaster'' gives your tank Sophia the [[HoverTank ability to fly]] only after you defeat the third boss and gain Hover Mechanics, and even then it's limited by a meter.
192* In ''VideoGame/KickMaster'', you can fly once you get the Harpy Wings magic, but it consumes MP rather quickly.
193* In ''VideoGame/LittleNemoTheDreamMaster'', there are places where Nemo can get a bee to fly him around the level. The main limit to the bee's flying power is that it can't fly too long without touching ground.
194* Conker can fly in ''VideoGame/ConkersBadFurDay'', but gets tired ''very'' quickly and only flies ''up'' a little bit when he starts flying.
195* In ''VideoGame/LittleSamson'', Kikira the dragon can fly, but only for a few seconds at a time.
196* This is possible in ''VideoGame/Jak3Wastelander'' by exploiting [[GoodBadBugs a glitch]]. Unlock infinite Light Jak with enough precursor orbs, then use Light Flight and alternate the flapping of Jak's wings with Light Shield.
197* In ''VideoGame/{{Jetpack}}'', you can use the JetPack to fly, but you have to find fuel for it. Some levels contain no fuel at all.
198* Two of the vehicles in ''VideoGame/RocketRobotOnWheels'' allow you to fly. The first, the [=ShagFlyer=], is available in the fourth level, [[LevelsTakeFlight Arabian Flights.]] As the level name suggests, it's actually necessary for getting around in the level, as it's composed of various islands floating high up in the sky. The second, the Glider Bike, is available in the fifth level, Pyramid Scheme. [[NotQuiteFlight Although it only really lets you glide,]] skillful gliding and dipping is necessary to reach some of the areas in the level, as well as complete some of the challenges.
199* In Creator/{{Jaleco}}'s ''Psychic 5'', all five player characters can hover, but free flight is only possible for a limited time after picking up the FlyingBroomstick.
200* ''VideoGame/TheSacredArmourOfAntiriad'': Once the gravity displacers have been collected, the anti-rad suit can take to the sky. This is important, because the anti-rad suit cannot move any other way than by flight. The suit cannot be damaged, but taking what should be damage does drain its energy. If the energy meter reaches zero, the suit becomes inoperable until it receives a new recharge cell.
201* ''VideoGame/RogueLegacy'' features the sky runes which your characters can equip to fly for a limited amount of time that depends on how many of them you have equipped.
202* In ''Madō King Granzört'' for the [[UsefulNotes/TurboGrafx16 SuperGrafx]], one of the three player mecha, Winzart, is capable of flying, but this drains MP rather rapidly.
203* In ''VideoGame/FreezeME,'' after you beat [[BigBad Fat the Cat]] [[DiscOneFinalBoss for the first time,]] you gain the ability to go into "Rage Mode" as long as your health is full. In Rage Mode, you can fly any time you like; though it's hard to fly higher than you start from due to your momentum being tricky, you can use it to glide and high-jump very effectively.
204* In ''VideoGame/RoloToTheRescue'', obtaining a helium canister will inflate Rolo, making him capable of floating freely.
205* There are two styles in ''VideoGame/BlenderBros.'' Normally, Blender can glide by spinning his ears around. However, he also gains the ability to fly for real for a limited time when you pick up a Wing powerup.
206* ''VideoGame/{{Shantae}}'':
207** Both ''VideoGame/Shantae2002'' and ''VideoGame/ShantaeHalfGenieHero'' have Shantae can learn the [[HarpingOnAboutHarpies Harpy]] dance as the final transformation. This is additionally balanced out by making it awkward to control, with Shantae having insane horizontal momentum in the form. She also can't attack in the form until receiving the separate Harpy Talon item. Still, on a NewGamePlus playthrough, having the Harpy mode available from the beginning removes just about all the challenge from early platform sections.
208** ''Half-Genie Hero'' also grants the Bat transformation. This is received earlier in the game, but it can only fly directly left or right and can't attack at all, greatly reducing its usabilit outside specific instances.
209* In ''VideoGame/{{Fe}}'', the eponymous protagonist learns to [[NotQuiteFlight glide]] early on, which can be upgraded to true flight near the end of the storyline by [[GottaCatchThemAll collecting all 75 Crystals]].
210* In ''Demon Sword'', like its spiritual precursor, ''VideoGame/TheLegendOfKage'', the hero can [[InASingleBound Super Jump]] from the get-go, but [[BadExportForYou the superior Japanese version]] also features a Wing power-up that grants actual flight for about 20 seconds.
