Follow TV Tropes

Following

History Main / FallingDamage

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Bubsy}}'' had falling damage as well. This particular example is where the page quote comes from; falling damage in a ''2D'' game.

to:

* Falling from too high of a height without gliding in the ''VideoGame/{{Bubsy}}'' had falling damage as well. This particular example is where games will result in instant death. Less of an issue in the page quote comes from; falling damage in first game due to being a ''2D'' game.OneHitPointWonder.

Added: 195

Changed: 301

Is there an issue? Send a MessageReason:
None


* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. One of the Scout's unlockable weapons, the Pretty Boy's Pocket Pistol, negates all fall damage, but you'll take 50% more damage from fire.

to:

* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. Failing to stick the landing after an explosive jump is widely known as 'cratering.' One of the Scout's unlockable weapons, the Pretty Boy's Pocket Pistol, negates all fall damage, but you'll take 50% more damage from fire.fire. The Soldier's Mantreads unlock actually encourages him to risk falling damage--by aiming his landing point so that he ends up {{Goomba Stomp}}ing his enemies instead, ''they'' will take the damage as opposed to him.


Added DiffLines:

* When Samus falls from a fairly tall height in ''VideoGame/MetroidPrime'' she will grunt and be stunned for a moment when she hits the ground, but then stand up no worse for the wear physically.
Is there an issue? Send a MessageReason:
None


Most video game characters seem to have incredibly durable legs; they can survive just about any fall that isn't into a BottomlessPit.

to:

Most video game characters characters, especially in 2D games, seem to have incredibly durable legs; they can survive just about any fall that isn't into a BottomlessPit.

Added: 285

Changed: 2

Is there an issue? Send a MessageReason:
None


* ''VideoGame/AuraAuraClimber'' took this concept [[UpToEleven way further than some others would]], as if you fell for just long enough for your fall to be damaging, it doesn't matter whether you're going at terminal velocity or light speed, Aura-Aura is dead when he hits the ground.



* The player does not take fall damage in ''{{VideoGame/Halo 2}}'' and ''{{VideoGame/Halo 3}}'', but do in ''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.

to:

* The player does not take fall damage in ''{{VideoGame/Halo 2}}'' and ''{{VideoGame/Halo 3}}'', but do does in ''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/DungeonsAndDragonsOnline'' similarly has player characters take variable amount of fall damage based on how far they fell (but with no other adverse lingering effects). Increasing certain skills (Jump and Tumble) can allow a character to mitigate this damage, as can the 'slow fall' class feature of the Monk.
Is there an issue? Send a MessageReason:
The Team Fortress 2 example mentioned the Baby Face\'s Blaster (which increases your speed instead), rather than the Pretty Boy\'s Pocket Pistol. As a long-time Pocket Pistol user, that made me cringe.


* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. The Scout's unlockable shotgun, the Baby Facy Blaster, negates all fall damage, in exchange for the Scout losing all his speed boost if he jumps.

to:

* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. The One of the Scout's unlockable shotgun, weapons, the Baby Facy Blaster, Pretty Boy's Pocket Pistol, negates all fall damage, in exchange for the Scout losing all his speed boost if he jumps.but you'll take 50% more damage from fire.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** [[DonkeyKong94 the Game Boy version]] is a bit more generous, after falling for a little while Mario will begin to spin, if he lands on his face he'll simply be stunned momentarily, he won't die unless he lands on his head.

Added: 57

Changed: 55

Is there an issue? Send a MessageReason:
None


-> ''Falling damage?'' They put ''falling damage'' in their motherfucking 2D ''platformer?'' *''SpinningNewspaper saying "JONTRON QUITS" appears''*

to:

-> ''Falling damage?'' They put ''falling damage'' in their motherfucking 2D ''platformer?'' ''platformer?''
->
*''SpinningNewspaper saying "JONTRON QUITS" appears''*

Added: 222

Changed: 93

Is there an issue? Send a MessageReason:
None


-> ''Falling damage?'' They put ''falling damage'' in their motherfucking 2D ''platformer?'' *''SpinningNewspaper saying "JONTRON QUITS" appears''*
--> '''WebVideo/JonTron''', on ''VideoGame/{{Bubsy}}'s'' use of this trope.



* ''VideoGame/{{Bubsy}}'' had falling damage as well.

to:

* ''VideoGame/{{Bubsy}}'' had falling damage as well. This particular example is where the page quote comes from; falling damage in a ''2D'' game.
Is there an issue? Send a MessageReason:
Edits to AH example.


