PropertyValue
rdf:type
rdfs:label
  • Jump
  • JUMP
  • Jump
  • Jump
  • Jump
  • Jump
  • Jump
rdfs:comment
  • Japanese name: Jump (ジャンプ Janpu) Jump is the defining ability of the Dragoon job, first appearing in Final Fantasy III chronologically, but was first seen in the United States in Final Fantasy IV (II in the U.S) for the Super NES, used by Kain Highwind.
  • While the specific application of a jump varies, some factors always remain the same. The knees and hips should not be bent too far before jumping (usually no more than 45 degrees). The knees should not go too far forward and the lumbar curve should be maintained. The calves should be flexed to point the toes, and the arms should be used for momentum.
  • The Escape Artist uses his strength to jump past terrain. Unlike teleport, you do not have to explore the area before you jump into it. This is very usefull to kill The One. This used with teleport makes the escape artist almost uncatchable.
  • Jump is a runic spell that appears in Ultima Underworld I and II.
  • The normal jump in both games is used to get to higher ground and to cross gaps. In Conker: Live & Reloaded, pressing down on the left thumbstick is also an alternate way of jumping.
  • "Jump" is a Sesame Street song about exercise. The song is heard over a film of people jumping. Sesame Workshop producers worked with kids to create their own version of "Jump" at the 2013 TIFF Kids film festival. A re-filmed version of the song, featuring new lyrics and repurposed to teach the letter J, debuted in season 44. (First: Episode 4422)
  • Translocation 2 allow the psion to make short jumps, moving instantly to places she can sense clearly. She can take along objects with mass equalling her own (or less), but all must bear her psi print.
  • Jump is the power you get when you click on the Jump Button (The Button in the bottom right corner of the screen). When you click on it you will go in the air. This is handy to hold balls that go over you or to counter Power Shots. Also can you counter Power Shots in the air. You must also use Kick for this.
  • Jump was the pet dog of the deceased Tobio. Jump later became part of Astro's family, despite not accepting Astro at first.
  • Jump is the skill used to "leap over pits, vault low fences, or reach a tree's lowest branches". Improve it enough and you can leap over chasms, vault high fences and jump onto a tree's branches.
  • Unique stunt jumps are stunts the player can search and perform to complete the game, optionally in San Andreas. Usually they are created using scm or SCO, but just like the CARS section they can also be stored in plain text ipls in San Andreas and GTA IV since this is more easy to handle. Since unique stunt jumps are related to savegames, a new game must be started before changed or added entries are applied. In San Andreas it is possible to add new stunt jumps without starting a new game using CLEO.
  • Jump (ang. Skok) - jeden z podstawowych ruchów w grach FPP. Skok w serii Unreal wykonujemy domyślnie przy użyciu spacji.
  • A short-range teleportation spell.
  • A jump is something put into Supercross and motocross tracks to enable riders to launch of the ground. They are usually big bumps, somewhat bigger than whoop-de-dos. There are three main sets of jumps: the single jump, the double jump, and the triple jump. Single jumps have only one jump, double jumps two, and triple jumps three. Riders will often take different lines through a series of jumps. While one rider might triple, and then double through a series, another rider might triple, single, and single. Triples are usually only done by advanced riders, as they take increased skill. Beginners usually don't take jumps at all, and simply ride over every jump. There have been known instances of people doing quadruple jumps, though they are not very common.
  • Jump is a spell.
  • Jump worked for Ragtag.
  • Také ho mohou zakouzlit:
  • Jump is a motion move that players can do. This is used to get to higher up places that can't be walked to. Special things can increase the jump height.
  • Jump is a little boy dolphin character from the Japanese company Sanrio. He is a friend of Pochacco and Dori.
  • The theme to Kaizoku Sentai Gokaiger vs. Uchuu Keiji Gavan: The Movie, it is sung by the duo who sang the themes for the two respective series, Matsubara (who did the Gokaiger theme) and Kushida (who performed the Gavan theme). * Lyricist = Iwasato Yuuho * Composer = Mochida Yuusuke * Arranger = Project.R (Kagoshima Hiroaki) * Singer = Matsubara Tsuyoshi, Kushida Akira
  • After dialing P3W-451 which was being sucked into a newly-formed black hole, Carter came up with the plan to use a shaped charge to make the wormhole jump to another Stargate as it was impossible to disconnect it. Though Colonel Frank Cromwell died in the process, the plan was successful and the wormhole jumped from P3W-451 to P2A-870 after which it was finally shut down. (SG1: "A Matter of Time") It is also possible to jump a wormhole from a Stargate to a Supergate although the energy required is substantially greater. (SG1: "The Pegasus Project")
  • Jump was gifted with the power to teleport but had to serve Ragtag in return which he gladly accepts. Overtime he became arrogant due to his powers. Jump welcomed Richie known as Push into the gang. He and Run were sent by Ragtag along with Push to rob a museum. Push had doubts about his mission and intentionally tripped an alarm after realizing that he had become addicted. The alarm alerted Static to the scene who knocked Jump unconscious by electricuting him. He was possibly arrested after the attempted robbery.
  • Jump is a "Character Image Song" performed by Nodoka Manabe, produced by Pony Canyon and published on 19 January 2011 within Nodoka's Character Image Songs album. The song was sung by Nodoka's voice actress Chika Fujitō, written by Shouko Ohmori and composed and arranged by Tom-H@ck.
  • Jumping is an action characters, mobs, and mounts can do, usually while moving. This action can be used to jump over objects and up to higher level terrain. Jumping usually cancels any action that requires a cast time. The default key press for jumping in-game is the . NPCs and mobs cannot jump but they can still find ways to climb a cliff that would even be impossible to jump up.
  • Jumping is among a robo's most basic abilities. It is used nearly for every aspect of battling. The jump is only possible when a robo's leg boosters are in contact with a solid surface, and if used otherwise, constitutes air dashing.
  • Jump was a Shosuro Tejina spell which allowed the caster to enhance the jumps of the target.
  • A jump bid means bidding a contract on a higher level than necessary (jumping one or more level). For example: * 1♥-2♠ is a single jump * 1♠-3♠ is a single jump * 1♣-3♦ is a double jump * 1♦-3♣ is a single jump Traditionally, a jump bid is stronger than a non-jump bid. However, as jump bids are a useful tool to obstruct the opponents' bidding, most now play them as weak. The stop card in a bidding box is usually used in conjunction with jump bids.
