History Main / JumpPhysics

29th Dec '15 10:40:33 PM Kytin
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* ''VideoGame/DragonsWake'': The player character is a dragon that can 'jump' multiple times when in the air and also glide. These two abilities work together to create a surprisingly compelling feeling of flight.
3rd Dec '15 4:19:17 PM nombretomado
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* Kid Kool for the NES (and likewise, ''VideoGame/PsychoFox'' for the SegaMasterSystem) features jumping physics similar to the original Super Mario Bros., although you don't have as much control over the midair jumps.
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* Kid Kool for the NES (and likewise, ''VideoGame/PsychoFox'' for the SegaMasterSystem) UsefulNotes/SegaMasterSystem) features jumping physics similar to the original Super Mario Bros., although you don't have as much control over the midair jumps.
25th Nov '15 5:59:12 AM petersohn
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* [[http://xkcd.com/1608/ Hoverboard]], an interactive strip of ''Webcomic/{{xkcd}}'', has this. You can move around while flying and double-jump as many times as you want.
15th Nov '15 9:04:52 PM DastardlyDemolition
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** Scout can have at maximum ''six jumps'' with the "Soda Popper" at [[LimitBreak maximum Hype]] while soldier can use the Rocket Jumper (a non-damaging rocket launcher) to propel himself to great heights depending on the map or he can use the Gunboats and Beggar's Bazooka's misfires to fly across the map. Demoman's sticky bombs and grenades throw him farther but cost more health to do so but The Sticky Jumper let's Demoman cover tons of ground with little problem at the cost of causing any damage from the weapon.
11th Oct '15 11:57:20 AM Morgenthaler
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** The 3D ''Mario'' titles included fall damage past a certain height, but you could GroundPound to reset your momentum, trading air control for protection from the fall. This mechanic was scrapped since ''SuperMarioGalaxy'', reverting Mario's landing ability to that of the 2D games. Though doing that now causes Mario to crash and unable to move for a while.
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** The 3D ''Mario'' titles included fall damage past a certain height, but you could GroundPound to reset your momentum, trading air control for protection from the fall. This mechanic was scrapped since ''SuperMarioGalaxy'', ''VideoGame/SuperMarioGalaxy'', reverting Mario's landing ability to that of the 2D games. Though doing that now causes Mario to crash and unable to move for a while.

* ''SuperMarioLand'' for the GameBoy superficially looks and plays like the original game, but the jump physics are noticably different; for instance, when Mario jumps diagonally, you can't control how it moves (although you can when it jumps straight up) and he maintains no momentum. ** ''SuperMarioLand2'' features jumping closer to the original game -- Mario actually has a little momentum, although he still moves in a rather weightless way.
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* ''SuperMarioLand'' ''VideoGame/SuperMarioLand'' for the GameBoy superficially looks and plays like the original game, but the jump physics are noticably different; for instance, when Mario jumps diagonally, you can't control how it moves (although you can when it jumps straight up) and he maintains no momentum. ** ''SuperMarioLand2'' * ''VideoGame/SuperMarioLand2'' features jumping closer to the original game -- Mario actually has a little momentum, although he still moves in a rather weightless way.
8th Oct '15 11:23:15 PM Ferot_Dreadnaught
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->''Jumping is much, ''much'' more useful in video games than in real life. In video games it's often instrumental from saving the world from some sort of grotesque otherworldly force, not to mention [[HundredPercentCompletion getting 100%]]. In real life, it mostly helps keep your socks dry.''
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->''Jumping is much, ''much'' more useful in video games than in real life. In video games it's often instrumental from saving the world from some sort of grotesque otherworldly force, not to mention [[HundredPercentCompletion getting 100%]].100%. In real life, it mostly helps keep your socks dry.''
8th Oct '15 11:21:10 PM kknizaa
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* A notable exception is the 3D installments of ''Franchise/TheLegendOfZelda'' series, where Link's jumping ability is generally limited and "realistic". In the 2D installments, Link usually either can't jump at all, or can only jump via a magical item, in which case he has JumpPhysics via AWizardDidIt. The only real exception is ''VideoGame/ZeldaIITheAdventureOfLink'', which was radically different from the rest of the series in many other respects as well. * ''[[Film/TheMatrix Enter The Matrix]]'' is an exception to the eighth rule: the character can grab ledges, and will automatically do so when falling. ** The JumpPhysics in ''Enter The Matrix'' are all but thrown aside when leaping in BulletTime. It's very possible to ''jump around corners'' while in Bullet time and it keeps getting worse: You are able to attempt a jump, realise you're not going to make it and ''turn around to land back on the ledge you originally came from.'' Just shows what a freed mind can do.
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* A notable exception is the 3D installments of ''Franchise/TheLegendOfZelda'' series, where Link's jumping ability is generally limited and "realistic". In the 2D installments, Link usually either can't jump at all, or can only jump via a magical item, in which case he has JumpPhysics via AWizardDidIt. The only real exception is ''VideoGame/ZeldaIITheAdventureOfLink'', which was radically different from the rest of the series in many other respects as well. * ''[[Film/TheMatrix Enter The Matrix]]'' is an exception to the eighth rule: the character can grab ledges, and will automatically do so when falling. ** The JumpPhysics in ''Enter The Matrix'' are all but thrown aside slightly amazing when leaping in BulletTime. It's very possible to ''jump jump around corners'' while in Bullet time and it keeps getting worse: You are able corners, or to attempt a jump, realise you're not going to make it and ''turn turn around to land back on the ledge you originally came from.'' from. Just shows what a freed mind can do.

