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Example sorting for the non-straight examples, and removed non-video game examples as this is a trope that pertains to video games.



[[foldercontrol]]



* Averted in the ''VideoGame/BloodRayne'' series: 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.

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[[foldercontrol]]

[[folder:Action-Adventure]]
* Averted ''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 ''VideoGame/BloodRayne'' series: Regardless of how ridiculous first place), in which case you are totally fine.
* ''VideoGame/MetroidPrimeTrilogy'':
** When Samus falls from
a fairly tall height Rayne falls from, in ''VideoGame/MetroidPrime'' she never takes any will grunt and be stunned for a moment when she hits the ground, but then stand up no worse for the wear physically. Of course, that PoweredArmor she's wearing is probably absorbing enough of the impact to prevent damage.
** Played straight in ''VideoGame/MetroidPrimeHunters'', which also includes instant death bottomless pits.
* {{Zig|ZaggingTrope}}zagged in ''VideoGame/SaintsRowTheThird'': You normally take
damage at all. This is implied after falling from significant heights—unless you got your parachute out in time. Otherwise, there are still special {{perk}}s that allow you to be one of reduce the perks of being a half-vampire.damage you take from falling—and, at the highest respect levels, ignore falling damage entirely, ''no matter how far you fell.''



* ''VideoGame/CityOfHeroes'' Zigzagged this trope. While you did take falling damage, it was incapable of [[HPToOne actually killing you.]] Savvy players without appropriate flying powers would take shortcuts to ground level by jumping off buildings, crashing to the ground, and waiting to heal up.
* ''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/{{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.]]
* ''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.]]
* In ''VideoGame/KingpinLifeOfCrime'' you take falling damage, but the character damage is segmented to head, torso and legs, and falling damage hits your legs. In practice this meant that you could survive higher falls by wearing a pair of pants (which counted as leg armor).

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[[/folder]]

[[folder:Action/Role-Playing]]
* ''VideoGame/CityOfHeroes'' Zigzagged this trope. While In the ''VideoGame/DarkSouls'' games, damage is based on the height fallen and your equip load.
** In the first game,
you did take falling damage, it was incapable of [[HPToOne actually killing you.]] Savvy players without appropriate flying powers would take shortcuts to ground level by jumping off buildings, crashing to could use the ground, and waiting to heal up.
* ''VideoGame/WorldOfWarcraft'' has some fun [[PlayingWithATrope playing with this trope.]]
** Classes like Rogue and Druid (when in [[{{Shapeshifting}} Cat Form]]) take less
spell "Fall Control", which negates falling damage than other classes. Also, Priests and Mages as long as the distance wouldn't have spells like [[NotQuiteFlight Levitate and Slow Fall]], that turn killed the fall into a soft glide.
player.
** Falling in water [[SoftWater completely In the second game, you also get equipment which 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/{{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.]]
* ''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.]]
* In ''VideoGame/KingpinLifeOfCrime'' you take falling damage, but the character
damage is segmented to head, torso based on hard amounts. So even fatal distances can be leaped and legs, and falling damage hits your legs. In practice this meant that you could survive higher falls by wearing survived (while still needing to take a pair of pants (which counted as leg armor).healing item).



* Parodied in an Creator/AchievementHunter LetsPlay of ''VideoGame/TroubleInTerroristTown'' when Creator/RayNarvaezJr, 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.]] In fact, this was actually one of Ray's RunningGags in their Let's Plays.
-->'''Ray''': "I wonder if there's fall damage..." ''(Falls, dies)'' "Yep."
* ''VideoGame/{{Portal}}'' and ''VideoGame/{{Portal 2}}'' have no falling damage. {{Justified|Trope}} in that Chell is wearing "Advanced Knee Replacements" (replaced with "Long Fall Boots" in ''Portal 2'') designed to cushion her against any such damage. These were apparently added when the playtesters felt Chell surviving those falls without harm was a bit hard to swallow.
* {{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.''
* 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)]], [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.
* ''VideoGame/MetroidPrimeTrilogy'':
** 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. Of course, that PoweredArmor she's wearing is probably absorbing enough of the impact to prevent damage.
** Played straight in ''VideoGame/MetroidPrimeHunters'', which also includes instant death bottomless pits.
* ''VideoGame/LightningReturnsFinalFantasyXIII'': Lightning does not suffer any falling damage. However, if she falls from nearly-the-top of the Temple Of Chaos all the way down to the bottom ... then it's a long way back up again.
* Generally, falling from high enough in ''VideoGame/FinalFantasyXIV'' deals damage past a certain height, though it cannot kill you under normal circumstances, at worst bringing you down to 1 hitpoint. There are two exceptions: falling a long way in the field while targeted by an enemy ''can'' kill you, while falling a long way if it's required as part of a dungeon, raid, event, or what have you won't damage you at all.
* In the ''VideoGame/DarkSouls'' games, damage is based on the height fallen and your equip load.
** In the first game, you could use the spell "Fall Control", which negates falling damage as long as the distance wouldn't have killed the player.
** In the second game, you also get equipment which negates damage based on hard amounts. So even fatal distances can be leaped and survived (while still needing to take a healing item).