  • The Jump ability is a special ability in the Super Monkey Ball series. It was first introduced in Super Monkey Ball: Banana Blitz.
  • Jump is a platformer game made by Thrash56 currently in the Epic Game Library (EGL). It can be played here: It has also been featured at its time. This is so far one of Thrash56's most popular games. It has so far received 3 MS Reviews. It has received over 17 sets of comments. It was published on March 15th 2009.
  • An avatar can jump by the resident pressing the "Page-Up" or "E" key. Jumping also causes an animation to play and will trigger the control event in a scripted object that has permission to grab controls from that avatar. To stop/slowdown avatar movement, press and hold the spacebar, just in case the avatar jumps in the wrong direction. A jump is also a script command.
  • There are three robots that have the ability to jump a certain distance: Cossack.jpg|Cossack|link=Cossack Rogatka.jpg|Rogatka|link=Rogatka Griffin.jpg|Griffin|link=Griffin
  • Jump is a Pokémon Trainer who competed in the preliminary rounds of the Ever Grande Conference.
  • Jump is a dog who belongs to Keladry of Mindelan. He was raised at the Royal Palace around Daine the Wildmage, making him far more intelligent than animals who hadn't spent their lives around her.
  • Jump, also known as Superjump, was a Dark Gift used by Kain in Blood Omen 2. Kain gained the ability in Chapter 2:The Smuggler's Den after absorbing the veins of Faustus. When selected, Jump allowed Kain to target an area (or enemy) to land upon, extending the usual range of his Jumping.
  • I get up, and nothing gets me down. You got it tough, I've seen teh toughest around. And I know, baby just how you feel. You got to roll with the punches, and get towards real,
  • 1st-level transmutation Casting Time: 1 action Range: Touch Components: V,S,M (a grasshopper's hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
  • Casting Time: 1 action Range: Touch Components: V, S, M (A grasshopper’s hind leg) Duration: 1 minute You touch a creature, the creature’s jump distance is tripled until the spell ends.
  • Jump is an effect and a spell in The Elder Scrolls III: Morrowind that is a member of the Alteration school of magic, governed by Willpower. Its base Magicka cost is 3.00 points.
  • Jump is a stat that effects how high you can jump in the air. You can change this stat from zero to one hundred. The jump stat does not effect speed or acceleration. Having zero jump will only allow you to jump up one block high but if it is higher you can jump to higher heights. If jumping is set to one hundred you can jump two blocks lower than the super jump can.
  • On his 45th birthday, Willie feels unfulfilled when he sees his list of life goals that he jotted down on the back of a restaurant menu when he and Kate were in college. One of the goals was to skydive. He had tried when he was younger but chickened out before jumping. Willie has a dream where all of Kate's prior boyfriends and ALF pressure him into jumping. Willie goes skydiving and at the last minute has second thoughts and tries to tell the man in charge, but since he can't be heard over the plane's engine, he decides to go ahead and jump.
  • On his 45th birthday, Willie feels unfulfilled, so ALF suggests he go skydiving.
  • This article is about the Athletics check. For the wizard power, see jump (power). A jump is a type of Athletics check made as part of a move action. This article is a . You can help My English Wiki by expanding it.
  • Jump is a song by Van Halen that appears in Guitar Hero: Van Halen.
  • Jump est un sort de déplacement de l'Arche de l'Espace.
  • Probably from [[w:|]][[Category: derivations|Jump]] (?). Akin to Old Dutch [[gumpen#|gumpen]] (“‘to jump’”), Low German [[gumpen#basso sassone|gumpen]] (“‘to jump’”), Danish gumpe (“‘to jolt’”), gimpe (“‘to move up and down’”), Swedish [[gumpa#|gumpa]]
  • Jump is Momoshiro Takeshi's Best of Seigaku Players Single.
  • Jump is a move from the Mario series. This move is easily recognizable to all, even to people who have not played any of the games. It elevates a character temporarily into the air from the ground. In the platformers, the player can break and activate blocks by hitting them from underneath during a Jump. Most characters Jump with their right hand in the air, usually in a fist. A Stomp is the second part of a Jump that occurs while coming down. Anyone who can Jump can Stomp. In the Mario RPG Series, Mario uses it with a Timed Hit for extra damage.
  • Song: Jump Album: Espressivo By: Kazuki Hihara (Morita Masukazu) Romaji= Taiyou ga Sun-Sun kimochi ga I~yo ne Konna hi wa zettai dokka ikitaku naru ne Hiroi harappa nekorondari shite Tanoshii hanashi ippai shiyou yo Kimi ga tsukutta obentou dattara Basuketto made taberarechaisou da yo Hashagi tsukarete nemutaku nattara Yurari yurarete ano kumo no ue ni Tama ni wa iya na koto datte Nakitaku nacchau koto datte aru yo ne Soredemo issho ni ireba nanda ka saikou da yo Here We Go! Hop! Step! Jump! hajikeyou te o tsunagou Hop! Skip! Jump! tonde yukou ano oka e
  • The story begins with a flashback to high school in 1999, in which we are introduced to Kimmie Keegan (played by Lindsay Lohan), who's a mean girl who torments Betty in a game of dodgeball by recruiting her on the team, only to be tricked when Kimmie has the girls get behind Betty, using her as a human shield.
  • At the beginning of the Last Siege of Y'Ghatan, Jump was acting the role of Sapper and was part of a group of soldiers who where under the protection of the mage Balgrid. During the assault, Sergeant Gesler ordered some of the freshly-made sappers from Tissy's squad, Jump amongst them, to clear some of the buildings ahead. Jump, Able and Gupp, instead of throwing the sharpers, went inside a building to set them off. Gesler heard the sharpers then thought he saw the flames of a Burner. One of the three soldiers stumbled out, wreathed in flames and was shot by Gesler but too late to save those running towards the man. They were killed when his munitions pouch exploded. The building was engulfed in flames and the other two presumably perished in the flames inside. It is unknown if Jump was th
  • Jump (ジャンプ) is one of the basic movements used in all Tekken games and fighting games in general. It can be accomplished by inputting up-left, up or up-right directions. In the original Tekken and Tekken 2, characters could jump unrealistically high. As of Tekken 3, jumping was made more realistic. A jump can be used to avoid an unblockable attack in earlier Tekken games and avoid low attacks. An opponent can perform an airborne throw on a player during a jump because they are considered airborne.
