History Main / JumpPhysics

22nd Apr '18 4:38:09 PM Hjortron18
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-->-- '''Lore Sjöberg''', '''''The Book of Ratings'''''

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-->-- '''Lore Sjöberg''', '''Creator/LoreSjoberg''', '''''The Book of Ratings'''''
22nd Apr '18 10:34:49 AM nombretomado
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* The ''VideoGame/KingOfFighters'' series is known for its 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.

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* The ''VideoGame/KingOfFighters'' series ''VideoGame/TheKingOfFighters'' is known for its 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.
7th Apr '18 8:13:40 PM nombretomado
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** Force Jump in the original Jedi Knight is also {{egregious}}: it's possible to a) kill yourself by jumping into a low ceiling with full force jump power, and b) kill yourself by using force jump to jump as high as possible, then take {{falling damage}} by landing back on ''the exact same spot you jumped from''.

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** Force Jump in the original Jedi Knight is also {{egregious}}: JustForFun/{{egregious}}: it's possible to a) kill yourself by jumping into a low ceiling with full force jump power, and b) kill yourself by using force jump to jump as high as possible, then take {{falling damage}} by landing back on ''the exact same spot you jumped from''.
6th Apr '18 4:29:51 AM YeOldeLuke
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* Air control is played straight in ''VideoGame/Gamer2'', especially in the level where you're falling through an endless sky, where it becomes your only way of avoiding obstacles.
3rd Mar '18 8:40:34 PM Generic_Guy
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* While the marine you play in ''VideoGame/{{Doom}}'' cannot jump, he can fall from the Empire State Building and not suffer even a sprained ankle. Some source ports of the game (like ZDoom and its derivatives) have implemented jumping and fall damage, although many user-made maps turn them back off in return.

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* While the marine you play in ''VideoGame/{{Doom}}'' cannot jump, he can fall from the Empire State Building and not suffer even a sprained ankle. Some source ports of the game (like ZDoom [=ZDoom=] and its derivatives) have implemented jumping and fall damage, although many user-made maps turn them back off in return.
3rd Mar '18 8:39:37 PM Generic_Guy
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* While the marine you play in ''VideoGame/{{Doom}}'' cannot jump, he can fall from the Empire State Building and not suffer even a sprained ankle. Some source ports of the game, however, allow jumping to be enabled, as well as falling damage.

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* While the marine you play in ''VideoGame/{{Doom}}'' cannot jump, he can fall from the Empire State Building and not suffer even a sprained ankle. Some source ports of the game, however, allow game (like ZDoom and its derivatives) have implemented jumping to be enabled, as well as falling damage.and fall damage, although many user-made maps turn them back off in return.



** Some mods, such as ''VideoGame/{{BrutalDoom}}'', add the ability to jump, but for only short heights. This can be used to one's advantage to reach certain points and shave off a bit of time.
29th Jan '18 11:00:40 AM Adven1966
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* ''VideoGame/ClarencesBigChance'': Lampshaded.
3rd Jan '18 5:20:42 AM Cryoclaste
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Note that any or all of these points can be changed; these represent the baseline level for the ''SuperMarioBros''-descended platformer.

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Note that any or all of these points can be changed; these represent the baseline level for the ''SuperMarioBros''-descended ''Franchise/SuperMarioBros''-descended platformer.



* In ''VideoGame/TheDishwasher'', the regular jumps are pretty difficult to control mid-air, much like {{Mario}}'s. However you tend to glaze over this when you get the Shift Blade (or bloodmist) and start telespamming. You forget that (A) does anything beside skip through cutscenes.

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* In ''VideoGame/TheDishwasher'', the regular jumps are pretty difficult to control mid-air, much like {{Mario}}'s.Mario's. However you tend to glaze over this when you get the Shift Blade (or bloodmist) and start telespamming. You forget that (A) does anything beside skip through cutscenes.



* A lot of early 3D games with more primitive jump physics don't actually ''have'' jump physics beyond "what goes up must come down." This is especially noticeable in cases like ''RiseOfTheTriad'' and ''VideoGame/SuperMarioKart'', where the character could move/steer just as easily in the air as they could on the ground.

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* A lot of early 3D games with more primitive jump physics don't actually ''have'' jump physics beyond "what goes up must come down." This is especially noticeable in cases like ''RiseOfTheTriad'' ''VideoGame/RiseOfTheTriad'' and ''VideoGame/SuperMarioKart'', where the character could move/steer just as easily in the air as they could on the ground.
3rd Jan '18 2:19:26 AM Cryoclaste
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* ''JakAndDaxter'''s Jak must have some amazing upper body strength. If timed correctly, it's possible to jump, go into a dive [[GroundPound to punch the ground]] and jump again right when Jak's fists connect, essentially pushing himself up by the arms--up to ''three times'' his body height. Falls from great height cause damage, but it's possible to avert this by doing a SpinAttack right before hitting the ground, slowing him down.

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* ''JakAndDaxter'''s ''Franchise/JakAndDaxter'''s Jak must have some amazing upper body strength. If timed correctly, it's possible to jump, go into a dive [[GroundPound to punch the ground]] and jump again right when Jak's fists connect, essentially pushing himself up by the arms--up to ''three times'' his body height. Falls from great height cause damage, but it's possible to avert this by doing a SpinAttack right before hitting the ground, slowing him down.
24th Dec '17 1:08:06 PM nombretomado
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* In ''EverQuestII'', 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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* In ''EverQuestII'', ''VideoGame/EverQuestII'', both speed and direction can be changed at will mid-jump (which leads to arc-jumping around obstacles, among other results).



* ''FusionFall'' contains jumping platforms in dungeon-like areas called Infected Zones, the platforms in [[WesternAnimation/{{Ben10}} Vilgax's ship]] contains platforms created by [[WesternAnimation/{{Ben10}} Gwen Tennyson]], whom had pink platforms that looks very different compared to Infected Zones platforms.
* ''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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* ''FusionFall'' ''VideoGame/FusionFall'' contains jumping platforms in dungeon-like areas called Infected Zones, the platforms in [[WesternAnimation/{{Ben10}} Vilgax's ship]] contains platforms created by [[WesternAnimation/{{Ben10}} Gwen Tennyson]], whom had pink platforms that looks very different compared to Infected Zones platforms.
* ''Guild Wars 2'' ''VideoGame/GuildWars2'' 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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