You've activated your Bullet Time ability, and it's an amazing thrill. Enemy rounds move like an amateur swimmer through a pool of molasses, and it's more than merely "simple" to duck and weave between the shots, without a single one even touching you. And with the enemies slowed down too, it's quite easy to line up your shots to return fire... hang on.
Any shots that enemies fire at you may move like a swimmer through molasses, but your bullets move like, well, bullets. Clearly, your gun is loaded with Very High Velocity Rounds.
A staple trope of shooter games that make use of Bullet Time. Not only is the player character free from the slow-down effects, but so are their weapons, even after leaving their hands. Could be considered an Acceptable Break From Reality; while it's exhilarating to dodge bullets coming toward you, it could easily become tedious waiting for your own snail-pace shots to finish crossing the room. Occasionally, attempts are made to justify it.
If enemy bullets and attacks are always slower than your attacks, Bullet Time or not, that's Painfully Slow Projectiles. See also Hitscan, a type of weapon that instantly hits under all circumstances.
- In Bayonetta, bullets and other projectile attacks still move at normal speed while in Witch Time. Except that one time where you shoot a lipstick at Father Balder and manually guide it to its target.
- Averted in Enter the Matrix, The Matrix: Path of Neo, and the Matrix movies. Everything slows down equally in Bullet Time. But in the game, your gun fires every time you pull the trigger... which means, since you're moving a few times faster than anything around you, that you can take a jump, shoot a bunch of relatively slow bullets, and when you deactivate bullet time the enemies will be turned into bullet pincushions about the same time they realize you aren't touching the ground anymore. For extra style, you can turn around in midair and land in the same place you jumped from, so that as the enemies fall to the ground they wonder what happened and what that blur was. This means that you are working with Very High Velocity Firing Pins/Primer/Gunpowder.
- The Tracker contractor in Heat Signature carries a High Velocity Rifle which is extremely difficult to dodge, even with a Slipstream activated. Trackers also instantly fire if they see you and they're not jammed/subverted.
- Honkai Impact 3rd zig-zags this trope around. If the projectile is visible and has travel time, it will be slowed down anytime you trigger a Time Fracture. Though for Kiana and Kallen, who use guns as their weapons, their attacks are always Hitscan so as to not make their primary means of attack aggravating.
- In The Legend of Zelda: Breath of the Wild, when Link fires his bow in midair in bullet-time, he's shooting Very High Velocity Arrows.
- Averted in the PlayStation 2 version of Viewtiful Joe. When playing as Dante and using the 'slow' VFX, the bullets from his handguns are slowed down normally, just like enemy bullets.
- Using the healing touch in Trauma Center causes everything to slow down: ongoing damage to your patient, expanding aneurysms, and so forth... but if you start injecting medicine, it still works at the same rate, and suturing your patient at blazing fast speeds somehow doesn't give them friction burns. Taken to ludicrous levels at the end of Under the Knife 1, where in a burst of Heroic Willpower Derek proceeds to stop time entirely to defeat the final strain of GUILT. You can still operate to your hearts content, without hurting your patient. Reversed on you once you finally kill it, as it proceeds to writhe around in its death throes, despite time being stopped.
- Averted in Superfighters. Bullets fired during the brief Bullet Time power-ups get slowed as much as everything else. Not that this is a problem, as it's much easier to aim said shots when slowed and considering how much damage guns like the Magnum and Sniper do in one hit its an easy way to secure a kill.
- Very much averted in Dishonored. When you use the Bend Time II power to stop time, enemies' projectiles are stopped in their tracks, and so are yours when you fire them. All of your bullets/bolts will fire simultaneously when the effect ends (which can net you an achievement if you kill 5 enemies at the same time with the crossbow).
- F.E.A.R.'s bullet time speeds up you reaction, movement speed and, for non-automatic weapons, firing speed, everything else in the game world in slowed down. However your bullets appear to slowed slightly as well. You still aren't able to dodge bullets, because they travel far too quickly for that. Still, you can see the pretty trails left in the air by bullets, which is a godsend for locating enemies trying to kill you. The main function of Bullet Time in F.E.A.R. is to give the player enough time to move, aim, and react against the highly competent and intelligent enemies who would otherwise make the game sadistically tough.
- Exaggerated in Geist, which has enemies whose rounds get faster when they activate Super Speed, while your own projectiles remain slowed even when you get access to a version of their speed suit. However, these projectiles they shoot are normally slower than bullets, and when they show up with these very high velocity rounds it's to reinforce that the player's only option is to run away.