  • Jump is a fan-made weapon statistic for Stick Ranger that adds AT done by the first attack on an enemy by increments of 1 AT per Jump point. Besides the first attack when entering the screen, there exists a cooldown between the "charges", that equals to 500% of the character's AGI. A character that hasn't attacked for that much amount of time will get his AT charged up even while walking, indicated by the shadowy silhouette of the character.
  • Jump is a move performed in both the field and battle in all Paper Mario games. While in the field, a jump can be executed in order to reach high places. A jump can also be used to start a Battle if you land on an enemy. This will also count as a First Strike. In the game Super Paper Mario, jumping is the main method of defeating enemies. Some enemies, such as Spike Tops and spiny, are resistant to jumping moves. In Paper Mario: The Thousand-Year Door, you can equip the Spike Shield badge which will allow you to jump on spiked enemies. There are also fire enemies such as embers which will inflict damage upon contact. The Ice Power badge can prevent this however.
  • Jump is a character... well.... jumps into the air! Mario blew up in the game Super Mario Brothers 4 so only Link, Bowser, Peach, and Daisy can jump. Peach first invented jumping when her hairspray was (oddly) floating above her showerhead. While her neighbor Daisy was spying on her she tripped over Bowser who was staying for a slumber party and she bounced on Mario's head and launched into the air, just to be kidnapped Chuck Norris and saved by Luigi who she married and had 37 kids who all looked like Mario so Luigi got mad and Put a bomb into Mario's mouth and blew up while Daisy was going to Peach's sleepover. Fawful suddenly appeared summoned a time warp in which Daisy was pushed into and appeared inside Peach's house the day she invented jumping. She learned how to jump that day and B
  • Jump refers to a set of phenomena and principles which allow extrasolar travel. The space is stitched with displacement jump points, ripples which are connected to each other. The distortion waves of a jump point ripple across a ship's plot board. Individuals who are onboard ships during a Jump, feel a "gut-wrenching twist".
  • A Jump is a basic move that many characters have in various video games. It was introduced in the arcade video game Donkey Kong, in which Mario, then known as Jumpman, would jump over oncoming barrels tossed by Donkey Kong. It would later be implemented in various other titles in the series and literally almost every platforming video game (as well as various other genres). Genres in which jumping is often times included in are:
  • In 2220, Estelle Bok, a physicist investigating FTL travel, arrived at Cyteen Station with a group of immigrants. She continued her research there and achieved a major breakthrough in 2230 when she found a loophole allowing the Einsteinian limit to be breached. This enabled her to derive the Bok Equation, the theoretical basis for FTL travel. Cyteen management immediately initiated a program to apply Bok's principle to ship drives, and in 2248 the first FTL probe, Aurora, set out from Cyteen Station to Mariner Station, 6.8 light years away, and back.
  • Jump is one of the most commonly used moves in the Banjo-Kazooie series. There are two different kinds of jumps: a very short jump which has limited uses, and a long jump which most players utilize. The short jump is one of the only abilities that can be used at the start of Banjo-Kazooie without visiting the first of Bottles' molehills. In Nuts & Bolts, The short jump, and long jump, are one of the few moves that Banjo & Kazooie still remember. File:Banjo icon.png Abilities from Banjo-Kazooie File:Kazooie icon.png File:Banjo icon.png Abilities from Banjo-Tooie File:Kazooie icon.png
  • [[Category:]] Jump is a transmutation spell used by young or inexperienced wizards that enhances the capacity of its target to jump. When jump is cast on a creature, they became half again as likely to succeed in any jump. The spell is not particularly complex, but drains the mental faculties of a wizard enough that it cannot be cast again until the wizard has rested briefly, perhaps a few minutes, to refocus himself.
  • In KQ1 Jump is an Action skill. It is both a typeable skill, typing 0, or accessed through a pull down menu. Graham will jump in almost all locations. Jump allows Graham to jump a few feet into the air, before landing again. But its only useful in one instance, to catch the Condor. In KQ4, one can type "Jump" in to cross tufts of grass in the Swamp. While jumping does occasionally appear in other games of the series, they are usually streamlined to using the 'Hand' cursor.
  • Games usually have a button designated specially for jumping. Simply pressing the button causes the character to jump straight up in the air, while pressing the button while holding the left or right button causes it to jump in the pressed direction. In many games it is possible to control the character's horizontal movement while in the air.
  • A jump is a controlled vertical descent, landing more or less on the feet. Characters jump on purpose. Characters who are pushed or who leap into the air accidentally are judged to Fall not Jump. To determine whether a jump causes accidental damage, first decide the distance jumped in yards, rounding up to the nearest full yard. Characters taking W damage from a jump will drop anything held in their hands 50% of the time.
  • Remember when you had all the answers nothing else even mattered it was just you and you alone and you could feel it in your bones you didn't need to be told what to believe, what to believe you didn't need to let go at lightning speed Remember when you stopped short of surrender and you'd never say never but it's the truth you didn't know between the now and what's unknown you didn't need to be told what to believe, what to believe and you realized on your own at lightning speed You didn't need to be told what to believe, what to believe you didn't need to let go at lightning speed
Level
  • 1
Season
  • 2
  • Kaizoku Sentai Gokaiger vs. Uchuu Keiji Gavan: The Movie
First game
  • Donkey Kong
Length
  • 181.0
dcterms:subject
Utilisateurs
JName
  • ジャンプ Janpu
Wielder
songtype
  • ending
Type de Magie
voiceact
nameline
Unlock
  • 1
type4e
  • Encounter
firstAppear
Patch Introduced
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Previous
Found
  • Various
Range
  • 1
Viewers
  • 8750000
Singer
Key
  • W
Element
  • Support
  • N/A
  • N/A
Lyricist
  • Yuuho Iwasato
Eyes
  • Black
Residence
Picture
Voiced by
Appearance
  • Most Mario games.
