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[[folder:Casual]]
* ''VideoGame/JetpackJoyride'': Almost all coins and obstacles in the game float, while the player and the scientists on the ground are affected by gravity.
[[/folder]]
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** Sidehoppers and similar monsters can cling on the ceiling, jump down and fall back up.
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** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] on the land masses however...

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** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] controls on the land masses however...
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* ''VideoGame/BoulderDash'': Boulders and diamonds fall (and roll off other boulders and diamonds), but no other objects fall, and Rockford has unrestricted movement.


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* ''VideoGame/{{Repton}}'': Similarly to ''VideoGame/BoulderDash'' (which ''Repton'' was inspired by), rocks and eggs fall, but Repton does not. A notable difference from ''Boulder Dash'' is that diamonds do '''not''' fall.
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[[folder:Action]]

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[[folder:Action]][[folder:Action-Adventure]]
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  • 1


While gravity in a game can clearly exist, you and your enemies being susceptible to it, you will find that special objects, [[NoArcInArchery projectiles]], power-ups, rows of blocks, [[FollowTheMoney coins]], entire [[FloatingPlatforms platforms]] and even some enemies can simply levitate motionless in the air with no wings or otherwise believable means of overcoming gravity's supposed pull. This is especially prevalent in space levels. Even objects that are on the ground, lie in a position where they should fall in RealLife, for an example, coins being upright.

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While gravity in a game can clearly exist, you and your enemies being susceptible to it, you will find that special objects, [[NoArcInArchery projectiles]], power-ups, rows of blocks, [[FollowTheMoney coins]], entire [[FloatingPlatforms platforms]] and even some enemies can simply levitate motionless in the air with no wings or otherwise believable means of overcoming gravity's supposed pull. This is especially prevalent in space levels. Even objects that are on the ground, lie in a position where they should fall in RealLife, for an example, coins being upright.
upright. And then there's objects that selectively fall [[StalactiteSpite only when you're directly underneath]], for no apparent reason.
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** In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).

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** In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] Nightmare who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).



** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.

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** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic ''Sonic 3 & Knuckles]]'' Knuckles'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.



* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.

to:

* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas ''VideoGame/FalloutNewVegas'' has a similar levitating object in its DLC dead money. ''Dead Money''. Complementary Vouchers are holodisks (think giant Cassette cassette tape) that float in mid air if dropped. Unfortunately Unfortunately, the complementary voucher is intended to give the player free money every three days, so every Voucher voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact facts that each five millimeter round 5mm ammo (intended to be used for the minigun) appears as a rather large ammo crate when dropped.dropped, regardless of if it's one bullet or a hundred. Players can build diving boards, stairs and even houses with these two items.
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** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are the only animals in the game to be affected by gravity. Food and most balls (marbles being the exception) are affected by gravity, but machines aren't.

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** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are affected by gravity, but none of the only other animals in the game to be affected by gravity. are. Food and most balls (marbles being the exception) are affected by gravity, as are [[PianoDrop pianos]], but machines aren't.
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** Samus' bombs of all things. Jump up, lay one, and witness as it simply floats stationary in midair before exploding. In most games, this odd attribute has led to the [[RocketJump infinite bomb jump]] (IBJ) technique; Samus isn't hurt by her own bombs, but she still gets knocked back by them when in morph ball mode... or knocked directly upwards if she's directly on top of one. Meaning with good placement and timing, you can chain bomb explosions together to continuously gain height, making it one of the key tools for SequenceBreaking in nearly every entry of the series, alongside (the difficult, but often game breaking optional technique) {{Wall Jump}}ing.
* In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.

to:

** Samus' bombs of all things. Jump up, lay one, and witness as it simply floats stationary in midair before exploding. In most games, this odd attribute has led to the [[RocketJump infinite bomb jump]] (IBJ) technique; Samus isn't hurt by her own bombs, but she still gets knocked back by them when in morph ball mode... or knocked directly upwards if she's directly on top of one. Meaning with The games expect you to do a few [[RocketJump bomb jumps]] here and there, at least until you get another upgrade that allows you to jump normally, but more ambitious players can learn the infinite bomb jump (IBJ) technique, where good placement and timing, timing means you can chain bomb explosions together to continuously gain height, making it height. IBJ is one of the key tools for SequenceBreaking in nearly every entry of the series, alongside (the the more difficult, but often game breaking optional technique) technique of {{Wall Jump}}ing.
* ** In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).
** *** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
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* ''Franchise/{{Metroid}}'':
** Samus' bombs of all things. Jump up, lay one, and witness as it simply floats stationary in midair before exploding. In most games, this odd attribute has led to the [[RocketJump infinite bomb jump]] (IBJ) technique; Samus isn't hurt by her own bombs, but she still gets knocked back by them when in morph ball mode... or knocked directly upwards if she's directly on top of one. Meaning with good placement and timing, you can chain bomb explosions together to continuously gain height, making it one of the key tools for SequenceBreaking in nearly every entry of the series, alongside (the difficult, but often game breaking optional technique) {{Wall Jump}}ing.
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Not to be confused with [[https://en.wikipedia.org/wiki/Specific_gravity specific gravity]].

to:

Not to be confused with [[https://en.wikipedia.org/wiki/Specific_gravity specific gravity]].
gravity.]]
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* ''VideoGame/MonkeyShines'': Bonzo is the only thing that falls. Power-ups, keys, fruits, and mooks can float or even walk in the air. There's a screen in "Spooked" where you walk on {{Temporary Platform}}s and have to dodge a zombie gorilla, and after you jump over it, it keeps walking on where the disappeared platforms were.
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* ''VideoGame/ManifoldGarden'': A key part of solving some puzzles: the cube "fruit" of the trees are immobile unless you match the direction of their gravity, and this can be used to support different-colored fruit.

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[[folder:Sports]]
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.

to:

[[folder:Sports]]
[[folder:Action]]
* Happens ''VideoGame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* ''VideoGame/{{Glider}}'': Only the player's glider is really affected by gravity, which simply gives it a constant falling velocity. Any enemy that appears to be influenced by gravity (e.g. basketballs) is just moving
in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.fixed pattern.
* In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.



[[folder:Eastern RPG]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]

[[folder:MMORPG]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
[[/folder]]



[[folder:Action]]
* ''VideoGame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* ''VideoGame/{{Glider}}'': Only the player's glider is really affected by gravity, which simply gives it a constant falling velocity. Any enemy that appears to be influenced by gravity (e.g. basketballs) is just moving in a fixed pattern.

to:

[[folder:Action]]
[[folder:Puzzle]]
* ''VideoGame/{{Clonk}}s'', ''VideoGame/TheIncredibleMachine'' series is made of this trope. Every item is basically either affected as normal by gravity, or floats immobile in the air. Whether an item floats or sinks is based far more on [[AcceptableBreaksFromReality gameplay considerations than logic]]: for instance, paint buckets, cats, baseballs, and candles fall; baskets, alligators, 8-balls and lava lamps don't.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are the only
animals in the game to be affected by gravity. Food and objects fall, buildings and most balls (marbles being the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* ''VideoGame/{{Glider}}'': Only the player's glider is really
exception) are affected by gravity, but machines aren't.
* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row of the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them,
which simply gives it a constant falling velocity. Any enemy that appears to be influenced by gravity (e.g. basketballs) is just moving allows the sort of chain reaction seen in a fixed pattern.other games like ''VideoGame/DrMario'' and ''VideoGame/PuyoPuyo''.



[[folder:Western RPG]]
* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.

to:

[[folder:Western RPG]]
[[folder:Sandbox Game]]
* ''Franchise/TheElderScrolls''
**
In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible ''VideoGame/{{Minecraft}}'', only certain types of blocks (sand, gravel; partially, fluid blocks) are affected by gravity. Other block types are not, allowing them to make a stack of items, then remove float in midair and creating the items on well known "Why are the bottom of trees floating?" for those new to the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The
game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but that aren't affected by physics. A dropped paintbrush familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks
will remain hovering in midair wherever you placed it. This bug leads cause their sister blocks to some entertaining possibilities for the canny player, such fall down as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap normal and can be used cause a chain reaction.
* In ''VideoGame/ThePowderToy'', gravity only applies
to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal
powders, liquids, radiation, and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
some gases.



[[folder:MMORPG]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.

to:

[[folder:MMORPG]]
[[folder:Sports]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering
Happens in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.cheat.