- Averted and justified in some cases in the Half-Life mod The Specialists. There are two types of time-altering powerups, slow-motion and slow-pause. Slow-motion slows EVERYTHING down for three seconds, giving the initiator time to get the drop on his opponents, who will likely have been unprepared for the slowdown and scrambling to find a target. Slow-pause slows down everything BUT the user for two seconds. If the user simply fired while standing still, the rounds would move just as slow as the others. This trope is justified if the shooter is firing in the general direction he is moving, since his speed gives his rounds a boost in velocity, just like they teach you in physics.
- Speaking of Half-Life mods, some versions of SMOD let you set whether bullet time slows just enemy bullets, all bullets, or even just your own bullets.
- Killing Floor is inconsistent about this, as normal rifles, submachine guns and pistols are hitscan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. Killing Floor 2 averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even the ones that are hitscan in regular time.
- Postal 2's A Week in Paradise mod plays this completely straight with the added bullet time feature - everything but you and your weapons move/fire slower. And since there's no time limit with hotkey-based bullet time, it could fall straight into Game-Breaker territory.
- Singularity sort of averts this. When in a slowed time bubble, bullets hang still in the air for a while, then the E99 in them activates, and they move without interference. E99 is specifically made to screw with time, so it's justified.
- Going as far back as The '80s, versions of Star Trek computer games written for anything from mainframes to minicomputers routinely had the game set up so that when you fire at the Klingons, it's instantaneous, but when the Klingons fire at you, their torpedo moves from their ship at the rate of about one space per turn.
- Averted and Inverted Trope in Superhot. Your bullets move at the same speed as everyone else's (which is still much slower than real bullets) so you have to Lead the Target to guarantee a hit.
- TimeShift gives us a couple of rather, ahem, extreme examples. Not only do bullets move freely, but the timed detonator on explosives still goes off, even with a full TimeStop.
- Averted waaayyyy back in the original Turok. When you used the slow-time powerup (or a cheat) your projectiles would slow down, and so would the firing rate of your weapons. Things like pistols and shotguns, whose bullets are invisible and normally seem to "instant hit" actually take a noticeable amount of time to reach the target... But are still invisible.
- If you freeze or slow down time in Unreal Tournament, with the playersonly and slomo 0,X command respectively, you can kill the bots with your hitscan weapons normally, but your projectile weapons will shoot projectiles which stop or slow down according to the current state of time.
- With the actual Bullet Time mod for the game, you can choose to have bullet-firing hitscan weapons fire modeled projectiles that are affected by Bullet Time, even for "The One" who actually has that power.
- Averted in Wolfenstein. When you're in bullet time, as soon as your bullets leave your gun they slow down to the same speed as everyone else's.
- In Virtua Cop 3, the Bullet Time pedal goes so far as to let you intercept the enemy's bullets by shooting them out of the air. In fact, doing so enough times can let you hit the score cap.
- Also averted in the Matrix parodying level of Conker's Bad Fur Day.
- Jak 3: Wastelander uses this with the "Light Jak Flash Freeze" power. This allows you to destroy the final boss in seconds by pausing time constantly and quickly shooting his weak spot, before refilling the light eco at the conveniently placed eco fountain on the boss level.
- In Ratchet & Clank Future: A Crack in Time, Clank gains the ability to throw 'time bombs' but he isn't affected by the slowing of time due to the fact that he has a component installed that prevents this. Later, once Ratchet and Clank are reunited, Clank can throw the bombs from Ratchet's back. Ratchet and his weaponry are entirely unaffected by the slowing of time, though everything else that moves is (including the currency, the scenery, and NPCs).
- The Slow Time Shout in The Elder Scrolls V: Skyrim slows down you, your spells and your arrows to a minor degree, and everything else to a significant degree. Possibly justified by the fact that the mechanism is that you shout at time to slow down, and it does.
- Subverted by the continuous-attack spells like flames, which keep doing the same damage as before, effectively multiplying their damage.
- In one case averted, in another used straight in Fable II. If you cast the Time Control spell and fire a gun multiple times, you can actually count the shells as they move toward your target. On the other hand, the player's pet dog still moves just as quickly. Sparrow might just be extending the spell to include the dog, though.