[[/folder]]

[[folder:Action/Platformer]]



* ''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.
* ''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. EX Characters are immune to it, since gaining height is trivial for them.
** 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.]]

to:

[[/folder]]

[[folder:First Person Shooter]]
* ''VideoGame/JustCause2'' has a strange example, where ''VideoGame/{{Doom}}'' and its sequel avert this trope, but some mods add it back in.
* In ''VideoGame/KingpinLifeOfCrime''
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 take falling at it in damage, but the first place), in which case you are totally fine.
* ''VideoGame/BlasterMasterZeroII'' has this trope behave differently based on who or what is experiencing it. All fall
character damage is negated on immersion segmented to head, torso and legs, and falling damage hits your legs. In practice this meant that you could survive higher falls by wearing a pair of pants (which counted as leg armor).
[[/folder]]

[[folder:Third Person Shooter]]
* Averted
in SoftWater, for better or worse.
** Jason still takes fall damage; one unit from one block
the ''VideoGame/BloodRayne'' series: Regardless of how ridiculous a height over his jump reach, sixteen units from anything higher. EX Characters are immune Rayne falls from, she never takes any damage at all. This is implied to it, since gaining height is trivial for them.
** The [[CoolTank G-SOPHIA]]
be one of the perks of being a half-vampire.
[[/folder]]

[[folder:MMORPG]]
* ''VideoGame/CityOfHeroes'' Zigzagged this trope. While you did take falling damage, it was incapable of [[HPToOne
actually inverts it; long falls are beneficial because it triggers killing you.]] Savvy players without appropriate flying powers would take shortcuts to ground level by jumping off buildings, crashing to 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, ground, and waiting to heal up.
* ''VideoGame/WorldOfWarcraft'' has some fun [[PlayingWithATrope playing with
this is how you fight the DiscOneFinalBoss: by trope.]]
** Classes like Rogue and Druid (when in [[{{Shapeshifting}} Cat Form]]) take less
falling on it repeatedly until it dies.]]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/{{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.]]
[[/folder]]

[[folder:Platformer]]
* 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)]], [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.
[[/folder]]

[[folder:Puzzle Game]]
* ''VideoGame/{{Portal}}'' and ''VideoGame/{{Portal 2}}'' have no falling damage. {{Justified|Trope}} in that Chell is wearing "Advanced Knee Replacements" (replaced with "Long Fall Boots" in ''Portal 2'') designed to cushion her against any such damage. These were apparently added when the playtesters felt Chell surviving those falls without harm was a bit hard to swallow.


Added DiffLines:

[[/folder]]

[[folder:Role-Playing Game]]
* ''Franchise/FinalFantasy'' series:
** ''VideoGame/LightningReturnsFinalFantasyXIII'': Lightning does not suffer any falling damage. However, if she falls from nearly-the-top of the Temple Of Chaos all the way down to the bottom ... then it's a long way back up again.
** Generally, falling from high enough in ''VideoGame/FinalFantasyXIV'' deals damage past a certain height, though it cannot kill you under normal circumstances, at worst bringing you down to 1 hitpoint. There are two exceptions: falling a long way in the field while targeted by an enemy ''can'' kill you, while falling a long way if it's required as part of a dungeon, raid, event, or what have you won't damage you at all.
[[/folder]]

[[folder:Run N' Gun]]
* ''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. EX Characters are immune to it, since gaining height is trivial for them.
** 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.]]
[[/folder]]

[[folder:Other]]
* Parodied in an Creator/AchievementHunter LetsPlay of ''VideoGame/TroubleInTerroristTown'' when Creator/RayNarvaezJr, 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.]] In fact, this was actually one of Ray's RunningGags in their Let's Plays.
-->'''Ray''': "I wonder if there's fall damage..." ''(Falls, dies)'' "Yep."
[[/folder]]

Added: 10892

Changed: 6303

Removed: 7709

Is there an issue? Send a MessageReason:
Example sorting for the straight examples.



* ''VideoGame/SuperMario64'' has this. In this case, Mario can GroundPound just before impact to avoid this. Later games just have characters get stuck in the ground after falling long distances, stunning them briefly.
* ''VideoGame/AuraAuraClimber'' takes this concept [[UpToEleven way further than some others do]], as if you fall 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.
* In ''VideoGame/BioShockInfinite'', falling from too high will damage you, even though [[NonLethalBottomlessPits falling off the floating city of Columbia only returns you to where you fell with no damage taken]].
* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage 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.
* ''VideoGame/BlasterMaster'' games are very strict about this. While out of your vehicle, any fall more than a block higher than your jump height will damage you, and one block above that is instant death. Whatever you do, resist the urge to jump down a pit.
* 3DRealms games ''VideoGame/DukeNukem3D'', ''VideoGame/{{Blood}}'', ''VideoGame/ShadowWarrior'', and ''VideoGame/RedneckRampage'' all have falling damage inflict death and other hazards, complete with the player character screaming his lungs out when falling from great heights.
** Build Engine throwback ''VideoGame/IonFury'' includes this as well, with the game even prompting you to "Press [USE] to scream" if the fall would be fatal.
* In ''VideoGame/{{Outlaws}}'', you can take possibly lethal damage by falling.
* ''VideoGame/PhoningHome'': If [[PlayerCharacter [=ION=]]] falls from too high up, he takes damage. This is demonstrated near the beginning of the game when [=ION=] gets back to the ship.
* ''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, 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.
* The ''VideoGame/GrandTheftAuto'' series has this as well. This could prove problematic in ''VideoGame/GrandTheftAutoViceCity'' if you picked up the drug powerup, which drastically increases Tommy's speed and strength. By running over a speed bump, Tommy would stay in the air for a considerable period and the landing would be treated as painful or even lethal, even though the vertical distance was practically nothing.
* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario falls through a hole in the floor, goes over the edge of a platform, or falls too far before hitting a surface while jumping onto or off an elevator in Screen 3, he dies on impact. In general, a fall height of more than two girders is fatal. [[VideoGame/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.

to:

\n* ''VideoGame/SuperMario64'' has this. In this case, Mario can GroundPound just before impact to avoid this. Later games just have characters get stuck in the ground after falling long distances, stunning them briefly.\n* ''VideoGame/AuraAuraClimber'' takes this concept [[UpToEleven way further than some others do]], as if you fall 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.\n* In ''VideoGame/BioShockInfinite'', falling from too high will damage you, even though [[NonLethalBottomlessPits falling off the floating city of Columbia only returns you to where you fell with no damage taken]].\n* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage 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.\n* ''VideoGame/BlasterMaster'' games are very strict about this. While out of your vehicle, any fall more than a block higher than your jump height will damage you, and one block above that is instant death. Whatever you do, resist the urge to jump down a pit.\n* 3DRealms games ''VideoGame/DukeNukem3D'', ''VideoGame/{{Blood}}'', ''VideoGame/ShadowWarrior'', and ''VideoGame/RedneckRampage'' all have falling damage inflict death and other hazards, complete with the player character screaming his lungs out when falling from great heights. \n** Build Engine throwback ''VideoGame/IonFury'' includes this as well, with the game even prompting you to "Press [USE] to scream" if the fall would be fatal.\n* In ''VideoGame/{{Outlaws}}'', you can take possibly lethal damage by falling.\n* ''VideoGame/PhoningHome'': If [[PlayerCharacter [=ION=]]] falls from too high up, he takes damage. This is demonstrated near the beginning of the game when [=ION=] gets back to the ship.\n* ''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.\n* ''[[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.\n* The ''VideoGame/GrandTheftAuto'' series has this as well. This could prove problematic in ''VideoGame/GrandTheftAutoViceCity'' if you picked up the drug powerup, which drastically increases Tommy's speed and strength. By running over a speed bump, Tommy would stay in the air for a considerable period and the landing would be treated as painful or even lethal, even though the vertical distance was practically nothing.\n* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario falls through a hole in the floor, goes over the edge of a platform, or falls too far before hitting a surface while jumping onto or off an elevator in Screen 3, he dies on impact. In general, a fall height of more than two girders is fatal. [[VideoGame/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.[[folder:Adventure]]



* In the video game based on ''Film/SpyKids3DGameOver'', Juni falls several floors 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 grants you immunity to Falling Damage with some [[RuleOfCool flashy special effects.]]

to:

[[/folder]]

[[folder:Action-Adventure]]
* In Present in ''VideoGame/{{Terraria}}''; the video game based damage you take increases depending on ''Film/SpyKids3DGameOver'', Juni falls several floors how far you've fallen. There's even a few death messages for when he enters you die due to falling damage.
--> <Player name> didn't bounce.
* ''Franchise/TombRaider'': Lara Croft and broken bones seems to go hand and hand.
* The ''VideoGame/GrandTheftAuto'' series has this as well. This could prove problematic in ''VideoGame/GrandTheftAutoViceCity'' if you picked up
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,
drug powerup, which grants you immunity to Falling Damage with some [[RuleOfCool flashy special effects.]]drastically increases Tommy's speed and strength. By running over a speed bump, Tommy would stay in the air for a considerable period and the landing would be treated as painful or even lethal, even though the vertical distance was practically nothing.



* 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.
* ''VideoGame/DungeonsAndDragonsOnline'' 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.
* ''Franchise/TombRaider'': Lara Croft and broken bones seems to go hand and hand.
* 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.



* Falling from too high of a height without gliding in the ''VideoGame/{{Bubsy}}'' games will result in instant death. Less of an issue in the first game due to being a OneHitPointWonder.
* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die. (The UsefulNotes/ArcadeGame adaptation wasn't quite as absurd, with distances appearing larger.) You die midair, too, not even needing to hit the ground.
* ''[[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}}'' {{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.
* ''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.' 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.
* 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).
* The ''Film/LooneyTunesBackInAction'' [[LicensedGame video game]] had this. In fact, there are unique falling animations for Bugs and Daffy that let you know falling damage is going to occur. 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."
* ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'' play it straight, with one subversion ([[TheCoconutEffect compared to genre conventions]], that is), thanks to the advanced physics engine. Like in other games, [[SoftWater landing in water]] can negate falling damage... but in these games, the depth of the water actually matters. The higher you fall from, the higher your momentum on impact; the deeper the water, the more momentum it can absorb if you fall into it. If you fall from so high that the water can't negate all of your momentum before you hit the bottom, it's going to hurt. Leaping off the flight deck of the Rivet City carrier in particular requires about five meters deep water to survive; land on any of the underground rocks and you will die instantly. There is a console command that can increase the physical size of the player's model. However, it does not translate into increased resistance against falling damage: if you make yourself [[AttackOfThe50FootWhatever 50 feet tall]], [[EpicFail even an ordinary jump will deal lethal falling damage on landing]].
** In ''VideoGame/Fallout4'' and ''VideoGame/Fallout76'', PowerArmor negates all fall damage, and falling from great heights even sends out a shockwave that damages nearby enemies.

to:

[[/folder]]

[[folder:Action Game]]
* Falling from too high of a height without gliding in the ''VideoGame/{{Bubsy}}'' games will result in instant death. Less of an issue in the first game due to being a OneHitPointWonder.
* ''VideoGame/{{Spelunker}}'' took
''VideoGame/AuraAuraClimber'' takes this to [[ExaggeratedTrope ridiculous levels.]] If concept [[UpToEleven way further than some others do]], as if you fall less than for just long enough for your own height, you die. (The UsefulNotes/ArcadeGame adaptation wasn't quite as absurd, with distances appearing larger.) You die midair, too, not even needing fall to hit 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.
* ''[[VideoGame/Rayman3HoodlumHavoc Rayman 3]]'' is the first game Played straight 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}}'' {{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.
* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since
''VideoGame/DeusExHumanRevolution'', unless 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.' The Soldier's Mantreads unlock actually encourages him the Icarus Landing System perk, which grants you immunity to risk falling damage--by aiming his landing point so Falling Damage with some [[RuleOfCool flashy special effects.]]
[[/folder]]

