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Minor grammar fixes. Fun with commas.


** Dead Money also gives us the complementary voucher bug, which gives you a potentially infinite number of floating little squares, which you can place anything one. You can literally build a house out minigun ammo, guns money, or anything else with its aid. (though 5mm ammo is preferred by players)

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** Dead Money also gives us the complementary voucher bug, which gives you a potentially infinite number of floating little squares, which you can place anything one. You can literally build a house out of minigun ammo, guns money, guns, money or anything else with its aid. (though 5mm ammo is preferred by players)

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* ''VideoGame/SuperMario64'' features a primitive form of this trope. The first level contains a completely unnecessary bridge that seesaws when Mario steps on it. Why? Because it was damned impressive by 1996 standards, that's why.

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* ''VideoGame/SuperMario64'' features a primitive form of this trope. The first level contains a ''VideoGame/TheLegendOfZeldaTheWindWaker'' has very impressive realistic physics on rope bridges, where the bridges can actually exhibit ''standing waves'' under certain circumstances. Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which is completely unnecessary bridge that seesaws when Mario steps on it. Why? Because it was damned unneccesary. ''The Wind Waker'' also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.
* The developers for ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' went out of their way to make the physics as advanced and detailed as possible. New tools have been developed or reworked from being 2D-only items to take advantage of it, and many new puzzles have been developed around it as well. To give a few examples, the Magnesis item gives you a [[ExtraOreDinary giant magnet]] that allows you to levitate metallic objects wherever you want to, the Stasis item holds an object [[TimeStandsStill in place]] and allows you to let it build kinetic energy in a particular direction
by 1996 standards, that's why.continuously hitting it, and the Remote Bombs item allows you to place spherical or cubic bombs whether or not you want them to roll around.



** The UsefulNotes/SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from running or rolling down a hill. As such the original games tended to have long downhill stretches with no other purpose than to show how blisteringly fast Sonic can go. This is most noticeable in GreenHillZone in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings.

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** The original UsefulNotes/SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from running or rolling down a hill. As such the original games tended to have long downhill stretches with no other purpose than to show how blisteringly fast Sonic can go. This is most noticeable in GreenHillZone in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings. In fact, discarding these physics in favor of the nerfed mechanics seen in ''Sonic Advance 2'' and ''Sonic Rush'' was one of the major reasons why ''VideoGame/SonicTheHedgehog4: Episode I'' had such a mixed reception.






* ''VideoGame/SuperMario64'' features a primitive form of this trope. The first level contains a completely unnecessary bridge that seesaws when Mario steps on it. Why? Because it was damned impressive by 1996 standards, that's why.




* ''VideoGame/TheLegendOfZeldaTheWindWaker'' has very impressive realistic physics on rope bridges, where the bridges can actually exhibit ''standing waves'' under certain circumstances. Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which is completely unneccesary. ''The Wind Waker'' also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.
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** Ironically, the physics engine Valve chose wasn't even made by Havok. It was made by a German competitor named Ipion Virtual Physics who got [[StealingTheCredit bought out by Havok]] before ''Half-Life 2'' came out. The leaked source code shed light on that.

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** Ironically, the physics engine Valve chose wasn't even made by Havok. It was made by a German competitor named Ipion Virtual Physics who got [[StealingTheCredit bought out by Havok]] before ''Half-Life 2'' came out. The leaked source code shed light on that.It was effective enough then that Valve was willing to pay Havok $50k per game until they made Rubikon for Source 2.
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Havok stole the credit

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** Ironically, the physics engine Valve chose wasn't even made by Havok. It was made by a German competitor named Ipion Virtual Physics who got [[StealingTheCredit bought out by Havok]] before ''Half-Life 2'' came out. The leaked source code shed light on that.
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* ''AlanWake'' uses this when the [[EldritchAbomination Dark Presence]] starts possessing objects and throwing them at you. The physics can look quite amazing when seen on a large scale, but the engine shows you its true potential during the very last level, when the [[spoiler: Dark Presence starts pulling objects up from the bottom of the lake and throwing them all at you in a last ditch effort to stop Alan.]] Said objects include several trucks, A LOT of building debris, and a boat. As in a fairly decent sailboat. [[OhCrap Yeah.]]