Producer
Affiliation
Other
Game
CD
  • 30
Hair
  • Black
  • White and black
Introduced
  • Blood Omen 2
Name
  • Jump
first released
Type
  • Teleport
  • Movement
  • Terminology
  • electric
  • Pohyb
Airdate
  • 2008-05-22
Romaji
  • Janpu
Caption
  • The Jump Sticker as it appears in Paper Mario: Sticker Star
  • BO2 Jump icon
First
Abilities
  • Teleportation
Region
  • Hoenn
school2e
school3e
school1e
school5e
latestappeared
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Uses
  • Tap button for a shorter jump, hold button for a higher jump
fgcolor
  • snow
Words
  • UUS POR
Kanji
  • ジャンプ
Base
Species
Circle
  • 2
Icon
Class
BGCOLOR
  • hotpink
  • mediumvioletred
  • #FFA6C9
Rights
  • Columbia Music Entertainment
Description
  • Makes all Vikings Invulnerable and able to pass over enemies for 1.5 seconds.
  • The Iop knows how to control the power of the wind when jumping, so it can launch itself onto the battle field quickly.
  • Teleports onto the targeted cell and increases the final damages recieved by enemies found on adjacent cells.
  • Creates a unique stunt jump
  • Umožnuje postavě udělat skok.
Performer
Cost
  • 1
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Nom
  • Jump
Restrictions
  • *Could only be used on flat surfaces,
  • *Could only target points at the same height.
  • *Restricted by distance,
  • *Spell lvl < 9: requires Line of sight *Per Turn: 3
Universe
Episode
  • 18
PREV
Classification
Friends
Gender
Recorded
NEXT
Composer
  • Yuusuke Mochida
World
Publisher
  • Splotched Animal Music Co.
Writer
Director
  • Victor Nelli Jr.
Effect
  • *Caster: **Teleport to target Cell **Gain State
  • *Allowed user to Jump long distances by targeting an area or enemy to attack.
  • Stomps on enemies either hurting them or defeats them
Year
  • 2011
wikipage disambiguates
othertrait
  • Broken tail
  • One ear
Line of Sight
  • false
free squares
  • true
global cooldown
  • false
FirstAppeared
linear
  • false
diagonal
  • false
boost range
  • false
AoE
  • single cell
abstract
  • Jump (ジャンプ) is one of the basic movements used in all Tekken games and fighting games in general. It can be accomplished by inputting up-left, up or up-right directions. In the original Tekken and Tekken 2, characters could jump unrealistically high. As of Tekken 3, jumping was made more realistic. A jump can be used to avoid an unblockable attack in earlier Tekken games and avoid low attacks. An opponent can perform an airborne throw on a player during a jump because they are considered airborne. There are also many moves that give a "jump" or "airborne" status. It can also be used to dodge certain moves, if timed right.
  • Japanese name: Jump (ジャンプ Janpu) Jump is the defining ability of the Dragoon job, first appearing in Final Fantasy III chronologically, but was first seen in the United States in Final Fantasy IV (II in the U.S) for the Super NES, used by Kain Highwind.
  • While the specific application of a jump varies, some factors always remain the same. The knees and hips should not be bent too far before jumping (usually no more than 45 degrees). The knees should not go too far forward and the lumbar curve should be maintained. The calves should be flexed to point the toes, and the arms should be used for momentum.
  • The Escape Artist uses his strength to jump past terrain. Unlike teleport, you do not have to explore the area before you jump into it. This is very usefull to kill The One. This used with teleport makes the escape artist almost uncatchable.
  • Jump is a runic spell that appears in Ultima Underworld I and II.
  • Song: Jump Album: Espressivo By: Kazuki Hihara (Morita Masukazu) Romaji= Taiyou ga Sun-Sun kimochi ga I~yo ne Konna hi wa zettai dokka ikitaku naru ne Hiroi harappa nekorondari shite Tanoshii hanashi ippai shiyou yo Kimi ga tsukutta obentou dattara Basuketto made taberarechaisou da yo Hashagi tsukarete nemutaku nattara Yurari yurarete ano kumo no ue ni Tama ni wa iya na koto datte Nakitaku nacchau koto datte aru yo ne Soredemo issho ni ireba nanda ka saikou da yo Here We Go! Hop! Step! Jump! hajikeyou te o tsunagou Hop! Skip! Jump! tonde yukou ano oka e Kaze ni fukarete kimochi wa I~kedo Konna toki zettai umaku ienaku naru yo Kotoba ni sureba tatta no sanmoji Doushite konna muzukashii no kana Warai korogeteru kimi o Miru dakede genki CHAAJI suru hodo Itsudemo issho ni itai ore tachi saikou da ne Here We Go! Hop! Step! Jump! utaou yo waracchaou Hop! Skip! Jump! tonde yukou ano sora e Hop! Step! Jump! hajikeyou te o tsunagou Hop! Skip! Jump! tonde yukou ano oka e (Come On!) Hop! Step! Jump! Everything's All Right Your Dreams Will Come True Hop! Skip! Jump! I Will Be With You We Are No.1! |-| English= The sun is shining! Feels great, right~? It definitely makes you wanna go somewhere on a day like this! Let’s go sprawl out in a big open field And have a lot of fun chatting! If you made a bento, I’d eat it all before playing basketball! After we’ve tired ourselves out, if we wanted to rest, We’d lie above those gently floating clouds At times, things may be unpleasant And there are times when you want to cry But even so, as long as we’re together, somehow, it’s still the best! Here we go! Hop! Step! Jump! Let’s take off, our hands joined! Hop! Skip! Jump! Let’s fly towards that hill! Blowing in the wind feels great~ but, At times like this, I can never get the words out right at all! If I could find the words, it would only take 3 So why is this so difficult? As you roll around with laughter, Just watching you’s enough to charge me with energy I want to always be together, because we’re the best! Here we go! Hop! Step! Jump! Let’s sing, a smile on our faces! Hop! Skip! Jump! Let’s fly towards that sky! Hop! Step! Jump! Let’s take off, our hands joined! Hop! Skip! Jump! Let’s fly towards that hill! (Come on!) Hop! Step! Jump! Everything’s all right! Your dreams will come true! Hop! Skip! Jump! I will be with you! We are no.1!
  • The normal jump in both games is used to get to higher ground and to cross gaps. In Conker: Live & Reloaded, pressing down on the left thumbstick is also an alternate way of jumping.
