History Main / RocketJump

7th Sep '16 7:38:52 PM Octorok103
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* In ''VideoGame/{{Warframe}}'', the Grineer-created Tonkor grenade launcher is designed for this. Unlike the Penta, its Corpus equivalent, the Tonkor does minimal splash damage to the user, allowing a creative Tenno to reach new heights.

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* In ''VideoGame/{{Warframe}}'', the Grineer-created Tonkor grenade launcher is designed for this. Unlike The gimmick kind of falls short, given how generous the Penta, game's movement system is normally; it's usually faster and easier to just use parkour instead of a grenade jump. However, the gimmick does end up giving it an edge over its Corpus equivalent, cousin, the Tonkor does minimal splash Penta: a well-modded weapon deals enough damage to down a Tenno in a heartbeat, so the user, Tonkor's self-damage was reduced to almost nothing, allowing a creative Tenno the user to reach new heights.
survive a grenade jump and making the weapon infinitely safer to wield than its counterparts.
9th Aug '16 12:23:43 PM UmbrellasWereAwesome
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*** Games from ''2'' onward have a collection of hidden skulls that affect the games' mechanics. For example you can find a skull that allowed Master Chief to turn invisible for a short duration instead of having a wimpy flashlight. Another skull makes all headshots pop people like plasma grenades. In ''Halo 2'' itself, one essential skull that allows you to even get the rest of these skulls is the one appropriately called Sputnik. This skull makes all knockback caused by explosions and melee attacks about 5 times as powerful. [[http://www.youtube.com/watch?v=PJC4_VJzkJo This also allows players to get]] the bigger-than-big {{BFG}} of the game to play around with. This of course is only available on the game's hardest difficulty. The effects don't save when the game is turned off, meaning that players who want to be blown high have to grab Sputnik again each time they turn on their Xbox.

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*** Games from ''2'' onward have a collection of hidden skulls that affect the games' mechanics. For example you can find a skull that allowed Master Chief to turn invisible for a short duration instead of having a wimpy flashlight. Another skull makes all headshots pop people like plasma grenades. In ''Halo 2'' itself, one essential skull that allows you to even get the rest of these skulls is the one appropriately called Sputnik. This skull makes all knockback caused by explosions and melee attacks about 5 times as powerful. [[http://www.youtube.com/watch?v=PJC4_VJzkJo This also allows players to get]] the bigger-than-big {{BFG}} of the game to play around with. This of course is only available on the game's hardest difficulty. The effects don't save when the game is turned off, meaning that players who want to be blown high have to grab find Sputnik again each time they turn on their Xbox.
9th Aug '16 12:23:35 PM UmbrellasWereAwesome
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*** Games from ''2'' onward have a collection of hidden skulls that affect the games' mechanics. For example you can find a skull that allowed Master Chief to turn invisible for a short duration instead of having a wimpy flashlight. Another skull makes all headshots pop people like plasma grenades. In ''Halo 2'' itself, one essential skull that allows you to even get the rest of these skulls is the one appropriately called Sputnik. This skull makes all knockback caused by explosions and melee attacks about 5 times as powerful. [[http://www.youtube.com/watch?v=PJC4_VJzkJo This also allows players to get]] the bigger-than-big {{BFG}} of the game to play around with. This of course is only available on the game's hardest difficulty.

to:

*** Games from ''2'' onward have a collection of hidden skulls that affect the games' mechanics. For example you can find a skull that allowed Master Chief to turn invisible for a short duration instead of having a wimpy flashlight. Another skull makes all headshots pop people like plasma grenades. In ''Halo 2'' itself, one essential skull that allows you to even get the rest of these skulls is the one appropriately called Sputnik. This skull makes all knockback caused by explosions and melee attacks about 5 times as powerful. [[http://www.youtube.com/watch?v=PJC4_VJzkJo This also allows players to get]] the bigger-than-big {{BFG}} of the game to play around with. This of course is only available on the game's hardest difficulty. The effects don't save when the game is turned off, meaning that players who want to be blown high have to grab Sputnik again each time they turn on their Xbox.
9th Aug '16 12:19:15 PM UmbrellasWereAwesome
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** '''VideoGame/{{Halo 2}}'':