[[folder:Action/Role-Playing]]
* ''VideoGame/AssassinsCreedOdyssey'': The protagonist starts with an ability
that he ends up {{Goomba Stomp}}ing his enemies instead, ''they'' will take the damage as opposed makes it impossible to him.
* 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).
* The ''Film/LooneyTunesBackInAction'' [[LicensedGame video game]] had this. In fact, there are unique falling animations for Bugs and Daffy that let you know
die from falling damage is going to occur. Bugs will actually [[LampshadeHanging lampshade]] (presumably this in the Area 52 stage if you're playing is how they survived getting tossed off a cliff 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, child), and I'm an ex-rabbit."
* ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'' play it straight, with one subversion ([[TheCoconutEffect compared to genre conventions]], that is), thanks to the advanced physics engine. Like in other games, [[SoftWater landing in water]] can negate falling damage... but in
a later upgrade makes them simply immune. Enemies don't have these games, the depth advantages, however, and one of the water actually matters. The higher you fall from, the higher your momentum on impact; the deeper the water, the more momentum it can absorb if you fall into it. If you fall from so high that the water can't negate all of your momentum before you hit the bottom, it's going easiest ways to hurt. Leaping deal with tough enemies is to kick them off the flight deck of the Rivet City carrier a cliff.
* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off, say, an elevated train track
in particular requires about five meters deep water to survive; land on any of the underground rocks and you Miami will die instantly. There is a console command that can increase the physical size of the player's model. However, it does not translate into increased resistance against falling damage: if you make yourself [[AttackOfThe50FootWhatever 50 feet tall]], [[EpicFail even an ordinary jump will deal lethal falling damage on landing]].
** In ''VideoGame/Fallout4'' and ''VideoGame/Fallout76'', PowerArmor negates all fall damage, and
you, if not outright kill you. GoodBadBugs reveal that this affects [=NPCs=] as well. You may occasionally find a random citizen falling from great heights even sends out a shockwave that damages nearby enemies.building or.... the sky, inevitably dying upon contact with Earth.



* Present in ''VideoGame/{{Terraria}}''; the damage you take increases depending on how far you've fallen. There's even a few death messages for when you die due to falling damage.
--> <Player name> didn't bounce.



* In ''VideoGame/MonkeyShines'', if you fall from a great height, you lose energy (or die if you fall from too high). However, there are [[TimedPowerUp wings]] that allow you to fall from any height unharmed.
* In the ''VideoGame/MechWarrior'' games that implement falling damage, mechs will take leg damage from hitting the ground too hard, primarily caused by using a JumpJetPack and not saving enough fuel to slow down before impact. In ''[=MechWarrior=]: Living Legends'', mechs and PoweredArmor are immune to falling damage, but some vehicles can take heavy damage from collisions with terrain, and aerospace fighters landing gear will crumple and explode if you land with too much vertical velocity.
* Played straight in all ''VideoGame/{{Quadrax}}'' games. Falling from anything higher than 1.5x the height of a stone block will kill a character. Justified in it being one of main principles of the game. The character also won't try to descend any unsafe height on their own, they have to fall through closing trapdoor, pushing a stone block, etc.
* Occurs in ''VideoGame/SteamWorldDig'' before you get the upgrade that stops it from happening (which only exists in the first game, although there is a blueprint that reduces fall damage in the second). Human enemies aren't immune to it either-- it's possible to kill one by digging the ground out from under them.



* The original ''{{VideoGame/Borderlands}}'' does have falling damage; it was later removed on ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel''. The lack of fall damage is also lampshaded in ''Borderlands 2'', where after finishing a quest that requires getting to the top of a huge, tall tower overlooking the rest of the level, if you decide to just jump away towards the level exit, Brick will be shocked at how badass you just looked.
* 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.



* 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.

to:

[[/folder]]

[[folder:Beat-Em-Up/Hack And Slash]]
* ''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.
[[/folder]]

[[folder:First Person Shooter]]
* In ''VideoGame/{{Lemmings}}'', the eponymous critters ''VideoGame/BioShockInfinite'', falling from too high will crumble to pieces if they hit damage you, even though [[NonLethalBottomlessPits falling off the ground floating city of Columbia only returns you to where you fell with no damage taken]].
* Build Engine throwback ''VideoGame/IonFury'' includes this, with the game even prompting you to "Press [USE] to scream" if the fall would be fatal.
* The original ''{{VideoGame/Borderlands}}'' does have falling damage; it was later removed on ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel''. The lack of fall damage is also lampshaded in ''Borderlands 2'', where after finishing a quest that requires getting to the top of a huge, tall tower overlooking the rest of the level, if you decide to just jump away towards the level exit, Brick will be shocked at how badass you just looked.
* 3DRealms games ''VideoGame/DukeNukem3D'', ''VideoGame/{{Blood}}'', ''VideoGame/ShadowWarrior'', and ''VideoGame/RedneckRampage'' all have falling damage inflict death and other hazards, complete with the player character screaming his lungs out when falling
from a sufficient height. This great heights.
* ''Franchise/{{Halo}}'': The player does not take fall damage in ''{{VideoGame/Halo 2}}'', ''{{VideoGame/Halo 3}}'', and ''VideoGame/Halo5Guardians'', but does in ''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.
* ''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.
* In ''VideoGame/{{Outlaws}}'', you
can be mitigated take possibly lethal damage by giving them {{parasol parachute}}s.falling.



