[[quoteright:290:[[VideoGame/SuperMario64 http://static.tvtropes.org/pmwiki/pub/images/Jumping_Instructions_6380.jpg]]]]
[[caption-width-right:290:[[Franchise/SuperMarioBros Mario]] shows us how it's done.]]

->''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.''
-->-- '''Lore Sj÷berg''', '''''The Book of Ratings'''''

Most human beings can't jump high or far enough for it to be a particularly useful skill in navigating platforms above abysses.

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:

* In real life, most humans or animals cannot jump very high. However, in a video game, it's expected that you'll be able to jump to a height at least equal to your own, if not higher.
* The player character's maximum falling speed is more or less the same as their initial jumping speed, and they will land in the same state whether they fall five inches or five hundred feet. Some games may have a notion of "too far to fall", after which the [[FallingDamage fall becomes damaging]], though there are usually ways of cheating the laws of physics and [[GroundPound stopping your fall without hurting yourself]].
* It is possible for a jumping character to change direction in mid-air (air control), in pretty much all 2D platformers and {{FPS}}es (but not so much in third person -- perhaps because being able to see yourself do this makes it clear how silly it is.) Some first person shooters even let players customize how much air control they have. In real life, most terrestrial species simply can't exert enough force in midair to effect even the slightest change to their momentum, making [[InertiaIsACruelMistress inertia a cruel mistress]] [[TruthInTelevision indeed]]. If the real-life behavior is enforced in a video game[[note]]the early ''Franchise/{{Castlevania}}'' titles are a good example of this[[/note]], characters may start feeling as if they're on an InvisibleGrid.
* Combining air control with accelerational falling physics makes it generally not as fast to simply run off the edge of a platform and fall straight down than to jump just short of the platform's end and fall past it. This trick has been exploited in many {{Speed Run}}s of ''VideoGame/MegaMan'' games.
* Some characters can perform a DoubleJump in midair to extend their jump's height or length, or otherwise alter its trajectory. This form of air control is increasingly attributed to magic powers, jump jets, wings, or [[DoingInTheWizard other obvious means]].
* In traditional 2D platformers, the player's arms are useless when jumping: if his feet do not reach the platform, he can not grab onto it and pull himself up. Doing so is called mantling, which has become an extremely common ability in 3D games (mostly to compensate for more complex jumping controls).
* In games that contain the GoombaStomp, you can most often use stomped enemies as a GoombaSpringboard.
* Another common ability is the WallJump, where a character kicks diagonally against a near wall to get a further upward boost. Commonly used to ascend narrow shafts by bouncing off both sides. Though possible in real life, you're unlikely to get higher than you were before without specially designed shoes and a high-friction wall surface, and you can forget about pulling off more than one in a row without the ability to turn in midair.
* An improvised ability is the RocketJump, which is BizarreAndImprobableBallistics writ in font 32 on the computer screen. MadeOfIron comes into play as well.
* Similarly, some characters can Crouch or even become Prone whilst in midair, especially common in {{FPS}}es. Which is a point used by players to access areas normally too high for a normal jump. Used perhaps when the RocketJump is not necessary or does not work in the present game mechanics. But can alternatively be coupled together to reach extremely high areas. This might be a way to represent the character's ability to vault over obstacles or grab ledges, which is usually very difficult to implement in a FPS.
* The player should be able to jump different heights, but they should also jump as soon as the jump button is pressed (otherwise avoiding enemies becomes frustrating). Since pressure sensitive buttons were not around for the early platformers, one way of dealing with this is to have the player jump off the ground at a relatively low speed, but for the first fraction of a second continue accelerating upwards (while in the air) if the jump button is pressed. This gives the effect that a quickly tapped button gives a small jump while a held button gives a large jump. Another is to cause the player to continue rising up to their maximum jump height as long as the jump button is pressed, but to begin falling as soon as it is released.
* Flutter jumps may be used to prolong jumps by floating a short distance vertically and horizontally. This move is most notably used by Yoshi in ''YoshisIsland'', where it has become a key move to the game, and many levels require its use.
* If on a moving platform, if you jump directly upward, the platform will move on without you and you'll fall. In reality, your inertia would keep you moving with the platform (though air resistance may slow you down a bit) and you'd land on it.
* If the character is lucky enough to possess a DoubleJump, RocketBoots, air dash or any other special abilities for maneuvering in midair, they are almost guaranteed to be strictly limited during a single jump but recharge instantly when you touch the ground--even if you're jumping down a pit several stories deep.