* Parodied in an ''Creator/AchievementHunter'' LetsPlay of "Trouble in Terrorist Town" when Ray, hunting for the last terrorist, idly wonders if there's fall damage in the game just after he jumps off the roof. [[spoiler:There is, he dies and the terrorists win the round.]]
-->'''Ray:''' "I wonder if there's fall damage..." [Falls, dies] "Yep."

to:

* Parodied in an ''Creator/AchievementHunter'' Creator/AchievementHunter LetsPlay of "Trouble in Terrorist Town" when Ray, hunting for the last terrorist, idly wonders if there's fall damage in the game just after he jumps off the roof. [[spoiler:There is, he dies and the terrorists win the round.]]
-->'''Ray:''' -->'''Ray''': "I wonder if there's fall damage..." [Falls, dies] ''(Falls, dies)'' "Yep.""
** In fact, this is actually one of Ray's RunningGags in their Let's Plays.
Is there an issue? Send a MessageReason:
None


* Creator/{{Sierra}}'s ''VideoGame/KingsQuest'' series had three descent scenarios: descending steps or something similar garnered no damage. A minor tumble totaling no more than the player character's height yielded some circling stars, but only nominal damage. A fall greater than the characters height, however, was always fatal. Princess Rosella was especially vulnerable to serious falls.

to:

* Creator/{{Sierra}}'s ''VideoGame/KingsQuest'' series had three descent scenarios: descending steps or something similar garnered no damage. A minor tumble totaling no more than the player character's height yielded some circling stars, but only nominal damage. A fall greater than the characters character's height, however, was always fatal. Princess Rosella was especially vulnerable to serious falls.



* In many ''Franchise/TheLegendOfZelda'' games, you can lose hearts if you fall/ jump too far, but none more than Skyward Sword, where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops then the Wii controller shakes to tell you ouch, as if Link clutching his chest wasn't enough. BonusPoints for disregarding Falling Damage when you fall off the FloatingContinent of Skyloft and can't call your Loftwing, though justified as someone else will catch you. Every single time. [-[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]]-]
* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fallover a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.

to:

* In many ''Franchise/TheLegendOfZelda'' games, you can lose hearts if you fall/ jump too far, but none more than Skyward Sword, where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops drops, then the Wii controller shakes to tell you ouch, "ouch", as if Link clutching his chest wasn't enough. BonusPoints for disregarding Falling Damage when you fall off the FloatingContinent of Skyloft and can't call your Loftwing, though justified as someone else will catch you. Every single time. [-[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]]-]
* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fallover fall over a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.



* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. The Scout's unlockable shotgun the Baby Facy Blaster negates all fall damage, in exchange for the Scout losing all his speed boost if he jumps.

to:

* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. The Scout's unlockable shotgun shotgun, the Baby Facy Blaster Blaster, negates all fall damage, in exchange for the Scout losing all his speed boost if he jumps.

Changed: 27

Is there an issue? Send a MessageReason:
None


** Skyrim does away with the Acrobatics skill but has a heavy armor perk that reduces fall damage, there is also the shout "become ethereal" which temporary makes you immune to all damage, allowing you take short cuts by jumping of mountains.

to:

** Skyrim VideoGame/TheElderScrollsVSkyrim does away with the Acrobatics skill but has a heavy armor perk that reduces fall damage, there is also the shout "become ethereal" which temporary makes you immune to all damage, allowing you take short cuts by jumping of off mountains.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Skyrim does away with the Acrobatics skill but has a heavy armor perk that reduces fall damage, there is also the shout "become ethereal" which temporary makes you immune to all damage, allowing you take short cuts by jumping of mountains.
Is there an issue? Send a MessageReason:
None


* [[TombRaider Laura Croft]] and broken bones seems to go hand and hand.

to:

* [[TombRaider ''Franchise/TombRaider'': Laura Croft]] Croft and broken bones seems to go hand and hand.

Added: 72

Changed: 1

Is there an issue? Send a MessageReason:
None


* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fall over a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.

to:

* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fall over fallover a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.land.
* [[TombRaider Laura Croft]] and broken bones seems to go hand and hand.
Is there an issue? Send a MessageReason:
None



to:

* The ''Film/LooneyTunesBackInAction'' [[LicensedGame video game]] had this. Bugs will actually [[LampshadeHanging lampshade]] this in the Area 52 stage if you're playing as him. At one point, you need to ride a player-controlled platform across the room from ''very'' high up. One of Bugs' remarks when stepping on it is "One wrong move, and I'm an ex-rabbit."
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die.

to:

* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die. This was averted in the ArcadeGame.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/{{Guild Wars 2}}'', the player character takes fall damage - more damage the higher the fall is. This, however, can be negated by landing in deep water, and each profession has an optional trait that can reduce the damage taken (rangers, for example, can create muddy ground when they fall).