* 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 dangers of fall damage in most ''VideoGame/BlasterMaster'' games becomes quickly apparent as soon as you step out of your tank. A drop of one tile from a full jump is okay. Two tiles and you take some damage. Anything higher than that is almost always lethal. Resist the urge to jump into lower platforms.

to:

* In ''VideoGame/SystemShock2'', falling long enough will cause ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you to also take damage which is larger the smaller from your agility stat is. This also applies 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.' 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.
[[/folder]]

[[folder:Mecha Game]]
* In the ''VideoGame/MechWarrior'' games that implement falling damage, mechs will take leg damage from
hitting ''any'' surface fast enough, as one the ground too hard, primarily caused by using a JumpJetPack and not saving enough fuel to slow down before impact. In ''[=MechWarrior=]: Living Legends'', mechs and PoweredArmor are immune to falling damage, but some vehicles can attest in the semi-final stage featuring vents that can propel take heavy damage from collisions with terrain, and aerospace fighters landing gear will crumple and explode if you upwards and sideways in not quite roomy corridors.
land with too much vertical velocity.
[[/folder]]

[[folder:MMORPG]]
* The dangers ''VideoGame/DungeonsAndDragonsOnline'' has player characters take variable amount of fall damage in most ''VideoGame/BlasterMaster'' games becomes quickly apparent as soon as you step out of your tank. A drop of one tile from a full jump is okay. Two tiles based on how far they fell (but with no other adverse lingering effects). Increasing certain skills (Jump and you take some damage. Anything Tumble) can allow a character to mitigate this damage, as can the 'slow fall' class feature of the Monk.
* 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).
* 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.
[[/folder]]

[[folder:Platform Game]]
* Falling from too high of a height without gliding in the ''VideoGame/{{Bubsy}}'' games will result in instant death. Less of an issue in the first game due to being a OneHitPointWonder.
* ''VideoGame/ConkersBadFurDay'' had some nasty fall damage - if Conker falls from any height above his own jump height, he will take damage, to the extent that falling off a raised ledge will cause the fall damage.
* [[OlderThanTheNES This goes at least as far back as the original]] ''VideoGame/DonkeyKong'' arcade game (1981). If Mario falls through a hole in the floor, goes over the edge of a platform, or falls too far before hitting a surface while jumping onto or off an elevator in Screen 3, he dies on impact. In general, a fall height of more
than that two girders is almost always lethal. Resist the urge fatal. [[VideoGame/DonkeyKong94 The Game Boy version]] is a bit more generous, after falling for a little while Mario will begin to jump into lower platforms.spin, if he lands on his face he'll simply be stunned momentarily, he won't die unless he lands on his head.



* The ''Film/LooneyTunesBackInAction'' [[LicensedGame video game]] had this. In fact, there are unique falling animations for Bugs and Daffy that let you know falling damage is going to occur. 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."
* In ''VideoGame/MonkeyShines'', if you fall from a great height, you lose energy (or die if you fall from too high). However, there are [[TimedPowerUp wings]] that allow you to fall from any height unharmed.
* ''[[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/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die. (The UsefulNotes/ArcadeGame adaptation wasn't quite as absurd, with distances appearing larger.) You die midair, too, not even needing to hit the ground.
* Occurs in ''VideoGame/SteamWorldDig'' before you get the upgrade that stops it from happening (which only exists in the first game, although there is a blueprint that reduces fall damage in the second). Human enemies aren't immune to it either-- it's possible to kill one by digging the ground out from under them.
* ''VideoGame/SuperMario64'' has this. In this case, Mario can GroundPound just before impact to avoid this. Later games just have characters get stuck in the ground after falling long distances, stunning them briefly.
[[/folder]]

[[folder:Puzzle Game]]
* 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.
* Played straight in all ''VideoGame/{{Quadrax}}'' games. Falling from anything higher than 1.5x the height of a stone block will kill a character. Justified in it being one of main principles of the game. The character also won't try to descend any unsafe height on their own, they have to fall through closing trapdoor, pushing a stone block, etc.
[[/folder]]

[[folder:Role Playing Game]]
* ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'' play it straight, with one subversion ([[TheCoconutEffect compared to genre conventions]], that is), thanks to the advanced physics engine. Like in other games, [[SoftWater landing in water]] can negate falling damage... but in these games, the depth of the water actually matters. The higher you fall from, the higher your momentum on impact; the deeper the water, the more momentum it can absorb if you fall into it. If you fall from so high that the water can't negate all of your momentum before you hit the bottom, it's going to hurt. Leaping off the flight deck of the Rivet City carrier in particular requires about five meters deep water to survive; land on any of the underground rocks and you will die instantly. There is a console command that can increase the physical size of the player's model. However, it does not translate into increased resistance against falling damage: if you make yourself [[AttackOfThe50FootWhatever 50 feet tall]], [[EpicFail even an ordinary jump will deal lethal falling damage on landing]].
** In ''VideoGame/Fallout4'' and ''VideoGame/Fallout76'', PowerArmor negates all fall damage, and falling from great heights even sends out a shockwave that damages nearby enemies.
[[/folder]]

[[folder:Run N' Gun]]
* The dangers of fall damage in most ''VideoGame/BlasterMaster'' games becomes quickly apparent as soon as you step out of your tank. A drop of one tile from a full jump is okay. Two tiles and you take some damage. Anything higher than that is almost always lethal. Resist the urge to jump into lower platforms.
[[/folder]]

[[folder:Sandbox]]
* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage 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.
* ''VideoGame/PhoningHome'': If [[PlayerCharacter [=ION=]]] falls from too high up, he takes damage. This is demonstrated near the beginning of the game when [=ION=] gets back to the ship.
[[/folder]]

[[folder:Survival Horror]]



* ''VideoGame/ConkersBadFurDay'' had some nasty fall damage - if Conker falls from any height above his own jump height, he will take damage, to the extent that falling off a raised ledge will cause the fall damage.

to:

* ''VideoGame/ConkersBadFurDay'' had some nasty fall damage - if Conker falls from any height above his own jump height, he will take damage, to the extent that In ''VideoGame/SystemShock2'', falling off a raised ledge long enough will cause you to take damage which is larger the fall damage.
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.
[[/folder]]