  • "Jump" is a Sesame Street song about exercise. The song is heard over a film of people jumping. Sesame Workshop producers worked with kids to create their own version of "Jump" at the 2013 TIFF Kids film festival. A re-filmed version of the song, featuring new lyrics and repurposed to teach the letter J, debuted in season 44. (First: Episode 4422)
  • At the beginning of the Last Siege of Y'Ghatan, Jump was acting the role of Sapper and was part of a group of soldiers who where under the protection of the mage Balgrid. During the assault, Sergeant Gesler ordered some of the freshly-made sappers from Tissy's squad, Jump amongst them, to clear some of the buildings ahead. Jump, Able and Gupp, instead of throwing the sharpers, went inside a building to set them off. Gesler heard the sharpers then thought he saw the flames of a Burner. One of the three soldiers stumbled out, wreathed in flames and was shot by Gesler but too late to save those running towards the man. They were killed when his munitions pouch exploded. The building was engulfed in flames and the other two presumably perished in the flames inside. It is unknown if Jump was the soldier who had stumbled outside or one of the two who perished inside the building.
  • Translocation 2 allow the psion to make short jumps, moving instantly to places she can sense clearly. She can take along objects with mass equalling her own (or less), but all must bear her psi print.
  • Jump is a move performed in both the field and battle in all Paper Mario games. While in the field, a jump can be executed in order to reach high places. A jump can also be used to start a Battle if you land on an enemy. This will also count as a First Strike. In the game Super Paper Mario, jumping is the main method of defeating enemies. Some enemies, such as Spike Tops and spiny, are resistant to jumping moves. In Paper Mario: The Thousand-Year Door, you can equip the Spike Shield badge which will allow you to jump on spiked enemies. There are also fire enemies such as embers which will inflict damage upon contact. The Ice Power badge can prevent this however.In battle The jump does one damage unless timed correctly. By stomping an enemy, you can ocasionally flip them over, dropping their defense to zero.
  • Jump is the power you get when you click on the Jump Button (The Button in the bottom right corner of the screen). When you click on it you will go in the air. This is handy to hold balls that go over you or to counter Power Shots. Also can you counter Power Shots in the air. You must also use Kick for this.
  • Jump is a move from the Mario series. This move is easily recognizable to all, even to people who have not played any of the games. It elevates a character temporarily into the air from the ground. In the platformers, the player can break and activate blocks by hitting them from underneath during a Jump. Most characters Jump with their right hand in the air, usually in a fist. By running and then Jumping, the player can Jump higher than usual. There are many variations of this move. The height and width of the Jump varies, depending on the game and character. It is a Special Attack in Super Mario RPG: Legend of the Seven Stars and can be used in accordance with a Timed Hit to do extra damage. It can be powered up by the Jump Shoes. It is a default Special Attack. If used with an Action Command in the Paper Mario series, Mario can Jump twice. This is also Mario's default move. It does 1 base damage per Jump. In Super Mario Bros. 3 and New Super Mario Bros., Mario and Luigi somersault in air when Jumping with a Star. In the Mario Party Series, all of the characters' Jumps are tuned to the same height, so their Jumps don't count as moves. Even Karts can Jump a short distance with the proper speed. (Although the Kart Jumping ability has been removed by Nintendo in games such as Mario Kart: Double Dash!, presumably because of the ridiculous shortcuts found by Jumping in Mario Kart 64.) Almost anything with legs can Jump. Even characters without legs, like Boo can use the ability. Mario was also the first to use it. Donkey Kong was the first game it has been used in and is also the first game in the Marioverse. "Jumpman" was even his original name based on this ability. In the Paper Mario Series, Mario can do up to 6 base damage depending on what boots he has. A Stomp is the second part of a Jump that occurs while coming down. Anyone who can Jump can Stomp. In the Mario RPG Series, Mario uses it with a Timed Hit for extra damage. Not only characters can jump, but also Karts. In Super Mario Kart, the Feather allowed drivers to do a high jump. Smaller jumps, which can also be done in some Mario Kart games, are called Hops. In Paper Mario: Sticker Star, Mario can only Jump on enemies in battle using various types of Jump stickers. The regular Jump Sticker deals moderate damage to a single enemy. Don't use it on spiked enemies or it does nothing and deals one point of damage. It can be bought for 3 coins and sold for 2 coins in shops. There are several versions of the Jump that are used in most 3D Mario games, such as the Double Jump, Triple Jump, and Wall Jump.
  • Jump is a character... well.... jumps into the air! Mario blew up in the game Super Mario Brothers 4 so only Link, Bowser, Peach, and Daisy can jump. Peach first invented jumping when her hairspray was (oddly) floating above her showerhead. While her neighbor Daisy was spying on her she tripped over Bowser who was staying for a slumber party and she bounced on Mario's head and launched into the air, just to be kidnapped Chuck Norris and saved by Luigi who she married and had 37 kids who all looked like Mario so Luigi got mad and Put a bomb into Mario's mouth and blew up while Daisy was going to Peach's sleepover. Fawful suddenly appeared summoned a time warp in which Daisy was pushed into and appeared inside Peach's house the day she invented jumping. She learned how to jump that day and Bowser was telling his koopas that they should go kill Link for no reason and so they got into a warp pipe and pressed the Hyrule button, and Link had to fight them, but he figured out that you have to jump to kill them.
  • Jump was the pet dog of the deceased Tobio. Jump later became part of Astro's family, despite not accepting Astro at first.
  • Jump is the skill used to "leap over pits, vault low fences, or reach a tree's lowest branches". Improve it enough and you can leap over chasms, vault high fences and jump onto a tree's branches.
  • Unique stunt jumps are stunts the player can search and perform to complete the game, optionally in San Andreas. Usually they are created using scm or SCO, but just like the CARS section they can also be stored in plain text ipls in San Andreas and GTA IV since this is more easy to handle. Since unique stunt jumps are related to savegames, a new game must be started before changed or added entries are applied. In San Andreas it is possible to add new stunt jumps without starting a new game using CLEO.
  • Jump (ang. Skok) - jeden z podstawowych ruchów w grach FPP. Skok w serii Unreal wykonujemy domyślnie przy użyciu spacji.
  • Remember when you had all the answers nothing else even mattered it was just you and you alone and you could feel it in your bones you didn't need to be told what to believe, what to believe you didn't need to let go at lightning speed Remember when you stopped short of surrender and you'd never say never but it's the truth you didn't know between the now and what's unknown you didn't need to be told what to believe, what to believe and you realized on your own at lightning speed The skeptics never make it through the static, automatic the desperate take leaps to shake the stun the skeptics never make it through the static, automatic step to the edge and take the jump step to the edge and take the jump whoa oh step to the edge and take the jump You didn't need to be told what to believe, what to believe you didn't need to let go at lightning speed The skeptics never make it through the static, automatic the desperate take leaps to shake the stun the skeptics never make it through the static, automatic step to the edge and take the jump step to the edge and take the jump whoa oh step to the edge and take the jump
  • A short-range teleportation spell.
