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* The resident CoolTank G-SOPHIA in ''VideoGame/BlasterMasterZeroII'' actually inverts it; long falls are beneficial because it triggers the tank's "Gaia System", which restores ManaMeter from plummeting for particularly long periods of time by absorbing the energy created by the impact. [[spoiler:In fact, this is how you fight the DiscOneFinalBoss: by falling on it repeatedly until it dies.]] Still played straight for the pilots, however, who are unable to survive any fall longer than one block higher than their own jumping height unless they land in SoftWater.

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* The resident CoolTank G-SOPHIA in ''VideoGame/BlasterMasterZeroII'' has this trope behave differently based on who or what is experiencing it. All fall damage is negated on immersion in SoftWater, for better or worse.
** Jason still takes fall damage; one unit from one block of height over his jump reach, sixteen units from anything higher.
** The [[CoolTank G-SOPHIA]]
actually inverts it; long falls are beneficial because it triggers the tank's "Gaia System", which restores ManaMeter from plummeting for particularly long periods of time by absorbing the energy created by the impact. [[spoiler:In fact, this is how you fight the DiscOneFinalBoss: by falling on it repeatedly until it dies.]] Still played straight for the pilots, however, who are unable to survive any fall longer than one block higher than their own jumping height unless they land in SoftWater.]]


* Creator/LucasArts game ''Outlaws'' also features death by falling.

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* Creator/LucasArts game ''Outlaws'' also features death In ''VideoGame/{{Outlaws}}'', you can take possibly lethal damage by falling.



* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off, say, an elevated train track in Miami will damage you, if not outright kill you. GoodBadBugs reveal that this affects [=NPCs=] as well. You may occasionally find a random citizen falling from a building or.... the sky, inevitably dying upon contact with Earth.

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* ''[[VideoGame/{{Driver}} Driv3r]]'' ''VideoGame/{{Driver}}'' implements this. Jumping off, say, an elevated train track in Miami will damage you, if not outright kill you. GoodBadBugs reveal that this affects [=NPCs=] as well. You may occasionally find a random citizen falling from a building or.... the sky, inevitably dying upon contact with Earth.



* ''VideoGame/{{Warframe}}'': The warframes are immune to falling damage. Enemies are not, but it's pretty rare to be in a situation where you can take advantage. The open-world zones have flying transports that you can destroy so that enemies die from falling damage, but it's situational. [[spoiler:The Operators who pilot the warframes]], however, ''do'' take falling damage, highlighting their SquishyWizard status, which can take a bit for players to adapt to.

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* ''VideoGame/{{Warframe}}'': The In ''VideoGame/{{Warframe}}'', the warframes are immune to falling damage.damage, but will be stunned for a little bit if they hit the ground too fast (with the exception for Valkyr). Enemies are not, but it's pretty rare to be in a situation where you can take advantage. The open-world zones have flying transports that you can destroy so that enemies die from falling damage, but it's situational. [[spoiler:The Operators who pilot the warframes]], however, ''do'' take falling damage, highlighting their SquishyWizard status, which can take a bit for players to adapt to.
* In ''VideoGame/{{Lemmings}}'', the eponymous critters will crumble to pieces if they hit the ground from a sufficient height. This can be mitigated by giving them {{parasol parachute}}s.
* In ''VideoGame/DarkForces'', you can take damage by hitting the ground hard enough. ''VideoGame/JediKnight'' introduces mobility-based Force powers, including Force jump, which can hurt you if you use right under a ceiling.
* In ''VideoGame/SystemShock2'', falling long enough will cause you to take damage which is larger the smaller your agility stat is. This also applies to hitting ''any'' surface fast enough, as one can attest in the semi-final stage featuring vents that can propel you upwards and sideways in not quite roomy corridors.


* The resident CoolTank G-SOPHIA in ''VideoGame/BlasterMasterZeroII'' actually inverts it; long falls are beneficial because it triggers the tank's "Gaia System", which restores ManaMeter from plummeting for particularly long periods of time by absorbing the energy created by the impact. [[spoiler:In fact, this is how you fight the DiscOneFinalBoss: by falling on it repeatedly until it dies.]] Still played straight for the pilots, however, who are unable to survive any fall longer than one block higher than their own jumping height.

to:

* The resident CoolTank G-SOPHIA in ''VideoGame/BlasterMasterZeroII'' actually inverts it; long falls are beneficial because it triggers the tank's "Gaia System", which restores ManaMeter from plummeting for particularly long periods of time by absorbing the energy created by the impact. [[spoiler:In fact, this is how you fight the DiscOneFinalBoss: by falling on it repeatedly until it dies.]] Still played straight for the pilots, however, who are unable to survive any fall longer than one block higher than their own jumping height.height unless they land in SoftWater.