[[folder:Other]]
* Many of the platform games of ''VideoGame/{{Action 52}}'' {{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.
* In the video game based on ''Film/SpyKids3DGameOver'', Juni falls several floors when he enters the virtual reality world he was assigned to infiltrate. Upon regaining consciousness, he loses a life.
[[/folder]]




* ''Franchise/{{Halo}}'': The player does not take fall damage in ''{{VideoGame/Halo 2}}'', ''{{VideoGame/Halo 3}}'', and ''VideoGame/Halo5Guardians'', but does in ''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.
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* ''VideoGame/BlasterMaster'' games are very strict about this. Any fall more than a block higher than your jump height will damage you, and one block above that is instant death. Whatever you do, resist the urge to jump down a pit.

to:

* ''VideoGame/BlasterMaster'' games are very strict about this. Any While out of your vehicle, any fall more than a block higher than your jump height will damage you, and one block above that is instant death. Whatever you do, resist the urge to jump down a pit.



** Jason still takes fall damage; one unit from one block of height over his jump reach, sixteen units from anything higher.

to:

** Jason still takes fall damage; one unit from one block of height over his jump reach, sixteen units from anything higher. EX Characters are immune to it, since gaining height is trivial for them.



** ''VideoGame/{{Quadrax}}'' played it completely straight until ''Neverending'' - any fall from more and 1.5x height of [=PC=] would kill them, which was actually part of puzzles. It still plays it straight in ''Neverending'' - for the most part. The falling damage is, quite logically, completely negated in underwater levels. To allow for specific puzzles, the [=PCs=] still can't jump down on their own accord from higher height they would normally survive, but if released by trap doors and such they won't be harmed. [[DamnYouMuscleMemory Good luck when you return to regular levels afterwards though]].

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** * ''VideoGame/{{Quadrax}}'' played it completely straight until ''Neverending'' - any fall from more and 1.5x height of [=PC=] would kill them, which was actually part of puzzles. It still plays it straight in ''Neverending'' - for the most part. The falling damage is, quite logically, completely negated in underwater levels. To allow for specific puzzles, the [=PCs=] still can't jump down on their own accord from higher height they would normally survive, but if released by trap doors and such they won't be harmed. [[DamnYouMuscleMemory Good luck when you return to regular levels afterwards though]].
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* ''VideoGame/BlasterMaster'' games are very strict about this. Any fall more than a block higher than your jump height will damage you, and one block above that is instant death. Whatever you do, resist the urge to jump down a pit.
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None


** ''VideoGame/{{Quadrax}}'' played it completely straight until ''Neverending'' - any fall from more and 1.5x height of PC would kill them, which was actually part of puzzles. It still plays it straight in ''Neverending'' - for the most part. The falling damage is, quite logically, completely negated in underwater levels. To allow for specific puzzles, the PCs still can't jump down on their own accord from higher height they would normally survive, but if released by trap doors and such they won't be harmed. [[DamnYouMuscleMemory Good luck when you return to regular levels afterwards though]].

to:

** ''VideoGame/{{Quadrax}}'' played it completely straight until ''Neverending'' - any fall from more and 1.5x height of PC [=PC=] would kill them, which was actually part of puzzles. It still plays it straight in ''Neverending'' - for the most part. The falling damage is, quite logically, completely negated in underwater levels. To allow for specific puzzles, the PCs [=PCs=] still can't jump down on their own accord from higher height they would normally survive, but if released by trap doors and such they won't be harmed. [[DamnYouMuscleMemory Good luck when you return to regular levels afterwards though]].
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** ''VideoGame/Quadrax'' played it completely straight until ''Neverending'' - any fall from more and 1.5x height of PC would kill them, which was actually part of puzzles. It still plays it straight in ''Neverending'' - for the most part. The falling damage is, quite logically, completely negated in underwater levels. To allow for specific puzzles, the PCs still can't jump down on their own accord from higher height they would normally survive, but if released by trap doors and such they won't be harmed. [[DamnYouMuscleMemory Good luck when you return to regular levels afterwards though]].

to:

** ''VideoGame/Quadrax'' ''VideoGame/{{Quadrax}}'' played it completely straight until ''Neverending'' - any fall from more and 1.5x height of PC would kill them, which was actually part of puzzles. It still plays it straight in ''Neverending'' - for the most part. The falling damage is, quite logically, completely negated in underwater levels. To allow for specific puzzles, the PCs still can't jump down on their own accord from higher height they would normally survive, but if released by trap doors and such they won't be harmed. [[DamnYouMuscleMemory Good luck when you return to regular levels afterwards though]].
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None

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** ''VideoGame/Quadrax'' played it completely straight until ''Neverending'' - any fall from more and 1.5x height of PC would kill them, which was actually part of puzzles. It still plays it straight in ''Neverending'' - for the most part. The falling damage is, quite logically, completely negated in underwater levels. To allow for specific puzzles, the PCs still can't jump down on their own accord from higher height they would normally survive, but if released by trap doors and such they won't be harmed. [[DamnYouMuscleMemory Good luck when you return to regular levels afterwards though]].

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** Build Engine throwback ''VideoGame/IonFury'' includes this as well, with the game even prompting you to "Press [USE] to scream" if the fall would be fatal.




to:

* ''VideoGame/ConkersBadFurDay'' had some nasty fall damage - if Conker falls from any height above his own jump height, he will take damage, to the extent that falling off a raised ledge will cause the fall damage.
Is there an issue? Send a MessageReason:
None


* The original ''{{VideoGame/Borderlands}}'' does have falling damage; it was later removed on ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel''. The lack of fall damage is also also lampshaded in ''Borderlands 2'', where after finishing a quest that requires getting to the top of a huge, tall tower overlooking the rest of the level, if you decide to just jump away towards the level exit, Brick will be shocked at how badass you just looked.

to:

* The original ''{{VideoGame/Borderlands}}'' does have falling damage; it was later removed on ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel''. The lack of fall damage is also also lampshaded in ''Borderlands 2'', where after finishing a quest that requires getting to the top of a huge, tall tower overlooking the rest of the level, if you decide to just jump away towards the level exit, Brick will be shocked at how badass you just looked.
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None


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

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* ''Franchise/TombRaider'': Laura Lara Croft and broken bones seems to go hand and hand.
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Team Fortress 2: The Pretty Boy's Pocket Pistol doesn't negate falling damage anymore, as it's atributes' been changed in the Jungle Inferno Update


* ''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. 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.

