- Air-Aided Acrobatics
Using fans or wind to jump to normally-unreachable places.
Bounding off the air to gain lateral momentum.
- Body Armor as Hit Points
Rather than protecting bodily areas, body armor just gives you bonus Hit Points.
- Boom, Headshot!
It's always better to go for the head instead of the torso or other larger target.
- Cobweb Trampoline
A spiderweb is always used as a trampoline.
- Collision Damage
Just touching an enemy will damage or kill the player.
- Convection Schmonvection
Lava and other superheated objects are completely harmless unless made direct contact with.
- Depth Perplexion
In video games, foreground and background aren't always as separated as they appear to be.
- Directionally Solid Platforms
Platforms that are solid from certain sides only (most notably, above).
- Edge Gravity
Where the edge of a platform actively resists the player's motion over it.
- Floating Platforms
Because it's much easier than building proper structural supports.
- Frictionless Ice
A place or puzzle where every step on an ice patch makes you continue in that direction, unable to move or stop.
- Gravity Screw
A Gimmick Level which messes around with gravity in some way.
- Ground Pound
The player jumps, ducks or crouches in the air, and comes down powerfully onto the ground.
- Ground-Shattering Landing
Characters who can land with such an impact that it can break the ground beneath them
- Hit the Ground Harder
Characters who can speed up to beyond fatal falling velocity to completely or partially negate fall damage.
- Homing Projectile
A projectile that constantly curves toward its target.
- Instant 180-Degree Turn
A character or an object the player is controlling, can turn 180 (different number in 3D games) degrees in an instant.
- Invisible Grid
A mainly 3D game mechanic that limits where you can move, jump, and/or land so that you are always on an invisible grid.
- Jiggle Physics
That amazing programming breakthrough that gives breasts (amongst other things) realistic bouncing animation.
- Jump Physics
It's very different in a Platform Game than it is in real life.
Taking damage results in being knocked aside, whether the attack in question would reasonably be expected to do that or not.
- Knockback Evasion
Frequently, a method is provided to completely avoid knockback, even for attacks that should reasonable be expected to knock you aside.
- Knockback Evasion
- Ladder Physics
Ladders in games act strangely, like letting you climb them while having both arms free.
- Lava is Boiling Kool-Aid
Lava is portrayed as way less dense than it should be.
- Not the Fall That Kills You
One must impact the ground to get killed.
- Falling Damage
When impacting the ground merely hurts you rather than outright killing you.
- Falling Damage
- Painfully Slow Projectile
Bullets, arrows, or sundry other super-fast shooty things will move slowly enough to defend or dodge.
- Parasol Parachute
An umbrella or parasol used as a parachute. Plus it keeps the rain off!
- Projectile Platforms
Game physics so abstracted from reality that a character can ride what is ostensibly a projectile without changing its trajectory.
- Ragdoll Physics
Games that use increasingly realistic physics for all objects, especially dead enemies.
- Recoil Boost
Firing rapidly in a direction opposite of where you want to go will give you a good push sideways or even upward.
- Reflecting Laser
Lasers that can reflect off of any flat surface.
- Road Runner PC
You are always one of the fastest things in the game world.
- Rocket Jump
Using explosives to propel the player to normally unreachable places.
- Selective Gravity
Gravity is only applied to some things; others are totally immune.
- Set Swords to "Stun"
A weapon's lethality is directly proportional to its user's desire to kill. Bladed weapons can cause nonlethal damage.
- Shockwave Stomp
Where a boss or character can smash on the ground and send out a wave of energy that causes damage.
- Spring Jump
An ability in video games that sends your character rocketing straight upwards, and is much more powerful than ordinary Jump Physics.
- Springy Spores
You can use Mushrooms as trampolines.
Trying to teleport somewhere that's already occupied. Leaves a mess.
- Tremor Trampoline
When an earthquake or violent impact causes characters to bounce about.
- Vent Physics
Conveniently placed air vents give you the boost you need.
- Very High Velocity Rounds
You've slowed down time, and while enemy bullets will crawl like molasses, yours go at normal speed.
- Video Game Dashing
From a complete standstill, you burst forward for a short distance as though you were strapped to a jet booster.
- Video Game Flight
Video games that actually let your character fly freely about the world.
- Video Game Sliding
You can pull off a full-on baseball slide from a complete standstill, with enough force to break down a wall. Oh, and you're most likely invulnerable to bullets while doing so.
- Walk, Don't Swim
Your character can't swim when underwater, just walk around and jump higher, or lower.
- Wall Crawl
The ability to scale vertical surfaces.
- Wreaking Havok
Where the coolness of the physics engine conspicuously draws attention to itself rather than meshing with the rest of the gaming experience.
Video Game Physics