PropertyValue
rdf:type
rdfs:label
  • Jumping
  • Jumping
rdfs:comment
  • Jumping has been changed over the years. It used to directly put both arms pointing vertically up when the player jumped. Players often jump away from other players if they try to attack them, usually to get away from the enemy quickly. Some players also use Shift Lock Switch so they can move backwards. If you delete your legs, there is a chance that you might not be able to jump without resetting.
  • All City of Heroes/Villains characters possess a superhuman vertical leap. This astounding feat can be accomplished with a press of the Spacebar. Tapping the spacebar will produce a short hop, while holding it down will cause you to soar to your maximum jump height (normally about 8 feet). Certain powers grant a bonus to jump height or speed. * Sprint (and its derivatives: Slide, Dash, Quick, Rush, Surge) * Hurdle * Super Jump * Good vs. Evil Edition Jump Pack As do some temporary powers. * Movement Increase * Zero-G Pack
  • Jumping is a common physical technique used by many video game series and characters. In the Star Fox series, Jumping is a key method of reaching higher ground or long distances and avoiding enemy attacks. Different characters are better or worse at jumping than others, for gameplay reasons.
  • The jumping ability can be used in many ways. Here are a few: * Flying up with the Gyrocopter PowerUp * Avoiding hazards * Marble Parkour * Wall hitting * Crossing big gaps if used with Diagonal Movement * much, much more!
  • Jumping is a fairly common practice done in PvP. It consists of the player pressing the space bar rapidly while pressing Q or E or W to move around. Weapons that Jumpers use often include Cutlass, Throwing Knives, and Gun. It is arguable which weapon is mostly used. Answer the poll below to find out!!! Which Weapon is most used in Jumping? Gun Cutlass Dagger/Knives None of the above All of the above
  • Jumping is a basic ability that every class is capable of. It moves the player 45 Hammer units vertically. Jumping can be used to reach elevated positions, shorten walking distance, or avoid enemy fire. By default, jumping is performed by pressing Space on a PC or Mac, A on the Xbox 360, or X on the PlayStation 3.
  • To forge a jumping weapon, a spellcaster must have jump and mage hand available.
  • Jumping is a game mechanic which allows a player to move a vertical distance of one block.
  • In GTA San Andreas, GTA IV, The Lost and Damned, The Ballad of Gay Tony and GTA V, climbing was introduced so when the jump button is pressed near a low (but not too low), medium sized, reachable or vaultible object, the player will climb onto or over the object. Jumping is usually used to jump over a gap that can't really be gone over if without jumping. In GTA: Chinatown Wars, a rolling command is used, even though it's not actually a jump that's performed, objects can be vaulted over so it acts similar to the jumping command.
  • Jumping is a property that allows a player to traverse multiple empty tiles in one movement. The ability to jump comes from three sources: being a Knight, wearing jumping boots, or reading a spellbook of jumping. To perform a jump: Note that you cannot jump over monsters. If you attempt to do so, you will bump into them, which will wake them up and anger them if they are peaceful.
  • Jumping on a monster usually does 1 point of damage for low jumps, with fractions of a point extra damage done based on falling height (for example, 2 points total are done when falling from a height that would normally cause the character to take damage). When using the spike shoes, damage is tripled. Note that it's sometimes unintuitive what happens when your feet come into contact with enemies:
  • There is a short delay between the Jump button being pressed and the on-screen character actually jumping, during which the onscreen character will enter a crouching portion of their jumping animation. If the Control Stick or jump button is released during this time, then the character short hops. If the Control Stick is tilted backwards during this time, the character will jump backwards with a different animation than a regular jump. If the standard attack button is pressed during this time, then the character uses their up smash (but only if the jump was executed with the control stick). Because characters can jump while shielding (excluding Yoshi, who has a unique shield), this allows usage of Up smashes (and up special moves as well) without having to drop the shield. This also makes
  • The Teletubbies are feeling very happy so they all jump around a tree, Laa-Laa jumps away and Dipsy goes to Hide. Tinky-Winky and Po run around Teletubbyland, but soon Tinky Winky runs away leaving Po on her own. She falls down, lies in the Sun and then rolls away. The Magic Windmill starts to spin and the Teletubbies watch a video about children jumping. Later in Teletubbyland, Dipsy jumps for joy when he sees a beautiful flower. Laa Laa jumps to catch her ball, Po jumps to her scooter and Tinky Winky jumps for fun while he is wearing the skirt. A Voice Trumpet plays Piano music, and Tinky Winky jumps on a hill, in front of a tree and in front of the House. After all that jumping, Tinky Winky falls down, feeling very tired. The Magic Windmill starts spinning and the Teletubbies go to watc