Added DiffLines:

Is there an issue? Send a MessageReason:
None


** Creator/{{Blizzard|Entertainment}} even {{lampshade|Hanging}}s] the unrealistic sides of this mechanic (like the CriticalExistenceFailure) with [[CosmeticAward achievements]] like "Going Down?" and "Almost Blind Luck" in which you have to [[SchmuckBait fall at least 65 yards without dying.]]

to:

** Creator/{{Blizzard|Entertainment}} even {{lampshade|Hanging}}s] {{lampshade|Hanging}}s the unrealistic sides of this mechanic (like the CriticalExistenceFailure) with [[CosmeticAward achievements]] like "Going Down?" and "Almost Blind Luck" in which you have to [[SchmuckBait fall at least 65 yards without dying.]]
Is there an issue? Send a MessageReason:
None


* Falling long distances in ''VideoGame/{{Spelunky}}'' not only damages the player but also stuns him, unless he manages to grab a ledge (or ladder, or rope), [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.

to:

* Falling long distances in ''VideoGame/{{Spelunky}}'' not only damages the player but also stuns him, [[NotTheFallThatKillsYou unless he manages to grab a ledge (or ladder, or rope), rope)]], [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.
Is there an issue? Send a MessageReason:
None


* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal''; Amy doesn't have HitPoints, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a Bottomless Pit and resets Amy's position back to the location entrance.

to:

* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal''; ''VideoGame/ZanZarahTheHiddenPortal'': Amy doesn't have HitPoints, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a Bottomless Pit BottomlessPit and resets Amy's position back to the location entrance.
Is there an issue? Send a MessageReason:
None


* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal''; Amy doesn't have Hit Points, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a Bottomless Pit and resets Amy's position back to the location entrance.

to:

* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal''; Amy doesn't have Hit Points, HitPoints, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a Bottomless Pit and resets Amy's position back to the location entrance.
Is there an issue? Send a MessageReason:
None


* The player does not take fall damage in ''{{VideoGame/Halo 2}}'' and ''{{VideoGame/Halo 3}}'', but do in ''''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.

to:

* The player does not take fall damage in ''{{VideoGame/Halo 2}}'' and ''{{VideoGame/Halo 3}}'', but do in ''''VideoGame/HaloCombatEvolved'', ''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.
Is there an issue? Send a MessageReason:
None


* The player does not take fall damage in ''{{VideoGame/Halo 2}}'' and ''{{VideoGame/Halo 3}}'', but do in ''''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''.

to:

* The player does not take fall damage in ''{{VideoGame/Halo 2}}'' and ''{{VideoGame/Halo 3}}'', but do in ''''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. The Scout's unlockable shotgun the Baby Facy Blaster negates all fall damage, in exchange for the Scout losing all his speed boost if he jumps.


Added DiffLines:

* The player does not take fall damage in ''{{VideoGame/Halo 2}}'' and ''{{VideoGame/Halo 3}}'', but do in ''''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''.
Is there an issue? Send a MessageReason:
None


Most video game character seem to have incredibly durable legs; they can survive just about any fall that isn't into a BottomlessPit.

to:

Most video game character characters seem to have incredibly durable legs; they can survive just about any fall that isn't into a BottomlessPit.



* ''VideoGame/SuperMario64'' had this. In this case, you could GroundPound before impact to avoid this.

to:

* ''VideoGame/SuperMario64'' had this. In this case, you Mario could GroundPound before impact to avoid this.



* 3DRealms games ''VideoGame/DukeNukem3D'', ''Blood'', ''VideoGame/ShadowWarrior'', ''VideoGame/RedneckRampage'' all had falling damage induced hazards and death, complete with the player character screaming their lungs out when falling from great heights.

to:

* 3DRealms games ''VideoGame/DukeNukem3D'', ''Blood'', ''VideoGame/ShadowWarrior'', ''VideoGame/ShadowWarrior'' and ''VideoGame/RedneckRampage'' all had falling damage induced hazards inflict death and death, other hazards, complete with the player character screaming their his lungs out when falling from great heights.



* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off of, say, an elevated train track in Miami will damage you, if not outright kill you.

to:

* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off of, off, say, an elevated train track in Miami will damage you, if not outright kill you.



* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario fell through a hole in the floor, went over the edge of a platform, or fell too far before hitting a surface while jumping onto or off of an elevator in Screen 3, he died on impact.

to:

* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario fell through a hole in the floor, went over the edge of a platform, or fell too far before hitting a surface while jumping onto or off of an elevator in Screen 3, he died on impact.