* {{Averted}} in {{VideoGame/Uncharted}}. While there is still certainly some creative liberties taken with realism, Nathan Drake's climbing skills don't seem all that ludicrous. The distance between jumps is usually very small when going from one wall to another behind Nathan or to the side, ''especially'' if its also higher up. From the ground, it's not possible to grab onto ledges that are more than a few inches higher than Nathan's reach with his arms straight up, and jumps made while climbing never achieve any vertical height beyond just enough to reach the next ledge, if any. Nathan's own reactions during climbing sections [[LampshadeHanging lampshade this]]; he seems to know what he's doing but is clearly worried the entire time that something could go wrong, and relieved when he makes a jump from ledge to ledge without pancaking on the ground (oftentimes far) below. * ''VideoGame/MirrorsEdge'' naturally does its best to avert this, as that's part of the point of the experimental game. Air control is nonexistent beyond coiling (lifting your legs in midair), height and distance are entirely based on momentum and within reasonable limits for the athletic main character, and falling damage is as realistic as the game's WalkItOff damage system allows. ** Also, picking up a weapon dramatically slows the player character's speed down, and correspondingly her ability to jump high or far. * The ninja rabbit combat game ''{{Overgrowth}}'' averts most of these. You have no control over your jump while you're in the air and grabbing ledges is incredibly important in most levels. You can jump extremely high, but then again [[JustifiedTrope you're a rabbit]]. However, you can wall-run and WallJump all day, but you're a {{Ninja}} and the RuleOfCool applies. ** Also, the wallrunning and -jumping physics are notably less forgiving than in most other games. You can't just jump upwards after falling down close to a wall, you have to have at least some momentum in the jump direction to be able to jump from a wall.

* ''VideoGame/TheMatrixPathOfNeo'' has a double jump, a wall jump and an anti-gravity/hover jump. Justified because it is the Matrix.
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* ''VideoGame/TheMatrixPathOfNeo'' has a double jump, a wall jump and an anti-gravity/hover jump. Justified because it is the Matrix. jump.

* ''VideoGame/VirtuaFighter'' is known for its adherence to realism...in all things except jumping. It's very weird to see Sega retain the super-high, extra-floaty jumps after six or seven games, especially when VideoGame/{{Tekken}} ditched it after the second game while simultaneously making each game in the series more unrealistic than the previous one.
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* ''VideoGame/VirtuaFighter'' is known for its adherence to realism... in all things except jumping. It's very weird to see Sega retain the super-high, extra-floaty jumps after six or seven games, especially when VideoGame/{{Tekken}} ''VideoGame/{{Tekken}}'' ditched it after the second game while simultaneously making each game in the series more unrealistic than the previous one.