(If any of that makes you feel inadequate, take solace in the one thing a fit human ''can'' jump over that no videogame character has ever managed -- the InsurmountableWaistHighFence.)

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

[[RampJump Cars]] and [[HorseJump horses]] have their own equivalents. See also VentPhysics, ArtMajorPhysics. {{Cinematic Platform Game}}s are a notable exception, since their main focus is realism.
----
!!Examples:

[[foldercontrol]]

[[folder: Action Adventure ]]

* 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.
* One of the biggest reasons for the original ''VideoGame/{{Castlevania|I}}'''s legendary NintendoHard difficulty is that Belmont does ''not'' have fine jump control. Rather, his jumps are "committed", like those in real life -- once he jumps, he can change his mind, but not his direction, and he always jumps the same height. This remained true through the NES games and was softened only slightly for the SNES and Turbo Duo games. However, all the 2D games since ''VideoGame/CastlevaniaSymphonyOfTheNight'' have allowed the player full jump control and/or DoubleJump capabilities like any other PlatformGame. In addition, the recent games also come with a power-up that enables the player character to jump very high, straight up into the air--and they can do this consecutively without ever touching solid ground. This grants one the amusing ability to crash into the ceiling, complete with (in some games) an appropriate collision sound and bits of falling rubble.
** Jump control was limited after ''VideoGame/CastlevaniaCircleOfTheMoon''. You can change direction, but this reduces your speed. You can't change direction at all when you're swinging your weapon (though this was to bring back the "turn around and WhipItGood" maneuver from the original, which you couldn't do in ''Symphony'' because you would turn back and bump straight into the GoddamnBats you were trying to kill).
** The "ceiling smash" move turns out to be required for HundredPercentCompletion in both ''[[VideoGame/CastlevaniaChroniclesOfSorrow Sorrow]]'' games and ''VideoGame/CastlevaniaPortraitOfRuin''. In ''VideoGame/CastlevaniaOrderOfEcclesia,'' Shanoa gains the ability to grow wings and fly. Breakable ceilings frequently conceal high-quality loot, as well.
* {{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/GetsuFumaDen'' lets you jump in mid-air after falling off a ledge. This proves useful for collecting powerups hovering over pits.
[[/folder]]

[[folder: Action Game ]]

* {{Lampshaded}} in the first level of ''VideoGame/UltimateSpiderMan''. When explaining his ability to double jump Spidey admits that it is physically impossible but "so is most of the stuff I do".
* The player character in ''VideoGame/LowGMan'' got progressively floatier jumps the more powerups you collected.
* In ''VideoGame/BloodlineChampions'', the Vanguard and Ranid Assasin have an ability to jump rather high and far (the Ranid ''twice in a row''). The former damages enemies around the landing point and incapacitates them for a few seconds (but the Vanguard is perfectly fine...) while the Ranid just strikes an enemy nearby the landing point with his weapons.
* Jaleco's ''CityConnection'' features a car that can jump between platforms.

[[/folder]]

[[folder: Beat Em Up ]]

* In ''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.

[[/folder]]

[[folder:Casual Game]]
* In ''[[VideoGame/WithFriends Stampede Run]]'', you can move around while jumping just as while running. Dropping early on jumps is sometimes necessary to avoid or break obstacles, and moving while in mid-air can get you to raised areas to get stars and bonuses.

