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{{trope}}
[[File:Wingcap tower 5515.jpg|link=Super Mario 64|frame|[[Superman (film)|You'll believe a plumber can fly.]]]]
While [[Jump Physics]] are common in video game worlds, and even the lowliest platforming hero is commonly capable of a [[Double Jump]], this is comparatively much rarer: Video games that actually let your character fly freely about the world. From a design standpoint, this seems logical. After all, if your character can fly anywhere, what's to stop them from flying to distant parts of the level and [[Sequence Breaking|completely avoiding all the obstacles you planned for them]]? And even moreso: How do you keep them from flying off the edges of the level (or world map) without having to rely on those [[Invisible Wall]]s?
Ignoring the obvious [[Simulation Game|Flight Simulators]] (and many a [[World War
* [[Flight]] can only be used in specific levels or areas, or by acquiring a specific item or powerup that is itself found only in specific levels or areas, or landing/take-off is only possible at certain locations or on certain terrain types.
* Or, similarly, [[Gravity Barrier]]s impose clear rules on where the player is and is not allowed to fly. A [[Truth in Television]] example is the [[wikipedia:Flight ceiling|flight ceiling]], a general threshold above which real-life aircraft cannot generate enough lift to maintain safe flight. Though for real aircraft this tends to be much higher than videogames featuring such a limit.
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{{examples}}
== [[Action Adventure]] ==
* ''[[Shantae]]'' grants Shantae a use-anywhere Harpie transformation, but only in the last level. However, the Harpie can't attack without first finding an item, and the skies are full of enemies that swarm you.
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