* In many ''Franchise/TheLegendOfZelda'' games you can lose hearts if you fall/ jump too far, but none more than Skyward Sword, where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops then the Wii controller shakes to tell you ouch, as if Link clutching his chest wasn't enough. BonusPoints for disregarding Falling Damage when you fall off the FloatingContinent of Skyloft and can't call your Loftwing, though justified as someone else will catch you. Every single time. [-[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]]-]

to:

* In many ''Franchise/TheLegendOfZelda'' games games, you can lose hearts if you fall/ jump too far, but none more than Skyward Sword, where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops then the Wii controller shakes to tell you ouch, as if Link clutching his chest wasn't enough. BonusPoints for disregarding Falling Damage when you fall off the FloatingContinent of Skyloft and can't call your Loftwing, though justified as someone else will catch you. Every single time. [-[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]]-]



* Averted in the ''VideoGame/BloodRayne'' series: regardless how ridiculous a height Rayne falls from, she never takes any damage at all. This is implied to be one of the perks of being a half-vampire.

to:

* Averted in the ''VideoGame/BloodRayne'' series: regardless Regardless of how ridiculous a height Rayne falls from, she never takes any damage at all. This is implied to be one of the perks of being a half-vampire.



* Falling long distances in ''{{VideoGame/Spelunky}}'' not only damages the player but also stuns him, unless he manages to grab a ledge (or ladder, or rope), [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.

to:

* Falling long distances in ''{{VideoGame/Spelunky}}'' ''VideoGame/{{Spelunky}}'' not only damages the player but also stuns him, unless he manages to grab a ledge (or ladder, or rope), [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.
Is there an issue? Send a MessageReason:
None



to:

----

Added: 4

Changed: 11669

Is there an issue? Send a MessageReason:
None


Most video game character seem to have incredibly durable legs; they can survive just about any fall that isn't into a BottomlessPit.

This trope is about the ones that can't.

In some video games, characters will get hurt when falling from great heights. Granted, [[MajorInjuryUnderreaction the damage they take is closer to having their foot stepped on than shattering all the bones in their legs]], but regardless, it hurts them.

A SubTrope of JumpPhysics.

Contrast NotTheFallThatKillsYou.

!Straight examples:

* ''VideoGame/SuperMario64'' had this. In this case, you could GroundPound before impact to avoid this.
* In ''VideoGame/BioshockInfinite'', falling from too high will damage you.
* 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:

Most video game character seem to have incredibly durable legs; they can survive just about any fall that isn't into a BottomlessPit.

BottomlessPit.

This trope is about the ones that can't.

can't.

In some video games, characters will get hurt when falling from great heights. Granted, [[MajorInjuryUnderreaction the damage they take is closer to having their foot stepped on than shattering all the bones in their legs]], but regardless, it hurts them.

them.

A SubTrope of JumpPhysics.

JumpPhysics.

Contrast NotTheFallThatKillsYou.

NotTheFallThatKillsYou.

!Straight examples:

examples:

* ''VideoGame/SuperMario64'' had this. In this case, you could GroundPound before impact to avoid this.
this.
* In ''VideoGame/BioshockInfinite'', falling from too high will damage you.
you.
* 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.