211* The ''VideoGame/AdventureIsland'' series features the pteranodon as one of [[PowerUpMount dinosaurs Master Higgins can ride]], allowing both flight and pelting rocks on enemies below.
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214[[folder:Role-Playing Game]]
215* ''VideoGame/DragonQuestVIII'': The party gains the ability to transform into a bird in the last act of the game. The ability is plot-critical for a single event, but is primarily used to avoid monster encounters on the world map. It also allows the party to reach areas which are otherwise inaccessible.
216* ''Franchise/KingdomHearts'':
217** Sora gets a glide-type flying power from [[WesternAnimation/PeterPan1953 Tinker Bell’s pixie dust]] late in ''VideoGame/KingdomHeartsI'', which becomes full flight in a few areas.
218** Same deal with Roxas in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]''.
219* In the ''VideoGame/XMenLegends'' games, many characters can gain the ability to fly, but it has an energy cost. In the first game, the flight ability has a duration that increases the more points are spent on it, but required increased energy per second. In the sequel, the energy used per second decreased with each successive rank bought until it cost no energy to fly on the final rank.
220* ''VideoGame/MarvelUltimateAlliance'' allows some characters to fly instead of double-jump, though this comes with arguably limited use - you can't recharge your energy in the air, can really only use range attacks, and are blocked by the same invisible walls that inhibit everyone else. But that doesn't mean it's [[RuleOfCool not neat to use]]. Its main advantage is that a flying character is notably faster than a walking one. This, added with the fact that your other party members just teleport to you when they fall too far back, means it's really useful for backtracking.
221* ''VideoGame/TheElderScrollsIIIMorrowind'' has a fairly straight example with the Levitate spell. When cast, it allows the caster to "walk" through the air. The speed at which you walk is determined by the spell's strength.
222* ''VideoGame/FreedomForce'' has flight (or levitation, which was half-speed flight) for several characters, but almost every enemy has a ranged attack (frequently attacks with {{knockback}} that will result in you taking FallingDamage as well) and your energy regenerated slowly or not at all while in-flight. And there's still the occasional floor-to-ceiling barriers. Ironically, Bullet's alter ego is an Air Force pilot, yet his powers don't include flight.
223* ''VideoGame/ValkyrieProfile'' has an odd version in the first game - your character can fly around the entire worldmap from the get-go (she's a Valkyrie), but has to travel on foot when in dungeons and towns. Your ally Freya can fly wherever she pleases, though.
224* In ''VideoGame/DragonSlayer'', the spell that lets you fly around the dungeon is the very last new ability you can acquire. It only works for a limited time, but there's no restriction on repeated use other than your supply of magical potions.
225* This is available in many ''Franchise/{{Pokemon}}'' games, after you've found the HM item that will allow it, taught it to a Pokémon, and earned the gym badge that will allow you to use Fly outside of battle. However, it acts only as a WarpWhistle--you can only fly to cities you've already visited, and it can't be used while you're in an enclosed space like a building, cave, or particularly dense forest. You can fly out of the middle of a route and similar places, but until the remakes of ''Videogame/PokemonRubyAndSapphire'' you couldn't land in them, you'd always land in the city, outside the Pokémon Center. Starting in those games, it is possible to land in a route.
226** There is a true flight mechanic in ''[=OmegaRuby=] and [=AlphaSapphire=]'' in which you ride Latias or Latios at a high altitude, referred to in-game as "Soaring" to avoid confusion with the aforementioned "Flying" mechanic. It uses invisible walls to prevent the player character from wandering too far, and while there are wild Pokémon encounters, there is very little to do actually in the air, requiring landing somewhere to actually accomplish tasks. Soaring does have its uses though, as only from high altitudes can you find uncharted islands that you cannot see otherwise.
227** In ''VideoGame/PokemonLegendsArceus'', you can fly using the titan Hisuian Braviary, but it’s more like gliding because Braviary can’t regain altitude while carrying the player character.
228** ''VideoGame/PokemonScarletAndViolet'' has a WarpWhistle feature to fast travel between cities, or from a route or even a cave to a city, but you can also unlock gliding on Koraidon or Miraidon after defeating several of the Titan Pokémon. It's still gliding in reality but enables the player character to combine it with the mount's climbing ability to go anywhere on the map. The exception is in the endgame. You're forced to walk down the Great Crater of Paldea because your mount is afraid and won't leave its Poké Ball. You can glide in the crater post-game though.
