-> ''Falling damage?'' They put ''falling damage'' in their motherfucking 2D ''platformer?''
-> *''SpinningNewspaper saying "JONTRON QUITS" appears''*
--> '''WebVideo/JonTron''', on ''VideoGame/{{Bubsy}}'s'' use of this trope.

Most video game characters, especially in 2D games, seem to have incredibly durable legs; they can survive just about any fall that isn't into a BottomlessPit.

This trope is about the ones that can't.

In some video games, characters will get hurt when falling from great heights. Granted, [[MajorInjuryUnderreaction the damage they take is closer to having their foot stepped on than shattering all the bones in their legs]], but regardless, it hurts them.

Several games that allow falling damage do have a maximum distance which a character can fall without receiving any damage at all. It just wouldn't be good game design to allow a character to hurt himself every time he goes up or down stairs.

A SubTrope of JumpPhysics.

Contrast NotTheFallThatKillsYou.
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!Straight examples:

* ''VideoGame/SuperMario64'' had this. In this case, Mario could GroundPound before impact to avoid this.
* ''VideoGame/AuraAuraClimber'' took this concept [[UpToEleven way further than some others would]], as if you fell for just long enough for your fall to be damaging, it doesn't matter whether you're going at terminal velocity or light speed, Aura-Aura is dead when he hits the ground.
* In ''VideoGame/BioshockInfinite'', falling from too high will damage you.
* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage for block (meter) fallen after the third, so a 23-block fall will kill you. However, landing in [[SoftWater water]], vines or spiderweb cancels the damage, and Feather Falling-enchanted boots will reduce it.
* 3DRealms games ''VideoGame/DukeNukem3D'', ''Blood'', ''VideoGame/ShadowWarrior'' and ''VideoGame/RedneckRampage'' all had falling damage inflict death and other hazards, complete with the player character screaming his lungs out when falling from great heights.
* Creator/LucasArts game ''Outlaws'' also featured death by falling.
* ''VideoGame/DeadRising'' predictably has this in effect. However, once you learn the knee drop and time it properly, you can negate all the fall damage.
* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off, say, an elevated train track in Miami will damage you, if not outright kill you.
* The ''VideoGame/GrandTheftAuto'' series has this as well.
* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario fell through a hole in the floor, went over the edge of a platform, or fell too far before hitting a surface while jumping onto or off an elevator in Screen 3, he died on impact.
** [[DonkeyKong94 the Game Boy version]] is a bit more generous, after falling for a little while Mario will begin to spin, if he lands on his face he'll simply be stunned momentarily, he won't die unless he lands on his head.
* Creator/{{Sierra}}'s ''VideoGame/KingsQuest'' series had three descent scenarios: descending steps or something similar garnered no damage. A minor tumble totaling no more than the player character's height yielded some circling stars, but only nominal damage. A fall greater than the character's height, however, was always fatal. Princess Rosella was especially vulnerable to serious falls.
* In the video game based on ''Film/SpyKids 3D: Game Over'', Juni falls several feet when he enters the virtual reality world he was assigned to infiltrate. Upon regaining consciousness, he loses a life.
* Played straight in ''VideoGame/DeusExHumanRevolution''... unless you unlock the Icarus Landing System perk, which essentially grants you immunity to Falling Damage with some [[RuleOfCool flashy special effects.]]
* In many ''Franchise/TheLegendOfZelda'' games, you can lose hearts if you fall/ jump too far, but none more than Skyward Sword, where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops, then the Wii controller shakes to tell you "ouch", as if Link clutching his chest wasn't enough. BonusPoints for disregarding Falling Damage when you fall off the FloatingContinent of Skyloft and can't call your Loftwing, though justified as someone else will catch you. Every single time. [-[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]]-]
* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fall over a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.
* ''VideoGame/DungeonsAndDragonsOnline'' similarly has player characters take variable amount of fall damage based on how far they fell (but with no other adverse lingering effects). Increasing certain skills (Jump and Tumble) can allow a character to mitigate this damage, as can the 'slow fall' class feature of the Monk.
* ''Franchise/TombRaider'': Laura Croft and broken bones seems to go hand and hand.
* In ''VideoGame/StarTrekOnline'', players who fall a comparably high distance (about 12-15 feet at the lowest) will suffer a small but negligible amount of damage.
* In ''VideoGame/PrinceOfPersia1'', falling two levels will subtract one from your LifeMeter, and falling three levels will kill you outright. The former becomes necessary in some levels of ''VideoGame/PrinceOfPersia2''.
* Falling from too high of a height without gliding in the ''VideoGame/{{Bubsy}}'' games will result in instant death. Less of an issue in the first game due to being a OneHitPointWonder.
* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die. This was averted in the ArcadeGame.
* ''[[VideoGame/Rayman3HoodlumHavoc Rayman 3]]'' is the first game in the series to implement this; if the main character falls for too long, he gets squished into a pancake for a brief period of time. The first two games avert this.
* ''VideoGame/{{Hexen}}'' has two thresholds based on falling speed: one where the player takes damage and one where the player automatically dies regardless of health. A fall between these two values can't kill but will reduce health to 1.
* Many of the platform games of ''VideoGame/{{Action 52}}'' {{exaggerate|dTrope}} this to an absurd degree where the OneHitPointWonder characters die '''in midair'''. This even happens in ''Cheetahmen'' and its sequel despite providing a LifeMeter.
* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. Failing to stick the landing after an explosive jump is widely known as 'cratering.' One of the Scout's unlockable weapons, the Pretty Boy's Pocket Pistol, negates all fall damage, but you'll take 50% more damage from fire. The Soldier's Mantreads unlock actually encourages him to risk falling damage--by aiming his landing point so that he ends up {{Goomba Stomp}}ing his enemies instead, ''they'' will take the damage as opposed to him.
* In ''VideoGame/{{Guild Wars 2}}'', the player character takes fall damage - more damage the higher the fall is. This, however, can be negated by landing in deep water, and each profession has an optional trait that can reduce the damage taken (rangers, for example, can create muddy ground when they fall).
* RealLife plays it straight. Usually.
* The ''Film/LooneyTunesBackInAction'' [[LicensedGame video game]] had this. Bugs will actually [[LampshadeHanging lampshade]] this in the Area 52 stage if you're playing as him. At one point, you need to ride a player-controlled platform across the room from ''very'' high up. One of Bugs' remarks when stepping on it is "One wrong move, and I'm an ex-rabbit."