[[/folder]]

[[folder: Driving Game ]]

* ''SanFranciscoRush'' has some of the most absurdly floaty jump physics of any racing game. Combine that with the hilly roads of the titular city, and HilarityEnsues.
* In ''LetsGoFindElDorado'', the wagon will not only leap great distances from mountains, but can rotate to change its direction in midair, altering how far it flies and how it lands. Wow!

[[/folder]]

[[folder: Fighting Game ]]

* Though most fighting games make superhuman leaps a normal feat, ''VideoGame/SuperSmashBros'' really pushes this trope. Instead of normal health, the meter that's worn down by damage is your character's ''ability to use air control''! The goal of the game is to knock your opponent into the BottomlessPit below every arena or off the side or [[ATwinkleInTheSky up in the air]], which is difficult prior to giving them a good thrashing because most healthy characters can:
** Triple, quadruple or even quintuple jump. Plus whatever flight/teleportation abilities they've got.
** Air control to the point where they can describe a full circle in the air.
*** Specifically damage done causes characters to fly farther and faster when hit before they regain aerial control. So you're trying to damage them enough so that a good hard hit will make them fly so far that they can't make it back to safe ground or just get [=KOed=] instantly.
* ''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.
* The ''VideoGame/DissidiaFinalFantasy'' games have jump physics, though they resemble nothing like regular physics. The number of jumps you can do in a row ranges from two to sixteen, you have free control of your momentum when evading, falling, or dashing. Your dashing can be done without any shown source for such movement, and in directions directly clashing with gravity. Also you and your opponent can ''pause in the air to swordfight''. And this is without getting into how wall running works in this game. So, in short, [[ThisIsYourPremiseOnDrugs this is your jump physics on drugs]].

[[/folder]]

[[folder: First Person Shooter ]]

* 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.
** It kinda sorta makes sense in the first episode of the original ''Doom'', where you're on Phobos. The gravity on Phobos is so weak that you probably can run as fast as a horse while carrying a dozen of guns without breaking a sweat, and fall from great height without risking injury. On the other hand, if you try to jump, you may achieve escape velocity and collide with the forcefield holding the atmosphere in place. (There has to be a forcefield. It doesn't make sense otherwise. Oh well, it doesn't make sense anyway.)
*** 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.
* In the ''VideoGame/HalfLife'' series, the player is often required to jump, then hold the duck button to hold their legs up, allowing the player to reach slightly-higher ledges or clear slightly-longer chasms. This proved so useful that every Valve game since has made use of it, confusing players who are not familiar with the mechanic and [[DamnYouMuscleMemory confounding players who go on to play other games]].
** 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.
** Inertia was kind of fixed in ''VideoGame/HalfLife2'', at least when moving on trains. However there's a section where you jump on a speeding train, and inertia no longer applies.
* ''StarWars: Dark Forces II: [[VideoGame/DarkForcesSaga Jedi Knight]]'' does the hold-for-longer-jump thing, but you don't actually jump until you let go of the button. The game for ''Film/SpiderMan 2'' does pretty much the same thing.
** 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.
* Most of the ''MedalOfHonor'' and ''CallOfDuty'' series of games the player can jump half the height of the door, and turn in midair, as well as crouch. The fact that none of that affects one's mobility is a point exploited by players to make being shot at that much more difficult. Later games made jumping begin to slow down players for a short time (Repeatedly jumping making the character almost at crawl speed in later ModernWarfare games).
* In ''VideoGame/{{Crysis}}'', the strength mode on your suit allows you to jump much higher than usual, allowing you to scale cliffs and jump on top of buildings.
* 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.
* ''Franchise/{{Halo}}''; in the first game it was kind of justified, considering you were a superhuman in a possibly low gravity setting (although it is stated to be otherwise). ''VideoGame/{{Halo 2}}'' and ''VideoGame/{{Halo 3}}'' are set on Earth, where the height at least is justified but he still falls too slowly. ''Halo3ODST'' is set on Earth, and the [=PCs=] are a squad of normal human being with no visible jet packs. Now you can't jump as high, but your jump is still pretty floaty.
** Also, in the first game, Master Chief died rather easily from fall damage. In the 2nd and 3rd installations, fall damage was removed (handwaved by his new suit being able to withstand the falls).
* The first ''{{Quake}}'' allowed the player to change directions and move freely while in the air (called "air control" in the ''Quake'' fandom), but this was taken out in ''Quake II'' and later games.
** ''Quake'''s approach to conservation of momentum was a bit odd, with the end result that you could jump higher when running up a hill, due to the already existing upward momentum. That was fixed eventually.
** The strange quirks in the way jumping and momentum interacted in ''Quake'' created one of the earlier instances of bunny-hopping, where serial jumps would get progressively longer and faster, until your speed would put racehorses to shame.
* 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.
* The ''VideoGame/{{Unreal}}'' series increased the player's air control in many of the successive sequels. Double-jumping was added in [[VideoGame/UnrealTournament2004 UT2003/UT2004]], with an optional setting to allow ''quadruple''-jumping "when double-jump just isn't enough."
* 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]].
[[/folder]]

