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* The prototype ''VideoGame/NinjaGaiden'' for the UsefulNotes/SegaGenesis was a belt-scrolling BeatEmUp where Ryu could only move diagonally unless hemmed in by the top or bottom. This was likely a bug which would have been corrected had it received a final release.

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* The prototype ''VideoGame/NinjaGaiden'' for the UsefulNotes/SegaGenesis Platform/SegaGenesis was a belt-scrolling BeatEmUp where Ryu could only move diagonally unless hemmed in by the top or bottom. This was likely a bug which would have been corrected had it received a final release.



* In the ''WesternAnimation/SouthPark'' game for the Nintendo 64 and UsefulNotes/PlayStation, the player can run faster by pressing C Left or Right as well as C Forward while looking downwards.

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* In the ''WesternAnimation/SouthPark'' game ''VideoGame/SouthPark'' for the Nintendo 64 and UsefulNotes/PlayStation, Platform/PlayStation, the player can run faster by pressing C Left or Right as well as C Forward while looking downwards.


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* ''VideoGame/EverybodyEditsFlash'' provides a PlatformGame example. Horizontal and vertical speed are calculated separately, resulting in more distance being covered when moving diagonally.

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** This how it works in 4th edition. Earlier editions increased the movement cost for every other diagonal tile to 2, i.e. a diagonal move counts as 1.5 squares (making diagonal movement about +6% slower rather than +41% faster).
** 5th edition also has this, and the rules section about grid movement actually mentions that it may seem strange but you should ignore it as the grid is an approximation anyway. There is an optional rule to mitigate this, my making diagonal movements alternate between costing 1 and 2 squares' worth of regular movement. This has the same effect as the 1.5 rule above, at the cost of putting a significant bookkeeping burden on the players.

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** This how it works in 4th edition. Earlier editions increased When 3rd edition introduced the movement cost for every other 5-foot square grid, it came with the rule that diagonal tile to 2, i.e. a diagonal move counts as 1.5 squares (making movements alternate between costing 1 and 2 squares' worth of regular movement, making diagonal movement about +6% slower rather than +41% faster).
faster in the long run. (At typical movement rates, this will frequently result in a speed boost anyway, since the alternation starts with the cheap cost every turn.)
** 4th edition relieves a bookkeeping burden by counting diagonal moves equally to orthogonal ones, giving the diagonal speed boost in its classic form.
** 5th edition also has this, and the rules section about grid movement actually mentions that it may seem strange but you should ignore it as the grid is an approximation anyway. There is an optional rule to mitigate this, my making diagonal movements alternate between costing 1 and 2 squares' worth of regular movement. This has the same effect as this by reverting to the 1.5 rule above, at the cost of putting a significant bookkeeping burden on the players.above.
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They're turn based strategy games. You're not limited by how fast you can move between tiles but by how many you can move to in a single turn


* ''[[VideoGame/{{Civilization}} Civilization I-IV]]'': The fifth game fixed this by changing squares to hexagons.
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Wiki/ namespace cleaning.


Wiki/TheOtherWiki calls this [[http://en.wikipedia.org/wiki/Chebyshev_distance Chebyshev distance]].

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Wiki/TheOtherWiki Website/TheOtherWiki calls this [[http://en.wikipedia.org/wiki/Chebyshev_distance Chebyshev distance]].
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Edited the Doom reason so non-players can more easily put two and two together and figure why it's called SR 40 and SR 50. Also removed "reverse" from the Descent example because it isn't logical in hindsight.


* ''VideoGame/{{Descent}}'': Trichording—a diagonal slide (e.g. up/down + left/right) combined with forward/reverse thrust. This gives up to a 73% speed boost, not counting the [[SerialEscalation afterburner]] added in ''Descent II''. The {{justifi|edTrope}}cation for this is that several of your ship's thrusters are being used simultaneously to move it in one direction, which results in a combined thrust that is greater than full forward/reverse thrust.

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* ''VideoGame/{{Descent}}'': Trichording—a diagonal slide (e.g. up/down + left/right) combined with forward/reverse forward thrust. This gives up to a 73% speed boost, not counting the [[SerialEscalation afterburner]] added in ''Descent II''. The {{justifi|edTrope}}cation for this is that several of your ship's thrusters are being used simultaneously to move it in one direction, which results in a combined thrust that is greater than full forward/reverse thrust.



