Jumping

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so when exactly did jumping become such a crucial video-game move? i'd be remiss in not saying mario in donkey kong, i mean that's some pretty groundbreaking jumping. but i guess super mario 1 is what really popularized it.

what games have the best jumps? and by "jumps" i don't mean "parts of the level where you have to jump," but rather the smoothest, most controllable, most PLEASURABLE jumping moves? again i think the supermarioverse takes the cake here; the way yoshi jumps in yoshi's island is particularly... exquisite!!

(tangent: do you favour real-world-physics-friendly jumping? you know what i really hate? when you can't move at all in midjump! give me midair control!)

also what are some really classically BAD jumps? again i turn to the domain of mario--luigi in super mario 2 (and peach too i guess) was always infuriating.

i think developing a good jump is essential to a 2d platform. actually i really think platformers live and die on their jumps; i was just playing some nu-platformer for the mac (there's always going to be shareware attempts at mario) and i just couldn't get into it because the jump wasn't right--they even seemed to acknowledge it in the tutorial, offering an "easy jump mode" if "you just can't get the hang of it!" I MEAN WHAT IS THAT.

but what i'm getting around to here is: is jumping on its way to becoming a "lost art"? how do 3d games, first-person-shooters and others, negotiate this most platform-friendly essential?


finally:

should i have called this thread "jumping into the 21st century"?

s1ocki (slutsky), Sunday, 9 October 2005 04:54 (twenty years ago)

I'd agree that Super Mario 1 is where jumping physics really came into their own. Mario games have always had pretty solid jumping, with the exception of Luigi in SM2 (though I wonder what had more to do with that, the ungainliness of the jump itself or the visual distraction of Luigi running in place.) I've always been a fan of the jumping in the Mega Man games. These series hit the sweet spot of jumping, I think -- not too high, not too short. Games like the Legend of Kage or Mighty Bomb Jack come to mind as a particularly bad jumpers, since you tap the A button and your character just goes flying. Likewise, I never liked the jumping in the Castlevania games (or the first one, at least) since you couldn't control which way you went as you fell. That, to me, has always been a really important aspect of jumping -- control during every stage of it, rising, mid-air, falling. Which doesn't correspond at all to real world physics, but maybe that's precisely why it appeals to me.

the pr00de abides (pr00de), Sunday, 9 October 2005 05:08 (twenty years ago)

Super Mario 2 jumping C/D?

Laura H. (laurah), Sunday, 9 October 2005 05:30 (twenty years ago)

Or S/D?

the pr00de abides (pr00de), Sunday, 9 October 2005 05:33 (twenty years ago)

jumping usually plays a role in FPSes, with the notable exception of Goldeneye in which it was not a possible move. iirc there is some tricky jumping in Half Life.

one of the things i like about Smash Bros is the ability to perform a jump in midair, blatantly contradicting even the game's own questionable laws of physics.

W i l l (common_person), Sunday, 9 October 2005 05:43 (twenty years ago)

Search: Princess, Mario
Destroy: Toad, Luigi
xpost

Laura H. (laurah), Sunday, 9 October 2005 06:29 (twenty years ago)

oh man, Castlevania really was the worst. Watching the dude plummet like a rock sucked.

Dan I. (Dan I.), Sunday, 9 October 2005 06:51 (twenty years ago)

Luigi looked like he was wanking it when jumping in SMB2

kingfish superman ice cream (kingfish 2.0), Sunday, 9 October 2005 07:14 (twenty years ago)

also: C/D Jumping in FPS games

kingfish superman ice cream (kingfish 2.0), Sunday, 9 October 2005 07:14 (twenty years ago)

Double Jumping is my favorite video game move.