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** '''VideoGame/{{Halo ''VideoGame/{{Halo 2}}'':
9th Aug '16 12:19:03 PM UmbrellasWereAwesome
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* It's possible to do this with grenades in ''Franchise/{{Halo}}'', but due to their effect, this is usually [[http://www.youtube.com/watch?v=nGQIQljaAc0 done for fun]], not for gameplay purposes. Especially entertaining is the ability to create chain reactions with grenades on the ground combined with the invincibility of vehicles.
** ''VideoGame/{{Halo 2}}'' had a collection of hidden skulls that could affect the games mechanics. For example you could find a skull that allowed Master Chief to turn invisible for a short duration instead of having a wimpy flashlight. Another skull made all headshots pop people like plasma grenades. One essential skull to get that allows you to even get the rest of these skulls was the one appropriately called Sputnik. This skull made all knockback caused by explosions and melee attacks about 5 times as powerful. This also lead to players getting the bigger-than-big {{BFG}} of the game to play around with. This of course was only available on the game's hardest difficulty. The effects also didn't save meaning players had to either leave their Xboxes on indefinitely or have multiple campaigns going on at once all with auto saves just moments before grabbing the skulls.
** [[http://www.youtube.com/watch?v=PJC4_VJzkJo There's a map situated on an island with a makeshift base in the centre consisting of an extremely tall Forerunner relic]]. Human prop-up-covers are placed on the map strategically. By pushing one (through melees) to the base of the relic, standing on the folded-down handle on the defenders' side of the cover (located on the ground to give the shield stability), and ''firing a handheld rocket launcher rocket directly into the shield'', the explosive force that tilts the shield forward - and therefore the handle up to lift you off the ground - is enough to launch you high enough to get ''on top of'' the relic. Even more amusing is because of how high you really are, ''the horizon doesn't exist anymore'' - there is the end of the ocean polygons and the end of the skybox texture, separated by a thick black line. However, because of the massive blast damage the game gives you for rocket explosion proximity, one has to start the match so that player shield (health) capacity is increased three-fold (Overshield).
** In the ''Halo 2'' campaign, one grenade jump will allow the player to [[SequenceBreaking skip the entire first half of one of the levels]] as well as reach nearly all of the otherwise unreachable areas.
** Also in ''Halo 2,'' several of the multiplayer levels allowed you to grenade jump up to an area that you normally couldn't get to. If you brought a fully loaded sniper rifle (and were playing against people who didn't know you could get up there or how to get you down), you could get quite a few kills before killing yourself or jumping down in order to reload.
** ''Videogame/{{Halo 3}}'' sometimes requires it to collect hidden bonus items, however. It should also be noted that this should only be done with frag grenades in these games. Plasma grenades, spike grenades, and rockets will kill you instantly if you try to pull this.