[[folder: [=MMORPG=]s ]]

* Normal jumping in ''VideoGame/CityOfHeroes'' follows fairly realistic physics, with next to no air control. However, even the first power from the Leaping pool lets a character jump from a platform and land on the next level up, dodging the ceiling and banister on the way there.
** It does, however, have a sliding scale for falling damage, so the greater you fall the more damage you take. You can't die from a fall, however, only be reduced to a single hit point. Which still can be rather humiliating for your big bad buffed out invulnerable tank when she then gets taken out by a lowly minion who managed to get a hit which you normally wouldn't even notice.
** That said, a Hero with no jumping related powers can leap a good six to ten feet vertically. Conversely even a hero with several stacking super-jumping powers can only leap modestly tall buildings. Skyscrapers are right out.
* 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).
* One cannot grab ledges in ''VideoGame/WorldOfWarcraft''; many players have fallen to their doom after missing a jump by inches. However, platforming is rare in the game and mostly limited to dungeons.
* ''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.
* ''DungeonsAndDragonsOnline'' uses a player's Jump skill to determine how high and far they can jump. Unless a player invests a lot of points into it, the distances are realistic. However, the player can change direction and speed in mid-air as well. Besides that, a number of spells effect how players jump and fall, like Feather Fall and Head in the Clouds.
* ''VideoGame/PhantasyStarOnline2'' adds jumping to the player's repertoire of moves. Many bosses have weakpoints that require getting extra air to hit, while one boss, the [[BaseOnWheels Big]] [[HumongousMecha Vardha]], is a full-on ColossusClimb.

[[/folder]]

[[folder: Platform Game ]]