  • A jump is something put into Supercross and motocross tracks to enable riders to launch of the ground. They are usually big bumps, somewhat bigger than whoop-de-dos. There are three main sets of jumps: the single jump, the double jump, and the triple jump. Single jumps have only one jump, double jumps two, and triple jumps three. Riders will often take different lines through a series of jumps. While one rider might triple, and then double through a series, another rider might triple, single, and single. Triples are usually only done by advanced riders, as they take increased skill. Beginners usually don't take jumps at all, and simply ride over every jump. There have been known instances of people doing quadruple jumps, though they are not very common.
  • Jump is a spell.
  • Jump worked for Ragtag.
  • Jump is a fan-made weapon statistic for Stick Ranger that adds AT done by the first attack on an enemy by increments of 1 AT per Jump point. Besides the first attack when entering the screen, there exists a cooldown between the "charges", that equals to 500% of the character's AGI. A character that hasn't attacked for that much amount of time will get his AT charged up even while walking, indicated by the shadowy silhouette of the character. Currently, the only class that has this stat shown is the Clubber. For every SP invested in DEX, the jump power goes up by 1 (Both Min and Max AT are upped by 1). Also note that the Clubber is able to reduce the time required between jumps, by investing STR down to 200% base AGI.
  • Také ho mohou zakouzlit:
  • Jump is a motion move that players can do. This is used to get to higher up places that can't be walked to. Special things can increase the jump height.
  • Jump is a little boy dolphin character from the Japanese company Sanrio. He is a friend of Pochacco and Dori.
  • Jump refers to a set of phenomena and principles which allow extrasolar travel. The space is stitched with displacement jump points, ripples which are connected to each other. The distortion waves of a jump point ripple across a ship's plot board. Jumping is insanely dangerous and relies heavily on a pilot's carefulness. It needs flawless and precision data collection, calculations and pinpoint maneuvering, without room for errors such as faulty sensor input, microfraction's divergence, wrong angle of aquisition or not fully engaged engine; this means unpredictable results or annihilation. Delays necessitate recaculation. A double jump is a much more risky and dangerous movement, where the same node is jumped twice in quick secession. The possibility is considered that the jumping ship might fall inside a star or planet. Double jumping offers some advantages and can be used as a tactical maneuver by capital ships. The TCS Concordia performed a double-jump to retreat from Tesla system to Enigma system. Individuals who are onboard ships during a Jump, feel a "gut-wrenching twist".
  • The theme to Kaizoku Sentai Gokaiger vs. Uchuu Keiji Gavan: The Movie, it is sung by the duo who sang the themes for the two respective series, Matsubara (who did the Gokaiger theme) and Kushida (who performed the Gavan theme). * Lyricist = Iwasato Yuuho * Composer = Mochida Yuusuke * Arranger = Project.R (Kagoshima Hiroaki) * Singer = Matsubara Tsuyoshi, Kushida Akira
  • After dialing P3W-451 which was being sucked into a newly-formed black hole, Carter came up with the plan to use a shaped charge to make the wormhole jump to another Stargate as it was impossible to disconnect it. Though Colonel Frank Cromwell died in the process, the plan was successful and the wormhole jumped from P3W-451 to P2A-870 after which it was finally shut down. (SG1: "A Matter of Time") It is also possible to jump a wormhole from a Stargate to a Supergate although the energy required is substantially greater. (SG1: "The Pegasus Project")
  • Jump was gifted with the power to teleport but had to serve Ragtag in return which he gladly accepts. Overtime he became arrogant due to his powers. Jump welcomed Richie known as Push into the gang. He and Run were sent by Ragtag along with Push to rob a museum. Push had doubts about his mission and intentionally tripped an alarm after realizing that he had become addicted. The alarm alerted Static to the scene who knocked Jump unconscious by electricuting him. He was possibly arrested after the attempted robbery.
  • Jump is a "Character Image Song" performed by Nodoka Manabe, produced by Pony Canyon and published on 19 January 2011 within Nodoka's Character Image Songs album. The song was sung by Nodoka's voice actress Chika Fujitō, written by Shouko Ohmori and composed and arranged by Tom-H@ck.
  • Jumping is an action characters, mobs, and mounts can do, usually while moving. This action can be used to jump over objects and up to higher level terrain. Jumping usually cancels any action that requires a cast time. The default key press for jumping in-game is the . NPCs and mobs cannot jump but they can still find ways to climb a cliff that would even be impossible to jump up.
  • Jumping is among a robo's most basic abilities. It is used nearly for every aspect of battling. The jump is only possible when a robo's leg boosters are in contact with a solid surface, and if used otherwise, constitutes air dashing.
  • Jump was a Shosuro Tejina spell which allowed the caster to enhance the jumps of the target.
  • A jump bid means bidding a contract on a higher level than necessary (jumping one or more level). For example: * 1♥-2♠ is a single jump * 1♠-3♠ is a single jump * 1♣-3♦ is a double jump * 1♦-3♣ is a single jump Traditionally, a jump bid is stronger than a non-jump bid. However, as jump bids are a useful tool to obstruct the opponents' bidding, most now play them as weak. The stop card in a bidding box is usually used in conjunction with jump bids.
  • The Jump ability is a special ability in the Super Monkey Ball series. It was first introduced in Super Monkey Ball: Banana Blitz.
  • Jump is a platformer game made by Thrash56 currently in the Epic Game Library (EGL). It can be played here: It has also been featured at its time. This is so far one of Thrash56's most popular games. It has so far received 3 MS Reviews. It has received over 17 sets of comments. It was published on March 15th 2009.
  • [[Category:]] Jump is a transmutation spell used by young or inexperienced wizards that enhances the capacity of its target to jump. When jump is cast on a creature, they became half again as likely to succeed in any jump. The spell is not particularly complex, but drains the mental faculties of a wizard enough that it cannot be cast again until the wizard has rested briefly, perhaps a few minutes, to refocus himself. Prior to the Spellplague jump was also used by sorcerers and a similar evocation was used by druids and rangers. During this time jump, like all spells, could only be used a number of times per day equal to the number of times a wizard had prepared to use it or a sorcerer had energy left for spellcasting.