*** You would need all that gear weighing you down or the first step you took while trying to run would launch you into the ceiling. **** All those facts go flying out the window in ''Doom 2'', which has the exact same marine, with the exact same equipment plus one gun, running at the exact same speed, on Earth.

** Air Control is also featured, especially blatantly in [[DisappointingLastLevel Xen]] of ''VideoGame/HalfLife1'', but you do have to collect a special power-up to let you do {{egregious}} physics violations.
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** Air Control is also featured, especially blatantly in [[DisappointingLastLevel Xen]] of ''VideoGame/HalfLife1'', but you do have to collect a special power-up to let you do {{egregious}} egregious physics violations.

* Urban Terror, a game based on Quake III, has special maps (jumpmaps) where you go through an obstacle course using the various jump physics. As it has wall-jumping, ledge-grabbing, air control, circle-jumping (turning the mouse while in the air makes you go faster), bunny-hopping and powersliding (crouching in mid-air makes you slide on landing), these courses can get very creative.
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* Urban Terror, ''Urban Terror'', a game based on Quake III, ''Quake III'', has special maps (jumpmaps) where you go through an obstacle course using the various jump physics. As it has wall-jumping, ledge-grabbing, air control, circle-jumping (turning the mouse while in the air makes you go faster), bunny-hopping and powersliding (crouching in mid-air makes you slide on landing), these courses can get very creative.

* The Scout from ''VideoGame/TeamFortress2'' is the only class that can double jump. He can also utilize an aluminum baseball bat named "The Atomizer" for a third jump [[CastFromHP at the cost of 10 health]]), use the RecoilBoost from an incredibly SawedOffShotgun known as the "Force-A-Nature" to give himself another "jump" on top of that, or hit himself with the Boston Basher (a bloody bat with spikes sticking out of it) to reset his jumps in mid-air, at the cost of a lot of health. And there's the [[RocketJump rocket/grenade jumping]] the Soldier and Demoman use... * Jumping in ''VideoGame/RedneckRampage'' is, for one single reason, just plain ''weird''. Instead of Leonard's leaps being in a parabolic arc like you'd expect, his trajectory is best resumed as two lines forming an angle: he jumps and goes up at a constant speed until he reaches a certain height, then immediately he falls just as fast. Needless to say, it makes platforming in the game [[PlatformHell very frustrating]].
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* The Scout from ''VideoGame/TeamFortress2'' is the only class that can double jump. He can also utilize an aluminum baseball bat named "The Atomizer" for a third jump [[CastFromHP at the cost of 10 health]]), health]], use the RecoilBoost from an incredibly SawedOffShotgun known as the "Force-A-Nature" to give himself another "jump" on top of that, or hit himself with the Boston Basher (a bloody bat with spikes sticking out of it) to reset his jumps in mid-air, at the cost of a lot of health. And there's the [[RocketJump rocket/grenade jumping]] the Soldier and Demoman use... * Jumping in ''VideoGame/RedneckRampage'' is, for one single reason, just plain ''weird''. Instead of Leonard's leaps being in a parabolic arc like you'd expect, his trajectory is best resumed as two lines forming an angle: he jumps and goes up at a constant speed until he reaches a certain height, then immediately he falls just as fast. Needless to say, it makes platforming in the game [[PlatformHell very frustrating]].frustrating.

* Averted in the MMORPG ''Vanguard,'' where jumping is considerably more realistic as direction and lateral speed are fixed during the jump. Compare to the MMORPG ''EverQuestII'' where both speed and direction can be changed at will mid-jump (which leads to arc-jumping around obstacles, among other results).
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* Averted in the MMORPG ''Vanguard,'' where jumping is considerably more realistic as direction and lateral speed are fixed during the jump. Compare to the MMORPG ''EverQuestII'' where In ''EverQuestII'', both speed and direction can be changed at will mid-jump (which leads to arc-jumping around obstacles, among other results).

