Video Game Flight: Difference between revisions

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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 2II]] dogfighting game), there are still games that let your character fly freely through the wild blue yonder, but for the sake of gameplay and level design will usually impose one or more of the following limits:
* [[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.