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Video Game Physics
Chronicled herein are all the little things that cause objects in videogames to work differently from, say, objects in your backyard, for the purpose of being awesome.

See Art Major Physics.
  • Air Aided Acrobatics
    Using fans or wind to jump to normally-unreachable places.
  • Body Armor as Hit Points
    Rather than protecting bodily areas, body armor just gives you bonus Hit Points.
  • Boom, Headshot
    It's always better to go for the head instead of the torso or other larger target.
  • Cobweb Trampoline
    A spiderweb is always used as a trampoline.
  • Collision Damage
    Just touching an enemy will damage or kill the player.
  • Depth Perplexion
    In video games, foreground and background aren't always as separated as they appear to be.
  • Directionally Solid Platforms
    Platforms that are solid from certain sides only (most notably, above).
  • Edge Gravity
    Where the edge of a platform actively resists the player's motion over it.
  • Floating Platforms
    Because it's much easier than building proper structural supports.
  • Frictionless Ice
    A place or puzzle where every step on an ice patch makes you continue in that direction, unable to move or stop.
  • Gravity Screw
    A Gimmick Level which messes around with gravity in some way.
  • Ground Pound
    The player jumps, ducks or crouches in the air, and comes down powerfully onto the ground.
  • Ground-Shattering Landing
    Characters who can land with such an impact that it can break the ground beneath them
  • Hit the Ground Harder
    Characters who can speed up to beyond fatal falling velocity to completely or partially negate fall damage.
  • Homing Projectile
    A projectile that constantly curves toward its target.
  • Instant 180 Degree Turn
    A character or an object the player is controlling, can turn 180 (different number in 3D games) degrees in an instant.
  • Invisible Grid
    A mainly 3D game mechanic that limits where you can move, jump, and/or land so that you are always on an invisible grid.
  • Jiggle Physics
    That amazing programming breakthrough that gives breasts realistic bouncing animation.
  • Jump Physics
    It's very different in a Platform Game than it is in real life.
    • Double Jump
      You jump, then you jump again. No, it shouldn't be possible, but it's fun.
    • Wall Jump
      You know when your parents said you were driving them up the wall? Here's how you actually do it.
  • Knockback
    Taking damage results in being knocked aside, whether the attack in question would reasonably be expected to do that or not.
    • Knockback Evasion
      Frequently, a method is provided to completely avoid knockback, even for attacks that should reasonable be expected to knock you aside.
  • Ladder Physics
    Ladders in games act strangely, like letting you climb them while having both arms free.
  • Not the Fall That Kills You
    One must impact the ground to get killed.
    • Falling Damage
      When impacting the ground merely hurts you rather than outright killing you.
  • Painfully Slow Projectile
    Bullets, arrows, or sundry other super-fast shooty things will move slowly enough to defend or dodge.
  • Parasol Parachute
    An umbrella or parasol used as a parachute. Plus it keeps the rain off!
  • Projectile Platforms
    Game physics so abstracted from reality that a character can ride what is ostensibly a projectile without changing its trajectory.
  • Ragdoll Physics
    Games that use increasingly realistic physics for all objects, especially dead enemies.
  • Recoil Boost
    Firing rapidly in a direction opposite of where you want to go will give you a good push sideways or even upward.
  • Reflecting Laser
    Lasers that can reflect off of any flat surface.
  • Road Runner PC
    You are always one of the fastest things in the game world.
  • Rocket Jump
    Using explosives to propel the player to normally unreachable places.
  • Selective Gravity
    Gravity is only applied to some things; others are totally immune.
  • Set Swords to Stun
    A weapon's lethality is directly proportional to its user's desire to kill. Bladed weapons can cause nonlethal damage.
  • Shockwave Stomp
    Where a boss or character can smash on the ground and send out a wave of energy that causes damage.
  • Spring Jump
    An ability in video games that sends your character rocketing straight upwards, and is much more powerful than ordinary Jump Physics.
  • Springy Spores
    You can use Mushrooms as trampolines.
  • Tele-Frag
    Trying to teleport somewhere that's already occupied. Leaves a mess.
  • Tremor Trampoline
    When an earthquake or violent impact causes characters to bounce about.
  • Vent Physics
    Conveniently placed air vents give you the boost you need.
  • Very High Velocity Rounds
    You've slowed down time, and while enemy bullets will crawl like molasses, yours go at normal speed.
  • Video Game Flight
    Video games that actually let your character fly freely about the world.
  • Walk, Don't Swim
    Your character can't swim when underwater, just walk around and jump higher, or lower.
  • Wall Crawl
    The ability to scale vertical surfaces.
  • Wreaking Havok
    Where the coolness of the physics engine conspicuously draws attention to itself rather than meshing with the rest of the gaming experience.

Video Game ObjectivesVideo Game TropesVideo Game Rewards
Variable Terminal VelocityArtistic License - Physics    

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