* Guild Wars 2 jumping allows small mid-air turns. The distance of your jump is determined by how long you hold the jump key. Your forward motion slows down a lot when you release the key causing some very odd jump trajectories. How far you can jump seems to vary a lot in jumping puzzles. Many of the jumping puzzles would be quite simple if the character could climb up onto a chest-high platform. You stop when you land on a surface, even if it is icy or round. While the distance you can jump is not as absurd as in many games, often it is possible to jump up 1.2 meters from standing.
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* Guild ''Guild Wars 2 2'' jumping allows small mid-air turns. The distance of your jump is determined by how long you hold the jump key. Your forward motion slows down a lot when you release the key causing some very odd jump trajectories. How far you can jump seems to vary a lot in jumping puzzles. Many of the jumping puzzles would be quite simple if the character could climb up onto a chest-high platform. You stop when you land on a surface, even if it is icy or round. While the distance you can jump is not as absurd as in many games, often it is possible to jump up 1.2 meters from standing.

** [[JustifiedTrope Justified in]] TheMovie by the plumbers' shoplifting of jet boots.
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** [[JustifiedTrope Justified in]] in TheMovie by the plumbers' shoplifting of jet boots.

** SuperMario64 takes the original Mario jump physics and logically transitions them into the third dimension--Mario can still do his standard jump and hold his momentum as he moves in air or lands on the ground (allowing him to wall jump and do flips, in addition to his triple jump) and you still have some control of his movement as he's in mid-air. Curiously, Mario has a startling amount of control over his Long Jump, allowing him to keep going backwards without losing momentum if he uses it over and over (which in turn allows the famous "Backwards Long Jump" glitch to work).
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** SuperMario64 ''SuperMario64'' takes the original Mario jump physics and logically transitions them into the third dimension--Mario can still do his standard jump and hold his momentum as he moves in air or lands on the ground (allowing him to wall jump and do flips, in addition to his triple jump) and you still have some control of his movement as he's in mid-air. Curiously, Mario has a startling amount of control over his Long Jump, allowing him to keep going backwards without losing momentum if he uses it over and over (which in turn allows the famous "Backwards Long Jump" glitch to work).

* SuperMarioLand for the GameBoy superficially looks and plays like the original game, but the jump physics are noticably different; for instance, when Mario jumps diagonally, you can't control how it moves (although you can when it jumps straight up) and he maintains no momentum. ** SuperMarioLand2 features jumping closer to the original game--Mario actually has a little momentum, although he still moves in a rather weightless way. * [[https://www.youtube.com/watch?v=R4shac02_ks BROS]], a [[FollowTheLeader knockoff]] of SuperMarioBros for Atari 8-Bit computers, has very stiff jump physics ([[DamnYouMuscleMemory not helping you press up on a joystick to jump and move, even if you try to do a diagonal jump]]), and Mario has no weight or momentum when moving (but a bit of mid-air direction control, oddly), resulting in a platformer rife with FakeDifficulty. * The {{NES}} [[https://www.youtube.com/watch?v=ujZN41GEsb0 pirate hack of]] ''VideoGame/SuperMarioWorld'' is a surprisingly ambitious port of the Super Nintendo classic, and it would actually be playable--provided they hadn't botched Mario's jumping. Whether Mario is moving slow or running as fast as a bullet, jumping automatically negates any momentum, leaving Mario with a ''very'' limited jumping range. Fortunately, he can still control the direction of his jump in mid air.
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* SuperMarioLand ''SuperMarioLand'' for the GameBoy superficially looks and plays like the original game, but the jump physics are noticably different; for instance, when Mario jumps diagonally, you can't control how it moves (although you can when it jumps straight up) and he maintains no momentum. ** SuperMarioLand2 ''SuperMarioLand2'' features jumping closer to the original game--Mario game -- Mario actually has a little momentum, although he still moves in a rather weightless way. * [[https://www.''[[https://www.youtube.com/watch?v=R4shac02_ks BROS]], BROS]]'', a [[FollowTheLeader knockoff]] of SuperMarioBros for Atari 8-Bit computers, has very stiff jump physics ([[DamnYouMuscleMemory not helping you press up on a joystick to jump and move, even if you try to do a diagonal jump]]), and Mario has no weight or momentum when moving (but a bit of mid-air direction control, oddly), resulting in a platformer rife with FakeDifficulty. * The {{NES}} [[https://www.youtube.com/watch?v=ujZN41GEsb0 pirate hack of]] ''VideoGame/SuperMarioWorld'' is a surprisingly ambitious port of the Super Nintendo classic, and it would actually be playable--provided playable -- provided they hadn't botched Mario's jumping. Whether Mario is moving slow or running as fast as a bullet, jumping automatically negates any momentum, leaving Mario with a ''very'' limited jumping range. Fortunately, he can still control the direction of his jump in mid air.