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* ''AlanWake'' ''VideoGame/AlanWake'' uses this when the [[EldritchAbomination Dark Presence]] starts possessing objects and throwing them at you. The physics can look quite amazing when seen on a large scale, but the engine shows you its true potential during the very last level, when the [[spoiler: Dark Presence starts pulling objects up from the bottom of the lake and throwing them all at you in a last ditch effort to stop Alan.]] Said objects include several trucks, A LOT of building debris, and a boat. As in a fairly decent sailboat. [[OhCrap Yeah.]]
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* ''VideoGame/StairDismount'' is one of the earliest examples, developed in 2002 with the goal of using the interactive physics engine to throw a ragdoll down some stairs and causing as much damage as possible.

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* ''VideoGame/StairDismount'' is one of the earliest examples, developed in 2002 with the goal of using the interactive physics engine to throw a ragdoll down some stairs and causing as much damage as possible. The sequel, ''Turbo Dismount'' takes this even further with the types of hazards you can place, the vehicles that Mr. Dismount and co. drives along with the ridiculous courses and traffic that can both destroy your vehicle but dismember the driver. You even get an achievement for completely obliterating (specifically, no limbs are connected to anything else on the former body) Mr. Dismount.

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* Seen in ''VideoGame/JazzJackrabbit 1'' where the first world has a load of swing bridges that are almost never seen again in the game.



** Likewise seen in ''VideoGame/JazzJackrabbit 1'' where the first world has a load of swing bridges that are almost never seen again in the game.
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* Franchise/{{Halo}}'s Forge lets player add new items to a map even when there is an ongoing match, resulting in such tactics as having one player fly around holding a box while a second player uses it as a mobile sniper spot.

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* Franchise/{{Halo}}'s ''Franchise/{{Halo}}'''s Forge mode lets player add new items to a map even when there is an ongoing match, resulting in such tactics as having one player fly around holding a box while a second player uses it as a mobile sniper spot.

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* Silver the Hedgehog's psychokinesis in ''[[VideoGame/SonicTheHedgehog2006 Sonic '06]]'' is enabled by the Havok Engine and is treated with as much reverence and respect as the rest of the game. [[ObviousBeta That is to say, absolutely none]].

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* ''VideoGame/SonicTheHedgehog'':
** The UsefulNotes/SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from running or rolling down a hill. As such the original games tended to have long downhill stretches with no other purpose than to show how blisteringly fast Sonic can go. This is most noticeable in GreenHillZone in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings.
**
Silver the Hedgehog's psychokinesis in ''[[VideoGame/SonicTheHedgehog2006 Sonic '06]]'' is enabled by the Havok Engine and is treated with as much reverence and respect as the rest of the game. [[ObviousBeta That is to say, absolutely none]].



* The UsefulNotes/SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from rolling down a hill. This is most noticeable in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings.

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* The UsefulNotes/SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from rolling down a hill. This is most noticeable in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings.
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* Rather overbearing (no pun intended) in 'VideoGame/BanjoKazooie Nuts and Bolts'' where the player's vehicle will often tumble uncontrollably when attempting to drive over anything that isn't a flat surface.

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* Rather overbearing (no pun intended) in 'VideoGame/BanjoKazooie ''VideoGame/BanjoKazooie Nuts and Bolts'' where the player's vehicle will often tumble uncontrollably when attempting to drive over anything that isn't a flat surface.
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* ''VideoGame/BoomBlox'' almost qualifies as an inversion; whereas most applications of WreakingHavok involve the physics engine intruding upon the game's atmosphere, the story mode in ''Boom Blox'' tacks a completely unnecessary plot onto the abstract, physics-based gameplay. It's as though they came up with a story mode for ''VideoGame/{{Tetris}}.''[[labelnote:*]][[TetrisWorlds Which they did.]] [[NotMakingThisUpDisclaimer Seriously.]][[/labelnote]]

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* ''VideoGame/BoomBlox'' almost qualifies as an inversion; whereas most applications of WreakingHavok involve the physics engine intruding upon the game's atmosphere, the story mode in ''Boom Blox'' tacks a completely unnecessary plot onto the abstract, physics-based gameplay. It's as though they came up with a story mode for ''VideoGame/{{Tetris}}.''[[labelnote:*]][[TetrisWorlds ''[[labelnote:*]][[VideoGame/TetrisWorlds Which they did.]] [[NotMakingThisUpDisclaimer Seriously.]][[/labelnote]]
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* ''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and [[DestructiveSavior ''destroy the scenery around you in real-time'']] . Not just context-specific bits of scenery; ''all of it.''