[[folder:Eastern RPG]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]



[[folder:Puzzle]]
* ''VideoGame/TheIncredibleMachine'' series is made of this trope. Every item is basically either affected as normal by gravity, or floats immobile in the air. Whether an item floats or sinks is based far more on [[AcceptableBreaksFromReality gameplay considerations than logic]]: for instance, paint buckets, cats, baseballs, and candles fall; baskets, alligators, 8-balls and lava lamps don't.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are the only animals in the game to be affected by gravity. Food and most balls (marbles being the exception) are affected by gravity, but machines aren't.
* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row of the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''VideoGame/PuyoPuyo''.

to:

[[folder:Puzzle]]
[[folder:Third Person Shooter]]
* ''VideoGame/TheIncredibleMachine'' series is made of this trope. Every item is basically either affected as normal by gravity, or floats immobile ''{{VideoGame/Warframe}}'': in the air. Whether an item floats or sinks is based far more on [[AcceptableBreaksFromReality gameplay considerations than logic]]: for instance, paint buckets, cats, baseballs, and candles fall; baskets, alligators, 8-balls and lava lamps don't.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are the only animals in the game to be affected by gravity. Food and most balls (marbles being the exception) are affected by gravity, but machines aren't.
* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row
first few tiles of the well full of blocks empties out, and then Infested Hive Ship tileset - your 'frame is clearly on the blocks above it move down by exactly one row. It turns out that there ground. Those crates clearly are ways to clear lines and [[http://harddrop.com/wiki/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''VideoGame/PuyoPuyo''.not.



[[folder:Action Platformer]]
* In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.

to:

[[folder:Action Platformer]]
[[folder:Western RPG]]
* ''Franchise/TheElderScrolls''
**
In ''VideoGame/MetroidFusion'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever
you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).
**
placed it. This boss returns ([[{{Prequel}} or bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a
rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies large ammo crate when dropped. Players can build diving boards, stairs and even houses with these effects.two items.




[[folder:Sandbox Game]]
* In ''VideoGame/{{Minecraft}}'', only certain types of blocks (sand, gravel; partially, fluid blocks) are affected by gravity. Other block types are not, allowing them to float in midair and creating the well known "Why are the trees floating?" for those new to the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
[[/folder]]

[[folder:Third Person Shooter]]
* ''{{VideoGame/Warframe}}'': in the first few tiles of the Infested Hive Ship tileset - your 'frame is clearly on the ground. Those crates clearly are not.
[[/folder]]
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[[foldercontrol]]

Added: 7875

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Removed: 6742

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Examples sorted


* ''VideoGame/SonicTheHedgehog'':
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverse gravity and let the player walk on the ceiling; yet they only affect the player and one boss, not any other enemies.
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] on the land masses however...
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.

to:

[[folder:Sports]]
* ''VideoGame/SonicTheHedgehog'':
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverse
Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
[[/folder]]

[[folder:Platformer]]
* The Outer Wall from ''VideoGame/CaveStory''. The player character falls down like normal, but the hopping enemies and any powerups affected by
gravity and let the player walk on the ceiling; yet they only affect the player and one boss, not any other enemies.
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field, with meteors orbiting them and all. The [[CameraScrew controls]] on the land masses however...
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a bizarre, possibly unintentional variation: if you go to a place where the screen loops vertically and there aren't any slopes or obstructions, it's possible to keep falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you
fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.sideways, against the wall.



* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
* In ''Elastomania'', not only do apples typically float in mid-air, but some of them change the direction of gravity when you collect them.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
* In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
* In the platforming game ''VideoGame/{{N}}'', the player character is pretty much the only element in the game that gravity applies to - the enemies, terminals, and even [[FollowTheMoney the gold]] all float regardless of gravity.
** Can be partially explained by having stuff mounted on the wall, since the game is strictly 2D.

to:

* ''Franchise/TheElderScrolls''
**
In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on,
''VideoGame/JazzJackrabbit 2'', powerups usually float, but aren't if you hit them with your weapons, they will start to be affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
* In ''Elastomania'', not only do apples typically float in mid-air, but some of them change the direction of gravity when you collect them.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
* In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
* In the platforming game ''VideoGame/{{N}}'', the player character is pretty much the only element in the game that gravity applies to - the enemies, terminals, and even [[FollowTheMoney the gold]] all float regardless of gravity.
** Can be partially explained by having stuff mounted on the wall, since the game is strictly 2D.
gravity.