* Another exception: the 2D ''Franchise/PrinceOfPersia'' games, known for their realism at the time; the animations were actually hand-rotoscoped from live footage. The hero's movements have more to do with real humans than most computer sprites. (He can still jump maximum distance, slam into a wall, fall ten feet, grab onto a stone projection by his fingertips, chin himself, and then do it all over again.) Newer games are still fairly realistic, but with more LeParkour.
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* Another exception: the The 2D ''Franchise/PrinceOfPersia'' games, games were known for their realism at the time; the animations were actually hand-rotoscoped from live footage. The hero's movements have more to do with real humans than most computer sprites. (He (But he can still jump maximum distance, slam into a wall, fall ten feet, grab onto a stone projection by his fingertips, chin himself, and then do it all over again.) Newer games are still fairly realistic, but with more LeParkour.

* ''VideoGame/{{N}}'' combines extremely liberal jump physics with regular fall damage. Get too creative with your flying around and you ''will'' splatter. If you go too fast in wall jumps, you can splatter on the ''ceiling''. ** An interesting aspect of ''N'' is that whether or not a fall kills you depends on your velocity perpendicular to the surface you strike. For example, you can fall any distance straight down and survive if you land on a slope of more than ~45 degrees.
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* ''VideoGame/{{N}}'' combines extremely liberal jump physics with regular fall damage. Get too creative with your flying around and you ''will'' splatter. If you go too fast in wall jumps, you can splatter on the ''ceiling''. ** ''ceiling''. An interesting aspect of ''N'' is that whether or not a fall kills you depends on your velocity perpendicular to the surface you strike. For example, you can fall any distance straight down and survive if you land on a slope of more than ~45 degrees.

* [[Videogame/AzureStrikerGunvolt Gunvolt]] starts off with a basic jump of about one and a half times his height, and can slowly glide by using the Flashfield (at the cost of his energy), as well as jump after dashing for an increase in distance. He can equip items to give him double and triple jumps as well, meaning he can clear large swaths of each stage just with a few timed jumps and glides.
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* [[Videogame/AzureStrikerGunvolt Gunvolt]] ''[[Videogame/AzureStrikerGunvolt Gunvolt]]'' starts off with a basic jump of about one and a half times his height, and can slowly glide by using the Flashfield (at the cost of his energy), as well as jump after dashing for an increase in distance. He can equip items to give him double and triple jumps as well, meaning he can clear large swaths of each stage just with a few timed jumps and glides.

* In ''VideoGame/{{Portal}}'', Chell is able to survive falling a hundred feet, getting thrown across a room the size of a city block, reaching terminal velocity, etc. because she has springs attached to her ankles. ** According to the commentary track, the springs were added after playtesters started asking questions. It is still not explained why she can change directions in midair. ** Also, despite (or because of) the springs, Chell can't jump higher than a human realistically could, forcing you to use portals, or a handy CompanionCube to reach higher platforms.
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* In ''VideoGame/{{Portal}}'', Chell is able to survive falling a hundred feet, getting thrown across a room the size of a city block, reaching terminal velocity, etc. because she has springs attached to her ankles. ** ankles. According to the commentary track, the springs were added after playtesters started asking questions. It is still not explained why she can change directions in midair. ** Also, despite (or because of) the springs, Chell can't jump higher than a human realistically could, forcing you to use portals, or a handy CompanionCube to reach higher platforms.midair.

** Removed in ''VideoGame/TheElderScrollsVSkyrim'', which removed Acrobatics as a skill and sets jump height based on race.
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** Removed in ''VideoGame/TheElderScrollsVSkyrim'', which ''VideoGame/TheElderScrollsVSkyrim'' removed Acrobatics as a skill and sets jump height based on race.