älänbänänä (alanbanana), Sunday, 9 October 2005 12:05 (twenty years ago)

the super mario 2 jumping system is great: they caught mario's meat and veg physics perfectly; luigi feels like he's dribbling through mid-air treacle; toad is so light and airy and quick; the princess just hovers for the right amount of time... one of the best systems of jumping I can think of off-hand for actual the variation of game mechanic it offers (when combined with digging speed &c.)

bad jumping a-gogo in FPS of course but is worst in the first turok for the N64 which I think might have been the first console FPS to include jumping; god I wasted so much time in that game because of bad jumping (not to mention bad fogging too)

cozen (Cozen), Sunday, 9 October 2005 12:18 (twenty years ago)

destroy jumping in tekken while you search the jumping in street fighter 2 and the auto-jump in ocarina of time which never seemed restrictive at all despite my worst fears...

cozen (Cozen), Sunday, 9 October 2005 12:21 (twenty years ago)

The jumping in Mega Man always felt kind of heavy to me, which maybe is fair since he's a robot. I saw a speed run of Meag Man 2 last night though, and nothing is better than when you get the hang of the jumping mechanic and you can pull ridiculous series of jumps with total precision. But the thing that bothers me most about Mega Man jumping is the way hitting enemies is midair will affect your jump dramatically, and throw you backwards and likely into the void. Ninja Gaiden was the same way, and it drove me crazy.

Also jumping in RPGs, when it exists, is usually pretty terrible. The system in FF X-2 where you needed to stand on very specific hotspots to trigger jumping capability was particularly bad.

By contrast, man, do I love jumping around with a leaf or a feather in the Mario games. It allows you to be so elegant in your movement and explore so much more freely. Fuck fire flowers.

Laura H. (laurah), Sunday, 9 October 2005 13:32 (twenty years ago)

Playing Team Fortress or Counterstrike or whatever and watching everyone jump around with the chorus of jump grunts is strangely soothing. Like that scene at the beginning of Ninja Scroll but much lamer.

adam (adam), Sunday, 9 October 2005 14:02 (twenty years ago)

I really liked the jumps in James Pond II, he felt so heavy, like he had to just *throw* himself up in the air...

Gravel Puzzleworth (Gregory Henry), Sunday, 9 October 2005 14:28 (twenty years ago)

By contrast, man, do I love jumping around with a leaf or a feather in the Mario games. It allows you to be so elegant in your movement and explore so much more freely

totally... that really adds so much dimension to the game. truly classic jumping!

s1ocki (slutsky), Sunday, 9 October 2005 18:26 (twenty years ago)

no one answered my last question!!

s1ocki (slutsky), Sunday, 9 October 2005 18:37 (twenty years ago)

dude that question answered itself!!

cozen (Cozen), Sunday, 9 October 2005 19:10 (twenty years ago)

The first game where I really noticed and enjoyed the jumping was the original Prince of Persia. Something about those jumps was incredibly satisfying.

polyphonic (polyphonic), Sunday, 9 October 2005 21:22 (twenty years ago)

http://62.168.142.47/~lemon/games/screenshots/full/jumpman_01.gif

grimly fiendish (grimlord), Sunday, 9 October 2005 21:44 (twenty years ago)

Whenever I dream I'm flying, my flight mechanice are the same as Mario's Cape gliding.
I've never told anyone this.

Forksclovetofu (Forksclovetofu), Sunday, 9 October 2005 22:12 (twenty years ago)

Playing Team Fortress or Counterstrike or whatever and watching everyone jump around with the chorus of jump grunts is strangely soothing.

this is OTM. nothing promotes team unity more than elite bunny hopping en masse

W i l l (common_person), Sunday, 9 October 2005 22:50 (twenty years ago)

does Jumping Flash have the biggest jumps ever?

älänbänänä (alanbanana), Sunday, 9 October 2005 23:17 (twenty years ago)

My First Jumping Game:

http://homepage.mac.com/knarley/iblog/B1286550043/C1156448781/E64027672/Media/pitfall.gif

Laura H. (laurah), Sunday, 9 October 2005 23:27 (twenty years ago)

bunny hopping doesn't work anymore in CS:Source, does it?