* The mentioned ''SuperMarioBros'' is the UrExample. Mario's ability to jump is famous worldwide in Mario-based [=RPGs=].
** [[JustifiedTrope Justified in]] TheMovie by the plumbers' shoplifting of jet boots.
** Remember: Mario's original name was "Jumpman".
** Note that originally in ''VideoGame/DonkeyKong'', Mario couldn't change direction in midair and falling beyond his jump height would kill him. ''VideoGame/MarioBros'' would give him and Luigi the ability to survive falls (necessary as jumping between levels was part of the gameplay) and in ''Super Mario Bros'' they had just enough midair control to cut short a forward jump.
** The primary difference between Mario, Luigi, and Peach was in their jumps: Luigi flutter-jumps, and Peach can hover.
** The Mini Mushroom in ''VideoGame/NewSuperMarioBros'' changed Mario's mass, but not his jump power, allowing for comparatively super-long jumps.
** 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.
** One of the major sources of difficulty in ''New Super Mario Bros U'' stems from the fusion of 2D platformer level design with JumpPhysics similar to those in the 3D games, especially in how Mario's inertia is conserved while jumping
* In ''VideoGame/MegaMan'', characters can be steered while falling, and Bass can double jump in ''Mega Man & Bass''.
** The ''VideoGame/MegaManX'', ''[[VideoGame/MegaManZero Zero]]'', and ''[[VideoGame/MegaManZX ZX]]'' games gave the player a useful wall kick, as well as air-dashes under certain conditions. The wall kick can be combined with air control to climb up vertical walls by jumping off them repeatedly.
* In the ''VideoGame/CommanderKeen'' games, the protagonist has a pogo stick, which enables him to make very high jumps. In ''VideoGame/CommanderKeen 4'', the protagonist also gains the ability to grab onto the edge of walls and pull himself up.
* 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.
** Ditto for ''VideoGame/AnotherWorld''.
** This is a characteristic of the entire CinematicPlatformGame sub-genre.
* ''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.
* ''VideoGame/{{Rayman}}'' has an interesting time with the eighth rule, making ledge-grabbing one of the skills the main character actually has to learn.
* A more gentle use in ''VideoGame/GhostsNGoblins''. Arthur's jump is not particularly high compared to that of other platform game characters, and its direction can't be changed once started.
** In ''Super Ghosts 'n Goblins'' (and possibly other games as well), Arthur does have a double jump and can choose to aim in a different direction than his first jump, though he will then be committed to the new trajectory. Also, he can't use a mid-air jump if he walks off of a ledge (which also causes him to fall straight down even if he was running... Selective Inertia?)
* ''VideoGame/BionicCommando'' offers a unique approach to jump physics: You can't jump at all, and instead you have to rely on your bionic arm to get around. The developers of the remake, ''Bionic Commando Rearmed'' noted that the swinging physics are in complete defiance of the laws of motion, but the RuleOfFun keeps it all valid.
* Crash from ''Franchise/CrashBandicoot'' has three types of jump: normal, double and crouch jump.
* The ''{{Metroid}}'' series plays with this trope every way to Sunday. Depending on which game you're playing and which power-ups you've collected, you may be able to jump, high jump, bomb jump (which can almost always be chained at least once, sometimes indefinitely; it is also possible to bomb jump diagonally up and to a side, which can of course be chained, sometimes indefinitely), wall jump, double jump, space (infinite) jump, grab ledges, and/or kill enemies by jumping into them.
** Jump physics has become such a trademark of the franchise, in fact, that when Nintendo first announced the ''VideoGame/MetroidPrime'' series, many fans' first reaction was "How the hell are they going to do jumps in first person?"
* ''VideoGame/IWannaBeTheGuy'' usually plays this trope straight (with a double jump, a WallJump in a few cases, etc.) but in the level where you're on a cart, your inertia ''is'' actually maintained and if you simply jump without trying to go in either direction, you'll land right back on the moving cart.
* Then there's [[http://nifflas.ni2.se Nifflas games]]: pretty much all any Creator/{{Nifflas}} character can do is jump, and sometimes, [[WallCrawl cling to walls]]. In ''VideoGame/KnyttStories'', this includes [[DoubleJump double-jumping]], jumping while falling, and jumping [[ParasolParachute while gently floating down holding an umbrella]]. It's adorable. And at times ''horrifyingly'' NintendoHard.