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. 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.
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to:

* ''VideoGame/{{Pigsaw}}'': If the PlayerCharacter hits the ground from too high up, he will get hurt.

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Fix to previous edit, moved Kingpin: Life of Crime to the correct section


* In ''VideoGame/KingpinLifeOfCrime'' you take falling damage, but the character damage is segmented to head, torso and legs, and falling damage hits your legs. In practice this meant that you could survive higher falls by wearing a pair of pants (which counted as leg armor).


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* In ''VideoGame/KingpinLifeOfCrime'' you take falling damage, but the character damage is segmented to head, torso and legs, and falling damage hits your legs. In practice this meant that you could survive higher falls by wearing a pair of pants (which counted as leg armor).
Is there an issue? Send a MessageReason:
Added a non-straight example of Kingpin: Life of Crime

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* In ''VideoGame/KingpinLifeOfCrime'' you take falling damage, but the character damage is segmented to head, torso and legs, and falling damage hits your legs. In practice this meant that you could survive higher falls by wearing a pair of pants (which counted as leg armor).
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* The ''VideoGame/GrandTheftAuto'' series has this as well.

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* The ''VideoGame/GrandTheftAuto'' series has this as well. This could prove problematic in ''VideoGame/GrandTheftAutoViceCity'' if you picked up the drug powerup, which drastically increases Tommy's speed and strength. By running over a speed bump, Tommy would stay in the air for a considerable period and the landing would be treated as painful or even lethal, even though the vertical distance was practically nothing.
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* ''VideoGame/LesterTheUnlikely'': Jump or fall off a ledge that's too high, and you'll get injured.
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--> '''WebVideo/JonTron''', on ''VideoGame/{{Bubsy}}'s'' use of this trope.

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--> -->-- '''WebVideo/JonTron''', on ''VideoGame/{{Bubsy}}'s'' use of this trope.
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* ''VideoGame/PhoningHome'': If [[PlayerCharacter [=ION=]]] falls from too high up, he takes damage. This is demonstrated near the beginning of the game when [=ION=] gets back to the ship.
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* The original ''{{VideoGame/Borderlands}}'' does have falling damage. It is averted in ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel'' however.

to:

* The original ''{{VideoGame/Borderlands}}'' does have falling damage. It is averted in damage; it was later removed on ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel'' however.''VideoGame/BorderlandsThePreSequel''. The lack of fall damage is also also lampshaded in ''Borderlands 2'', where after finishing a quest that requires getting to the top of a huge, tall tower overlooking the rest of the level, if you decide to just jump away towards the level exit, Brick will be shocked at how badass you just looked.
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* Zig-zagged in ''VideoGame/AHatInTime''. If Hat Kid falls from a height, she'll merely fall on her rear without taking any damage, taking a moment to get back up. If she falls from a greater height, however, she'll take a single point of damage.
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* In the ''Videogame/MechWarrior'' games that implement falling damage, mechs will take leg damage from hitting the ground too hard, primarily caused by using a JumpJetPack and not saving enough fuel to slow down before impact. In ''Mechwarrior Living Legends'', mechs and PoweredArmor are immune to falling damage, but some vehicles can take heavy damage from collisions with terrain, and aerospace fighters landing gear will crumple and explode if you land with too much vertical velocity.
* Played straight in all ''Videogame/{{Quadrax}}'' games. Falling from anything higher than 1.5x the height of a stone block will kill a character. Justified in it being one of main principles of the game. The character also won't try to descend any unsafe height on their own, they have to fall through closing trapdoor, pushing a stone block, etc.

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* In the ''Videogame/MechWarrior'' ''VideoGame/MechWarrior'' games that implement falling damage, mechs will take leg damage from hitting the ground too hard, primarily caused by using a JumpJetPack and not saving enough fuel to slow down before impact. In ''Mechwarrior ''[=MechWarrior=]: Living Legends'', mechs and PoweredArmor are immune to falling damage, but some vehicles can take heavy damage from collisions with terrain, and aerospace fighters landing gear will crumple and explode if you land with too much vertical velocity.
* Played straight in all ''Videogame/{{Quadrax}}'' ''VideoGame/{{Quadrax}}'' games. Falling from anything higher than 1.5x the height of a stone block will kill a character. Justified in it being one of main principles of the game. The character also won't try to descend any unsafe height on their own, they have to fall through closing trapdoor, pushing a stone block, etc.

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* ''{{VideoGame/Fallout 3}}'' plays it straight, with one subversion ([[TheCoconutEffect compared to genre conventions]], that is), thanks to the advanced physics engine. Like in other games, [[SoftWater landing in water]] can negate falling damage... but in this game, the depth of the water actually matters. The higher you fall from, the higher your momentum on impact; the deeper the water, the more momentum it can absorb if you fall into it. If you fall from so high that the water can't negate all of your momentum before you hit the bottom, it's going to hurt. Leaping off the flight deck of the Rivet City carrier in particular requires about five meters deep water to survive; land on any of the underground rocks and you will die instantly. There is a console command in the game that can increase the physical size of the player's model. However, it does not translate into increased resistance against falling damage: if you make yourself [[AttackOfThe50FootWhatever 50 feet tall]], [[EpicFail even an ordinary jump will deal lethal falling damage on landing]].