* Creator/LucasArts game ''Outlaws'' also featured death by falling.
* Falling long distances in ''{{VideoGame/Spelunky}}'' not only damages the player but also stuns him. Very inconvenient if they fall into a snake pit.
* ''VideoGame/DeadRising'' predictably has this in effect. However, once you learn the knee drop and time it properly, you can negate all the fall damage.
* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off of, say, an elevated train track in Miami will damage you, if not outright kill you.
* The ''VideoGame/GrandTheftAuto'' series has this as well.
* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario fell through a hole in the floor, went over the edge of a platform, or fell too far before hitting a surface while jumping onto or off of an elevator in Screen 3, he died on impact.
* Creator/{{Sierra}}'s ''VideoGame/KingsQuest'' series had three descent scenarios: descending steps or something similar garnered no damage. A minor tumble totaling no more than the player character's height yielded some circling stars, but only nominal damage. A fall greater than the characters height, however, was always fatal. Princess Rosella was especially vulnerable to serious falls.
* 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.
* Played straight in ''VideoGame/DeusExHumanRevolution''... unless you unlock the Icarus Landing System perk, which essentially grants you immunity to Falling Damage with some [[RuleOfCool flashy special effects.]]
* In many ''Franchise/TheLegendOfZelda'' games you can lose hearts if you fall/ jump too far, but none more than Skyward Sword, where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops then the Wii controller shakes to tell you ouch, as if Link clutching his chest wasn't enough. BonusPoints for disregarding Falling Damage when you fall off the FloatingContinent of Skyloft and can't call your Loftwing, though justified as someone else will catch you. Every single time. [-[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]]-]
* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fall over a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.
* In ''VideoGame/StarTrekOnline'', players who fall a comparably high distance (about 12-15 feet at the lowest) will suffer a small but negligible amount of damage.
* In ''VideoGame/PrinceOfPersia1'', falling two levels will subtract one from your LifeMeter, and falling three levels will kill you outright. The former becomes necessary in some levels of ''VideoGame/PrinceOfPersia2''.
* ''VideoGame/{{Bubsy}}'' had falling damage as well.
* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die.
* ''[[VideoGame/Rayman3HoodlumHavoc Rayman 3]]'' is the first game in the series to implement this; if the main character falls for too long, he gets squished into a pancake for a brief period of time. The first two games avert this.
* ''VideoGame/{{Hexen}}'' has two thresholds based on falling speed: one where the player takes damage and one where the player automatically dies regardless of health. A fall between these two values can't kill but will reduce health to 1.
* Many of the platform games of ''VideoGame/{{Action 52}}'' [[ExaggeratedTrope exaggerate]] this to an absurd degree where the OneHitPointWonder characters die '''in midair'''. This even happens in ''Cheetahmen'' and its sequel despite providing a LifeMeter.
* RealLife plays it straight. Usually.
!Non-straight examples:
* Averted in the ''VideoGame/BloodRayne'' series: regardless how ridiculous a height Rayne falls from, she never takes any damage at all. This is implied to be one of the perks of being a half-vampire.
* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal''; Amy doesn't have Hit Points, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a Bottomless Pit and resets Amy's position back to the location entrance.
* ''VideoGame/WorldOfWarcraft'' has some fun [[PlayingWithATrope playing with this trope.]]
** Classes like Rogue and Druid (when in [[{{Shapeshifting}} Cat Form]]) take less falling damage than other classes. Also, Priests and Mages have spells like [[NotQuiteFlight Levitate and Slow Fall]], that turn the fall into a soft glide.
** Falling in water [[SoftWater completely negates the damage]]... unless you have a spell that grants the ability to WalkOnWater [[RealityEnsues active at the time of impact]]. Some abilities, like the Paladin's Divine Shield, [[NotTheFallThatKillsYou can also be used to]] [[BlockingStopsAllDamage negate the damage]].
** [[Creator/BlizzardEntertainment Blizzard]] even [[LampshadeHanging lampshades]] the unrealistic sides of this mechanic (like the CriticalExistenceFailure) with [[CosmeticAward achievements]] like "Going Down?" and "Almost Blind Luck" in which you have to [[SchmuckBait fall at least 65 yards without dying.]]
* ''VideoGame/{{Doom}}'' and its sequel avert this trope, but some mods add it back in.
* Non-video game example: in the opening action sequence of ''Film/{{Skyfall}}'', Bond gets shot twice before falling about a thousand feet off a moving train on a bridge into a river, then down an equally high waterfall. He's Bond so this is [[AvertedTrope averted.]]
* ''VideoGame/TheElderScrollsIVOblivion'' plays with this trope in the final Thieves Guild quest. Usually, you take damage proportional to the length of the fall upon landing, which is mitigated by your Acrobatics SkillScore. In the end of said quest, you are supposed to leap off an insane height that would kill you--had it not been for a pair of magic shoes you acquired earlier and are supposed to put on before the jump. Too bad they are [[SingleUseShield destroyed upon landing.]]
* Parodied in an ''Creator/AchievementHunter'' LetsPlay of "Trouble in Terrorist Town" when Ray, hunting for the last terrorist, idly wonders if there's fall damage in the game just after he jumps off the roof. [[spoiler:There is, he dies and the terrorists win the round.]]
-->'''Ray:''' "I wonder if there's fall damage..." [Falls, dies] "Yep."
* ''VideoGame/{{Portal}}'' and its sequel have no falling damage. [[JustifiedTrope Justified]] in that Chell is wearing "long fall boots" designed to cushion her against any such damage.
* [[ZigZaggingTrope Zigzagged]] in ''VideoGame/SaintsRowTheThird'': You normally take damage after falling from significant heights—unless you got your parachute out in time. Otherwise, there are still special {{perk}}s that allow you to reduce the damage you take from falling—and, at the highest respect levels, ignore falling damage entirely, ''no matter how far you fell.''
* ''VideoGame/{{Borderlands 2}}'' has [[AvertedTrope no falling damage]], but provides no justification.

to:

* Creator/LucasArts game ''Outlaws'' also featured death by falling.
* Falling long distances in ''{{VideoGame/Spelunky}}'' not only damages the player but also stuns him. Very inconvenient if they fall into a snake pit.
falling.
* ''VideoGame/DeadRising'' predictably has this in effect. However, once you learn the knee drop and time it properly, you can negate all the fall damage.
damage.
* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off of, say, an elevated train track in Miami will damage you, if not outright kill you.
you.
* The ''VideoGame/GrandTheftAuto'' series has this as well.
well.
* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario fell through a hole in the floor, went over the edge of a platform, or fell too far before hitting a surface while jumping onto or off of an elevator in Screen 3, he died on impact.
impact.
* Creator/{{Sierra}}'s ''VideoGame/KingsQuest'' series had three descent scenarios: descending steps or something similar garnered no damage. A minor tumble totaling no more than the player character's height yielded some circling stars, but only nominal damage. A fall greater than the characters height, however, was always fatal. Princess Rosella was especially vulnerable to serious falls.
falls.
* 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.
life.
* Played straight in ''VideoGame/DeusExHumanRevolution''... unless you unlock the Icarus Landing System perk, which essentially grants you immunity to Falling Damage with some [[RuleOfCool flashy special effects.]]
]]
* In many ''Franchise/TheLegendOfZelda'' games you can lose hearts if you fall/ jump too far, but none more than Skyward Sword, where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops then the Wii controller shakes to tell you ouch, as if Link clutching his chest wasn't enough. BonusPoints for disregarding Falling Damage when you fall off the FloatingContinent of Skyloft and can't call your Loftwing, though justified as someone else will catch you. Every single time. [-[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]]-]
]][[/note]]-]
* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fall over a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.
land.
* In ''VideoGame/StarTrekOnline'', players who fall a comparably high distance (about 12-15 feet at the lowest) will suffer a small but negligible amount of damage.
damage.
* In ''VideoGame/PrinceOfPersia1'', falling two levels will subtract one from your LifeMeter, and falling three levels will kill you outright. The former becomes necessary in some levels of ''VideoGame/PrinceOfPersia2''.
''VideoGame/PrinceOfPersia2''.
* ''VideoGame/{{Bubsy}}'' had falling damage as well.
well.
* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die.
die.
* ''[[VideoGame/Rayman3HoodlumHavoc Rayman 3]]'' is the first game in the series to implement this; if the main character falls for too long, he gets squished into a pancake for a brief period of time. The first two games avert this.
this.
* ''VideoGame/{{Hexen}}'' has two thresholds based on falling speed: one where the player takes damage and one where the player automatically dies regardless of health. A fall between these two values can't kill but will reduce health to 1.
1.
* Many of the platform games of ''VideoGame/{{Action 52}}'' [[ExaggeratedTrope exaggerate]] {{exaggerate|dTrope}} this to an absurd degree where the OneHitPointWonder characters die '''in midair'''. This even happens in ''Cheetahmen'' and its sequel despite providing a LifeMeter.
LifeMeter.
* RealLife plays it straight. Usually.
Usually.
!Non-straight examples:
examples:
* Averted in the ''VideoGame/BloodRayne'' series: regardless how ridiculous a height Rayne falls from, she never takes any damage at all. This is implied to be one of the perks of being a half-vampire.
half-vampire.
* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal''; Amy doesn't have Hit Points, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a Bottomless Pit and resets Amy's position back to the location entrance.
entrance.
* ''VideoGame/WorldOfWarcraft'' has some fun [[PlayingWithATrope playing with this trope.]]
]]
** Classes like Rogue and Druid (when in [[{{Shapeshifting}} Cat Form]]) take less falling damage than other classes. Also, Priests and Mages have spells like [[NotQuiteFlight Levitate and Slow Fall]], that turn the fall into a soft glide.
glide.
** Falling in water [[SoftWater completely negates the damage]]... unless you have a spell that grants the ability to WalkOnWater [[RealityEnsues active at the time of impact]]. Some abilities, like the Paladin's Divine Shield, [[NotTheFallThatKillsYou can also be used to]] [[BlockingStopsAllDamage negate the damage]].
damage]].
** [[Creator/BlizzardEntertainment Blizzard]] Creator/{{Blizzard|Entertainment}} even [[LampshadeHanging lampshades]] {{lampshade|Hanging}}s] the unrealistic sides of this mechanic (like the CriticalExistenceFailure) with [[CosmeticAward achievements]] like "Going Down?" and "Almost Blind Luck" in which you have to [[SchmuckBait fall at least 65 yards without dying.]]
]]
* ''VideoGame/{{Doom}}'' and its sequel avert this trope, but some mods add it back in.
in.
* Non-video game example: in the opening action sequence of ''Film/{{Skyfall}}'', Bond gets shot twice before falling about a thousand feet off a moving train on a bridge into a river, then down an equally high waterfall. He's Bond so this is [[AvertedTrope averted.]]
]]
* ''VideoGame/TheElderScrollsIVOblivion'' plays with this trope in the final Thieves Guild quest. Usually, you take damage proportional to the length of the fall upon landing, which is mitigated by your Acrobatics SkillScore. In the end of said quest, you are supposed to leap off an insane height that would kill you--had it not been for a pair of magic shoes you acquired earlier and are supposed to put on before the jump. Too bad they are [[SingleUseShield destroyed upon landing.]]
]]
* Parodied in an ''Creator/AchievementHunter'' LetsPlay of "Trouble in Terrorist Town" when Ray, hunting for the last terrorist, idly wonders if there's fall damage in the game just after he jumps off the roof. [[spoiler:There is, he dies and the terrorists win the round.]]
]]
-->'''Ray:''' "I wonder if there's fall damage..." [Falls, dies] "Yep."
"
* ''VideoGame/{{Portal}}'' and its sequel have no falling damage. [[JustifiedTrope Justified]] {{Justified|Trope}} in that Chell is wearing "long fall boots" designed to cushion her against any such damage.
* [[ZigZaggingTrope Zigzagged]] {{Zig|ZaggingTrope}}zagged in ''VideoGame/SaintsRowTheThird'': You normally take damage after falling from significant heights—unless you got your parachute out in time. Otherwise, there are still special {{perk}}s that allow you to reduce the damage you take from falling—and, at the highest respect levels, ignore falling damage entirely, ''no matter how far you fell.''
* ''VideoGame/{{Borderlands 2}}'' has [[AvertedTrope no falling damage]], but damage]] and provides no justification.justification for this.
* Falling long distances in ''{{VideoGame/Spelunky}}'' not only damages the player but also stuns him, unless he manages to grab a ledge (or ladder, or rope), [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.
----