Dan I. (Dan I.), Monday, 10 October 2005 01:36 (twenty years ago)

destroy jumping in Dark Forces. Great game but when you had to run and jump to reach places utterly dud due to having to use keyboard instead of joystick.
and also destroy Transformers jumping, but then again they are big bulky machines of heavy metal.

yeah James Pond II jumping was great, I'll second that vote.

Ste (Fuzzy), Monday, 10 October 2005 07:41 (twenty years ago)

I always liked the roll and jump on Donkey Kong Country. All the jumping in that game was nice and fluid. Even in the potentially awkward mine car levels.

CMB, Monday, 10 October 2005 09:52 (twenty years ago)

Search: Ducktales. I love the cane-as-pogo-stick thing that had going on, where you'd spend most of your time bouncing through the levels. Unfortunately it had some absolute wank jumps like on the Himalayas level, where you couldn't use your cane or you'd get stuck in the snow. On the whole, the NES version was a lot better than the Gameboy for jumping.

melton mowbray (adr), Monday, 10 October 2005 10:15 (twenty years ago)

Shadow Warriors on the NES had some of the best jumping. Being able to reach the rooftops Jackie-Chan style bouncing of adjacent walls was so good.
Also, Manic Miner, no changing direction, but the floaty way you jumped was quite calming.

Craig Gilchrist (Craig Gilchrist), Monday, 10 October 2005 10:38 (twenty years ago)

Donkey Kong Country owns this thread, those timed cannon jumping parts, amazing!

Ronan (Ronan), Monday, 10 October 2005 10:48 (twenty years ago)

I prefer the original gameboy buttons over NES buttons for jumping though

S/D: controllers for jumping... fuck a sticky-buttoned x-box

cozen (Cozen), Monday, 10 October 2005 11:03 (twenty years ago)

lso, Manic Miner, no changing direction, but the floaty way you jumped was quite calming

that also reminds me of a game called Farenheit 3000 (a jsw/miner clone) where you could bounce off walls in mid jump. Also the jump was stupidly long.

Ste (Fuzzy), Monday, 10 October 2005 11:23 (twenty years ago)

oh wait up, you could do that in JSW anyway couldn't you. ignore me.

Ste (Fuzzy), Monday, 10 October 2005 11:24 (twenty years ago)

I prefer the original gameboy buttons over NES buttons for jumping though

S/D: controllers for jumping... fuck a sticky-buttoned x-box

I was thinking that when I wrote it actually, it's just the Gameboy version of Ducktales had that horrible bit in the African Mines where you had to bounce off the heads of all those water-gremlins. On the NES version you just got shot over there in a cannon, or something equally as easy.

Fuck an aged MegaDrive too, those controllers are such a pain when they start to get dodgy. Search them when they're good though, the buttons are huge!

melton mowbray (adr), Monday, 10 October 2005 12:26 (twenty years ago)

oh wait up, you could do that in JSW anyway couldn't you. ignore me.

no: hit a wall, you fall. IIRC.

grimly fiendish (grimlord), Monday, 10 October 2005 12:45 (twenty years ago)

yes you're right.

Ste (Fuzzy), Monday, 10 October 2005 13:04 (twenty years ago)

Search: Ducktales. I love the cane-as-pogo-stick thing that had going on, where you'd spend most of your time bouncing through the levels. Unfortunately it had some absolute wank jumps like on the Himalayas level, where you couldn't use your cane or you'd get stuck in the snow. On the whole, the NES version was a lot better than the Gameboy for jumping.

Totally agree, though having to press down and B while in midair was always kind of awkward. Ducktales 2 improved on that much, despite the watery graphics and slapdash feel of a lot of late NES games.

God I'm a dork.

the pr00de abides (pr00de), Monday, 10 October 2005 15:26 (twenty years ago)

Search

Destroy

TOMBOT, Monday, 10 October 2005 17:16 (twenty years ago)

Destroy Ghosts 'n Goblins for being buttfuckingly impossible, too.

the pr00de abides (pr00de), Monday, 10 October 2005 17:23 (twenty years ago)

Strider wasn't easy but whoa was it ever one of the most gratifying and enjoyable games I have ever played in my entire LIFE.