* Notable is ''VideoGame/LittleBigPlanet'' for actually conserving momentum when jumping; if you were on a moving platform when you jumped, you would still be moving along with it (though air friction might move you back if the platform was fast enough), and jumping on an upward-moving platform provided a noticeably higher jump, again depending on the speed.
* In ''VideoGame/SuperMarioGalaxy'', if you jump on a moving platform, you actually don't stay in place. All planetoids exert a force of 1 G, regardless of their size.
** Also don't forget the fact in his playthrough we find out that Luigi apparently butters the soles of his shoes wherever he goes (although he's been like that on and off since Super Mario Bros 2, US and Japan).
* ''VideoGame/{{Croc}}'', you conserve momentum when jumping from a moving platform. It goes further than that, simply ''being above'' a moving platform gives you its momentum (angular or not), even if you didn't jump from it,
* In ''VideoGame/{{Spelunky}}'', your character is one block tall, and can jump up only one block. He can grab a ledge and mantle up (or down to hang from it). Falling damage is brutal but falling into water is safe. But there is a springboard effect when landing on enemies. You also jump less or more by tapping the jump button or holding it down, respectively.
* In ''VideoGame/{{Jumper}}'', we have Ogmo, who can DoubleJump, has no moving platform inertia, push crates around ''while having no arms'' and [[GoombaStomp bounce off cannonballs]]. ''Jumper Two'' gave him the ability to perform {{wall jump}}s, skid jumps and slippery ice which disables skid jumps.
* ''VideoGame/HeadOverHeels'' offers different mechanics to each half; Head, being the top half and therefore having [[JustifiedTrope the arms, and thus wings]], can jump twice his own height, glide, and control himself in the air. Heels is the bottom half with the feet; this gives him SuperSpeed (relative to Head), but he can only jump his own height and falls like a stone as soon as he reaches the peak. The combined being gets Head's jump powers and Heels' speed.
* The first ''VideoGame/TeenageMutantNinjaTurtles'' game for the NES had awful jumping physics: the turtles nearly reached the top of the screen, descended slowly and while you could change the direction midair, the slightest touch in the D-Pad made the turtle would turn abruptly keeping the momentum, forcing the player to make unnecessary high jumps and tapping left-right madly to make the character land safely. It doesn't help that after area 3 it is required to make awfully precise jumps almost all the time.
* In ''VideoGame/RodLand'', the ability to jump can be enabled or disabled by option. The way to get to higher platforms, however, is by placing ladders.
* In ''VideoGame/DonkeyKongCountry'', the key to grabbing many goodies or even sometimes just to progress is to roll into the air and bounce off of nothing at all. It's how you're supposed to pick up all those bananas and coins halfway down a bottomless pit without dying.
* ''VideoGame/BombJack'' was one of the first {{Platform Game}}s to give the player full air control, with controls allowing Jack to jump higher or not so high and fall slower or faster. ''Mighty Bomb Jack'' kept these jumping mechanics, but ''Bomb Jack II'' changed them completely: Jack can jump only to platforms that are directly above, below, or to the side.
* In some ''SpyroTheDragon'' games, Spyro is able to double-jump, and in most games he can "hover", which is basically another name for "mantling". Justified in that he's a dragon with wings.
* ''VideoGame/{{Athena}}'' has some bizarre jumping physics that make Athena jump higher after completing one normal jump. This happens once she gets the Shoes of Icarus, or from the start in the NES version.
* ''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.
* In ''VideoGame/{{Jetpack}}'', you ''can'' jump (and control your falling direction) when the JetPack is out of fuel, but jumping is slow and gains only one block in height.
* Jumping is different for every character in ''VideoGame/TheAngryVideoGameNerdAdventures''. The Nerd jumps normally, while Mike has the highest height. The Bullshit Man and the Guitar Guy suffer somewhat in this department, but make up for it elsewhere (the former has a DoubleJump while the latter can run faster).
* In ''Videogame/{{Summit}}'', you can turn in mid air, and also survive jumps from any height. The main character will take a second to recover though.
[[/folder]]

