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)
― the pr00de abides (pr00de), Sunday, 9 October 2005 05:08 (twenty years ago)
― Laura H. (laurah), Sunday, 9 October 2005 05:30 (twenty years ago)
― the pr00de abides (pr00de), Sunday, 9 October 2005 05:33 (twenty years ago)
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)
― Laura H. (laurah), Sunday, 9 October 2005 06:29 (twenty years ago)
― Dan I. (Dan I.), Sunday, 9 October 2005 06:51 (twenty years ago)
― kingfish superman ice cream (kingfish 2.0), Sunday, 9 October 2005 07:14 (twenty years ago)
― älänbänänä (alanbanana), Sunday, 9 October 2005 12:05 (twenty years ago)
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)
― cozen (Cozen), Sunday, 9 October 2005 12:21 (twenty years ago)
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)
― adam (adam), Sunday, 9 October 2005 14:02 (twenty years ago)
― Gravel Puzzleworth (Gregory Henry), Sunday, 9 October 2005 14:28 (twenty years ago)
totally... that really adds so much dimension to the game. truly classic jumping!
― s1ocki (slutsky), Sunday, 9 October 2005 18:26 (twenty years ago)
― s1ocki (slutsky), Sunday, 9 October 2005 18:37 (twenty years ago)
― cozen (Cozen), Sunday, 9 October 2005 19:10 (twenty years ago)
― polyphonic (polyphonic), Sunday, 9 October 2005 21:22 (twenty years ago)
― grimly fiendish (grimlord), Sunday, 9 October 2005 21:44 (twenty years ago)
― Forksclovetofu (Forksclovetofu), Sunday, 9 October 2005 22:12 (twenty years ago)
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)
― älänbänänä (alanbanana), Sunday, 9 October 2005 23:17 (twenty years ago)
http://homepage.mac.com/knarley/iblog/B1286550043/C1156448781/E64027672/Media/pitfall.gif
― Laura H. (laurah), Sunday, 9 October 2005 23:27 (twenty years ago)
― Dan I. (Dan I.), Monday, 10 October 2005 01:36 (twenty years ago)
yeah James Pond II jumping was great, I'll second that vote.
― Ste (Fuzzy), Monday, 10 October 2005 07:41 (twenty years ago)
― CMB, Monday, 10 October 2005 09:52 (twenty years ago)
― melton mowbray (adr), Monday, 10 October 2005 10:15 (twenty years ago)
― Craig Gilchrist (Craig Gilchrist), Monday, 10 October 2005 10:38 (twenty years ago)
― Ronan (Ronan), Monday, 10 October 2005 10:48 (twenty years ago)
S/D: controllers for jumping... fuck a sticky-buttoned x-box
― cozen (Cozen), Monday, 10 October 2005 11:03 (twenty years ago)
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)
― Ste (Fuzzy), Monday, 10 October 2005 11:24 (twenty years ago)
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)
no: hit a wall, you fall. IIRC.
― grimly fiendish (grimlord), Monday, 10 October 2005 12:45 (twenty years ago)
― Ste (Fuzzy), Monday, 10 October 2005 13:04 (twenty years ago)
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)
Destroy
― TOMBOT, Monday, 10 October 2005 17:16 (twenty years ago)
― the pr00de abides (pr00de), Monday, 10 October 2005 17:23 (twenty years ago)
― TOMBOT, Monday, 10 October 2005 17:26 (twenty years ago)
― melton mowbray (adr), Monday, 10 October 2005 19:20 (twenty years ago)
Play control SO FLUID
― Laura H. (laurah), Monday, 10 October 2005 19:23 (twenty years ago)
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)
― Jordan (Jordan), Monday, 10 October 2005 19:46 (twenty years ago)
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)
― nabisco (nabisco), Monday, 10 October 2005 19:49 (twenty years ago)
― teeny (teeny), Monday, 10 October 2005 20:11 (twenty years ago)
― nabisco (nabisco), Monday, 10 October 2005 20:23 (twenty years ago)
ONE OF USONE OF US
― kingfish superman ice cream (kingfish 2.0), Monday, 10 October 2005 21:20 (twenty years ago)
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)
― Ste (Fuzzy), Wednesday, 4 October 2006 08:46 (nineteen years ago)
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)
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)
― Andrew (enneff), Thursday, 5 October 2006 04:56 (nineteen years ago)
― The GZeus (The GZeus), Thursday, 5 October 2006 15:18 (nineteen years ago)
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)
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)
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)
― nabisco (nabisco), Thursday, 5 October 2006 18:55 (nineteen years ago)
― nabisco (nabisco), Thursday, 5 October 2006 18:57 (nineteen years ago)
― s1ocki (slutsky), Thursday, 5 October 2006 19:12 (nineteen years ago)
http://img234.imageshack.us/img234/5664/donkeykongjr28arcadegame29pz0.pngdonkey kong jr - '82 arcade/atari
xpost!
― sleep (sleep), Thursday, 5 October 2006 19:21 (nineteen years ago)
http://img234.imageshack.us/img234/6857/64jumpmanzq9.gif
― sleep (sleep), Thursday, 5 October 2006 19:23 (nineteen years ago)
― cousin larry bundgee (bundgee), Thursday, 5 October 2006 19:35 (nineteen years ago)
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)
― Onimo (GerryNemo), Thursday, 5 October 2006 20:02 (nineteen years ago)
― The GZeus (The GZeus), Thursday, 5 October 2006 20:49 (nineteen years ago)
― Jordan (Jordan), Thursday, 5 October 2006 20:50 (nineteen years ago)
― Andrew (enneff), Friday, 6 October 2006 02:07 (nineteen years ago)
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)
Also, acrobats and martial artists can control midair movement.
― The GZeus (The GZeus), Friday, 6 October 2006 04:42 (nineteen years ago)
― Arno Oliver Bedder (noodle vague), Friday, 6 October 2006 06:24 (nineteen years ago)
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)
― Ste (Fuzzy), Friday, 6 October 2006 13:34 (nineteen years ago)
― 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)
― nabisco (nabisco), Friday, 6 October 2006 17:16 (nineteen years ago)
― Doctor Jaggernathy (noodle vague), Friday, 6 October 2006 17:19 (nineteen years ago)
― got yourself a fish biscuit! (nickalicious), Friday, 6 October 2006 17:22 (nineteen years ago)
― The GZeus (The GZeus), Friday, 6 October 2006 23:43 (nineteen years ago)
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)
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)
― 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)