* ''VideoGame/{{Doom}}'': Strafing and running forward at the same time is 30% faster than just moving forward or strafing - this is [=SR40=], named so because internally your sideways acceleration will be 40 (in arbitrary units, unrelated to length units), as compared with forward/backward acceleration of 50. It is also possible for a further speed boost known as [=SR50=], where you turn and strafe in the same direction, with "strafe on look" on. Combined with moving forward, this gives the full ~41% speed boost (but prevents you from turning), and is used in many speedruns.

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* ''VideoGame/{{Doom}}'': Strafing Straferunning (SR)—strafing sideways and running forward forwards at the same time is time—is 30% faster than just moving forward or strafing - this strafing. The most common method of SR is called [=SR40=], named so because internally your sideways acceleration will be 40 (in arbitrary units, unrelated to length units), as compared with forward/backward acceleration of 50. It is also possible for a further speed boost known as [=SR50=], where you turn and strafe in the same direction, with "strafe on look" on. Combined with moving forward, this gives the full ~41% speed boost (but prevents you from turning), and is used in many speedruns.

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Moved Descent to its own example, and moved the rest of the Doom examples above the D&D examples.


* ''VideoGame/{{Descent}}'': Trichording—a diagonal slide (e.g. up/down + left/right) combined with forward/reverse thrust. This gives up to a 73% speed boost, not counting the [[SerialEscalation afterburner]] added in ''Descent II''. The {{justifi|edTrope}}cation for this is that several of your ship's thrusters are being used simultaneously to move it in one direction, which results in a combined thrust that is greater than full forward/reverse thrust.
** As ''Descent'' serves as the TropeCodifier for any video game that features six degrees of freedom, most video games released after it that also feature six degrees of freedom, such as ''VideoGame/EliteDangerous'', ''VideoGame/{{Overload}}'', ''VideoGame/StarCitizen'', and ''VideoGame/SublevelZero'', allow the player to trichord to varying degrees.
* ''VideoGame/{{Doom}}'': Strafing and running forward at the same time is 30% faster than just moving forward or strafing - this is [=SR40=], named so because internally your sideways acceleration will be 40 (in arbitrary units, unrelated to length units), as compared with forward/backward acceleration of 50. It is also possible for a further speed boost known as [=SR50=], where you turn and strafe in the same direction, with "strafe on look" on. Combined with moving forward, this gives the full ~41% speed boost (but prevents you from turning), and is used in many speedruns.
** Speed runs of ''VideoGame/GoldenEye1997'', its SpiritualSuccessor ''VideoGame/PerfectDark'' and ''VideoGame/TheWorldIsNotEnough'' pretty much require you to strafe-run everywhere.
** ''VideoGame/{{Quake}}'' fixed the straferunning exploit in Doom by capping your movement input, but introduces a very peculiar issue in the way it caps your acceleration: rather than checking how fast you'd end up going period, it only checks how fast you're moving in the direction you're accelerating. You could be moving at truly ridiculous speeds straight forward, but none of your velocity is pointed to the left or right or whatever other direction, so you can still accelerate to full speed in any direction but forward. This quirk is the source of the most fundamental of Quake's movement tricks, from Quake 1's bunnyhopping, to Quake 2 and beyond's strafejumping, to Quake 4 and Champion's crouchsliding as a form of acceleration. This is also why you can do 180 degree midair turns in Quake 1 and ''gain'' speed in the process.
** The [=GoldSrc=] and Source engines (of ''VideoGame/HalfLife'' and ''VideoGame/TeamFortress2'' fame), being directly based off the Quake engine, displays the same acceleration quirk Quake does, but tightens up jump inputs and makes bunnyhopping harder as a result. On the other hand, it introduces the ability to [[LadderPhysics strafe and walk up ladders simultaneously]], with the results you'd expect on this page. Custom maps have even used this as a puzzle element since you can jump from the top of a ladder with more upward velocity than your legs can provide. Even the recent VideoGame/Left4Dead series only sports new ladder code for survivors; the zombie team can still climb walls 50% faster with this trick.
*** ''Team Fortress 2'' in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have [[RocketJump explosive jumping]] as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, a Demoman that replaces the Stickybomb Launcher with the Tide Turner's DashAttack allows a technique called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'', and the result can only be described as absolutely ludicrous.
** ''VideoGame/{{Battlezone|1998}}'', on the other hand, retains this. In fact, going forward, strafing, pitching your hovertank forward (auto-stabilizing needs to be turned off or the tank will try to level out by itself) and using the jump thrusters all at once gives much faster movement - to say nothing of a [[GoodBadBugs physics glitch that allows hovertanks to float high enough to be out of range for most weapons]]. Naturally, all versions of ''Battlezone 2'''s unofficial 1.3 patch nerfed the ability to fly, [[BrokenBase to much rage from the veteran players]].