TOMBOT, Monday, 10 October 2005 17:26 (twenty years ago)

Haha, Ghosts 'n Goblins (Well, Ghouls 'n Ghosts) is one of my favourite take-it-in-turns two player games, because of the silly difficulty level. Keeps goes short, and the player who's stuck behind can copy what the first player did so they can catch up easily.

melton mowbray (adr), Monday, 10 October 2005 19:20 (twenty years ago)

TOMBOT OTM xpost

Play control SO FLUID

Laura H. (laurah), Monday, 10 October 2005 19:23 (twenty years ago)

I'm conflicted about the jumping in Ninja Gaiden (the original). The spinning was cool, especially when you came down on a guy with a sword slash or special weapon, but trying to climb up walls by jumping and then latching on again could be so infuriating.

Even though it was one of my favorite games, I never got past this one level.

Jordan (Jordan), Monday, 10 October 2005 19:32 (twenty years ago)

I think it involved a warehouse with flying ghosts?

Jordan (Jordan), Monday, 10 October 2005 19:46 (twenty years ago)

I'm surprised more games didn't go the Bionic Commando route and put together some special non-jumping vertical-movement system: the swinging in that game was an absolute blast, and kinda ahead-of-its-time free-form in terms of the weird tricks you could wind up doing with it.

Can I just say that I usually really despite the jumping in first-person shooters, where you get less of a sense of a "jump" and more of a sense of, umm, the screen just moving up a bit for a second? Which is my way of prefacing a shout-out to the first Halo, where the jumps could be kind of amazing -- they had a weird hanging/sliding quality, like you were on a track, and if you were running at someone, and you both jumped at the same time, it seemed like there was a bizarrely long amount of time in there to engage in mid-air combat.

This is my first post to I Love Games. Dorks.

nabisco (nabisco), Monday, 10 October 2005 19:46 (twenty years ago)

I guess one Bionic-Commando-style variation would be like Kirby-type puff-and-float stuff. Which, which: Cozen, you must have loved the Super Smash Bros jumping systems! Kirby on the first one, floaty Peach on the second ...

nabisco (nabisco), Monday, 10 October 2005 19:49 (twenty years ago)

n I was just wondering when you'd show up here!!

teeny (teeny), Monday, 10 October 2005 20:11 (twenty years ago)

I have my reasons! But given that I don't have a working console and all my gamer friends are in Chicago, chances are I can't stay long.

nabisco (nabisco), Monday, 10 October 2005 20:23 (twenty years ago)

This is my first post to I Love Games. Dorks.

ONE OF US
ONE OF US

kingfish superman ice cream (kingfish 2.0), Monday, 10 October 2005 21:20 (twenty years ago)

Also, one thing that I completely can't tolerate in FPS games:

your character can do amazing tricks, violate the laws of physics, do insanely powerful jumps...but you can't climb up a platform that's only two feet high. i HATE the "can't grab & pull yourself up" thing in most FPS.

I'm playing Tron 2.0 right now, and it's really pissing me off.

kingfish superman ice cream (kingfish 2.0), Monday, 10 October 2005 21:23 (twenty years ago)

oh god yes Maria slidey jumping is the pits.

Ste (Fuzzy), Wednesday, 4 October 2006 08:46 (nineteen years ago)

I got the kids the new Pirates of the Caribbean game for the PS2. Who ever heard up pirates running along and up and along and up two flights of stairs to get 5 feet higher up? They're pirates ffs! Pirates can jump and climb!

They do have some bits where you do things like grab a rope and cut it and fly up onto buildings - but it's all done in fucking cut scenes!

gah!

Onimo (GerryNemo), Wednesday, 4 October 2006 09:18 (nineteen years ago)

http://img136.imageshack.us/img136/7928/276vicecity036as9.jpg

If I ever release a solo record, it's gonna be called Unique Jumps. I'm a sucker for that sudden third-person movie mode.

