Trickjump
Trickjumps are video game techniques that are used to enhance the mobility of the player when jumping.[citation needed] These methods are sometimes unforeseen by the creator of the game. However, they can also be placed in the game on purpose, often to reward players who practice more.
Types
The double jump is arguably a form of trickjump. If it is so, then it is the simplest and oldest type (see main article).
The most famous group of trickjumps are the weapon jumps.[1] This type of trickjump harnesses the splash damage of a weapon to propel the game character. Rocket Jumps are the most common. Another variant is the plasma climb, which was introduced in Quake III. Because Quake III's plasma gun was a splash damage weapon with a high rate of fire, it could be used to "climb" up walls.[2] The genesis of the weapon jump could possibly be Duke Nukem II, where the player could "fly" by aiming a flamethrower downward.[citation needed] Super Metroid featured the first appearance of the turbo bomb technique, wherein Samus rolls into the Morph Ball and then detonates a bomb. The blast makes her hop slightly in the air, and another bomb is set in mid-air, which then explodes and sends her even higher, and allowing the player to "climb" indefinitely. The name turbo bomb comes from the use of a turbo controller to lay the bombs at the correct intervals to climb.
Bunny hopping is another simple trickjump.
Grenade jumping is another simple trickjump.
Strafe jumping is a trickjump that is specific to games descended from id Software's Quake engines.
Halo Trickjumping
Halo has been one of the more prominent games involving trick jumping, where players use techniques to get to a location as visually appealing, efficient, or skillful as possible. Trick jumping in Halo has been around since the franchise's first release. It was popularized in Halo 2 by Trickjumper Mr. Jukes. New techniques have been adapted and carried on as the franchise precedes. The most popular Halo Trickjumping video released has been Look Before You Leap 2 developed by Halo Trickbuming team Bojangles. The video has over 300,000 and at one point was featured as Youtube's #1 gaming video. The video was posted on Bungie's website and all members of Bojangles were rewarded Halo 3's most exclusive armor, Hayabusa. The video featured a variety of Trickjumping techniques, including ghost jumping, rubbles, slide jumping, stacking, slide ramping, and more.
The Halo Trickjumping community was originally led at High Impact Halo, created by a man who called himself Ducain on the forums. However, after it's end, the Halo Trickjumping community is now based at jumprs.org, created by one they call Derek.
Types of Halo Trickjumping
• Stacking is where a player prepares one or a series of explosives timed so that they explode at the same time to achieve a great height. These explosives can include grenades, rockets, etc.
• Clearly Me-ing[citation needed] is when a player jumps off of an invisible forge ball while in mid-air. This can include vines.
• Exile-ing is a recently discovered method that has been the cause of much controversy as the meta-game evolves. It is when a player uses the high pitched frequency of various in-game objects to induce an allocated amount of height over time. It is often referred to as "Kesha on helium" by the community members, and the terminology, while unprofessional, has stuck. This method, although useful, is typically avoided due to its "boring" and "Anonymous~" nature.
• Slide jumping is where a player uses their momentum to jump off of a slanted geometry to achieve even more momentum and speed.
• Magic Carpet is where a player runs off of a move-able object to gain extra speed. This happens because of Bungie's game engine.
• Rubble Jumping are jumps that involve jumping off of a solid object in the air. This object could be a cone, an explosive, a piece of shrapnel, etc.
• Ghost Jumping is one of the most used techniques in Halo Trick Jumping. A player uses it when wanting to achieve a second jump where it is not originally possible. There are three kinds of Ghost Jumping. The original ghost jump is where a player jumps up a slanted wall and achieves a second jump where the slanted wall and another piece of geometry meet. The second type is called Edge Ghosting where the player hits their head on a slanted part of the ceiling or wall, allowing them to jump another time while in mid-air. The last type is known as a "90" where a player simulates an Edge Ghost on not a slanted ceiling, but a ceiling that forms a perfect 90° between it and the wall. It is not exactly known why it occurs, but it is because of Bungie's game engine that this is achievable.
• Save Jumps are where a player jumps once more to clear their landing (often to avoid falling) after making it to their destination.
• Slide Ramping is where a player uses the momentum of a Slide Jump to ramp a slope next to the slide. So instead of using the sliding momentum to go forward, the player immediately hits the ramp and uses the momentum to go upwards to achieve more height.
See also
- Game mechanic
References
External links
- A collection of tutorials on some of the trickjumps found in Quake III.
- A Trickjump related community with much information on the subject.
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