- Mass Effect:
- Mass Effect 2 plays with this. The Soldier's Adrenaline Rush ability slows down time for a few seconds. Your bullets move more slowly, but your movement speed is unaffected. It's justified with the fact that Adrenaline Rush doesn't actually slow down time; it just makes you move faster than everyone else. On the other hand, it's completely averted with the Infiltrator's slowdown time whilst aiming with a sniper rifle. This is especially obvious while using the Incisor rifle, which fires bursts of three rounds: in real time, the bullets seem to hit at about the same time, while there's a second between hits during slowdown. Aiming itself is also slower; the slowdown time pretty much only exists to make it easier to get headshots.
- It also happens in Mass Effect 3 when Shepard orders down an orbital strike on a Reaper. For the final volley, the Reaper is about to blast Shepard in the face when the game goes into bullet time for your final attack. The orbital targeting rather explicitly takes a few seconds of lock on before it fires and this delay doesn't seem to be affected by the slowdown.
- Vampire: The Masquerade - Bloodlines with the Celerity discipline. Notable is that slow-moving shots continue moving slowly even after the power is toggled off, thanks to a programming quirk.
- Sega's 1981 arcade game Astro Blaster had a Warp button that temporarily slows down the enemies and their shots for about 10 seconds while you can continue to fire normal speed shots. This feature could only be used once per ship or sector.
- Touhou Project: Sakuya usually averts this; her knives hang in the air while time is frozen. She uses this to both set up literal walls of knives and to pick them back up later.
- Averted in BloodRayne 2. When you're in slow-mo, or stop-mo, your bullets are slowed just like everything else. This actually makes it pretty fun to set up a barrage of time-stopped missiles around an opponent, then watch them all hit him at once, za warudo-style.
- Max Payne 2: It becomes especially noticeable with modifications that bring the Bullet Time up to higher levels.
- The original game, however, averts the trope: your bullets are just as slow as everyone else's.
- Max Payne 3 does much the same as the second game, with your bullets hitting at least near-instantly while being able to slowly side-step out of enemy bullet paths. Until the bullet camera occurs for the last kill of the area, anyway.
- Played straight in Total Overdose with any weapon. The bullet time simply doesn't work on you.
- The Wanted game makes it painfully obvious by requiring you to shoot their slow moving bullets out of the air with your fast moving bullets.
Non-video game examples:
- Dio Brando in Part 3 of JoJo's Bizarre Adventure averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy at first who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes too exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something like a rolled up Shonen Jump magazine.
- In Puella Magi Madoka Magica, whenever Akemi Homura stops time, anything that leaves her direct control will keep going for a fraction of a second, then freeze in place. Bullets will only travel a few meters during that time, letting her set up a wall of bullets from just one gun.
- Russ's "knucklepuck" in The Mighty Ducks.
- Somewhat inverted in German author Wolfgang Hohlbein's book Videokill. The main character uses a video recorder's Fast-Forward function to speed up a mook's bullet still inside his gun, causing the gun to explode.
- Averted in a strange way in Wax and Wayne. Some people are able to create a bubble of slow time which affects everything inside it the same, but firing out of the bubbles (or into them or into/out of the opposite fast time bubbles that other people can create) causes the bullet to be deflected wildly as it crosses the barrier, making actually hitting something all but impossible.
- Occasionally seen in combat scenes in Perry Rhodan involving the mutant centaur Takvorian, whose special psychic power was explicitly to selectively speed up or slow down time — say, by forcing enemies and their weapons to perform at a snail's pace while leaving himself and his allies unhindered. Doing this on a larger scale tired him out quickly, and the character was written out of the series in the course of the "mutant exodus" in one of the late-900 issues.
- Averted in Dungeons & Dragons. Timestop would cause attacks to only take effect when the spell ended. In 4th edition, it was impossible to attack with timestop, and 5th edition allows you to attack, but it then ends the spell.
- Averted in fan gameline Genius: The Transgression, where attacking or being attacked while temporally distorted returns the distorted person to normal speed.
- Dexter's Laboratory parodies the logic behind this trope in the episode "Morning Stretch" - when Dexter is nearly late for class without having done his homework, he uses a special helmet to turn 30 seconds into 30 minutes. This does very little to help Dexter as he's moving about at super-speed, however - the water from the showerhead and the toasted bread from the toaster hang in the air out of his reach, the microwave set on a three-minute timer takes a full minute to get through one second, and attempting to finish his homework at said speed causes the paper to catch fire from the friction.