* Gravity Man's stage in ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.



* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row of the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''VideoGame/PuyoPuyo''.
* Gravity Man's stage in ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.
* The Outer Wall from ''VideoGame/CaveStory''. The player character falls down like normal, but the hopping enemies and any powerups affected by gravity fall sideways, against the wall.
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
* In ''VideoGame/JazzJackrabbit 2'', powerups usually float, but if you hit them with your weapons, they will start to be affected by gravity.
* ''VideoGame/TheIncredibleMachine'' series is made of this trope. Every item is basically either affected as normal by gravity, or floats immobile in the air. Whether an item floats or sinks is based far more on [[AcceptableBreaksFromReality gameplay considerations than logic]]: for instance, paint buckets, cats, baseballs, and candles fall; baskets, alligators, 8-balls and lava lamps don't.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are the only animals in the game to be affected by gravity. Food and most balls (marbles being the exception) are affected by gravity, but machines aren't.
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* In ''VideoGame/{{Minecraft}}'', only certain types of blocks (sand, gravel; partially, fluid blocks) are affected by gravity. Other block types are not, allowing them to float in midair and creating the well known "Why are the trees floating?" for those new to the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* ''Videogame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals that the Daevas are immune to gravity because of their magic.

to:

* ''VideoGame/{{Tetris}}'' pieces descend into In the well and lock into place once they've remained motionless for a half second. A row of platforming game ''VideoGame/{{N}}'', the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''VideoGame/PuyoPuyo''.
* Gravity Man's stage in ''VideoGame/MegaMan5'' has barriers that change the direction of gravity when Mega Man crosses them, affecting Mega Man and some enemies but not others.
* The Outer Wall from ''VideoGame/CaveStory''. The
player character falls down like normal, but the hopping enemies and any powerups affected by gravity fall sideways, against the wall.
* Happens in ''[[VideoGame/BackyardSports Backyard Basketball]]''. But with a cheat.
* In ''VideoGame/JazzJackrabbit 2'', powerups usually float, but if you hit them with your weapons, they will start to be affected by gravity.
* ''VideoGame/TheIncredibleMachine'' series
is made of this trope. Every item is basically either affected as normal by gravity, or floats immobile in the air. Whether an item floats or sinks is based far more on [[AcceptableBreaksFromReality gameplay considerations than logic]]: for instance, paint buckets, cats, baseballs, and candles fall; baskets, alligators, 8-balls and lava lamps don't.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are
pretty much the only animals element in the game to be affected by gravity. Food and most balls (marbles being the exception) are affected by gravity, but machines aren't.
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* In ''VideoGame/{{Minecraft}}'', only certain types of blocks (sand, gravel; partially, fluid blocks) are affected by gravity. Other block types are not, allowing them to float in midair and creating the well known "Why are the trees floating?" for those new to
the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* ''Videogame/{{Clonk}}s'', animals and objects fall, buildings and the ground itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point
gravity notices them applies to - the enemies, terminals, and they fall normally. Similarly, in older versions of even [[FollowTheMoney the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance gold]] all float regardless of gravity. This can still gravity.
** Can
be observed under certain circumstances.
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals that
partially explained by having stuff mounted on the Daevas are immune to gravity because of their magic.wall, since the game is strictly 2D.



* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
* [[FollowTheMoney Levitating coins]] are explained as lighter-than-air currency in ''Website/{{Cracked}}'''s #7 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/ Science Lesson As Taught by Famous Video Games]].
* Believe it or not, deconstructed in ''Webcomic/KidRadd''. As in videogames, gravity is not a function of the world, but of the individual object.
* ''{{VideoGame/Warframe}}'': in the first few tiles of the Infested Hive Ship tileset - your 'frame is clearly on the ground. Those crates clearly are not.

to:

* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with ''VideoGame/SonicTheHedgehog'':
** In ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]''[='s=] Death Egg levels, there are switches that reverse
gravity changing abilities. You can flip and let the gravity in four directions player walk on the ceiling; yet they only affect the player and one boss, not any other enemies.
** ''VideoGame/SonicAdventure2'' has the infamous Mad Space stage where three of the floating land masses have a gravitational field,
with Luiginary Gravity meteors orbiting them and even turn it off altogether with all. The [[CameraScrew controls]] on the Luiginary Nebula... but only Mario land masses however...
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]''
and ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' have a couple of things in bizarre, possibly unintentional variation: if you go to a place where the environment are affected. Enemies? They just screen loops vertically and there aren't any slopes or obstructions, it's possible to keep mulling along on what was previously falling endlessly, and you keep constantly accelerating as you do - but because of the way falling is coded, if you fall too fast, [[https://www.youtube.com/watch?v=HbqkjN_M-zw you get integer overflow and start rocketing ''upwards,'']] decelerating rather than accelerating, until you stop completely and it starts all over again.
[[/folder]]

[[folder:Action]]
* ''VideoGame/{{Clonk}}s'', animals and objects fall, buildings and
the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
* [[FollowTheMoney Levitating coins]] are explained as lighter-than-air currency in ''Website/{{Cracked}}'''s #7 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/ Science Lesson As Taught by Famous Video Games]].
* Believe it or not, deconstructed in ''Webcomic/KidRadd''. As in videogames, gravity is not a function of the world, but of the individual object.
* ''{{VideoGame/Warframe}}'': in the first few tiles of the Infested Hive Ship tileset - your 'frame is clearly on the ground. Those crates clearly are not.
itself float happily. Oddly, FloatingPlatforms can still fall apart due to earthquakes.


Added DiffLines:

[[/folder]]

[[folder:Western RPG]]
* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', all items work like this. It is possible to make a stack of items, then remove the items on the bottom of the stack to leave the top items floating in midair.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** The game contains one of the most startling examples: paintbrushes can be picked up, placed into and removed from containers, and so on, but aren't affected by physics. A dropped paintbrush will remain hovering in midair wherever you placed it. This bug leads to some entertaining possibilities for the canny player, such as building stairways to otherwise inaccessible locations and setting up sniper's nests where melee attackers can't reach you. The paintbrushes are particularly dangerous as they are cheap and can be used to sequence break the whole plot.
*** Interestingly, this [[GoodBadBug paintbrush bug]] unintentionally makes up for the fact that the player-levitation spell was not carried over from ''Morrowind''. Naturally, both the spell removal and the inclusion of physics effects for all objects were intended specifically to avert different aspects of this trope.
* Coded from the same engine as Oblivion, VideoGame/FalloutNewVegas has a similar levitating object in its DLC dead money. Complementary Vouchers are holodisks (think giant Cassette tape) that float in mid air if dropped. Unfortunately the complementary voucher is intended to give the player free money every three days, so every Voucher you carry with you to game break and don't spend on vending machine chips is a tactical choice. Players love to combine this glitch with one of the fact that each five millimeter round (intended to be used for the minigun) appears as a rather large ammo crate when dropped. Players can build diving boards, stairs and even houses with these two items.
[[/folder]]

[[folder:MMORPG]]
* In ''VideoGame/EverQuest'' all computer controlled characters are immune to falling damage. This is to prevent players from exploiting it to kill monsters. Casting levitation on yourself and leading a monster chasing you off a cliff would be too easy.
* In ''VideoGame/WorldOfWarcraft'', some game objects, like ore deposits and treasure chests, have collision properties (you can stand on them), but [[EverythingFades despawn]] after being consumed or after a period of time. This leaves a character who ''was'' standing on them apparently hovering in midair until they make any movement, at which point gravity notices them and they fall normally. Similarly, in older versions of the game, corpses became instantly immobile upon death. If a player died while airborne, their corpse (and later skeleton) would hover at that exact spot in calm defiance of gravity. This can still be observed under certain circumstances.
[[/folder]]

[[folder:Eastern RPG]]
* ''VideoGame/FinalFantasyXIII'' has Cocoon, a giant rock that sits in one place (while being inside the atmosphere of Pulse, the main world) with a civilization on the hollowed out inner walls. The source of light and heat comes from a fal'Cie floating in the center, though there's also big chunk of the shell that was blown off during a war. (Information can be seen [[http://finalfantasy.wikia.com/wiki/Cocoon_%28Final_Fantasy_XIII%29 here]]) Somehow, water is visibly falling from Cocoon on to Pulse. Considering this is ''Final Fantasy'', it's best to say [[AWizardDidIt a fal-Cie did it]].
* Strangely done in ''VideoGame/MarioAndLuigiDreamTeam'' with gravity changing abilities. You can flip the gravity in four directions with Luiginary Gravity and even turn it off altogether with the Luiginary Nebula... but only Mario and a couple of things in the environment are affected. Enemies? They just keep mulling along on what was previously the ground without seemingly noticing that they should either be flying off into space or floating in mid air about now.
[[/folder]]