* ''VideoGame/{{Doom}}'': Strafing and running forward at the same time is 30% faster than just moving forward or strafing - this is [=SR40=], named so because internally your sideways acceleration will be 40 (in arbitrary units, unrelated to length units), as compared with forward/backward acceleration of 50. It is also possible for a further speed boost known as [=SR50=], where you turn and strafe in the same direction, with "strafe on look" on. Combined with moving forward, this gives the full ~41% speed boost (but prevents you from turning), and is used in many speedruns.
** ''VideoGame/{{Descent}}'' took this into the third dimension. To travel fastest, combine a diagonal slide (eg, up+right) with forward thrust. This gives a 73% speed boost, not counting the afterburner added in Descent 2. Justified since doing it involves using several of your ship's thrusters simultaneously.
** Speed runs of ''VideoGame/GoldenEye1997'', its SpiritualSuccessor ''VideoGame/PerfectDark'' and ''VideoGame/TheWorldIsNotEnough'' pretty much require you to strafe-run everywhere.
** ''VideoGame/{{Quake}}'' fixed the straferunning exploit in Doom by capping your movement input, but introduces a very peculiar issue in the way it caps your acceleration: rather than checking how fast you'd end up going period, it only checks how fast you're moving in the direction you're accelerating. You could be moving at truly ridiculous speeds straight forward, but none of your velocity is pointed to the left or right or whatever other direction, so you can still accelerate to full speed in any direction but forward. This quirk is the source of the most fundamental of Quake's movement tricks, from Quake 1's bunnyhopping, to Quake 2 and beyond's strafejumping, to Quake 4 and Champion's crouchsliding as a form of acceleration. This is also why you can do 180 degree midair turns in Quake 1 and ''gain'' speed in the process.
** The [=GoldSrc=] and Source engines (of ''VideoGame/HalfLife'' and ''VideoGame/TeamFortress2'' fame), being directly based off the Quake engine, displays the same acceleration quirk Quake does, but tightens up jump inputs and makes bunnyhopping harder as a result. On the other hand, it introduces the ability to [[LadderPhysics strafe and walk up ladders simultaneously]], with the results you'd expect on this page. Custom maps have even used this as a puzzle element since you can jump from the top of a ladder with more upward velocity than your legs can provide. Even the recent VideoGame/Left4Dead series only sports new ladder code for survivors; the zombie team can still climb walls 50% faster with this trick.
*** ''Team Fortress 2'' in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have [[RocketJump explosive jumping]] as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, a Demoman that replaces the Stickybomb Launcher with the Tide Turner's DashAttack allows a technique called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'', and the result can only be described as absolutely ludicrous.
** ''VideoGame/{{Battlezone|1998}}'', on the other hand, retains this. In fact, going forward, strafing, pitching your hovertank forward (auto-stabilizing needs to be turned off or the tank will try to level out by itself) and using the jump thrusters all at once gives much faster movement - to say nothing of a [[GoodBadBugs physics glitch that allows hovertanks to float high enough to be out of range for most weapons]]. Naturally, all versions of ''Battlezone 2'''s unofficial 1.3 patch nerfed the ability to fly, [[BrokenBase to much rage from the veteran players]].
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None

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* ''VideoGame/PaperMarioTheThousandYearDoor'': An unusual example. Because the game was built around an odd perspective, Mario has more x-axis speed than z-axis speed. However, speed is still calculated as a function of inputs in both directions, so provided there's a wall to restrict your movement in the z-direction, it's marginally faster to run at a slight forward diagonal than simply left or right.
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None


** ''VideoGame/{{Descent}}'' took this into the third dimension. To travel fastest, combine a diagonal slide (eg, up+right) with forward thrust. This gives a 73% speed boost, not counting the afterburner added in Descent 2. Possibly justified as using several of your ship's thrusters simultaneously.

to:

** ''VideoGame/{{Descent}}'' took this into the third dimension. To travel fastest, combine a diagonal slide (eg, up+right) with forward thrust. This gives a 73% speed boost, not counting the afterburner added in Descent 2. Possibly justified as Justified since doing it involves using several of your ship's thrusters simultaneously.



