You've activated your BulletTime ability, and it's an amazing thrill. Enemy rounds move like an amateur swimmer through a pool of molasses, and it's more than merely "simple" to duck and weave between the shots, without a single one even touching you. And with the enemies slowed down too, it's quite easy to line up your shots to return fire... hang on.

Any shots that enemies fire at ''you'' may move like a swimmer through molasses, but your bullets move like, well, bullets. Clearly, your gun is loaded with VeryHighVelocityRounds.

A staple trope of shooter games that make use of BulletTime. Not only is the player character free from the slow-down effects, but so are their weapons, even after leaving their hands. Could be considered an [[AcceptableBreaksFromReality Acceptable Break From Reality]]; while it's exhilirating to dodge bullets coming toward you, it could easily become tedious waiting for your own snail-pace shots to finish crossing the room. Occasinally, attempts are made to [[JustifiedTrope justify it]].

If enemy bullets and attacks are always slower than your attacks, BulletTime or not, that's {{Painfully Slow Projectile}}s. See also HitScan, a type of weapon that instantly hits under all circumstances.

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!!Examples:

[[foldercontrol]]

[[folder:Action Game]]
* Averted in ''EnterTheMatrix'', ''The Matrix: The Path of Neo'', and the ''[[Film/TheMatrix Matrix]]'' movies. Everything slows down equally in BulletTime. But in the game, your gun fires every time you pull the trigger... which means, since you're moving a few times faster than anything around you, that you can take a jump, shoot a bunch of relatively slow bullets, and when you deactivate bullet time the enemies will be turned into bullet pincushions about the same time they realize you aren't touching the ground anymore. For extra style, you can [[JumpPhysics turn around in midair and land in the same place you jumped from]], so that as the enemies fall to the ground they [[MindScrew wonder what happened and what that blur was]]. This means that you are working with [[RequiredSecondaryPowers Very High Velocity Firing Pins/Primer/Gunpowder]].
* Using the [[BulletTime healing touch]] in ''TraumaCenter'' causes everything to slow down: ongoing damage to your patient, expanding aneurysms, and so forth... but if you start injecting medicine, it still works at the same rate, and suturing your patient at blazing fast speeds somehow doesn't give them friction burns. Taken to ludicrous levels at the end of Under the Knife 1, where in a burst of HeroicWillpower [[spoiler: Derek proceeds to stop time entirely to defeat the final strain of GUILT. You can still operate to your hearts content, without hurting your patient. Reversed on you once you finally kill it, as it proceeds to writhe around in its death throes, despite time being stopped.]]
* Averted in the PlayStation2 version of ''VideoGame/ViewtifulJoe''. When playing as Dante and using the 'slow' VFX, the bullets from his handguns are slowed down normally, just like enemy bullets.
* In ''VideoGame/{{Bayonetta}}'', bullets and other projectile attacks still move at normal speed while in Witch Time. Except that one time where you shoot a lipstick at a boss and manually guide it to its target.
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[[folder:First Person Shooter]]
* ''VideoGame/TimeShift'' gives us a couple of rather, ahem, extreme examples. Not only to bullets move freely, but the timed detonator on explosives still goes off, even with a full [[TimeStandsStill TimeStop]].
* Averted and justified in some cases in the ''VideoGame/HalfLife1'' mod ''The Specialists''. There are two types of time-altering powerups, slow-motion and slow-pause. Slow-motion slows EVERYTHING down for three seconds, giving the initiator time to get the drop on his opponents, who will likely have been unprepared for the slowdown and scrambling to find a target. Slow-pause slows down everything BUT the user for two seconds. If the user simply fired while standing still, the rounds would move just as slow as the others. This trope is justified if the shooter is firing in the general direction he is moving, since his speed gives his rounds a boost in velocity, just like they teach you in physics.
** Speaking of ''Half-Life'' mods, some versions of [=SMOD=] let you set whether bullet time slows just enemy bullets, all bullets, or even just [[InvertedTrope your own bullets]].
* Averted in ''VideoGame/{{Wolfenstein}}''. When you're in bullet time, as soon as your bullets leave your gun they slow down to the same speed as everyone else's.
* If you freeze or slow down time in ''VideoGame/UnrealTournament'', with the ''playersonly'' and ''slomo 0,X'' command respectively, you can kill the bots with your {{hitscan}} weapons normally, but your projectile weapons will shoot projectiles which stop or slow down according to the current state of time.
** With the actual Bullet Time mod for the game, you can choose to have bullet-firing hitscan weapons fire modeled projectiles that are affected by Bullet Time, even for "The One" who actually has that power.
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'''s bullet time speeds up you reaction, movement speed and, for non-automatic weapons, firing speed, everything else in the game world in slowed down. However your bullets appear to slowed slightly as well. You still aren't able to dodge bullets, because they travel far too quickly for that. Still, you can see the pretty trails left in the air by bullets, which is a godsend for locating enemies trying to kill you. The main function of BulletTime in F.E.A.R. is to give the player enough time to move, aim, and react against the highly competent and intelligent enemies who would otherwise make the game sadistically tough.
* Averted waaayyyy back in the original ''VideoGame/{{Turok}}''. When you used the slow-time powerup (or a cheat) your projectiles would slow down, and so would the firing rate of your weapons. Things like pistols and shotguns, whose bullets are invisible and normally seem to "instant hit" actually take a noticeable amount of time to reach the target... But are still invisible.
