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** ''VideoGame/SuperMarioLand'' for the UsefulNotes/GameBoy superficially looks and plays like the original game, but the jump physics are noticeably different; for instance, when Mario jumps diagonally, you can't control how it moves (although you can when it jumps straight up) and he maintains no momentum.

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** ''VideoGame/SuperMarioLand'' for the UsefulNotes/GameBoy Platform/GameBoy superficially looks and plays like the original game, but the jump physics are noticeably different; for instance, when Mario jumps diagonally, you can't control how it moves (although you can when it jumps straight up) and he maintains no momentum.



* The UsefulNotes/{{NES}} [[https://www.youtube.com/watch?v=ujZN41GEsb0 pirate hack of]] ''VideoGame/SuperMarioWorld'' is a surprisingly ambitious port of the Super Nintendo classic, and it would actually be playable -- provided they hadn't botched Mario's jumping. Whether Mario is moving slow or running as fast as a bullet, jumping automatically negates any momentum, leaving Mario with a ''very'' limited jumping range. Fortunately, he can still control the direction of his jump in midair.

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* The UsefulNotes/{{NES}} Platform/{{NES}} [[https://www.youtube.com/watch?v=ujZN41GEsb0 pirate hack of]] ''VideoGame/SuperMarioWorld'' is a surprisingly ambitious port of the Super Nintendo classic, and it would actually be playable -- provided they hadn't botched Mario's jumping. Whether Mario is moving slow or running as fast as a bullet, jumping automatically negates any momentum, leaving Mario with a ''very'' limited jumping range. Fortunately, he can still control the direction of his jump in midair.



* Kid Kool for the NES (and likewise, ''VideoGame/PsychoFox'' for the UsefulNotes/SegaMasterSystem) features jumping physics similar to the original Super Mario Bros., although you don't have as much control over the midair jumps.

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* Kid Kool for the NES (and likewise, ''VideoGame/PsychoFox'' for the UsefulNotes/SegaMasterSystem) Platform/SegaMasterSystem) features jumping physics similar to the original Super Mario Bros., although you don't have as much control over the midair jumps.



* In the ''VideoGame/HunterTheReckoning'' game for the UsefulNotes/NintendoGameCube, 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.

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* In the ''VideoGame/HunterTheReckoning'' game for the UsefulNotes/NintendoGameCube, Platform/NintendoGameCube, 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.
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* 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 [[PressureSensitiveInterface 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.

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* 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 [[PressureSensitiveInterface pressure-sensitive buttons ]]were 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.
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* 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.

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* 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 [[PressureSensitiveInterface pressure-sensitive buttons were ]]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.

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* {{Lampshaded}} in the first level of ''VideoGame/UltimateSpiderMan''. When explaining his ability to DoubleJump, Spidey admits that it is physically impossible, but "so is most of the stuff I do".

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\n* ''[[VideoGame/UltimateSpiderMan2005 Ultimate Spider-Man]]'': {{Lampshaded}} in the first level of ''VideoGame/UltimateSpiderMan''.level. When explaining his ability to DoubleJump, Spidey admits that it is physically impossible, but "so is most of the stuff I do".
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* In ''VideoGame/FinalFantasyXIV'', all characters can perform a small jump. Outside of clearing small hurdles and a few specific (and optional) platforming challenges, however, it doesn't have much practical use.
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** ''VideoGame/PhantasyStarOnline2NewGenesis'' allows players to perform double jumps, wall jumps, and glides (which, in conjunction with devices that produce updrafts, allows them to reach new heights).

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** In ''VideoGame/Sonic3AndKnuckles'', Sonic, Tails and Knuckles all have different jump physics. Sonic and Tails has normal jump heights, but Sonic can access special shield jumps while Tails can fly. Knuckles has pathetic jump heights (which makes playing ''VideoGame/SonicTheHedgehog2'' harder) but makes up for it with the ability to smash through any breakable obstacle.

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** In ''VideoGame/Sonic3AndKnuckles'', Sonic, Tails and Knuckles all have different jump physics. Sonic and Tails has normal jump heights, but Sonic can access special shield jumps while Tails can fly. Knuckles has pathetic jump heights (which makes playing ''VideoGame/SonicTheHedgehog2'' harder) but makes up for it with the ability to glide, scale walls, and smash through any breakable obstacle.


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** ''VideoGame/SonicMania'' upgrades Sonic's 2D jumping abilities with the Drop Dash, which lets him build momentum to spin along the ground at high speeds when he lands. The DLC adds Ray and Mighty, who have their own jumping abilities: Ray has his own method of gliding that lets him control his ascent and descent, while Mighty can perform a GroundPound.

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* ''VideoGame/ZeldaIITheAdventureOfLink'' was the only ''Franchise/TheLegendOfZelda'' game that used manual jumping without an item until ''VideoGame/TheLegendOfZeldaBreathOfTheWild''.

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* ''Franchise/TheLegendOfZelda''
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''VideoGame/ZeldaIITheAdventureOfLink'' was the only ''Franchise/TheLegendOfZelda'' game in the series that used manual jumping without an item until ''VideoGame/TheLegendOfZeldaBreathOfTheWild''.''VideoGame/TheLegendOfZeldaBreathOfTheWild''.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'' grants Link the ability to jump with the Roc's Feather, which is useful in avoiding some attacks, jumping over BottomlessPit[=s=], and navigating the occasional 2D side-scrolling areas.
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* 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.

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* The first ''VideoGame/TeenageMutantNinjaTurtles'' game for the NES ''VideoGame/TeenageMutantNinjaTurtles1989'' 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.
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* "Bunnyhop" is another exploitable glitch in some games that can give additional momentum when jumping horizontally ''and'' preserve momentum: one may be able to do a series of jumps in the same general direction and keep gaining speed after each one, to reach arbitrarily high speeds and leap vast distances InASingleBound.

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* "Bunnyhop" is another exploitable glitch in some games that can give additional momentum when jumping horizontally ''and'' preserve momentum: one may be able to do a series of jumps in the same general direction and keep gaining speed after each one, to reach arbitrarily high speeds and leap vast distances InASingleBound. Some later games have started to implement that as a built-in feature.
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No longer a trope.


** 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).

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** 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" whip it" 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).
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Updated to match Jungle Inferno changes.


* 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...

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* 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]], as long as he's holding it, 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...
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* 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 ''Franchise/MegaMan'' games.

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* 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 ''Franchise/MegaMan'' games.
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** 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.

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** The "ceiling smash" move turns out to be required for HundredPercentCompletion in both ''[[VideoGame/CastlevaniaChroniclesOfSorrow Sorrow]]'' games ''VideoGame/CastlevaniaAriaOfSorrow'', ''VideoGame/CastlevaniaDawnOfSorrow'' and ''VideoGame/CastlevaniaPortraitOfRuin''. In ''VideoGame/CastlevaniaOrderOfEcclesia,'' ''VideoGame/CastlevaniaOrderOfEcclesia'', Shanoa gains the ability to grow wings and fly. Breakable ceilings frequently conceal high-quality loot, as well.

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