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* If you are playing a pirated copy of ''MirrorsEdge'', anytime Faith attempts to leap off buildings/rooftops she'd slow way down: [[http://www.youtube.com/watch?v=_fI6cVBD9Ok&NR=1 Mirror's Edge: Gravity Edition]]

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* If you are playing a pirated copy of ''MirrorsEdge'', ''VideoGame/MirrorsEdge'', anytime Faith attempts to leap off buildings/rooftops she'd slow way down: [[http://www.youtube.com/watch?v=_fI6cVBD9Ok&NR=1 Mirror's Edge: Gravity Edition]]
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* ''VideoGame/MetalGearSolid2SonsOfLiberty'' and ''MetalGearSolid3'' have a similar system. If the player character dives or rolls off the edge they will fall, but if they run or walk off, they will grab the edge and hang there. Irritatingly, certain traps are made [[FakeDifficulty by changing the Edge Gravity of a given set of floor]]...

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* ''VideoGame/MetalGearSolid2SonsOfLiberty'' and ''MetalGearSolid3'' ''VideoGame/MetalGearSolid3SnakeEater'' have a similar system. If the player character dives or rolls off the edge they will fall, but if they run or walk off, they will grab the edge and hang there. Irritatingly, certain traps are made [[FakeDifficulty by changing the Edge Gravity of a given set of floor]]...
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* ''MetalGearSolid2'' and ''MetalGearSolid3'' have a similar system. If the player character dives or rolls off the edge they will fall, but if they run or walk off, they will grab the edge and hang there. Irritatingly, certain traps are made [[FakeDifficulty by changing the Edge Gravity of a given set of floor]]...

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* ''MetalGearSolid2'' ''VideoGame/MetalGearSolid2SonsOfLiberty'' and ''MetalGearSolid3'' have a similar system. If the player character dives or rolls off the edge they will fall, but if they run or walk off, they will grab the edge and hang there. Irritatingly, certain traps are made [[FakeDifficulty by changing the Edge Gravity of a given set of floor]]...
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* ''VideoGame/{{Dustforce}}'' has an interesting variation. Since the game is about parkour, running any sort of speed over a ledge will cause you to flip over it in a horizontal line. Useful for maintaining momentum, bad for trying to fall down a pit.
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* ''{{Minecraft}}'' plays this interestingly, you have no edge gravity during normal movement, but if you crouch down it is impossible to fall, and you can even move a few inches beyond where you would normally fall from.

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* ''{{Minecraft}}'' ''VideoGame/{{Minecraft}}'' plays this interestingly, you have no edge gravity during normal movement, but if you crouch down it is impossible to fall, and you can even move a few inches beyond where you would normally fall from.
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* ''VideoGame/DeadlyRoomsOfDeath'' has levels with pits, but it is not possible to fall into them even if you try. The manual justifies this by saying that "Beethro is too experienced of an adventurer to accidentally fall into pits".

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* ''VideoGame/DeadlyRoomsOfDeath'' has levels with pits, but it is not possible to fall into them even if you try. The manual justifies this by saying that "Beethro is "Smitemasters are too experienced of an adventurer to accidentally fall into pits".them."
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* Comes into play in ''VideoGame/TheCastlesOfDoctorCreep'', in that your character stops not only at the end of a floor, but at the edge of open trap doors as well. This means that the only way your character can die from falling is if a trap door opens directly underneath (in which case the character dies immediately).
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* ''VideoGame/DeadlyRoomsOfDeath'' has levels with pits, but it is not possible to fall into them even if you try. The manual justifies this by saying that "Beethro is too experienced of an adventurer to accidentally fall into pits".
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* [[AvertedTrope Averted]] in the ''VideoGame/{{X-Men}}'' arcade game, [[http://www.youtube.com/watch?v=-R4t4X1SB5Y as shown here]], complete with a {{Narm}}tastic scream that wouldn't be out of place in ''VideoGame/KingsQuest''!