Pleasant Plains /// (Pleasant Plains ///), Wednesday, 4 October 2006 20:36 (nineteen years ago)

NOBODY HAS FUCKING MENTIONED THE ORIGINAL QUAKE IN THIS THREAD AND THIS IS A BIG PROBLEM.

Andrew (enneff), Thursday, 5 October 2006 04:56 (nineteen years ago)

You suggest SMB ANYTHING beats Sonic 1-&K????
Say what you want of the games, but the jumps are very cntrollable and you can jump sideways into things.

The GZeus (The GZeus), Thursday, 5 October 2006 15:18 (nineteen years ago)

I hated more than ANYTHING in Zelda's Ocarina deal where it controlled the goddamn jumps for you. You'd walk up to this sidewalk high ledga but dould not jump onto it because it wasn't programmed into the game. Fucking infuriating.

Peach in Mario 2 is sweet because you never fall into waterfall pithole DOOOM if you misjump, she just floats on like whatever.

Abbott (Abbott), Thursday, 5 October 2006 16:03 (nineteen years ago)

Dude, Peach on the ice levels on SM2 is just like floating sliding gliding brilliance.

But then you get to those desert bits where you have to dig down through sand and she's almost as bad as Luigi. (Make Luigi jump once to avoid a tiny little snake and he does his big-butt shuffly pinwheel liftoff halfway back up the level.)

nabisco (nabisco), Thursday, 5 October 2006 18:23 (nineteen years ago)

kind of interesting that jumping as primary maneuver became such a solid tradition from the outset of the NES et al. that just two years later Bionic Commando comes out and everyone is like WHOOAAAAA, NO JUMPING?


Also pretty illustrative of the gap between 1983 and 1986? I don't remember people jumping around much on the Atari.

TOMBOT (TOMBOT), Thursday, 5 October 2006 18:31 (nineteen years ago)

I don't remember many Atari games that had any kind of dimensionality you could even jump through (leave alone animal-like characters that could conceivably have jumping abilities, as opposed to like vehicles and/or abstract bomb-catching panels or whatever).

nabisco (nabisco), Thursday, 5 October 2006 18:55 (nineteen years ago)

I'm not sure where Q-bert fits into anything. Q-bert is like the Zen-koan paradox of this whole thread: is what Q-bert does "jumping," or not?

nabisco (nabisco), Thursday, 5 October 2006 18:57 (nineteen years ago)

pitfall!

s1ocki (slutsky), Thursday, 5 October 2006 19:12 (nineteen years ago)

http://img212.imageshack.us/img212/7774/a2600pitfalldn1.png
pitfall - '82, atari

http://img234.imageshack.us/img234/5664/donkeykongjr28arcadegame29pz0.png
donkey kong jr - '82 arcade/atari

xpost!

sleep (sleep), Thursday, 5 October 2006 19:21 (nineteen years ago)

oh, maybe more importantly, jumpman jr '83

http://img234.imageshack.us/img234/6857/64jumpmanzq9.gif

sleep (sleep), Thursday, 5 October 2006 19:23 (nineteen years ago)

http://adventures.ngenres.com/screens/250/jumpman.jpg

cousin larry bundgee (bundgee), Thursday, 5 October 2006 19:35 (nineteen years ago)

also quake and followers otm. strafejumping, bunnyhopping and doublejumping were all originally bugs in the player movement code, left in later games because they became such an integral part of multiplayer and added another dimension of gameplay.

http://en.wikipedia.org/wiki/Bunny_hopping
http://en.wikipedia.org/wiki/Strafe-jumping


you know what i really hate? when you can't move at all in midjump! give me midair control!

yes

sleep (sleep), Thursday, 5 October 2006 19:38 (nineteen years ago)

When they fucked up the bunnyhopping in CS I lost 20hp a little part of me died.

Onimo (GerryNemo), Thursday, 5 October 2006 20:02 (nineteen years ago)

Quake did have some awesome jumping, I have to admit.