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* ''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and [[DestructiveSavior ''destroy destroy the scenery around you in real-time'']] .real-time]] . Not just context-specific bits of scenery; ''all of it.''
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* ''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and ''destroy the scenery around you in real-time'' . Not just context-specific bits of scenery; ''all of it.''

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* ''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and [[DestructiveSavior ''destroy the scenery around you in real-time'' .real-time'']] . Not just context-specific bits of scenery; ''all of it.''
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* ''{{Burnout}}.'' Each wreck is punctuated by a super-slo-mo sequence designed to showcase the awesome crash physics. Crash Mode takes it a step farther, requiring that the player make clever use of crash physics to destroy a freeway full of vehicles.

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* ''{{Burnout}}.''VideoGame/{{Burnout}}.'' Each wreck is punctuated by a super-slo-mo sequence designed to showcase the awesome crash physics. Crash Mode takes it a step farther, requiring that the player make clever use of crash physics to destroy a freeway full of vehicles.



** ''VideoGame/NeedForSpeed: Hot Pursuit'' would count since it's made by Criterion (they were behind Burnout as well): Sometimes during the crash scene, your car can be sent flying by another racer or cop as it careens into it.

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** ''VideoGame/NeedForSpeed: Hot Pursuit'' would count since it's made by Criterion (they were behind Burnout ''Burnout'' as well): Sometimes during the crash scene, your car can be sent flying by another racer or cop as it careens into it.
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-->--''[[http://www.screencuisine.net/hlcomic/index.php?date=2005-05-10 Concerned #7]]''

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-->--''[[http://www.-->-- ''[[http://www.screencuisine.net/hlcomic/index.php?date=2005-05-10 Concerned #7]]''



* ''Film/{{Ghostbusters}}''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and ''destroy the scenery around you in real-time'' . Not just context-specific bits of scenery; ''all of it.''

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* ''Film/{{Ghostbusters}}''.''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and ''destroy the scenery around you in real-time'' . Not just context-specific bits of scenery; ''all of it.''



* ''SilentStorm'' was possibly one of the first of it's genre to utilize modern FPS-levels of physics. Shooting a wall at a shallow angle will make the bullet ricochet off while shooting it head-on make rifle bullets go clean through the wall and hit whoever is standing behind it, just like in the real world. In fact, every single weapon other than explosives and pistols are capable of over-penetrating whatever happens to be in the way: doors, fences, corpses... Speaking of which, it's not rare at all to see someone's ragdoll be knocked a few meters backwards by a kill shot from a rifle.\\

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* ''SilentStorm'' ''VideoGame/SilentStorm'' was possibly one of the first of it's genre to utilize modern FPS-levels of physics. Shooting a wall at a shallow angle will make the bullet ricochet off while shooting it head-on make rifle bullets go clean through the wall and hit whoever is standing behind it, just like in the real world. In fact, every single weapon other than explosives and pistols are capable of over-penetrating whatever happens to be in the way: doors, fences, corpses... Speaking of which, it's not rare at all to see someone's ragdoll be knocked a few meters backwards by a kill shot from a rifle.\\
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Scrap Mechanic

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* ''VideoGame/ScrapMechanic'' made the rather uncommon choice of using the Bullet physics engine, resulting in the game's physics behaving quite differently around the edge cases than players are used to. In particular, collision tunneling [[note]]A physics body phasing through another solid object when it should not be able to[[/note]] happens much more easily, and tends to result in the affected object collapsing into a relatively static (though still dangerously unstable) state instead of going into seizure mode. If you manage to tunnel your character through the ground, you get a [[TheDevTeamThinksOfEverything special]] [[EasterEgg message]]: "[[StopHavingFunGuys You're playing the game wrong. Stop that!]]"
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** ''VideoGame/NeedForSpeed: Hot Pursuit'' would count since it's made by Criterion (Which they were behind Burnout), sometimes during the crash scene, your car can be sent flying by another racer or cop as it careens into it.

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** ''VideoGame/NeedForSpeed: Hot Pursuit'' would count since it's made by Criterion (Which they (they were behind Burnout), sometimes Burnout as well): Sometimes during the crash scene, your car can be sent flying by another racer or cop as it careens into it.