!Non-straight examples:
* Averted in the ''VideoGame/BloodRayne'' series: Regardless of how ridiculous a height Rayne falls from, she never takes any damage at all. This is implied to be one of the perks of being a half-vampire.
* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal'': Amy doesn't have HitPoints, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a BottomlessPit and resets Amy's position back to the location entrance.
* ''VideoGame/WorldOfWarcraft'' has some fun [[PlayingWithATrope playing with this trope.]]
** Classes like Rogue and Druid (when in [[{{Shapeshifting}} Cat Form]]) take less falling damage than other classes. Also, Priests and Mages have spells like [[NotQuiteFlight Levitate and Slow Fall]], that turn the fall into a soft glide.
** Falling in water [[SoftWater completely negates the damage]]... unless you have a spell that grants the ability to WalkOnWater [[RealityEnsues active at the time of impact]]. Some abilities, like the Paladin's Divine Shield, [[NotTheFallThatKillsYou can also be used to]] [[BlockingStopsAllDamage negate the damage]].
** Creator/{{Blizzard|Entertainment}} even {{lampshade|Hanging}}s the unrealistic sides of this mechanic (like the CriticalExistenceFailure) with [[CosmeticAward achievements]] like "Going Down?" and "Almost Blind Luck" in which you have to [[SchmuckBait fall at least 65 yards without dying.]]
* ''VideoGame/{{Doom}}'' and its sequel avert this trope, but some mods add it back in.
* Non-video game example: in the opening action sequence of ''Film/{{Skyfall}}'', Bond gets shot twice before falling about a thousand feet off a moving train on a bridge into a river, then down an equally high waterfall. He's Bond so this is [[AvertedTrope averted.]]
* ''VideoGame/TheElderScrollsIVOblivion'' plays with this trope in the final Thieves Guild quest. Usually, you take damage proportional to the length of the fall upon landing, which is mitigated by your Acrobatics SkillScore. In the end of said quest, you are supposed to leap off an insane height that would kill you--had it not been for a pair of magic shoes you acquired earlier and are supposed to put on before the jump. Too bad they are [[SingleUseShield destroyed upon landing.]]
** VideoGame/TheElderScrollsVSkyrim does away with the Acrobatics skill but has a heavy armor perk that reduces fall damage, there is also the shout "become ethereal" which temporary makes you immune to all damage, allowing you take short cuts by jumping off mountains.
* Parodied in an Creator/AchievementHunter LetsPlay of "Trouble in Terrorist Town" when Ray, hunting for the last terrorist, idly wonders if there's fall damage in the game just after he jumps off the roof. [[spoiler:There is, he dies and the terrorists win the round.]]
-->'''Ray''': "I wonder if there's fall damage..." ''(Falls, dies)'' "Yep."
** In fact, this is actually one of Ray's RunningGags in their Let's Plays.
* ''VideoGame/{{Portal}}'' and its sequel have no falling damage. {{Justified|Trope}} in that Chell is wearing "long fall boots" designed to cushion her against any such damage.
* {{Zig|ZaggingTrope}}zagged in ''VideoGame/SaintsRowTheThird'': You normally take damage after falling from significant heights—unless you got your parachute out in time. Otherwise, there are still special {{perk}}s that allow you to reduce the damage you take from falling—and, at the highest respect levels, ignore falling damage entirely, ''no matter how far you fell.''
* ''VideoGame/{{Borderlands 2}}'' has [[AvertedTrope no falling damage]] and provides no justification for this.
* Falling long distances in ''VideoGame/{{Spelunky}}'' not only damages the player but also stuns him, [[NotTheFallThatKillsYou unless he manages to grab a ledge (or ladder, or rope)]], [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.
* The player does not take fall damage in ''{{VideoGame/Halo 2}}'' and ''{{VideoGame/Halo 3}}'', but does in ''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.
* When Samus falls from a fairly tall height in ''VideoGame/MetroidPrime'' she will grunt and be stunned for a moment when she hits the ground, but then stand up no worse for the wear physically.
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