*** ''VideoGame/TeamFortress2'' in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have [[RocketJump explosive jumping]] as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, a Demoman that replaces the Stickybomb Launcher with the Tide Turner's DashAttack allows a technique called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'', and the result can only be described as absolutely ludicrous.

to:

*** ''VideoGame/TeamFortress2'' ''Team Fortress 2'' in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have [[RocketJump explosive jumping]] as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, a Demoman that replaces the Stickybomb Launcher with the Tide Turner's DashAttack allows a technique called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'', and the result can only be described as absolutely ludicrous.
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None


** The ''VideoGame/PokemonMysteryDungeon'' series.

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** The ''VideoGame/PokemonMysteryDungeon'' series.series not only follows this logic, it also comes with a button input to lock yourself into diagonal movement to help you do this.
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Savvy players can use this to outmaneuver and flank opponents unless there's a rule against it. The unreality of this trope is why some games use hexagonal grids, where the distance from the center of one hex to that of an adjacent hex is always the same regardless of the direction of travel.

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Savvy players can use this to outmaneuver and flank opponents unless there's a rule against it. The unreality of this trope is why some games use hexagonal grids, where the distance from the center of one hex to that of an adjacent hex is always the same regardless of the direction of travel.
travel. As such, this trope can qualify as an AdvancedMovementTechnique.
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* In ''TabletopGame/ForbiddenIsland'', the Explorer is the only Adventurer who can move diagonally, which allows for faster movement. They can also shore up tiles diagonally.
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* In the ''WesternAnimation/SouthPark'' game for the Nintendo 64 and UsefulNotes/PlayStation1, the player can run faster by pressing C Left or Right as well as C Forward while looking downwards.

to:

* In the ''WesternAnimation/SouthPark'' game for the Nintendo 64 and UsefulNotes/PlayStation1, UsefulNotes/PlayStation, the player can run faster by pressing C Left or Right as well as C Forward while looking downwards.
Is there an issue? Send a MessageReason:
None

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* The square in ''The World's Hardest Game'' moves faster diagonally. Some levels require you to exploit this, such as level 6 of the second game.
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* In the ''WesternAnimation/SouthPark'' game for the Nintendo 64 and PlayStation One, the player can run faster by pressing C Left or Right as well as C Forward while looking downwards.

to:

* In the ''WesternAnimation/SouthPark'' game for the Nintendo 64 and PlayStation One, UsefulNotes/PlayStation1, the player can run faster by pressing C Left or Right as well as C Forward while looking downwards.
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None


** ''VideoGame/DoomTheRoguelike'' uses the so-called VideoGame/{{Angband}} metric; the distance between two points is the length of the long axis plus half the length of the short axis, rounded down. That's still a speed boost within the Moore neighbourhood used for movement (1 + 0.5 rounds down to 1), but it has consequences when determining range for weapons.

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** ''VideoGame/DoomTheRoguelike'' ''VideoGame/{{DRL}}'' uses the so-called VideoGame/{{Angband}} metric; the distance between two points is the length of the long axis plus half the length of the short axis, rounded down. That's still a speed boost within the Moore neighbourhood used for movement (1 + 0.5 rounds down to 1), but it has consequences when determining range for weapons.
Is there an issue? Send a MessageReason:
None


*** ''VideoGame/TeamFortress2'' in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have [[RocketJump explosive jumping]] as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, the Demoman has a trick called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'', and the result can only be described as absolutely ludicrous.

to:

*** ''VideoGame/TeamFortress2'' in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have [[RocketJump explosive jumping]] as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, the a Demoman has that replaces the Stickybomb Launcher with the Tide Turner's DashAttack allows a trick technique called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'', and the result can only be described as absolutely ludicrous.
Is there an issue? Send a MessageReason:
None


** 5th edition also has this, and the rules section about grid movement actually mentions that it may seem strange but you should ignore it as the grid is an approximation anyway.

to:

** 5th edition also has this, and the rules section about grid movement actually mentions that it may seem strange but you should ignore it as the grid is an approximation anyway. There is an optional rule to mitigate this, my making diagonal movements alternate between costing 1 and 2 squares' worth of regular movement. This has the same effect as the 1.5 rule above, at the cost of putting a significant bookkeeping burden on the players.
Is there an issue? Send a MessageReason:
None


*** ''VideoGame/TeamFortress2'' in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have [[RocketJump explosive jumping]] as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, the Demoman has a trick called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'' for what can only be described as absolutely ludicrous.

to:

*** ''VideoGame/TeamFortress2'' in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have [[RocketJump explosive jumping]] as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, the Demoman has a trick called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'' for what midair'', and the result can only be described as absolutely ludicrous.
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explained the actual reason behind quake bunnyhopping, rewrote stuff based on it


** ''VideoGame/{{Quake}}'' stopped Doom-style straferunning by capping a player's running velocity (by default, to 320 units/second). However, the fix applies gradually, and only applies on the ground, meaning strafing and jumping at the same time preserves the momentum gained from strafing. You can also strafe and turn while in mid-air, speeding you up even further. Some Quake ports have a feature that will have you jump the first moment you hit the ground when you press and hold the jump key. Combining all of these, it's not surprising to see people hurtling around maps, going more than double the normal max speed, and jumping around like... rabbits. It's pretty obvious where the term "bunnyhopping" came from.
** Similar anomalies show through in the ''VideoGame/HalfLife''/Source games. Spamming directional keys can get you moving slightly faster than your maximum speed, which is excusable, but you can still [[LadderPhysics strafe and walk up ladders simultaneously]]. Custom maps have even used this as a puzzle element since you can jump from the top of a ladder with more upward velocity than your legs can provide. Even the recent VideoGame/Left4Dead series only sports new ladder code for survivors; the zombie team can still climb walls 50% faster with this trick.
*** Speaking of Source, ''VideoGame/TeamFortress2'' takes the aforementioned aerial version UpToEleven, as it lets {{Rocket Jump}}ing and Sticky Jumping [[http://wiki.teamfortress.com/wiki/Strafing#Air_Strafing "airstrafe"]] to greatly increase distance traveled and do insane things like mid-air corkscrews that send you back faster than you started ''in the opposite direction.''

to:

** ''VideoGame/{{Quake}}'' stopped Doom-style fixed the straferunning exploit in Doom by capping your movement input, but introduces a player's running very peculiar issue in the way it caps your acceleration: rather than checking how fast you'd end up going period, it only checks how fast you're moving in the direction you're accelerating. You could be moving at truly ridiculous speeds straight forward, but none of your velocity (by default, is pointed to 320 units/second). However, the fix applies gradually, and only applies on the ground, meaning strafing and jumping at the same time preserves the momentum gained from strafing. You can also strafe and turn while in mid-air, speeding you up even further. Some Quake ports have a feature that will have you jump the first moment you hit the ground when you press and hold the jump key. Combining all of these, it's not surprising to see people hurtling around maps, going more than double the normal max speed, and jumping around like... rabbits. It's pretty obvious where the term "bunnyhopping" came from.
** Similar anomalies show through in the ''VideoGame/HalfLife''/Source games. Spamming directional keys can get you moving slightly faster than your maximum speed, which is excusable, but
left or right or whatever other direction, so you can still accelerate to full speed in any direction but forward. This quirk is the source of the most fundamental of Quake's movement tricks, from Quake 1's bunnyhopping, to Quake 2 and beyond's strafejumping, to Quake 4 and Champion's crouchsliding as a form of acceleration. This is also why you can do 180 degree midair turns in Quake 1 and ''gain'' speed in the process.
** The [=GoldSrc=] and Source engines (of ''VideoGame/HalfLife'' and ''VideoGame/TeamFortress2'' fame), being directly based off the Quake engine, displays the same acceleration quirk Quake does, but tightens up jump inputs and makes bunnyhopping harder as a result. On the other hand, it introduces the ability to
[[LadderPhysics strafe and walk up ladders simultaneously]].simultaneously]], with the results you'd expect on this page. Custom maps have even used this as a puzzle element since you can jump from the top of a ladder with more upward velocity than your legs can provide. Even the recent VideoGame/Left4Dead series only sports new ladder code for survivors; the zombie team can still climb walls 50% faster with this trick.
*** Speaking of Source, ''VideoGame/TeamFortress2'' in particular takes the aforementioned aerial version UpToEleven, as it lets {{Rocket Jump}}ing air movement of Quake 1 and Sticky Jumping [[http://wiki.teamfortress.com/wiki/Strafing#Air_Strafing "airstrafe"]] to greatly increase distance traveled runs with it. The Soldier and do insane things like mid-air corkscrews that send you back faster than you started ''in Demoman have [[RocketJump explosive jumping]] as core features, and the opposite direction.''characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, the Demoman has a trick called [[https://www.youtube.com/watch?v=lDUcgOo1Ogs trimping]], which combines Quake's acceleration quirk with constant, heavy forward acceleration ''even in midair'' for what can only be described as absolutely ludicrous.

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