[[folder:Strategy]]
* Flavour text from ''VideoGame/HeroicArmiesMarching'' reveals that the Daevas are immune to gravity because of their magic.
[[/folder]]

[[folder:Puzzle]]
* ''VideoGame/TheIncredibleMachine'' series is made of this trope. Every item is basically either affected as normal by gravity, or floats immobile in the air. Whether an item floats or sinks is based far more on [[AcceptableBreaksFromReality gameplay considerations than logic]]: for instance, paint buckets, cats, baseballs, and candles fall; baskets, alligators, 8-balls and lava lamps don't.
** 8-balls obey gravity, it just presses them agains your monitor's surface... The rest of floating things is supposed to be attached to the monitor's surface, apparently. Just imagine a wall-mounted alligator.
** ''VideoGame/SidAndAlsIncredibleToons'' also has selective gravity for gameplay purposes. For starters, Sid and Al are the only animals in the game to be affected by gravity. Food and most balls (marbles being the exception) are affected by gravity, but machines aren't.
* ''VideoGame/{{Tetris}}'' pieces descend into the well and lock into place once they've remained motionless for a half second. A row of the well full of blocks empties out, and then the blocks above it move down by exactly one row. It turns out that there are ways to clear lines and [[http://harddrop.com/wiki/Tetromino_art#All_six_single_floaters leave blocks completely unsupported]]. Only a few games have [[http://harddrop.com/wiki/Line_clear#Sticky "recursive" or "cascade" modes]] that allow groups of such blocks to fall into gaps below them, which allows the sort of chain reaction seen in other games like ''VideoGame/DrMario'' and ''VideoGame/PuyoPuyo''.
[[/folder]]

[[folder:Action Platformer]]
* In ''VideoGame/MetroidFusion'', you fight a boss (appropriately) named [[NightmareFuel Nightmare]] who changes gravity on you partway through the fight, changing your jump and movement speed and effectively rendering your missiles useless (unless you get really, really close).
** This boss returns ([[{{Prequel}} or rather first appears]]) in ''VideoGame/MetroidOtherM''. Leading up to it are areas where gravity is flipped upside down or increased. Samus' gravity suit nullifies these effects.
[[/folder]]

[[folder:Sandbox Game]]
* In ''VideoGame/{{Minecraft}}'', only certain types of blocks (sand, gravel; partially, fluid blocks) are affected by gravity. Other block types are not, allowing them to float in midair and creating the well known "Why are the trees floating?" for those new to the game that aren't familiar with how it works.
** Sometimes the blocks that aren't supposed to float might still do so if they were generated that way. Such floating blocks typically fall [[GravityIsAHarshMistress as soon as you do something affecting them]], though.
*** Basically, if these blocks are generated as floating when they're not supposed to, then breaking those blocks will cause their sister blocks to fall down as normal and can cause a chain reaction.
* In ''VideoGame/ThePowderToy'', gravity only applies to powders, liquids, radiation, and some gases.
[[/folder]]

[[folder:Third Person Shooter]]
* ''{{VideoGame/Warframe}}'': in the first few tiles of the Infested Hive Ship tileset - your 'frame is clearly on the ground. Those crates clearly are not.
[[/folder]]
Is there an issue? Send a MessageReason:
None


* Flavour text from VideoGame/HeroicArmiesMarching reveals that the Daevas are immune to gravity because of their magic.

to:

* Flavour text from VideoGame/HeroicArmiesMarching ''VideoGame/HeroicArmiesMarching'' reveals that the Daevas are immune to gravity because of their magic.
Is there an issue? Send a MessageReason:
Removing pothole from page quote, per What To Put At The Top Of A Page


->'''Q:''' "APPLES DO NOT FALL UP"\\
'''A:''' "[[ComicallyMissingThePoint They're more like giant cherries...]]"

to:

->'''Q:''' "APPLES APPLES DO NOT FALL UP"\\
UP\\
'''A:''' "[[ComicallyMissingThePoint They're more like giant cherries...]]"

Top