  • An avatar can jump by the resident pressing the "Page-Up" or "E" key. Jumping also causes an animation to play and will trigger the control event in a scripted object that has permission to grab controls from that avatar. To stop/slowdown avatar movement, press and hold the spacebar, just in case the avatar jumps in the wrong direction. A jump is also a script command.
  • There are three robots that have the ability to jump a certain distance: Cossack.jpg|Cossack|link=Cossack Rogatka.jpg|Rogatka|link=Rogatka Griffin.jpg|Griffin|link=Griffin
  • Games usually have a button designated specially for jumping. Simply pressing the button causes the character to jump straight up in the air, while pressing the button while holding the left or right button causes it to jump in the pressed direction. In many games it is possible to control the character's horizontal movement while in the air. The height and width of the jump varies depending on the game and character. In many games it is also affected by how long the button is pressed, quickly touching the button causing a small hop and holding it the highest jump possible. The height and width are also affected by the character's running speed and the terrain, like characters being able to jump higher underwater and strong winds disrupting the jump width.
  • A Jump is a basic move that many characters have in various video games. It was introduced in the arcade video game Donkey Kong, in which Mario, then known as Jumpman, would jump over oncoming barrels tossed by Donkey Kong. It would later be implemented in various other titles in the series and literally almost every platforming video game (as well as various other genres). Genres in which jumping is often times included in are: * Platforming games - A basic function that allows the player to get over obstacles. * Shooters - Often times to get onto ledges and to see over walls. * Sports - Is included in sport games that require the player to jump, such as basketball. * Fighting - In fighting games, jumping is required to get over players, perform combos and dodge. * RPG - Most rpg's don't include jumping, though some, like Paper Mario, do.
  • Jump is a Pokémon Trainer who competed in the preliminary rounds of the Ever Grande Conference.
  • Jump is a dog who belongs to Keladry of Mindelan. He was raised at the Royal Palace around Daine the Wildmage, making him far more intelligent than animals who hadn't spent their lives around her.
  • Jump, also known as Superjump, was a Dark Gift used by Kain in Blood Omen 2. Kain gained the ability in Chapter 2:The Smuggler's Den after absorbing the veins of Faustus. When selected, Jump allowed Kain to target an area (or enemy) to land upon, extending the usual range of his Jumping.
  • I get up, and nothing gets me down. You got it tough, I've seen teh toughest around. And I know, baby just how you feel. You got to roll with the punches, and get towards real,
  • 1st-level transmutation Casting Time: 1 action Range: Touch Components: V,S,M (a grasshopper's hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
  • Casting Time: 1 action Range: Touch Components: V, S, M (A grasshopper’s hind leg) Duration: 1 minute You touch a creature, the creature’s jump distance is tripled until the spell ends.
  • Jump is an effect and a spell in The Elder Scrolls III: Morrowind that is a member of the Alteration school of magic, governed by Willpower. Its base Magicka cost is 3.00 points.
  • A jump is a controlled vertical descent, landing more or less on the feet. Characters jump on purpose. Characters who are pushed or who leap into the air accidentally are judged to Fall not Jump. To determine whether a jump causes accidental damage, first decide the distance jumped in yards, rounding up to the nearest full yard. Now roll a D6 and deduct the score from the distance jumped. If the result is zero or less, no damage is sustained. If the score is positive, then the character loses that many W - irrespective of armour or T modifiers. Characters with Acrobatics skill should add +2 to the die roll. Characters taking W damage from a jump will drop anything held in their hands 50% of the time.
  • Jump is a stat that effects how high you can jump in the air. You can change this stat from zero to one hundred. The jump stat does not effect speed or acceleration. Having zero jump will only allow you to jump up one block high but if it is higher you can jump to higher heights. If jumping is set to one hundred you can jump two blocks lower than the super jump can.
  • On his 45th birthday, Willie feels unfulfilled when he sees his list of life goals that he jotted down on the back of a restaurant menu when he and Kate were in college. One of the goals was to skydive. He had tried when he was younger but chickened out before jumping. Willie has a dream where all of Kate's prior boyfriends and ALF pressure him into jumping. Willie goes skydiving and at the last minute has second thoughts and tries to tell the man in charge, but since he can't be heard over the plane's engine, he decides to go ahead and jump.
  • On his 45th birthday, Willie feels unfulfilled, so ALF suggests he go skydiving.
  • The story begins with a flashback to high school in 1999, in which we are introduced to Kimmie Keegan (played by Lindsay Lohan), who's a mean girl who torments Betty in a game of dodgeball by recruiting her on the team, only to be tricked when Kimmie has the girls get behind Betty, using her as a human shield. Flash forward to the present day when Betty tells Gio that because of that she won't participate in the charity softball game of the year: Modevs. Elle magazine. Betty refuses to awknowledge Gio as a boyfriend and shrugs off his claim. At the same time she sees her first article inHot Flash, but is upset that Claire would alter her story, in which Claire told Betty that she needs to go beyond the "safe" approach. During lunch, Gio tricks Betty into practicing. Gio makes Betty an incredibly romantic offer, which is a trip to Rome, of which Betty accepts. But at home, Ignacio is against the idea of her going to Italy. Ironically, out of nowhere, Henry pops back into her life with a proposal of his own; a wedding proposal and an offer to go to Tucson to work at a magazine. The confusion also had Ignacio upset over both offers and was against it. However later that evening Ignacio showed up at Mode to show Betty a series of family photos, then told her that she should make her own decisions by looking inside her own heart. In other developments, the manipulation continues for Wilhelmina, in which she attempted to sabotage an ad campaign for a Dutch cosmetics mogul, since Daniel doesn't trust Wilhelmina as he tells Alexis. Unfortunately Wilhelmina's handiwork once again comes through for her, infuriating Daniel once again. Alexis is once again called out by Daniel for letting this happen but Alexis thinks Daniel should lighten up. However, Daniel's problems just got more complicated when an orphaned boy from France turns up at Mode with an amazing claim that is expected to bring more surprises to the Meade clan. As he showed up at the building, he enters Daniel's office and thanks to a translator, Daniel learned that the boy, whose name is Daniel Jr., is Daniel's son. Daniel