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* [[AvertedTrope Averted]] in the ''VideoGame/{{X-Men}}'' ''VideoGame/XMen'' arcade game, [[http://www.youtube.com/watch?v=-R4t4X1SB5Y as shown here]], complete with a {{Narm}}tastic scream that wouldn't be out of place in ''VideoGame/KingsQuest''!
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* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when your at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attack you particularly annoying.

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* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when your at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attack attacking you particularly annoying.
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* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when your at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attack you particularly annoying.
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***In the WiiU/3DS version running over the edge results in a sort of 'rolling off' manoeuvre where the character moves smoothly instead of awkwardly dropping.
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*This used to be an annoying part of ''VideoGame/WorldOfTanks''. Due to a lack of any decent physics in the early game, it was a trivial thing to hang 50+ tons of armored death machine off the edge of a cliff while shooting down onto enemies below. Moving tanks whose drivers weren't paying attention would also hit the cliff edge and simply stop.
**The first big physics update to the game made massive, armored vehicles teetering on cliffs act exactly like... Well, massive armored vehicles teetering on cliffs. Self-inflicted deaths from tanks dropping/sliding/hurtling off of cliffs immediately skyrocketed. And yes - it was hilarious.
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** In ''Silent Hill 3'' the strength of Edge Gravity is dependent on the difficulty setting. Set it to Easy and it's almost impossible to fall of. Crank it up to hard [[HarderThanHard or higher]] and she drops like a rock.
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* Inverted in ''{{Castlevania}}'': Falling from the edge of a platform results in falling down instantly at terminal velocity, as opposed to the gradually accelerating fall that happens if you ''jump'' down the edge.

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* Inverted in ''{{Castlevania}}'': ''Franchise/{{Castlevania}}'': Falling from the edge of a platform results in falling down instantly at terminal velocity, as opposed to the gradually accelerating fall that happens if you ''jump'' down the edge.

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* Also happens in ''VideoGame/MegaMan1'', if you fall down from a magnet beam after walking on it for a while.
** Mega Man suffers from exactly the same effect as Castlevania, where if you waltz off the edge of a cliff you typically rocket downwards, but if you jump you have a slower descent.
** The magnet beam effect is actually a glitch; the magnet beam forgets to check your downward acceleration, so the game thinks you've been falling for quite a while when you step off.

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* Also happens in In ''VideoGame/MegaMan1'', if not only do you fall down from a magnet beam after walking on it for a while.
** Mega Man suffers from exactly the same effect as Castlevania, where if you waltz off the
not have edge of a cliff you typically rocket downwards, but if you jump you have a slower descent.
** The magnet beam effect is actually a glitch;
gravity, the magnet beam forgets to check your downward acceleration, so the game thinks you've been falling for quite a while when you step off.off and you rocket downwards. You fall slower if you jump.
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* ''{{Spelunky}}'' will have players teeter slightly over the edge, which can cause them to drop the item they were holding onto. Crawling over to a ledge resulted in the spelunker flipping over to hang from the ledge. They can also grab onto a ledge by moving toward it while falling (or automatically in the remake).
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Not to be confused with LedgeGravity in which {{Mook}}s in movies or other works tend to fall over a ledge when shot/hit/etc.
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Not to be confused with LedgeGravity in which {{Mook}}s in movies or other works tend to fall over a ledge when shot/hit/etc.
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* A weird non-videogame example occurs in ''Film/XMenOriginsWolverine'' during the climatic battle on the top of the coolant tower. Punched, kicked, tripped, backdropped and ''blown up'', characters always land on the top of the wall, which is less than a meter wide.