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* ''Franchise/{{Halo}}'':
**
It's possible to do this with grenades in ''Franchise/{{Halo}}'', grenades, but due to their effect, power, this is usually [[http://www.youtube.com/watch?v=nGQIQljaAc0 done for fun]], not for gameplay purposes. Especially entertaining is the The ability to create chain reactions with grenades on the ground was especially entertaining when combined with the invincibility of vehicles.
vehicles in ''VideoGame/HaloCombatEvolved''.
** ''VideoGame/{{Halo 2}}'' had '''VideoGame/{{Halo 2}}'':
*** Games from ''2'' onward have
a collection of hidden skulls that could affect the games games' mechanics. For example you could can find a skull that allowed Master Chief to turn invisible for a short duration instead of having a wimpy flashlight. Another skull made makes all headshots pop people like plasma grenades. One In ''Halo 2'' itself, one essential skull to get that allows you to even get the rest of these skulls was is the one appropriately called Sputnik. This skull made makes all knockback caused by explosions and melee attacks about 5 times as powerful. This also lead to players getting the bigger-than-big {{BFG}} of the game to play around with. This of course was only available on the game's hardest difficulty. The effects also didn't save meaning players had to either leave their Xboxes on indefinitely or have multiple campaigns going on at once all with auto saves just moments before grabbing the skulls.
**
[[http://www.youtube.com/watch?v=PJC4_VJzkJo There's com/watch?v=PJC4_VJzkJo This also allows players to get]] the bigger-than-big {{BFG}} of the game to play around with. This of course is only available on the game's hardest difficulty.
*** Several of the multiplayer levels allowed you to grenade jump up to an area that you normally couldn't get to. If you brought a fully loaded sniper rifle (and were playing against people who didn't know you could get up there or how to get you down), you could get quite a few kills before killing yourself or jumping down in order to reload.
*** "Relic" is
a map situated on an island with a makeshift base in the centre consisting of an extremely tall Forerunner relic]].relic. Human prop-up-covers are placed on the map strategically. By pushing one (through melees) to the base of the relic, standing on the folded-down handle on the defenders' side of the cover (located on the ground to give the shield stability), and ''firing a handheld rocket launcher rocket directly into the shield'', the explosive force that tilts the shield forward - and therefore the handle up to lift you off the ground - is enough to launch you high enough to get ''on top of'' the relic. Even more amusing is because of how high you really are, ''the horizon doesn't exist anymore'' - there is the end of the ocean polygons and the end of the skybox texture, separated by a thick black line. However, because of the massive blast damage the game gives you for rocket explosion proximity, one has to start the match so that player shield (health) capacity is increased three-fold (Overshield).
** *** In the ''Halo 2'' campaign, one grenade jump will allow the player to [[SequenceBreaking skip the entire first half half]] of one of the levels]] "Outskirts" as well as reach nearly all of the otherwise unreachable areas.
** Also in ''Halo 2,'' several of the multiplayer levels allowed you to grenade jump up to an area that you normally couldn't get to. If you brought a fully loaded sniper rifle (and were playing against people who didn't know you could get up there or how to get you down), you could get quite a few kills before killing yourself or jumping down in order to reload.
** ''Videogame/{{Halo 3}}'' sometimes requires it to collect hidden bonus items, however.items. It should also be noted that this should only be done with frag grenades in these games. Plasma grenades, spike grenades, and rockets will kill you instantly if you try to pull this.
24th Jul '16 5:55:25 PM TheMasterPanda
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** {{Conversed}} by Pharah, who has a rocket launcher but also has a {{jetpack}}, rendering this trope unnecessary for her. One of her voice lines is "Rocket Jumping? Sounds dangerous."

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** {{Conversed}} by Pharah, who has a rocket launcher but also has a {{jetpack}}, rendering this trope unnecessary for her. One of her voice lines is "Rocket Jumping? Sounds dangerous.""[[note]]It is still entirely possible to rocket jump, albeit to very low heights, as Pharah, and can occasionally be seen when one is in trouble with their jetpack on cooldown. Usually it doesn't work and just results in death.[[/note]]
19th Jul '16 12:27:30 AM Dravencour
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* In the Special Edition of ''Franchise/DevilMayCry 4'', [[BadassNormal Lady's]] double jump is just her shooting her rocket launcher at the floor while in the air.

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* In the Special Edition of ''Franchise/DevilMayCry 4'', [[BadassNormal Lady's]] double jump is just her shooting her rocket launcher at Kalina Ann into the floor or ground while she's in the air.
12th Jul '16 12:49:09 PM Morgenthaler
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* In ''Level30Psychiatry'' [[VideoGame/TeamFortress2 The Soldier]] [[http://lvl30psy.thecomicseries.com/comics/pl/185079 attempts this but]] RealityEnsues.

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* In ''Level30Psychiatry'' ''Webcomic/Level30Psychiatry'' [[VideoGame/TeamFortress2 The Soldier]] [[http://lvl30psy.thecomicseries.com/comics/pl/185079 attempts this but]] RealityEnsues.
28th Jun '16 4:59:39 PM Someoneman
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* ''Videogame/{{Overwatch}}'' has Junkrat's Concussion Mine, which can be used to give him to propel him upwards. Unlike other examples, he doesn't take damage from this.

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* ''Videogame/{{Overwatch}}'' has ''Videogame/{{Overwatch}}''
**
Junkrat's Concussion Mine, which can be used to give him to propel him upwards. Unlike other examples, he doesn't take damage from this.this.
** {{Conversed}} by Pharah, who has a rocket launcher but also has a {{jetpack}}, rendering this trope unnecessary for her. One of her voice lines is "Rocket Jumping? Sounds dangerous."
14th Jun '16 1:26:01 PM Stealth
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Added DiffLines:

* In ''WebComic/GoneWithTheBlastwave'', a couple of the notoriously TooDumbToLive Greens [[http://www.blastwave-comic.com/images/green4.jpg attempted this]]. Emphasis on 'attempt.'
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