* The resident CoolTank G-SOPHIA in ''VideoGame/BlasterMasterZeroII'' actually inverts it; long falls are beneficial because it triggers the tank's "Gaia System", which restores ManaMeter from plummeting for particularly long periods of time. [[spoiler:In fact, this is how you fight the DiscOneFinalBoss: by falling on it repeatedly until it dies.]]

to:

* The resident CoolTank G-SOPHIA in ''VideoGame/BlasterMasterZeroII'' actually inverts it; long falls are beneficial because it triggers the tank's "Gaia System", which restores ManaMeter from plummeting for particularly long periods of time.time by absorbing the energy created by the impact. [[spoiler:In fact, this is how you fight the DiscOneFinalBoss: by falling on it repeatedly until it dies.]]]] Still played straight for the pilots, however, who are unable to survive any fall longer than one block higher than their own jumping height.

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* The resident CoolTank G-SOPHIA in ''VideoGame/BlasterMasterZeroII'' actually inverts it; long falls are beneficial because it triggers the tank's "Gaia System", which restores ManaMeter from plummeting for particularly long periods of time. [[spoiler:In fact, this is how you fight the DiscOneFinalBoss: by falling on it repeatedly until it dies.]]


* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die (The original UsefulNotes/ArcadeGame wasn't quite as absurd, with distances appearing larger). You die midair, too, not even needing to hit the ground.

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* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die die. (The original UsefulNotes/ArcadeGame adaptation wasn't quite as absurd, with distances appearing larger). larger.) You die midair, too, not even needing to hit the ground.


* ''Franchise/MetroidPrimeTrilogy'':

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* ''Franchise/MetroidPrimeTrilogy'':''VideoGame/MetroidPrimeTrilogy'':


* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage for block (meter) fallen after the third, so a 23-block fall will kill you. This may sound unlikely, but since the game involves a lot of exploration of enormous, dark caves full of monsters that love to unexpectedly knock you off of things, death by falling is extremely common. However, landing in [[SoftWater water]], vines or spiderweb cancels the damage--with quick reflexes, you can survive a fall unharmed by emptying a bucket of water under yourself--and Feather Falling-enchanted boots will reduce it.

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* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage for per block (meter) fallen after the third, so a 23-block fall will kill you. This may sound unlikely, but since the game involves a lot of exploration of enormous, dark caves full of monsters that love to unexpectedly knock you off of things, death by falling is extremely common. However, landing in [[SoftWater water]], vines or spiderweb cancels the damage--with quick reflexes, you can survive a fall unharmed by emptying a bucket of water under yourself--and Feather Falling-enchanted boots will reduce it.


* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage for block (meter) fallen after the third, so a 23-block fall will kill you. However, landing in [[SoftWater water]], vines or spiderweb cancels the damage, and Feather Falling-enchanted boots will reduce it.

to:

* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage for block (meter) fallen after the third, so a 23-block fall will kill you. This may sound unlikely, but since the game involves a lot of exploration of enormous, dark caves full of monsters that love to unexpectedly knock you off of things, death by falling is extremely common. However, landing in [[SoftWater water]], vines or spiderweb cancels the damage, and damage--with quick reflexes, you can survive a fall unharmed by emptying a bucket of water under yourself--and Feather Falling-enchanted boots will reduce it.


* In the video game based on ''Film/SpyKids 3D: Game Over'', Juni falls several feet when he enters the virtual reality world he was assigned to infiltrate. Upon regaining consciousness, he loses a life.

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* In the video game based on ''Film/SpyKids 3D: Game Over'', ''Film/SpyKids3DGameOver'', Juni falls several feet floors when he enters the virtual reality world he was assigned to infiltrate. Upon regaining consciousness, he loses a life.



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* ''VideoGame/{{Warframe}}'': The warframes are immune to falling damage. Enemies are not, but it's pretty rare to be in a situation where you can take advantage. The open-world zones have flying transports that you can destroy so that enemies die from falling damage, but it's situational. [[spoiler:The Operators who pilot the warframes]], however, ''do'' take falling damage, highlighting their SquishyWizard status, which can take a bit for players to adapt to.


* Zig-zaged in ''VideoGame/Fallout4'', where you take falling damage except when you are in power armor.

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* Zig-zaged Zig-zagged in ''VideoGame/Fallout4'', where you take falling damage except when you are in power armor.
* ''VideoGame/AssassinsCreedOdyssey'': The protagonist starts with an ability that makes it impossible to die from falling damage (presumably this is how they survived getting tossed off a cliff as a child), and a later upgrade makes them simply immune. Enemies don't have these advantages, however, and one of the easiest ways to deal with tough enemies is to kick them off a cliff.


* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die. This was averted in the UsefulNotes/ArcadeGame.

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* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die. This was averted in die (The original UsefulNotes/ArcadeGame wasn't quite as absurd, with distances appearing larger). You die midair, too, not even needing to hit the UsefulNotes/ArcadeGame.ground.


* ''VideoGame/SuperMario64'' has this. In this case, Mario can GroundPound just before impact to avoid this. Later game's just have characters get stuck in the ground after falling long distances, stunning them briefly.

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* ''VideoGame/SuperMario64'' has this. In this case, Mario can GroundPound just before impact to avoid this. Later game's games just have characters get stuck in the ground after falling long distances, stunning them briefly.

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* ''VideoGame/JustCause2'' has a strange example, where you can easily die if you hit the ground from a sizeable height - ''except'' if you fire your hookshot before landing to pull yourself ''towards'' the ground (at an even higher speed than you were falling at it in the first place), in which case you are totally fine.

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