* Any ''Franchise/FinalFantasy'' Dragoon can Jump...and stay in midair for a long time. Pretty much defeats the point of having an armored character, though. In ''VideoGame/FinalFantasyTacticsAdvance'', though, the jump attack, like all other attacks, is instant.
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* Any ''Franchise/FinalFantasy'' Dragoon can Jump... and stay in midair for a long time. Pretty much defeats the point of having an armored character, though. In ''VideoGame/FinalFantasyTacticsAdvance'', though, the jump attack, like all other attacks, is instant.

* VideoGame/ContraForce has a famous "pause jump" bug: if the game is paused when the character is performing a jump, then, after the game is resumed, he will still fly up the distance of a jump. And then it can be done ''again''. That is, with perfect pause timing, one can literally FLY. * ''VideoGame/HaloZero'' takes this to JUMPING THROUGH THE TOP OF THE SCREEN, at times.
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* VideoGame/ContraForce ''VideoGame/ContraForce'' has a famous "pause jump" bug: if the game is paused when the character is performing a jump, then, after the game is resumed, he will still fly up the distance of a jump. And then it can be done ''again''. That is, with perfect pause timing, one can literally FLY. * ''VideoGame/HaloZero'' takes this to JUMPING THROUGH THE TOP OF THE SCREEN, at times.

* ''ShadowsOfTheEmpire'' completely averts this trope in its train level. The train sometimes turns, sharply (for a train, at least), and if you jump you're likely to land to the train's side just as you would expect. The trick comes in waiting for straight sections, or jumping lightly and from the inside.
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* ''ShadowsOfTheEmpire'' completely averts this trope has uncommonly realistic jump physics in its train level. The train sometimes turns, sharply (for a train, at least), and if you jump you're likely to land to the train's side just as you would expect. The trick comes in waiting for straight sections, or jumping lightly and from the inside.

* ''VideoGame/{{Prototype}}'': Alex Mercer can do some pretty insane things, starting with jumping thirty feet in the air and working up to airdashing back against his previous momentum. [[JustifiedTrope Justified]] as he constantly mutates new upgrades to meet demand; there's an entire upgrade category dedicate to physics-warping stunts like this. ** Don't forget running horizontally along the outside of a cloudscraper, reaching the corner of it, and magically sticking to the wall at a 90 degree angle from your previous one. Of course, this is all wizardry.
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* ''VideoGame/{{Prototype}}'': Alex Mercer can do some pretty insane things, starting with jumping thirty feet in the air and working up to airdashing back against his previous momentum. [[JustifiedTrope Justified]] as he constantly mutates new upgrades to meet demand; momentum; there's an entire upgrade category dedicate to physics-warping stunts like this. ** Don't forget running horizontally along the outside of a cloudscraper, reaching the corner of it, and magically sticking to the wall at a 90 degree angle from your previous one. Of course, this is all wizardry.this.

!!Non-video game examples: [[folder: Anime and Manga ]] * In ''Manga/TheLuciferAndBiscuitHammer'', Yuuhi puts a lot of time into using his [[MindOverMatter domain control]] to imitate jump physics, gradually giving him impressive maneuverability. Several of the other Knights follow suit to fit their fighting styles. Sami can clear low mountains by the end of the series, using her powers as Princess to boost her physical abilities to superhuman levels. Lacking any kind of intervention via powers, though, realistic physics are in play. * In the first episode of ''SonicX'', the cops set up a barricade to stop Sonic. They are sorely disappointed when he jumps 100 meters over it with little effort. Sonic repeatedly impresses people with his jumping just as much as his speed.
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!!Non-video game examples: [[folder: Anime and Manga Web Comics ]] * In ''Manga/TheLuciferAndBiscuitHammer'', Yuuhi puts the webcomic ''[[WebComic/EightBitTheater 8-Bit Theater]]'', Thief once avoided injury from a lot of time into using his [[MindOverMatter domain control]] to imitate huge fall from a crashing airship by simply double jumping at the last second. ** There's also Dragoon, who can jump physics, gradually giving him impressive maneuverability. Several of ''ridiculously'' high... as an attack (mostly only used on [[ButtMonkey Black Mage]]), but ''can't'' jump very high when it's not an attack. * In ''Webcomic/BobAndGeorge'', [[http://www.bobandgeorge.com/archives/000810c Megaman anticipiates this.]] [[http://www.bobandgeorge.com/archives/000812c Instead the other Knights follow suit to fit their fighting styles. Sami can clear low mountains by the end laws of the series, using her powers as Princess to boost her physical abilities to superhuman levels. Lacking any kind of intervention via powers, though, realistic physics are in play. * In the first episode of ''SonicX'', the cops set up a barricade to stop Sonic. They are sorely disappointed when break against him -- he jumps 100 meters over it with little effort. Sonic repeatedly impresses people with loses all his jumping just as much as his speed. forward momentum by jumping.]] [[http://www.bobandgeorge.com/archives/000813c So he cheats instead]].