* ''Fatal Inertia'' stands out from the crowd of TwentyMinutesIntoTheFuture flying car racers by having everything modelled by the physics engine. Even basic steering is achieved with control surfaces, and banging up the car's wings will reduce handling. The is especially noticeable with the weapons: the most common, magnets, are quite heavy and will appropriately skew the center of mass of whatever they stick too; and instead of activating a rocket boost for themselves, racers can launch it like a projectile, adhering to whichever surface its magnetic side lands on and apply its boost like that, likely sending the victim corkscrewing through the air.

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* ''Fatal Inertia'' stands out from the crowd of TwentyMinutesIntoTheFuture flying car racers by having everything modelled by the physics engine. Even basic steering is achieved with control surfaces, and banging up the car's wings will reduce handling. The is especially noticeable with the weapons: the most common, magnets, are quite heavy and will appropriately skew the center of mass of whatever they stick too; to; and instead of activating a rocket boost for themselves, racers can launch it like a projectile, adhering to whichever surface its magnetic side lands on and apply its boost like that, likely sending the victim corkscrewing through the air.
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* Rather overbearing (no pun intended) in ''BanjoKazooie Nuts and Bolts'' where the player's vehicle will often tumble uncontrollably when attempting to drive over anything that isn't a flat surface.

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* Rather overbearing (no pun intended) in ''BanjoKazooie 'VideoGame/BanjoKazooie Nuts and Bolts'' where the player's vehicle will often tumble uncontrollably when attempting to drive over anything that isn't a flat surface.
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** Justified in ''VideoGame/SaintsRowIV''. Since all of the Fraud missions are taking place within the Matrix, you're not just doing them to put the Havok engine through its paces out-of-universe, you're testing the in-simulation physics for bugs. Presumably the one where you can bounce 100 feet in the air and frisbee yourself halfway across Fake Steelport is one that wasn't caught in Zin playtesting because none of the Zin were stupid enough to try it.
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** ''FinalFantasyCrystalChronicles'': ''The CrystalBearers'' is basically the same exact game as ''Dawn'', only the protagonists are a couple years older. And instead of whipping objects, you grab them with telekinesis, flick them away, haul them up, throw them at monsters, throw ''monsters'' at monsters, and so on. Certain monsters have tricks to them. You can spin an ElectricJellyfish to make it discharge electricity, pick up an archer and have it fire on other monsters, or thorw stuff at a Bomb and watch it blow.

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** ''FinalFantasyCrystalChronicles'': ''The CrystalBearers'' ''VideoGame/FinalFantasyCrystalChroniclesTheCrystalBearers'' is basically the same exact game as ''Dawn'', only the protagonists are a couple years older. And instead of whipping objects, you grab them with telekinesis, flick them away, haul them up, throw them at monsters, throw ''monsters'' at monsters, and so on. Certain monsters have tricks to them. You can spin an ElectricJellyfish to make it discharge electricity, pick up an archer and have it fire on other monsters, or thorw throw stuff at a Bomb and watch it blow.
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***There's also a highlevel telekinesis spell which requires a ''lot'' of points and you to be at 100 in the category(I don't remember the skill class you need), but you can use it to lifet ''everything'' within range twenty feet in the air, walk around with them doing ragdoll despite being alive then drop them for fall damage, get a few guards chasing and BOOM instant sky party!(It also effects(affects?) followers though so be careful!)
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Grammar correction


* ''VideoGame/TheLegendOfZeldaTheWindWaker'' also has very impressive realistic physics on rope bridges, where the bridges can actually exhibit ''standing waves'' under certain circumstances. Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which, because ''The Wind Waker'' is an action-adventure game, is completely unneccesary. ''The Wind Waker'' also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.

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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' also has very impressive realistic physics on rope bridges, where the bridges can actually exhibit ''standing waves'' under certain circumstances. Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which, because ''The Wind Waker'' is an action-adventure game, which is completely unneccesary. ''The Wind Waker'' also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.

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example in the wrong folder


** ''VideoGame/TheLegendOfZeldaTheWindWaker'' also has very impressive realistic physics on rope bridges, where the bridges can actually exhibit ''standing waves'' under certain circumstances. Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which, because ''The Wind Waker'' is an action-adventure game, is completely unneccesary. ''The Wind Waker'' also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.