thinks its all a scam conjured by Wilhelmina, who denies it (she is telling the truth as she tells Marc). But nevertheless, they decide to use this latest surprise to her advantage by befriending the boy. As the news leaks (courtesy of Wilhelmina, who uses the boy by making it look like Daniel disowned him and at the same time succeeded in sabotaging the aforementioned campaign), Daniel caves in to pressure from Claire and Alexis (who reminded her brother about that time in Paris when they went there and met the boy's mother at a party) and agrees to care for the boy until the DNA comes back. This would be the turning point in which Alexis decided that it was time for Daniel to take a leave of absence. Wilhelmina would later use this opportunity to manipulate Alexis into convincing her that she should take over the editor-in-chief job at Mode by reminding Alexis of how she helped her become the Meade CEO back when they were plotting against Daniel and Bradford. Thanks to Wilhelmina's "advice," Alexis thinks that Daniel should be reassigned to another position at the company. Hilda learns some shocking news about Coach Diaz, who shows up for their date, which left Hilda yearning for more. Later that night as Hilda was getting to know Tony, who was about to give her a necklace, Tony tells Hilda that his ex-wife has resurfaced, which made Hilda so uncomfortable that she got out of his car just as he was about to explain the reason why his ex showed up. At the Mode vs. Elle magazine game, the players are finding themselves having more drama off-base than on. For Betty, she is shocked that Gio would confront her when he asked her about the Rome trip, only to be shocked by Henry, who joined the team at the last minute. Betty tries to avoid both guys. Daniel, on the other hand, learned that Wilhelmina used Daniel Jr. to make him look bad, but Wilhelmina in turn tells him that he is out as editor-in-chief at Mode, a move that infuriates Daniel, who would later blast Alexis for turning on him, then walks away from the game with Daniel Jr. Wilhelmina then takes his place as the pitcher, as she strikes out both Joe Zee and Robbie Myers from ELLE. After this, ELLE's star player, supermodel Naomi Campbell, gets a hit. Amusingly, before batting she gets a phone call from Bono and the moment she pulls it out of her pocket, the whole crowd gasp. She tells him that she's playing cricket and returns to the game. When she hits the ball, Betty, Henry and Gio also see it, only to have Betty run into them and she would be knocked out. She then wakes up and she's in bed as Henry makes breakfast to his "wife" in Tucson. As she walks out of the bedroom, Betty sees a hotel room in Rome and Gio's there! Betty can't believe this and as she sees Gio and Henry yelling at her to make a choice, Betty jumps out of her nightmare and wakes up to discover that she helped Mode win the game. That's when she made her decision about what she should do. As the episode ends, Daniel packs up his stuff as he vacates the office while he and Daniel Jr. watche Wilhelmina celebrate with the Modestaff, with Claire looking at Alexis with distrust and disgust, Hilda seeing Tony at the school playground, where the two would embrace each other with a kiss, and Betty packing her bags as she prepares to leave for the airport, destination unknown. Although her luggage displayed various landmarks in Rome, and when hugging Ignacio goodbye, Henry's ring was not seen on her finger, subtely hinting she might be either going with Gio or chose to go in a different direction, since she didn't give either guy her real answer as the final moment in the scene had Betty closing the door at her home, followed by a CGI background zooming away from Queens to show New York City with a plane flying off into the sunset.
  • This article is about the Athletics check. For the wizard power, see jump (power). A jump is a type of Athletics check made as part of a move action. This article is a . You can help My English Wiki by expanding it.
  • In KQ1 Jump is an Action skill. It is both a typeable skill, typing 0, or accessed through a pull down menu. Graham will jump in almost all locations. Jump allows Graham to jump a few feet into the air, before landing again. But its only useful in one instance, to catch the Condor. In KQ4, one can type "Jump" in to cross tufts of grass in the Swamp. In KQ8, Connor can jump as an action from the keyboard. It is bound to the Insert key. In some cases, such as when Connor is on a jumping puzzle, he can jump by simply pushing the arrow keys in the direction you want him to jump. Connor has three types of jumps; a basic jump either standing or walking jump (he jumps about 4 feet high from a standing position, and six feet out walking), and a running jump (Connor jumps about thirty feet out), and Back Flip (he jumps about six feet up and eight feet out). While jumping does occasionally appear in other games of the series, they are usually streamlined to using the 'Hand' cursor.
  • Jump is a song by Van Halen that appears in Guitar Hero: Van Halen.
  • In 2220, Estelle Bok, a physicist investigating FTL travel, arrived at Cyteen Station with a group of immigrants. She continued her research there and achieved a major breakthrough in 2230 when she found a loophole allowing the Einsteinian limit to be breached. This enabled her to derive the Bok Equation, the theoretical basis for FTL travel. Cyteen management immediately initiated a program to apply Bok's principle to ship drives, and in 2248 the first FTL probe, Aurora, set out from Cyteen Station to Mariner Station, 6.8 light years away, and back. As news of the FTL technology spread, ships began arriving at Cyteen Station requesting FTL conversions. However, it was not until 2261 that Earth learnt of these developments and attached top priority to acquiring the new technology. When the technology finally reached Pell Station in 2262, Earth began studying it, and launched its first FTL warship in 2266.
  • Jump is one of the most commonly used moves in the Banjo-Kazooie series. There are two different kinds of jumps: a very short jump which has limited uses, and a long jump which most players utilize. The short jump is one of the only abilities that can be used at the start of Banjo-Kazooie without visiting the first of Bottles' molehills. In Nuts & Bolts, The short jump, and long jump, are one of the few moves that Banjo & Kazooie still remember. The short jump can be used by tapping the Image:A button (N64).png button once, while the long jump can be used by pressing and holding the Image:A button (N64).png button. File:Banjo icon.png Abilities from Banjo-Kazooie File:Kazooie icon.png File:Banjo icon.png Abilities from Banjo-Tooie File:Kazooie icon.png File:Banjo icon.png Abilities from Banjo-Kazooie: Grunty's Revenge File:Kazooie icon.png
  • Jump est un sort de déplacement de l'Arche de l'Espace.
  • Probably from [[w:|]][[Category: derivations|Jump]] (?). Akin to Old Dutch [[gumpen#|gumpen]] (“‘to jump’”), Low German [[gumpen#basso sassone|gumpen]] (“‘to jump’”), Danish gumpe (“‘to jolt’”), gimpe (“‘to move up and down’”), Swedish [[gumpa#|gumpa]]
  • Jump is Momoshiro Takeshi's Best of Seigaku Players Single.
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