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* ''{{VideoGame/Fallout 3}}'' plays ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'' play it straight, with one subversion ([[TheCoconutEffect compared to genre conventions]], that is), thanks to the advanced physics engine. Like in other games, [[SoftWater landing in water]] can negate falling damage... but in this game, these games, the depth of the water actually matters. The higher you fall from, the higher your momentum on impact; the deeper the water, the more momentum it can absorb if you fall into it. If you fall from so high that the water can't negate all of your momentum before you hit the bottom, it's going to hurt. Leaping off the flight deck of the Rivet City carrier in particular requires about five meters deep water to survive; land on any of the underground rocks and you will die instantly. There is a console command in the game that can increase the physical size of the player's model. However, it does not translate into increased resistance against falling damage: if you make yourself [[AttackOfThe50FootWhatever 50 feet tall]], [[EpicFail even an ordinary jump will deal lethal falling damage on landing]].landing]].
** In ''VideoGame/Fallout4'' and ''VideoGame/Fallout76'', PowerArmor negates all fall damage, and falling from great heights even sends out a shockwave that damages nearby enemies.
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* ''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.

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

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



* RealLife plays it straight. Usually.



* ''{{VideoGame/Fallout 3}}'' plays it straight, with one subversion ([[TheCoconutEffect compared to genre conventions]], that is), thanks to the advanced physics engine. Like in other games, landing on water can negate falling damage... but in this game, the depth of the water actually matters! The higher you fall from, the higher your momentum on impact; the deeper the water, the more momentum it can absorb if you fall into it. If you fall from so high that the water can't negate all of your momentum before you hit the bottom, it's going to hurt. Leaping off the flight deck of the Rivet City carrier in particular requires about five meters deep water to survive; land on any of the underground rocks and you will die instantly. There is a console command in the game that can increase the physical size of the player's model. However, it does not translate into increased resistance against falling damage: if you make yourself [[AttackOfThe50FootWhatever 50 foot tall]], [[EpicFail even an ordinary jump will deal lethal falling damage on landing]].

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* ''{{VideoGame/Fallout 3}}'' plays it straight, with one subversion ([[TheCoconutEffect compared to genre conventions]], that is), thanks to the advanced physics engine. Like in other games, [[SoftWater landing on water in water]] can negate falling damage... but in this game, the depth of the water actually matters! matters. The higher you fall from, the higher your momentum on impact; the deeper the water, the more momentum it can absorb if you fall into it. If you fall from so high that the water can't negate all of your momentum before you hit the bottom, it's going to hurt. Leaping off the flight deck of the Rivet City carrier in particular requires about five meters deep water to survive; land on any of the underground rocks and you will die instantly. There is a console command in the game that can increase the physical size of the player's model. However, it does not translate into increased resistance against falling damage: if you make yourself [[AttackOfThe50FootWhatever 50 foot feet tall]], [[EpicFail even an ordinary jump will deal lethal falling damage on landing]].



* 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.

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* In ''VideoGame/DarkForces'', ''Franchise/StarWars: VideoGame/DarkForces'', you can take damage by hitting the ground hard enough. ''VideoGame/JediKnight'' introduces ''VideoGame/JediKnightDarkForcesII'' expanded this to a full-on collision damage system with the introducing of mobility-based Force powers, including powers - Force-jumping into a low ceiling or running into a wall with Force jump, which can hurt speed will damage you if you use right under a ceiling.in the same way falling too far would.



* Generally, falling from high enough in ''VideoGame/FinalFantasyXIV'' deals damage past a certain height, though it cannot kill you under normal circumstances, at worst bringing you down to 1 hitpoint. There are two exceptions: falling a long way in the field while targeted by an enemy ''can'' kill you, while falling a long way if it's required as part of a dungeon, raid, event, or what have you won't damage you at all.

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* Generally, falling from high enough in ''VideoGame/FinalFantasyXIV'' deals damage past a certain height, though it cannot kill you under normal circumstances, at worst bringing you down to 1 hitpoint. There are two exceptions: falling a long way in the field while targeted by an enemy ''can'' kill you, while falling a long way if it's required as part of a dungeon, raid, event, or what have you won't damage you at all.
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* Falling from high enough in ''VideoGame/FinalFantasyXIV'' mormally only would just reduce the player's HP to 1- unless the player is targeted by an enemy, in which case it's an instant death.

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* Falling Generally, falling from high enough in ''VideoGame/FinalFantasyXIV'' mormally only would just reduce deals damage past a certain height, though it cannot kill you under normal circumstances, at worst bringing you down to 1 hitpoint. There are two exceptions: falling a long way in the player's HP to 1- unless the player is field while targeted by an enemy, in which case enemy ''can'' kill you, while falling a long way if it's an instant death. required as part of a dungeon, raid, event, or what have you won't damage you at all.
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* The dangers of fall damage in most ''VideoGame/BlasterMaster'' games becomes quickly apparent. A drop of one tile from a full jump is okay. Two tiles and you take some damage. Anything higher than that is almost always lethal. Resist the urge to jump into lower platforms.

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* The dangers of fall damage in most ''VideoGame/BlasterMaster'' games becomes quickly apparent.apparent as soon as you step out of your tank. A drop of one tile from a full jump is okay. Two tiles and you take some damage. Anything higher than that is almost always lethal. Resist the urge to jump into lower platforms.
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* The dangers of fall damage in most ''VideoGame/BlasterMaster'' games becomes quickly apparent. A drop of one tile from a full jump is okay. Two tiles and you take some damage. Anything higher than that is almost always lethal. Resist the urge to jump into lower platforms.

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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.]]

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* 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.
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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.

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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.height unless they land in SoftWater.

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