History Main / JumpPhysics

5th Mar '17 4:39:23 PM nombretomado
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* ''{{Crackdown}}'''s cybernetic main character can vault several city blocks when his Agility skill rises high enough.
* ''ShadowsOfTheEmpire'' 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.

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* ''{{Crackdown}}'''s ''VideoGame/{{Crackdown}}'''s cybernetic main character can vault several city blocks when his Agility skill rises high enough.
* ''ShadowsOfTheEmpire'' ''VideoGame/ShadowsOfTheEmpire'' 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.
26th Dec '16 5:30:28 PM nombretomado
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* ''{{Action 52}}'' has all of it's platformers share similar or identical jump physics, all of them being stiff, sloppy mechanics that will only let you move in mid-jump while you're descending. The jumps have no momentum or weight, whether you're rising or falling.

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* ''{{Action 52}}'' ''VideoGame/Action52'' has all of it's its platformers share similar or identical jump physics, all of them being stiff, sloppy mechanics that will only let you move in mid-jump while you're descending. The jumps have no momentum or weight, whether you're rising or falling.
19th Dec '16 7:04:21 AM MegaMarioMan
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* The mentioned ''SuperMarioBros'' is the UrExample. Mario's ability to jump is famous worldwide in Mario-based [=RPGs=].

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* The mentioned ''SuperMarioBros'' ''Franchise/SuperMarioBros'' is the UrExample. Mario's ability to jump is famous worldwide in Mario-based [=RPGs=].



** ''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'' ''VideoGame/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).



* ''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.
* ''VideoGame/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.

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* ** ''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.
* ''VideoGame/SuperMarioLand2'' ** ''VideoGame/SuperMarioLand2SixGoldenCoins'' 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 ''Super Mario Bros'' 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.
30th Sep '16 10:25:22 AM Unityd3v
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Added DiffLines:

* The ''VideoGame/KingOfFighters'' series is known for it's many different jumps, which include short hops, normal jumps, hyper hops, and super jumps. The difference between a jump and a hop is based on how long any upwards direction is pressed, meanwhile, hitting down before performing a jump or hop turns it into a super jump or hyper hop.
26th Sep '16 11:10:12 AM Toxicworld
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** Alucard loses jump control after a double jump, becoming committed to that arc for an extra bit of height.

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** Alucard loses jump control after a double high jump, becoming committed to that arc for an extra bit of height.
24th Sep '16 5:33:29 PM DastardlyDemolition
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* The ''VideoGame/Painkiller'' series allow for bunny-hopping to quickly run around the large levels (even being told as a tip in ''Painkiller: Hell & Damnation''). Seeing how the series is a send-up of older first person shooters, you would have a harder time playing without doing so.

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* The ''VideoGame/Painkiller'' ''VideoGame/{{Painkiller}}'' series allow for bunny-hopping to quickly run around the large levels (even being told as a tip in ''Painkiller: Hell & Damnation''). Seeing how the series is a send-up of older first person shooters, you would have a harder time playing without doing so.
24th Sep '16 5:33:04 PM DastardlyDemolition
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Added DiffLines:

* The ''VideoGame/Painkiller'' series allow for bunny-hopping to quickly run around the large levels (even being told as a tip in ''Painkiller: Hell & Damnation''). Seeing how the series is a send-up of older first person shooters, you would have a harder time playing without doing so.
26th Aug '16 10:30:35 AM Pepperyena
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* The player in ''VideoGame/TriOfFriendshipAndMadness'' can survive a fall from a seemingly endless pit, and then some. It's also possible to do some midair acrobatics due to all the [[{{GravityScrew}} gravity screwing]] going on.
7th Aug '16 10:38:40 AM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}''; it's sort of justified by you usually being a superhuman, but you still have a pretty floaty jump even in "normal" gravity. Also, in most games you die rather easily from fall damage, but ''VideoGame/{{Halo 2}}'', ''[[VideoGame/{{Halo 3}} 3]]'', and ''[[VideoGame/Halo5Guardians 5]]'', fall damage is removed; this was kind of handwaved your suit being built to withstand the falls, but ''2'' also has you playing as an alien in outdated armor.

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* ''Franchise/{{Halo}}''; it's sort of justified by you usually being a superhuman, but you still have a pretty floaty jump even in "normal" gravity. Also, in most games you die rather easily from fall damage, but in ''VideoGame/{{Halo 2}}'', ''[[VideoGame/{{Halo 3}} 3]]'', and ''[[VideoGame/Halo5Guardians 5]]'', fall damage is removed; this was is kind of handwaved by your suit being built to withstand the falls, but ''2'' also has you playing as an alien in outdated armor.
7th Aug '16 10:38:06 AM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}''; it's sort of justified by you usually being a superhuman, but you still have a pretty floaty jump even in "normal" gravity. Also, in most games you die rather easily from fall damage, but ''VideoGame/{{Halo 2}}'', ''[[VideoGame/{{Halo 3}} 3'', and ''[[VideoGame/Halo5Guardians 5]]'', fall damage is removed; this was kind of handwaved your suit being built to withstand the falls, but ''2'' also has you playing as an alien in outdated armor.

to:

* ''Franchise/{{Halo}}''; it's sort of justified by you usually being a superhuman, but you still have a pretty floaty jump even in "normal" gravity. Also, in most games you die rather easily from fall damage, but ''VideoGame/{{Halo 2}}'', ''[[VideoGame/{{Halo 3}} 3'', 3]]'', and ''[[VideoGame/Halo5Guardians 5]]'', fall damage is removed; this was kind of handwaved your suit being built to withstand the falls, but ''2'' also has you playing as an alien in outdated armor.
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