229** The Indigo Disk DLC allows you to achieve actual flight after you get a certain berry for your ride.
230* In ''VideoGame/ChildOfLight'', Aurora becomes able to fly around freely in all directions once she obtains her wings. Although this is an early-game ability, most of the dungeons and areas allow the player to make full use of it.
231* In ''VideoGame/DragonBallZTheLegacyOfGoku'', Goku can fly to cross water and avoid enemies, but this uses up rare Flight Charges that are capped by level.
232* In ''VideoGame/{{Terranigma}}'', once you obtain an airplane, you can land it only where airfields have been built.
233* In ''VideoGame/FaeryLegendsOfAvalon'', this is the only mode of movement during normal exploration — the player character simply flies in the direction the camera is pointing, and levels are designed around that. However, there's no movement during the TurnBasedCombat system, although player characters are still always hovering.
234* In ''VideoGame/XenobladeChroniclesX'', flight modules for [[MiniMecha skells]] can be unlocked late in the game. Flying allows players to access areas of the planet Mira that would otherwise be inaccessable and challenge flying monsters, including a few {{Superboss}}es, at the expense of continuously using fuel (and doubling fuel consumption during battle).
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237[[folder:Shoot 'em Up]]
238* ''VideoGame/AdventuresOfDinoRiki'' is a ground-based ShootEmUp where ordinarily Dino-Riki has to do a bit of jumping around to avoid [[SuperDrowningSkills falling into water]], but he can fly if he gets the "Bird" powerup, which puts a pair of wings on his back.
239* In ''VideoGame/AtomicRoboKid'', you start out flightless, but get unlimited flight after grabbing a powerup in the first few seconds of gameplay. Of course, most of the levels consist of tight corridors packed with RespawningEnemies. In ''Atomic Robo-Kid Special'', you can just fly from the start.
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242[[folder:ThirdPersonShooter]]
243* ''VideoGame/{{Warframe}}'' features the archwings, JetPack wings which [[PlayerCharacter the Tenno]] normally can only use in [[SpaceZone outer space missions]], but by crafting a relevant gear item they can also be deployed on landscape areas, allowing crossing vast distances in a matter of seconds. What prevents them from trivializing challenges is that equipping an archwing overrides the warframes' (generally much more useful) abilities, and enemies in those areas have plenty of countermeasures specifically to knock the archwing down.
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246[[folder:WideOpenSandbox]]
247* Oddly, ''VideoGame/GrandTheftAuto: [[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' has flight as a later-game ability, with the requirement being 'learn how'. Not many limitations, aside from two logical ones: avoid buildings, and avoid no-fly zones. Of course, not many [[VideoGameCrueltyPotential targets]] when you get too high.
248** It's not naturally a late game ability, you can climb over the airport fence and steal a plane at any time. It's just that if you don't have a pilot's licence, military jets will come and shoot you down.
249** Even later in the game, you get a jetpack (''[[IWantMyJetpack finally!]]'')
250* ''VideoGame/GrandTheftAutoV'' also features a flight school, but none of the protagonists is required to take lessons there in order to fly whatever they want, wherever they want. Flight lessons are merely the easiest way to quickly level up the flight skill. If you don't mind the increased sway of your vehicle, you can jump into any aircraft you find at any time and explore the whole map without any restrictions aside from the no-fly zone above Fort Zancudo. In fact, small helicopters are far and away the easiest and most convenient way to [[GottaCatchThemAll collect most of the letter scraps and starship parts]]; some even can't be accessed any other way. All this freedom is kept from being game-breaking by how difficult it is to deploy any onboard weapons that might come with a fighter jet or a gunship, and missions don't usually allow for free vehicle choice anyway, which means aircraft are mostly restricted to free-roam mode.
251* ''VideoGame/{{Prototype}}'' allows you to eventually fly a military helicopter; something of a GameBreaker, but you aren't allowed to learn it until fairly late in the game.
252** The Glide and Air Dash abilities establish the typical short-term flight, where the player must periodically touch the ground or a wall to continue.
253* ''VideoGame/{{Spore}}''
254** The Creature stage has this, but limits it with both the "gliding" and "everything important is on the ground" varieties(the hotbar even calls the skill "Glide"). Though there is a partial encouragement with the "Flight Of The Bumblebee" achievement, which requires you to glide a massive distance nonstop.