The GZeus (The GZeus), Thursday, 5 October 2006 20:49 (nineteen years ago)

I love the jumping in the GBA/DS Metroid and Castlevania games (and their predecessors), especially as it gets enhanced throughout the game. Double-jumps! Makes no sense physically but is incredibly satisfying.

Jordan (Jordan), Thursday, 5 October 2006 20:50 (nineteen years ago)

Bunny hopping and rocket jumping. Aw yeah.

Andrew (enneff), Friday, 6 October 2006 02:07 (nineteen years ago)

> you know what i really hate? when you can't move at all in midjump! give me midair control!

Laws of physics to thread.

It's the lazy and immoral way to become super hip. (Austin, Still), Friday, 6 October 2006 02:21 (nineteen years ago)

Well it's a GAME.
The goal is to be FUN.

Also, acrobats and martial artists can control midair movement.

The GZeus (The GZeus), Friday, 6 October 2006 04:42 (nineteen years ago)

(pssst, martial artists are on wires, dude.)

Arno Oliver Bedder (noodle vague), Friday, 6 October 2006 06:24 (nineteen years ago)

> Well it's a GAME.
The goal is to be FUN.

I know, I'm just bustin yer chops.

> Also, acrobats and martial artists can control midair movement.

To a degree limited by Newton's rules of motion. Certainly there's no reversing course in midair. Except from up to down.

It's the lazy and immoral way to become super hip. (Austin, Still), Friday, 6 October 2006 13:07 (nineteen years ago)

San Andreas taxi hops are the weakest shit ive ever seen

Ste (Fuzzy), Friday, 6 October 2006 13:34 (nineteen years ago)

Well, a skilled gymnast can slow down or even stop(if they're going slow enough).

The GZeus (The GZeus), Friday, 6 October 2006 15:59 (nineteen years ago)

...

teh_kit (g-kit), Friday, 6 October 2006 16:57 (nineteen years ago)

You are all AFRAID to tackle the Q-BERT CONUNDRUM.

nabisco (nabisco), Friday, 6 October 2006 17:16 (nineteen years ago)

Q-Bert's not jumping, it's falling with style.

Doctor Jaggernathy (noodle vague), Friday, 6 October 2006 17:19 (nineteen years ago)

Pretty much any game where you can jump then jump off a wall onto another wall onto another wall all the way to the top of evil wizard dude's tower, I will love. Notable examples for Gamecube = Prince of Persia games, Spongebob games (very fun platformers).

got yourself a fish biscuit! (nickalicious), Friday, 6 October 2006 17:22 (nineteen years ago)

Those spongebob games ARE fun. Some of the best 3D platformers I've played.

The GZeus (The GZeus), Friday, 6 October 2006 23:43 (nineteen years ago)

two years pass...

http://www.1up.com/do/blogEntry?bId=8980870&publicUserId=5379721

this article is an awesome meditation on jumping

s1ocki, Wednesday, 11 February 2009 20:13 (seventeen years ago)

Definitely a good one.

Nhex, Wednesday, 11 February 2009 20:43 (seventeen years ago)

i like in fps where you can jump and then fire a rocket at the ground and youll jump even higher

max, Wednesday, 11 February 2009 20:49 (seventeen years ago)

One of the cool things in the level commentary in Team Fortress 2 is how explicitly they designed the stages to take advantage of the Soldier's rocket-jumping ability and the Demoman's bomb-jumping - there are roofs and ledges no other character can get to that provide a tactical advantage.