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* A weird non-videogame example occurs in ''Film/XMenOriginsWolverine'' during the climatic battle on the top of the coolant tower. Punched, kicked, tripped, backdropped and ''blown up'', characters always land on the top of the wall, which is less than a meter wide.wide-though considering that the characters are pretty much immune to falls it wouldn't really matter.
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* ''VideoGame/GoldenEye1997 007'' didn't just have edge gravity, it was literally impossible to step off an edge, [[InsurmountableWaistHighFence even a foot high one]] (and no jumping, either). With the only exceptions being the very first level which required a bungee jump at the end, and the final level where [[spoiler: you preferably make the other guy take the fall instead]]. Its SpiritualSuccessor ''Perfect Dark'' didn't, but still had no jumping.

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* ''VideoGame/GoldenEye1997 007'' ''VideoGame/{{GoldenEye|1997}}'' didn't just have edge gravity, it was literally impossible to step off an edge, [[InsurmountableWaistHighFence even a foot high one]] (and no jumping, either). With the only exceptions being the very first level which required a bungee jump at the end, and the final level where [[spoiler: you preferably make the other guy take the fall instead]]. Its SpiritualSuccessor ''Perfect Dark'' didn't, but still had no jumping.



* ''StarWars Jedi Knight: JediAcademy'' lacked this, and sometimes the more acrobatic enemies would actually jump off cliffs to their doom.
* In every game of the ''VideoGame/{{Unreal}}'' series, the player can't fall off a ledge when not running.
** In ''SeriousSam'' as well.

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* ''StarWars ''Franchise/StarWars: [[VideoGame/DarkForcesSaga Jedi Knight: JediAcademy'' Jedi Academy]]'' lacked this, and sometimes the more acrobatic enemies would actually jump off cliffs to their doom.
doom just by trying to get to you or dodge your attacks.
* In every game of the ''VideoGame/{{Unreal}}'' series, the player can't fall off a ledge when not running.
running, though the implementation of it is odd enough that you can, for instance, crouch-walk far enough that you're levitating in the air just past a ledge, only to suddenly fall off of it when you let go of the crouch button.
** In ''SeriousSam'' ''VideoGame/SeriousSam'' as well.



* ''PAYDAYTheHeist'' has the Diamond Heist mission take place in a tall building and at several points in the level, you go to the roof and you can also see SWAT teams climb up the building and climb over the ledge to reach the roof. However, you can't fall off the building on the roof or through the broken windows inside no matter how much you try to thanks to an InvisibleWall.

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* ''PAYDAYTheHeist'' ''VideoGame/PAYDAYTheHeist'' has the Diamond Heist mission take place in a tall building and at several points in the level, you go to the roof and you can also see SWAT teams climb up the building and climb over the ledge to reach the roof. However, you can't fall off the building on the roof or through the broken windows inside no matter how much you try to thanks to an InvisibleWall.
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* In ''{{Gothic}}'', characters can walk towards some edges at less than running speed and will stop short of walking off it. While this does a good job at keeping characters from falling off high areas to their death, and saves on some NPC stupidity, this also make it difficult to slowly walk to and drop down to any narrow areas just below where you currently stand.

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* In ''{{Gothic}}'', ''VideoGame/{{Gothic}}'', characters can walk towards some edges at less than running speed and will stop short of walking off it. While this does a good job at keeping characters from falling off high areas to their death, and saves on some NPC stupidity, this also make it difficult to slowly walk to and drop down to any narrow areas just below where you currently stand.
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* In the MarioAndLuigi series, platforms over bottomless pits (at least the ones that'd be 'out of bounds') simply have a convenient invisible wall to stop you falling off the edge. This is very, very noticeable in Somnom Woods in Dream Team, which mostly takes place on a cliff but has nowhere you can actually fall off except where there's land below.
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* ''VideoGame/JazzJackrabbit'' had Jazz stumble to regain his footing if you walked too far off an edge without going straight off.
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edited the Sonic section


** ''VideoGame/SonicAdventure2'' allows Sonic or Shadow to stop and teeter for a second if you steer them into an edge and they aren't rolling. Interesting in that they can go from crazy fast to full stop instantly, which you can't do manually.