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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' also has very impressive realistic physics on rope bridges, where the bridges can actually exhibit ''standing waves'' under certain circumstances. Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which, because ''The Wind Waker'' is an action-adventure game, is completely unneccesary. ''The Wind Waker'' also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.

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* ''Franchise/BioShock''
** Used in ''VideoGame/BioShock1''. You can knock over things, chip the walls, [[KleptomaniacHero break shop windows]] (which summons [[EasilyAngeredShopkeeper a security alert]]), and when you get the Telekinesis plasmid, you can start throwing random debris at Splicers. [[VideoGameCrueltyPotential Or you can pull their masks off and beat them to death with them]].
** UpToEleven in ''VideoGame/BioShock2'' and ''VideoGame/BioShockInfinite'': Level 3 Telekinesis allows Delta to throw living enemies like ragdolls or just beat them to death (while spinning wildly) in midair, and Booker can either perform a Bouncer-like charge or [[VideoGameCrueltyPotential indecisively push his enemies off of the floating city and then bring them back for more pain with Undertow]].

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* ''Franchise/BioShock''
''VideoGame/BioShock''
** Used in ''VideoGame/BioShock1''. You In [[VideoGame/BioShock1 the first game]] you can knock over things, chip the walls, [[KleptomaniacHero break shop windows]] (which summons [[EasilyAngeredShopkeeper a security alert]]), and when you get the Telekinesis plasmid, you can start throwing random debris at Splicers. [[VideoGameCrueltyPotential Or you can pull their masks off and beat them to death with them]].
** UpToEleven in ''VideoGame/BioShock2'' and ''VideoGame/BioShockInfinite'': In ''VideoGame/BioShock2'', Level 3 Telekinesis allows Delta to throw living enemies like ragdolls or just beat them to death (while spinning wildly) in midair, and midair.
** In ''VideoGame/BioShockInfinite''
Booker can either perform a Bouncer-like charge or [[VideoGameCrueltyPotential indecisively push his enemies off of the floating city and then bring them back for more pain with Undertow]].
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* The {{Octodad}} games are basically nothing but this trope. The games combine deliberately bad controls (as you are an octopus trying to [[PaperThinDisguise masquerade as a human]]) with a heavy dose of Havoc physics as you try and go about daily life without giving away your secret.

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* The {{Octodad}} ''VideoGame/{{Octodad}}'' games are basically nothing but this trope. The games combine deliberately bad controls (as you are an octopus trying to [[PaperThinDisguise masquerade as a human]]) with a heavy dose of Havoc physics as you try and go about daily life without giving away your secret.
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* The SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from rolling down a hill. This is most noticeable in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings.

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* The SegaGenesis UsefulNotes/SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from rolling down a hill. This is most noticeable in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings.
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* ''SecondSight'' eventually gives you telekinesis, which is great for this sort of thing, but you don't really have to wait until then. In the first mission (after the tutorial level), there are loose crates and chairs. If you happen to run a little too close, you can wind up kicking them down the hall. And if they happen to hit some enemies, you might find your suspension of disbelief slightly strained when you wind up killing them by accident.

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* ''SecondSight'' ''VideoGame/SecondSight'' eventually gives you telekinesis, which is great for this sort of thing, but you don't really have to wait until then. In the first mission (after the tutorial level), there are loose crates and chairs. If you happen to run a little too close, you can wind up kicking them down the hall. And if they happen to hit some enemies, you might find your suspension of disbelief slightly strained when you wind up killing them by accident.
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* ''TotalAnnihilation'' was one of the earliest RTS games to feature any physics modeling at all that wasn't a graphical shorthand. All unguided projectiles had ballistic trajectories and debris flight paths were modeled in real time. The fixed overhead camera really wasn't the best way to show it off, however.
* ''CommandAndConquerGenerals'': has quite a bit of this, one example being that the Aurora Alpha Bomber's Fuel Air Bomb is so explosive, it can ''flip'' the humongous Emperor Overlord Tank, the Overlord, being well, [[MightyGlacier a Mammoth]] expy, tends to survive non-direct hits from the fuel air bomb, unless it gets flipped over, in which case it dies instantly. Further hilarity includes using explosives on infantry, watching the guy on the back of a Technical fly off, (if you used a big enough bomb, he flies ''into the screen'').