Added: 104

Changed: -8

Removed: 87

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Borderlands2}}'' has no falling damage, but provides no justification.



* [[ZigZaggingTrope Zigzagged]] in ''VideoGame/SaintsRowTheThird'': You normally take damage after falling from significant heights—unless you got your parachute out in time. Otherwise, there are still special {{perk}}s that allow you to reduce the damage you take from falling—and, at the highest respect levels, ignore falling damage entirely, ''no matter how far you fell.''

to:

* [[ZigZaggingTrope Zigzagged]] in ''VideoGame/SaintsRowTheThird'': You normally take damage after falling from significant heights—unless you got your parachute out in time. Otherwise, there are still special {{perk}}s that allow you to reduce the damage you take from falling—and, at the highest respect levels, ignore falling damage entirely, ''no matter how far you fell.''''
* ''VideoGame/{{Borderlands 2}}'' has [[AvertedTrope no falling damage]], but provides no justification.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Most video game character seem to have incredibly durable legs; they can survive just about any fall that isn't into a BottomlessPit.

This trope is about the ones that can't.

In some video games, characters will get hurt when falling from great heights. Granted, [[MajorInjuryUnderreaction the damage they take is closer to having their foot stepped on than shattering all the bones in their legs]], but regardless, it hurts them.

A SubTrope of JumpPhysics.

Contrast NotTheFallThatKillsYou.

!Straight examples:

* ''VideoGame/SuperMario64'' had this. In this case, you could GroundPound before impact to avoid this.
* In ''VideoGame/BioshockInfinite'', falling from too high will damage you.
* 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.
*3DRealms games ''VideoGame/DukeNukem3D'', ''Blood'', ''VideoGame/ShadowWarrior'', ''VideoGame/RedneckRampage'' all had falling damage induced hazards and death, complete with the player character screaming their lungs out when falling from great heights.
*Creator/LucasArts game ''Outlaws'' also featured death by falling.
* Falling long distances in ''{{VideoGame/Spelunky}}'' not only damages the player but also stuns him. Very inconvenient if they fall into a snake pit.
* ''VideoGame/DeadRising'' predictably has this in effect. However, once you learn the knee drop and time it properly, you can negate all the fall damage.
* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off of, say, an elevated train track in Miami will damage you, if not outright kill you.
* The ''VideoGame/GrandTheftAuto'' series has this as well.
* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario fell through a hole in the floor, went over the edge of a platform, or fell too far before hitting a surface while jumping onto or off of an elevator in Screen 3, he died on impact.
* Creator/{{Sierra}}'s ''VideoGame/KingsQuest'' series had three descent scenarios: descending steps or something similar garnered no damage. A minor tumble totaling no more than the player character's height yielded some circling stars, but only nominal damage. A fall greater than the characters height, however, was always fatal. Princess Rosella was especially vulnerable to serious falls.
* 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.
* Played straight in ''VideoGame/DeusExHumanRevolution''... unless you unlock the Icarus Landing System perk, which essentially grants you immunity to Falling Damage with some [[RuleOfCool flashy special effects.]]
* In many ''Franchise/TheLegendOfZelda'' games you can lose hearts if you fall/ jump too far, but none more than Skyward Sword, where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops then the Wii controller shakes to tell you ouch, as if Link clutching his chest wasn't enough. BonusPoints for disregarding Falling Damage when you fall off the FloatingContinent of Skyloft and can't call your Loftwing, though justified as someone else will catch you. Every single time. [-[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]]-]
* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fall over a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.
* In ''VideoGame/StarTrekOnline'', players who fall a comparably high distance (about 12-15 feet at the lowest) will suffer a small but negligible amount of damage.
* In ''VideoGame/PrinceOfPersia1'', falling two levels will subtract one from your LifeMeter, and falling three levels will kill you outright. The former becomes necessary in some levels of ''VideoGame/PrinceOfPersia2''.
* ''VideoGame/{{Borderlands2}}'' has no falling damage, but provides no justification.
* ''VideoGame/{{Bubsy}}'' had falling damage as well.
* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die.
* ''[[VideoGame/Rayman3HoodlumHavoc Rayman 3]]'' is the first game in the series to implement this; if the main character falls for too long, he gets squished into a pancake for a brief period of time. The first two games avert this.
* ''VideoGame/{{Hexen}}'' has two thresholds based on falling speed: one where the player takes damage and one where the player automatically dies regardless of health. A fall between these two values can't kill but will reduce health to 1.
* Many of the platform games of ''VideoGame/{{Action 52}}'' [[ExaggeratedTrope exaggerate]] this to an absurd degree where the OneHitPointWonder characters die '''in midair'''. This even happens in ''Cheetahmen'' and its sequel despite providing a LifeMeter.
* RealLife plays it straight. Usually.
!Non-straight examples:
* Averted in the ''VideoGame/BloodRayne'' series: regardless how ridiculous a height Rayne falls from, she never takes any damage at all. This is implied to be one of the perks of being a half-vampire.
* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal''; Amy doesn't have Hit Points, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a Bottomless Pit and resets Amy's position back to the location entrance.
* ''VideoGame/WorldOfWarcraft'' has some fun [[PlayingWithATrope playing with this trope.]]
** Classes like Rogue and Druid (when in [[{{Shapeshifting}} Cat Form]]) take less falling damage than other classes. Also, Priests and Mages have spells like [[NotQuiteFlight Levitate and Slow Fall]], that turn the fall into a soft glide.
** Falling in water [[SoftWater completely negates the damage]]... unless you have a spell that grants the ability to WalkOnWater [[RealityEnsues active at the time of impact]]. Some abilities, like the Paladin's Divine Shield, [[NotTheFallThatKillsYou can also be used to]] [[BlockingStopsAllDamage negate the damage]].
** [[Creator/BlizzardEntertainment Blizzard]] even [[LampshadeHanging lampshades]] the unrealistic sides of this mechanic (like the CriticalExistenceFailure) with [[CosmeticAward achievements]] like "Going Down?" and "Almost Blind Luck" in which you have to [[SchmuckBait fall at least 65 yards without dying.]]
* ''VideoGame/{{Doom}}'' and its sequel avert this trope, but some mods add it back in.
* Non-video game example: in the opening action sequence of ''Film/{{Skyfall}}'', Bond gets shot twice before falling about a thousand feet off a moving train on a bridge into a river, then down an equally high waterfall. He's Bond so this is [[AvertedTrope averted.]]
* ''VideoGame/TheElderScrollsIVOblivion'' plays with this trope in the final Thieves Guild quest. Usually, you take damage proportional to the length of the fall upon landing, which is mitigated by your Acrobatics SkillScore. In the end of said quest, you are supposed to leap off an insane height that would kill you--had it not been for a pair of magic shoes you acquired earlier and are supposed to put on before the jump. Too bad they are [[SingleUseShield destroyed upon landing.]]
* Parodied in an ''Creator/AchievementHunter'' LetsPlay of "Trouble in Terrorist Town" when Ray, hunting for the last terrorist, idly wonders if there's fall damage in the game just after he jumps off the roof. [[spoiler:There is, he dies and the terrorists win the round.]]
-->'''Ray:''' "I wonder if there's fall damage..." [Falls, dies] "Yep."
* ''VideoGame/{{Portal}}'' and its sequel have no falling damage. [[JustifiedTrope Justified]] in that Chell is wearing "long fall boots" designed to cushion her against any such damage.
* [[ZigZaggingTrope Zigzagged]] in ''VideoGame/SaintsRowTheThird'': You normally take damage after falling from significant heights—unless you got your parachute out in time. Otherwise, there are still special {{perk}}s that allow you to reduce the damage you take from falling—and, at the highest respect levels, ignore falling damage entirely, ''no matter how far you fell.''

Top