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** ''VideoGame/SonicAdventure2'' allows Sonic or Shadow Sonic, Shadow, Knuckles, and Rouge to stop and teeter for a second if you steer them into an edge and they aren't rolling. Interesting in that they can go from crazy fast to full stop instantly, which you can't do manually.



** In the 16-bit Sonic games like ''VideoGame/SonicTheHedgehog2'' and ''[[VideoGame/Sonic3AndKnuckles 3]]'', as long as Sonic (or Tails or Knuckles) isn't running at full speed, they will sometimes come to a complete stop if they reach an edge, regardless of if there's a bottomless pit or not. They all have unique animations if they're right on the edge. Sonic, in fact, has two in the second game; he'll balance on one leg if you're only near an edge and will be on both tiptoes leaning over with his arms windmilling for balance if you're right on the brink.

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** In the 16-bit Sonic games like ''VideoGame/SonicTheHedgehog2'' and ''[[VideoGame/Sonic3AndKnuckles 3]]'', as long as Sonic (or Tails or Knuckles) isn't running at full speed, they will sometimes come to a complete stop if they reach an edge, regardless of if there's a bottomless pit or not. They all have unique animations if they're right on the edge. Sonic, in fact, has two ''three'' in the second game; he'll balance on one leg if you're only near an edge and edge, glancing over the side; will be on both tiptoes leaning over with his arms windmilling for balance if you're right on the brink.brink; and if you turn around, he balances on one foot facing away from the ledge.
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Sorry about that, forgot what symbols are used to italicize


* Sumo matches have this in the form of [[Tawara]], partially buried rice bales that mark the boundaries of the ring. Just like in fighting games they prove very useful for a fighter facing a RingOut.

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* Sumo matches have this in the form of [[Tawara]], ''Tawara'', partially buried rice bales that mark the boundaries of the ring. Just like in fighting games they prove very useful for a fighter facing a RingOut.
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* Sumo matches have this in the form of {{Tawara}}, partially buried rice bales that mark the boundaries of the ring. Just like in fighting games they prove very useful for a fighter facing a RingOut.

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* Sumo matches have this in the form of {{Tawara}}, [[Tawara]], partially buried rice bales that mark the boundaries of the ring. Just like in fighting games they prove very useful for a fighter facing a RingOut.
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* Sumo matches have this in the form of {{Tawara}}, partially buried rice bales that mark the boundaries of the ring. Just like in fighting games they prove very useful for a fighter facing a RingOut.
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If the Edge Gravity is unreliable, it can be a form of FakeDifficulty, and if it's so powerful as to be impossible to overcome, it can work as an InsurmountableWaistHeightFence.

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If the Edge Gravity is unreliable, it can be a form of FakeDifficulty, and if it's so powerful as to be impossible to overcome, it can work as an InsurmountableWaistHeightFence.
InsurmountableWaistHeightFence. Some games pair this with BottomlessPitRescueService.
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* ''LodeRunner 3D'' had a rather gimmicky implementation, in that you could only fall off ''corners'', not edges.
* ''SuperMonkeyBall'' and some of its sequels have a variant: Most platforms have a very small rail at the edge, about 1/10th the diameter of the ball in height and width, though they become increasingly infrequent as you progress through Expert mode. Running into a rail while moving slowly and/or at a shallow angle may cause it to hold you on the platform, but don't count on it in most circumstances. The game also has unique monkey animations for when the ball is right on an edge without a rail or on top of the rail itself.

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* ''LodeRunner ''VideoGame/LodeRunner 3D'' had a rather gimmicky implementation, in that you could only fall off ''corners'', not edges.
* ''SuperMonkeyBall'' ''VideoGame/SuperMonkeyBall'' and some of its sequels have a variant: Most platforms have a very small rail at the edge, about 1/10th the diameter of the ball in height and width, though they become increasingly infrequent as you progress through Expert mode. Running into a rail while moving slowly and/or at a shallow angle may cause it to hold you on the platform, but don't count on it in most circumstances. The game also has unique monkey animations for when the ball is right on an edge without a rail or on top of the rail itself.

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