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* ''TotalAnnihilation'' was ''VideoGame/TotalAnnihilation'' is one of the earliest RTS games to feature any physics modeling at all that wasn't isn't a graphical shorthand. All unguided projectiles had ballistic trajectories and debris flight paths were modeled in real time. The fixed overhead camera really wasn't the best way to show it off, however.
* ''CommandAndConquerGenerals'': ''VideoGame/CommandAndConquerGenerals'': has quite a bit of this, one example being that the Aurora Alpha Bomber's Fuel Air Bomb is so explosive, it can ''flip'' the humongous Emperor Overlord Tank, the Overlord, being well, [[MightyGlacier a Mammoth]] Mammoth expy, tends to survive non-direct hits from the fuel air bomb, unless it gets flipped over, in which case it dies instantly. Further hilarity includes using explosives on infantry, watching the guy on the back of a Technical fly off, (if you used a big enough bomb, he flies ''into the screen'').

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** There now seems to be a physics model present in the forth game when you play either Trophy Rush or Target Blast in which blocks follow some form of physics, albeit in a two-dimensional plane.

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** There now seems to be a physics model present in the forth fourth game when you play either Trophy Rush or Target Blast in which blocks follow some form of physics, albeit in a two-dimensional plane.



* ''VideoGame/GarrysMod'' allows you to go somewhat overboard with this trope. It can be a bit too easy to slow your game to a crawl and it's entirely possible to crash it by abusing this trope too much. Try filling a shipping container with loose objects and you'll have the game running so slow that it'll be unplayable long before you fill the container.
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Namespaces


* The deformable terrain in the ''RedFaction'' series. And the destructible buildings in ''Red Faction: Guerrilla''.
* ''SaintsRow2'' generally uses Havok for relatively sensible things -- [[RagdollPhysics ragdoll corpses]], explosions, car crashes, etc. -- but there's an "Insurance Fraud" MiniGame in which you have to fling yourself in front of traffic and attempt to bounce from car to car in the most painful way possible. It is [[http://www.youtube.com/watch?v=vnMcCh8nWts deliriously entertaining]].

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* The deformable terrain in the ''RedFaction'' ''VideoGame/RedFaction'' series. And the destructible buildings in ''Red Faction: Guerrilla''.
* ''SaintsRow2'' ''VideoGame/SaintsRow2'' generally uses Havok for relatively sensible things -- [[RagdollPhysics ragdoll corpses]], explosions, car crashes, etc. -- but there's an "Insurance Fraud" MiniGame in which you have to fling yourself in front of traffic and attempt to bounce from car to car in the most painful way possible. It is [[http://www.youtube.com/watch?v=vnMcCh8nWts deliriously entertaining]].



* Most of ''{{Carmageddon}}'''s fun comes from the [[RuleOfCool unrealistic but awesome]] physics, which allow you to roll boulders over your opponents, sling pedestrians into each other, and so forth. The Pinball Mode powerup cranks this UpToEleven, causing all objects to ricochet off one another with increasing speed; confined spaces become deadly, shrapnel-filled Bouncy Castles.
* ''GarrysMod'' is ''all'' about this entire trope, bonus points for using both the [[{{VideoGame/HalfLife2}} Source Engine]] and Havok. Building anything will involve physics and it's just plain fun to try various physics experiments such as creating dominoes with large flat panels or a collapsing building. Just be warned you can run into a GameBreakingBug by WreakingHavok ''too'' much.

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* Most of ''{{Carmageddon}}'''s ''VideoGame/{{Carmageddon}}'''s fun comes from the [[RuleOfCool unrealistic but awesome]] physics, which allow you to roll boulders over your opponents, sling pedestrians into each other, and so forth. The Pinball Mode powerup cranks this UpToEleven, causing all objects to ricochet off one another with increasing speed; confined spaces become deadly, shrapnel-filled Bouncy Castles.
* ''GarrysMod'' ''VideoGame/GarrysMod'' is ''all'' about this entire trope, bonus points for using both the [[{{VideoGame/HalfLife2}} Source Engine]] and Havok. Building anything will involve physics and it's just plain fun to try various physics experiments such as creating dominoes with large flat panels or a collapsing building. Just be warned you can run into a GameBreakingBug by WreakingHavok ''too'' much.

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