255** The ''Galactic Adventures'' expansion does the same thing when the Captain is planetside, though an adventure creator could avert "everything important is on the ground" if they so desired. If you didn't give your creature wings, there's a jetpack Captain's Part that does the same thing at an energy cost, and one prop you can add to an adventure is jump pads. Flight is also hailed as a GameBreaker for adventures as it makes traversing areas far easier.
256** Oddly enough, in every stage where you're not controlling an individual specimen (Tribal, Civilization, non-GA Space), your creatures, left to their own devices, [[MyRulesAreNotYourRules can fly around unimpeded.]]
257* ''VideoGame/{{Crackdown}} 2'' has a "wingsuit" that unlocks with agility level 5 that allows you to glide for extended periods of time -- if you know how. Instead of instructing you, the Voice of the Agency just sarcastically comments that it's difficult and that you should practice... [[AnnoyingVideoGameHelper nearly every time you use the ability]].
258** Also at agility level 5, you can reach a helipad at the agency headquarters from which you can fetch a helicopter for much easier flight. The helicopters are also armed, but aren't much good for serious combat as they tend to explode at the slightest provocation.
259* A staple in the ''VideoGame/SaintsRow'' series, although mostly using vehicles in the pre-''IV'' era:
260** ''VideoGame/SaintsRow2'' has unlimited flight, and no map edges to contain movement. It's not possible to access most of the missions, side jobs, and collection quests with it, so it's only practical (and awesome) for wide-open wandering or traveling to specific points. A perk can be achieved which negates falling damage, making it a little more practical (and a lot more awesome).
261** ''VideoGame/SaintsRowTheThird'' has more flight and earlier on; however, it's limited by the fact that while you can park cars in multiple garages, places you can park your helicopters are rare and there's only one place to park fixed-wing airplanes. Later in the game, you get access to VTOL aircraft that can be parked on helipads and allows for both types of flight.
262** ''VideoGame/SaintsRowIV'', meanwhile, introduces superpowers, one of them being a superjump and glide ala ''Prototype''. You can upgrade it fully for three air-dash glides at an exceedingly slow descent for no stamina cost and clear easily a quarter of the game world before hitting the ground. You can also summon vehicles, including aircraft, from the menu at any time. But with full upgrades to super speed, running (with occasional jump to clear buildings) is the fastest way to travel.
263** ''VideoGame/SaintsRowGatOutOfHell'' takes this trope to its logical limit by giving Gat and Kinzie the ability to fly under their own power by means of burning wings.
264* ''Film/SupermanReturns'': ''[[LicensedGame The Game]]'' gives you Supersonic Flight as well as eighty-plus miles of city space to fly around in.
265* In ''VideoGame/HarryPotterAndThePrisonerOfAzkaban'', you can use Buckbeak to fly anywhere in the game world, and pretty early on too. The only limitation is that you can't leave the Hogwarts grounds, but you can't do that on foot either. In ''[[VideoGame/HarryPotterAndTheChamberOfSecrets The Chamber of Secrets]]'', you can do essentially the same but with the broom.
266* ''VideoGame/{{Minecraft}}'' allows the player to fly around freely, but only in Creative Mode, by double tapping the jump button. Interestingly, vertical movement is limited to the jump (fly upwards) and sneak (fly downwards) buttons, and touching the ground cancels out the flight.
267** Later updates introduce the Elytra, an item that equips to the chest slot. With these, players can glide in survival mode. If they craft enough fireworks, these can be used to provide propulsion and actual flight. The limitations: 1) flying consumes the Elytra's durability, and with it taking 1 durability per second during flight, the Elytra's 431 durability allows 7 minutes and 11 seconds of flight unenchanted, while an Unbreaking III Elytra allows 28 minutes and 44 seconds; 2) obviously, a player can only carry a certain amount of fireworks, limiting flight time, but they're more likely to consume the Elytra's durability before all the fireworks are consumed; 3) flying below level 0 will kill the player (The End is the only place in Survival mode where this can happen); 4) the flight speed generally causes injury upon landing, though an experienced player can avoid this; 5) flying too far in any direction but down to load new chunks will eventually overload your computer, especially with higher graphics settings; 6) while using an elytra, you cannot wear any kind of chestplate, leaving you much more vulnerable to death by other means (although this can be helped by keeping said chestplate in your inventory and swapping it out with the elytra when needed.)
268* ''VideoGame/GhostReconWildlands'' allows the player's team to commandeer helicopters, but the more closely guarded enemy territories have SAM sites that will blow you out of the sky.
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