[[folder: Film ]] * A core competency of the Jedi and the Sith in ''Franchise/StarWars''. Of course, since they are using TheForce, normal laws of motion need not apply. * Chinese WireFu films like ''Film/CrouchingTigerHiddenDragon,'' have people jumping absurd distances, floating through the air really slowly, and changing direction to the point of complete 360s. * Parodied in ''Film/KungFuHustle'' with the character of The Beast, whose "Toad Style" of fighting grants him superhuman jumping abilities, including being able to clear a whole room in one leap from a standing start and speeding into the sky like a rocket. * ''Film/{{Blade}}'' features vampires and the title character jumping higher, farther, and faster than humans would. * ''Film/{{Underworld}}'' has a scene of Selene jumping from the top of a building, sticking the landing in a crouch and instantly straightening up and walking away. ** While vampires are tougher than humans, no explanation is made for the pavement she lands on or ''her shoes''. Both appear to be MadeOfIron. * ''Film/TheMatrix'' movies have characters frequently roof-hopping across multilane thoroughfares, though they do at least concede the need for extra height to make the distance. * In ''Film/TheOne'', both of JetLi's main characters can jump higher than a normal human and have a much greater control over their body while in midair. The first is justified by the in-universe ConservationOfNinjutsu (the Evil!JetLi has killed most of his duplicates in TheMultiverse, and all the life force has thus been re-divided between the remaining two). The second, not so much.
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[[folder: Film Web Original ]] * A core competency of the Jedi and the Sith in ''Franchise/StarWars''. Of course, since they are using TheForce, normal laws of motion need not apply. * Chinese WireFu films like ''Film/CrouchingTigerHiddenDragon,'' have people jumping absurd distances, floating through the air really slowly, and changing Mid-air direction to the point of complete 360s. * Parodied in ''Film/KungFuHustle'' with the character of The Beast, whose "Toad Style" of fighting grants him superhuman jumping abilities, including being able to clear a whole room in one leap from a standing start changes and speeding into the sky like a rocket. * ''Film/{{Blade}}'' features vampires and the title character jumping higher, farther, and faster than humans would. * ''Film/{{Underworld}}'' has a scene of Selene jumping from the top of a building, sticking the landing in a crouch and instantly straightening up and walking away. ** While vampires surviving falls are tougher than humans, no explanation is made for the pavement she lands on or ''her shoes''. Both appear to be MadeOfIron. * ''Film/TheMatrix'' movies have characters frequently roof-hopping across multilane thoroughfares, though they do at least concede the need for extra height to make the distance. * In ''Film/TheOne'', both of JetLi's main characters can jump higher than a normal human and have a much greater control over their body while in midair. The first is justified ''Website/{{Cracked}}'''s #9 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/ Science Lesson As Taught by the in-universe ConservationOfNinjutsu (the Evil!JetLi has killed most of his duplicates in TheMultiverse, and all the life force has thus been re-divided between the remaining two). The second, not so much. Famous Video Games]].