[[folder: Puzzle Game ]]

* 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.
* In ''VideoGame/TheQuestOfKi'', Ki can levitate to any height by holding down the jump button, but can't jump in mid-air. Also, if she hits the ceiling, she will fall straight down and get stunned; as one in-game hint says, this is actually important for getting through some spots. This is because it's the only way for Ki to duck.

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[[folder: Role Playing Game ]]

* In ''VideoGame/FinalFantasyVII'''s final dungeon, the platforms spiral downward, so the spacing isn't really an issue (though, in real life, jumping from one rock to the next would be difficult and rather painful). The problem occurs if/when the player decides to go back, and Cloud is mysteriously able to leap fantastic distances. Also used in TheMovie, liberally, pushing the limits of WillingSuspensionOfDisbelief.
* ''VideoGame/VagrantStory'' features a ''surprising'' amount of platforming[=/=]LeParkour for a... hardcore Squaresoft stat-centric RPG set in classic Ivalice. Since the main character's agility stat determines his platforming skills, some parts of the game are simply closed off until NewGamePlus because it's literally impossible to get your stat high enough the first time around.
** Not being able to jump high enough to get past a certain crate leads to {{Game Breaking Bug}}s, if you don't have a long-range weapon to break the crate with.
** Also, Ashley can change jump directions in mid-air... which starts to look just plain silly after his stat is maxed out.
* The acrobatics skill in ''VideoGame/TheElderScrollsIVOblivion'': high levels allow characters to jump several times their height, vertically. If this wasn't enough, the highest level allows you to jump ''off the surface of water.''
** In ''VideoGame/TheElderScrollsIIIMorrowind'' magic scrolls that buff this stat to ridiculous proportions can be found on the smashed corpse of a wizard. These allow you to leap tall buildings in a single bound, but take care to have a second scroll ready for the landing, since the buff will usually wear off in mid-air - otherwise Fatality Ensues.
** Removed in ''VideoGame/TheElderScrollsVSkyrim'', which removed Acrobatics as a skill and sets jump height based on race.
* 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.
* Any ''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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[[folder: Shoot Em Up ]]
* 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.
* ''HaloZero'' takes this to JUMPING THROUGH THE TOP OF THE SCREEN, at times.

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[[folder: Stealth Based Game ]]

* The (unfortunately) forgettable sci-fi stealth game ''{{Stolen}}'' allows and requires the standard leaping, wall-jumping and mantling, but outside of hopping in place (and as you can whistle, this is even redundant for deliberately making noise) only allows jumping to be done in specific locations; the jump key normally executes a roll. For example, while you can walk up onto a toilet to reach a wall vent, you can't jump onto the toilet. Likewise, you can't in any way move onto a desk or jump off of a "nonessential" crate. The game does thoughtfully display all jumping and climbing-related keys when they're usable, but the constraints on movement are still evident.

[[/folder]]

[[folder: Survival Horror ]]

* Krauser from ''VideoGame/ResidentEvil4'' displays some crazy jumping ability. Leon can't even jump over crates stacked oddly on top of one another. Otherwise the jump physics were pretty good.

[[/folder]]

[[folder: Third Person Shooter ]]

* ''{{Crackdown}}'''s cybernetic main character can vault several city blocks when his Agility skill rises high enough.
* ''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.

[[/folder]]

[[folder: Wide Open Sandbox ]]

* ''VideoGame/GrandTheftAutoIV'' has fairly realistic physics in this regard. Standing still, Niko can't get more than a few inches of height. A running jump can clear a few feet, but not more than you'd expect. And, of course, inertia takes its toll if you decide to jump on a speeding train or some such. Although the sprinting animation is a lot faster than the jumping animation, so if you jump while at full speed the difference apparently [[NoConservationOfEnergy evaporates into the ether]] and Niko slows right down.
** However, in ''SanAndreas'', the Jump Physics are all over the place. CJ himself can't jump very high (although he can abuse LeParkour), but if you max his Biking stat, stick him on a Mountain Bike, and bunny hop, he can scale ''Mount Chilliad'' in a couple of minutes-and fall off it with no hit point loss.
* ''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.
* One of the signature elements of the ''VideoGame/{{Gothic}}'' series (to the point its absence is one of the reasons ''3'' and ''4'' are considered to [[FanonDiscontinuity not exist]]) is the context sensitive jump system, where instead of the default standard barely controllable RealLife/Belmont long jump, the hero will automatically do a standing jump if under a ledge and try to grab it, climb over any low edges in his path or pull himself up if any ledge above him is low enough. The physics get very gamey however, if the player is trained in the acrobatics skill (5 skill points in ''Gothic 1'' or upon reaching a given point in dexterity in ''Gothic 2'' with ''Night of the Raven''), which makes his jumps turn him into a fully controllable missile.

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!!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.

[[/folder]]

[[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 ''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.

[[/folder]]

[[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.
* ''Literature/TheMortalInstruments'': Jace 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 ''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]]
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