Nhex, Wednesday, 11 February 2009 21:34 (seventeen years ago)

Good article, though I think it's wrong about Wonder Boy which I'd always found intuitive even though it didn't follow the Mario model.

ducking kiosk monkey (onimo), Thursday, 12 February 2009 12:23 (seventeen years ago)

dudes i think the first ever jumping platformer for a home computer may have been "ladder" for the cpm operating system, which i played the hell out of on my grandfather's kaypro ii - there's a SLIGHTLY less satisfying java version of it that you can play here:

http://ostermiller.org/ladder/

i loved this game; my grandfather would yell at me not to hit the keys on his keyboard so hard - i used to slam fuck out of the space bar to jump

Tracer Hand, Thursday, 12 February 2009 12:53 (seventeen years ago)

you could change the direction of the jump in mid-air as well

Tracer Hand, Thursday, 12 February 2009 12:56 (seventeen years ago)

I believe fps-jumping should be limited, too much jumping takes me out of the story. Half-Life 2 is a good example, his jumps are so poor you might as well run.

sonderangerbot, Thursday, 12 February 2009 16:06 (seventeen years ago)

I've never seen this thread and I think it is cool.

Cactus made a cool game about jumping called Precision. This sometime Poppenkast dude QOG made a neat game called Runjump in which you can pretty much only control the moment you jump while you constantly move to the right toward the goal.

bamcquern, Friday, 13 February 2009 02:56 (seventeen years ago)

eleven months pass...

loving yoshi island ds still, it's almost the perfect platformy-jumping game i've ever played.

i'm currently writing a simple platform game and in my haste to make the collision work my player sprite can actually hang onto walls and jump, if timed correctly, again to climb further. i think i'll clean it up and keep it in, perhaps for certain walls only though.

also i'd never given much thought about fps games not having a 'grab the platform above' method. Has this been incorporated these days? (not fps'd in a looong while)

bracken free ditch (Ste), Friday, 29 January 2010 11:41 (sixteen years ago)

Nah, it's still all ladders. I guess toting a dozen guns makes platform grabbing tricky.

take me to your lemur (ledge), Friday, 29 January 2010 12:01 (sixteen years ago)

Aside from "Mirror's Edge" (stretching a point to call it an FPS) I haven't seen any. It's a pity, because it would add variety if you had to holster your gun every so often to climb up/over something.

might seem normal (snoball), Friday, 29 January 2010 12:03 (sixteen years ago)

I would like to see a thread about all the innovative things that still can be added to fps along the lines of grabbing a platform, wall jumps (which should cause a 180 spin in camera angle), platforming type stuff

CaptainLorax, Friday, 29 January 2010 21:05 (sixteen years ago)

too bad there's no way to make that happen :(

scent of a wolfman (s1ocki), Friday, 29 January 2010 21:23 (sixteen years ago)

Q*Bert moved upwards too, of course it was jumping!

I remember enjoying how precise the jumping in the original Prince of Persia seemed. One millimetre off and no way wuz you gonna catch that platform!

FC Tom Tomsk Club (Merdeyeux), Saturday, 30 January 2010 15:49 (sixteen years ago)

the disney prince of persia movie coming out would be cooler if they had based it on the first couple

stop assuming I assumed something LOL (CaptainLorax), Saturday, 30 January 2010 19:49 (sixteen years ago)

in Manic Miner and JSW it was actually slower to jump than it was to walk, but only by a pixel or two - the last tiny bit of a jump had you coming down vertically with no horizontal movement at all.

koogs, Friday, 5 February 2010 18:36 (sixteen years ago)

thats true, i really hated that whole 'getting killed for falling too far' in jsw games.

bracken free ditch (Ste), Saturday, 6 February 2010 01:00 (sixteen years ago)

the disney prince of persia movie coming out would be cooler if they had based it on the first couple

― stop assuming I assumed something LOL (CaptainLorax), Saturday, January 30, 2010 2:49 PM (1 week ago) Bookmark Suggest Ban Permalink

i dont think the world is ready for an barack/michelle ancient persian adventure yet tbh

brews before HOOS (s1ocki), Saturday, 6 February 2010 08:58 (sixteen years ago)

Screw the world, I'm ready! While I was playing Sands of Time, I actually did think to myself that it would make a fun adventure movie, it hit the right beats. Too bad the casting looks terrible...

Nhex, Saturday, 6 February 2010 09:16 (sixteen years ago)


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