* ''VideoGame/{{Singularity}}'' sort of averts this. When in a slowed time bubble, bullets hang still in the air for a while, then the [[AppliedPhlebotinum E99]] in them activates, and they move without interference. E99 is specifically made to screw with time, so it's justified.
* Very much averted in ''VideoGame/{{Dishonored}}''. When you use the Bend Time II power to stop time, enemies' projectiles are stopped in their tracks, and so are yours when you fire them. All of your bullets/bolts will fire simultaneously when the effect ends (which can net you an achievement if you kill 5 enemies at the same time with the crossbow).
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[[folder:Hack And Slash]]
* Not the full BulletTime, but the Amazon of ''VideoGame/{{Diablo}} 2'' had this trope as a Skill. She could slow the speed of all projectiles within a radius around her, except her own.
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[[folder:Light Gun Game]]
* In ''VideoGame/VirtuaCop 3'', the BulletTime pedal goes so far as to let you [[ShootTheBullet intercept the enemy's bullets by shooting them out of the air.]] In fact, doing so enough times can let you hit the score {{cap}}.
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[[folder:Platform Game]]
* ''VideoGame/Jak3Wastelander'' uses this with the "Light Jak Flash Freeze" power. This allows you to destroy the final boss in seconds by pausing time constantly and quickly shooting his weak spot, before refilling the light eco at the conveniently placed eco fountain on the boss level.
* Also averted in the Matrix parodying level of ''VideoGame/ConkersBadFurDay''.
* In ''[[VideoGame/RatchetAndClank Ratchet and Clank: A Crack in Time]]'' [[spoiler: Clank gains the ability to throw 'time bombs' but he isn't affected by the slowing of time [[JustifiedTrope due to the fact that he has a component installed that prevents this]]. Later, once Ratchet and Clank are reunited, Clank can throw the bombs from Ratchet's back. Ratchet and his weaponry are entirely unaffected by the slowing of time, though everything else that moves ''is'' (including the currency, the scenery, and [=NPCs=]).]]
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[[folder:Role Playing Game]]
* ''VideoGame/VampireTheMasqueradeBloodlines'' with the Celerity discipline. Off the topic, but very noticeable is that slow-moving shots continue moving slowly even after the power is toggled off, thanks to a programming quirk.
* In one case averted, in another used straight in ''VideoGame/FableII''. If you cast the Time Control spell and fire a gun multiple times, you can actually count the shells as they move toward your target. On the other hand, the player's pet dog still moves just as quickly. Sparrow might just be extending the spell to include the dog, though.
* Played straight and averted in ''VideoGame/MassEffect2''.
** The Soldier's Adrenaline Rush ability slows down time for a few seconds. Your bullets move more slowly, but your movement speed is unaffected. ([[JustifiedTrope It's justified with the fact that Adrenaline Rush doesn't actually slow down time; it just makes you move faster than everyone else]].)
** Completely averted with the Infiltrator's slowdown time whilst aiming with a sniper rifle. This is especially obvious while using the [[{{DLC}} Incisor]] rifle, which fires bursts of three rounds: in real time, the bullets seem to hit at about the same time, while there's a second between hits during slowdown. Aiming itself is also slower; the slowdown time pretty much only exists to make it easier to get [[BoomHeadshot headshots]].
* The Slow Time Shout in ''VideoGame/TheElderScrollsVSkyrim'' slows down you, your spells and your arrows to a minor degree, and everything else to a significant degree. Possibly justified by the fact that the mechanism is that [[AWizardDidIt you shout at time to slow down, and it does]].
** Subverted by the continuous-attack spells like ''flames'', which keep doing the same damage as before, effectively multiplying their damage.
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[[folder:Shoot Em Up]]
* ''VideoGame/{{Touhou}}'': Sakuya usually averts this; her knives hang in the air while time is frozen.
* Sega's 1981 arcade game ''Astro Blaster'' had a Warp button that temporarily slows down the enemies and their shots for about 10 seconds while you can continue to fire normal speed shots. This feature could only be used once per ship or sector.
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[[folder:Third Person Shooter]]
* ''VideoGame/MaxPayne 2: The Fall of Max Payne.'' It becomes especially noticeable with modifications that bring the BulletTime up to higher levels.
** The original ''Max Payne'', however, averts the trope: your bullets are just as slow as everyone else's.
** ''Max Payne 3'' does much the same as the second game, with your bullets hitting at least near-instantly while being able to slowly side-step out of enemy bullet paths. Until the [[ArrowCam bullet camera]] occurs for the last kill of the area, anyway.
* The ''Film/{{Wanted}}'' game makes it painfully obvious by requiring you to shoot their slow moving bullets out of the air with your fast moving bullets.
* Averted in ''VideoGame/BloodRayne 2''. When you're in slow-mo, or stop-mo, your bullets are slowed just like everything else. This actually makes it pretty fun to set up a barrage of time-stopped missiles around an opponent, then watch them all hit him at once, za warudo-style.
* Happens in ''Mass Effect 3'' where Shepard orders down an orbital strike on a reaper. For the final volley, the reaper is about to blast Shepard in the face when the game goes into bullet time for your final attack. The orbital targeting rather explicitly takes a few second of lock on before it fires and this delay doesn't seem to be affected by the slowdown.
* ''VideoGame/{{Postal}} 2's'' A Week in Paradise mod plays this completely straight with the added bullet time feature-everyone else and their weapons move slower BUT you. And since there's no time limit with hotkey-based bullet time, it could fall straight into GameBreaker territory.
* Played straight in ''VideoGame/TotalOverdose'' with any weapon. The bullet time simply doesn't work on you.
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!!Non-video game examples:

[[folder:Anime and Manga]]
* Flip-flopped in ''Anime/PuellaMagiMadokaMagica''. Anything [[TimeMaster Akemi Homura]] interacts with will stop the moment it isn't touching anything she's touching. But there are other times when things still move when she let's go of them.
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[[folder:Film]]
* Russ's "knucklepuck." in ''Film/TheMightyDucks''.
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[[folder:Literature]]
* Somewhat inverted in German author Wolfgang Hohlbein's book ''Videokill''. [[ItMakesSenseInContext The main character uses a video recorder's Fast-Forward function to speed up a mook's bullet still inside his gun]], causing the gun to explode.
* Averted in a strange way in ''Literature/TheMistbornAdventures''. Some people are able to create a bubble of slow time which affects everything inside it the same, but firing out of the bubbles (or into them or into/out of the opposite fast time bubbles that other people can create) causes the bullet to be deflected wildly as it crosses the barrier, making actually hitting something all but impossible.
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[[folder:Live Action TV]]
* On ''{{Fringe}}'', there's a subtype of gun that can outpace [[spoiler:Observers]].
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[[folder:Tabletop Games]]
* Averted in ''TabletopGame/DungeonsAndDragons''. Timestop would cause attacks to only take effect when the spell ended. In 4th edition, it is now impossible to attack with timestop.
* Averted in fan gameline ''TabletopGame/GeniusTheTransgression'', where attacking or being attacked while temporally distorted returns the distorted person to normal speed.
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[[folder:Western Animation]]
* Not exactly rounds, but the logic behind this trope is parodied in an episode of ''WesternAnimation/DextersLaboratory'' - when Dexter is nearly late for class without having done his homework, he uses a special helmet to turn 30 seconds into 30 minutes. [[RealityEnsues This does very little to help Dexter]] as he's moving about at super-speed, however - the water from the showerhead and the toasted bread from the toaster hang in the air out of his reach, and attempting to finish his homework at said speed causes the paper to catch fire from the friction.
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