[[folder: Literature ]] * In the original ''Literature/StarshipTroopers'' novel, the PoweredArmor of the titular [[SpaceMarine Space Marines]] uses a combination of strength-augmented legs and proximity-activated jets to allow for really long, or high, jumps. This is also a method for getting around; they bunny-hop instead of running. * In the web-novel ''Literature/{{Domina}}'', physics get weird when Akane uses her SuperSpeed. Not only can she jump higher and farther, but she can survive impacts and falls with little difficulty. No explanation has been given, though in fairness the characters are just as bewildered as the audience. * Jace Wayland from ''Literature/TheMortalInstruments'', has the ability to jump supernaturally high, thanks to the [[spoiler:angel's blood]]. [[/folder]] [[folder: Web Comics ]] * In the webcomic ''[[WebComic/EightBitTheater 8-Bit Theater]]'', Thief once avoided injury from a huge fall from a crashing airship by simply double jumping at the last second. ** There's also Dragoon, who can jump ''ridiculously'' high.....as an attack (mostly only used on [[ButtMonkey Black Mage]]), but ''can't'' jump very high when it's not an attack. *** Black Mage once meets him in midair after being launched by an explosion, and Dragoon promptly stabs him with his spear and uses him to safely land on. He then thanks Black Mage and leaves. Apparently he ''can'' start jumping like that without a specific target, but he needs one to execute his combat maneuver on in order to land without hurting himself. * In ''Webcomic/BobAndGeorge'', [[http://www.bobandgeorge.com/archives/000810c Megaman anticipiates this.]] [[http://www.bobandgeorge.com/archives/000812c Instead the laws of physics break against him -- he loses all his forward momentum by jumping.]] [[http://www.bobandgeorge.com/archives/000813c So he cheats instead]]. [[/folder]] [[folder: Web Original ]] * Mid-air direction changes and surviving falls are ''Website/{{Cracked}}'''s #9 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/ Science Lesson As Taught by Famous Video Games]]. [[/folder]] [[folder: Western Animation ]] * ''SamuraiJack,'' in the episode where he is taught how to "jump good," after the style of the above-mentioned martial arts films. * ''WesternAnimation/AvatarTheLastAirbender'' makes heavy use of this trope in most of the fight scenes. Aang is an [[BlowYouAway Airbender]], so it would make sense for him to be able to jump abnormally, but other non-airbending characters can jump higher and farther than normal people. [[/folder]]
20th Sep '15 10:38:53 AM nombretomado
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* In the ''VideoGame/HunterTheReckoning'' game for the GameCube, jumping committed a character to flying in a given direction until she landed. Like many other games you were also allowed to freely change your facing in mid-air, probably to allow you to jump, flip around, and fire your guns at pursuing zombies. In any multiplayer game however, players will quickly realize that they can [[GoodBadBugs spin wildly in the air like a top while jumping]], without losing any momentum or slowing themselves down. Doing this doesn't offer any benefits but [[RuleOfFunny looks hilarious]] and so frequently becomes many players' default method of moving through already cleared areas.
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* In the ''VideoGame/HunterTheReckoning'' game for the GameCube, UsefulNotes/NintendoGameCube, jumping committed a character to flying in a given direction until she landed. Like many other games you were also allowed to freely change your facing in mid-air, probably to allow you to jump, flip around, and fire your guns at pursuing zombies. In any multiplayer game however, players will quickly realize that they can [[GoodBadBugs spin wildly in the air like a top while jumping]], without losing any momentum or slowing themselves down. Doing this doesn't offer any benefits but [[RuleOfFunny looks hilarious]] and so frequently becomes many players' default method of moving through already cleared areas.
16th Sep '15 5:40:24 PM Saber15
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* The original ''Videogame/{{Tribes}}'' had fairly normal jumping physics, which was assisted with every armor mounting a JumpJetPack. However, a GoodBadBug allowed players to spam the jump button while going downhill, effectively cancelling the surface friction, allowing them to build up enormous speed as they "ski" downhill. This turned the otherwise moderately paced tactical-lite shooter [[GameplayDerailment into the fastest shooter on the planet]], with players moving around faster than aircraft as they ski from hill to hill. Skiing was then [[AscendedGlitch built into every subsequent game]], described in the manuals and tutorials and being absolutely vital to succeeding in multiplayer.
16th Jul '15 11:07:21 AM MechWarrior
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But the PlatformGame [[NecessaryWeasel wouldn't exist]] [[WillingSuspensionofDisbelief if we didn't relax this a bit]], so the physics of jumping in video games is a bit different from that of the real world. Namely:
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But the PlatformGame [[NecessaryWeasel wouldn't exist]] [[WillingSuspensionofDisbelief [[WillingSuspensionOfDisbelief if we didn't relax this a bit]], so the physics of jumping in video games is a bit different from that of the real world. Namely:
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