  • Jumping is meant here as adding an upwards impulse to the avatar by a user activity. This can be achieved for a number of source ports which implement jumping by using an input device key which can be bound to a dedicated jumping feature. Jumping was not implemented originally in the Doom engine, and neither Doom nor Heretic offer it, however it was added to Hexen and Strife. More limited methods of jumping include:
  • Jumping lets Ishi 'jump' from one place to another. It takes longer than most other ways of instantaneous transportation, but also lets her travel through time and take objects and other people through time with her, as long as there is physical contact. It is named 'jumping' because she appears to jump out of thin air in the new location. Ishi 'jumps' quite often, but the ability cannot be used too much in quick succession, as the ripping of time and space could cause a permanent portal through time and space. Because of this, and because of the conspicuousness of the visual effect left behind, Ishi tends not to use the ability that often. She has been shown using the ability at a young age, but doesn't currently always accurately travel to the correct destination or time period. It is un
owl:sameAs
Level
  • 5
dcterms:subject
Row 4 info
Row 1 info
  • 22
Row 4 title
  • Previous
Row 2 info
  • 1997-04-29
Row 1 title
  • Number
Row 5 info
ability to
  • jump through time and space
Row 2 title
  • Air Date
Row 5 title
  • Next
Row 3 info
  • Vic Finch
Row 3 title
  • Director
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Box Title
  • Jumping
Characters
Rules
  • 3.0
Name
  • Jumping
Type
  • Weapon quality
Value
  • 13750
Caption
  • A horse practising jumping.
  • Jumping leaves behind a rip through time and space
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dbkwik:spelunky/property/wikiPageUsesTemplate
dbkwik:team-fortress/property/wikiPageUsesTemplate
School
wikipage disambiguates
abstract
  • Jumping has been changed over the years. It used to directly put both arms pointing vertically up when the player jumped. Players often jump away from other players if they try to attack them, usually to get away from the enemy quickly. Some players also use Shift Lock Switch so they can move backwards. If you delete your legs, there is a chance that you might not be able to jump without resetting.
  • Jumping on a monster usually does 1 point of damage for low jumps, with fractions of a point extra damage done based on falling height (for example, 2 points total are done when falling from a height that would normally cause the character to take damage). When using the spike shoes, damage is tripled. Note that it's sometimes unintuitive what happens when your feet come into contact with enemies: * If an enemy jumps up into your feet, and you're stationary (i.e. standing on a ledge, or clinging to a ladder, rope, tree or wall), then the enemy does damage to you, and you don't damage it. * If you jump up and collide with an enemy mid-air, and you hit it with your head, then the enemy damages you, and you usually (but not always?) do damage to it. * If you are immersed in water, you cannot do jumping damage to enemies and will instead take damage (presumably, you fall too slowly to damage them). This only applies after you are fully immersed, however - for instance, it's possible to jump on a piranha and kill it without taking damage, so long as the piranha is in the top layer of water.
  • Jumping lets Ishi 'jump' from one place to another. It takes longer than most other ways of instantaneous transportation, but also lets her travel through time and take objects and other people through time with her, as long as there is physical contact. It is named 'jumping' because she appears to jump out of thin air in the new location. Ishi 'jumps' quite often, but the ability cannot be used too much in quick succession, as the ripping of time and space could cause a permanent portal through time and space. Because of this, and because of the conspicuousness of the visual effect left behind, Ishi tends not to use the ability that often. She has been shown using the ability at a young age, but doesn't currently always accurately travel to the correct destination or time period. It is unknown when she will overcome this limitation. The ability could be derived from her father's ability of time and space manipulation.
  • All City of Heroes/Villains characters possess a superhuman vertical leap. This astounding feat can be accomplished with a press of the Spacebar. Tapping the spacebar will produce a short hop, while holding it down will cause you to soar to your maximum jump height (normally about 8 feet). Certain powers grant a bonus to jump height or speed. * Sprint (and its derivatives: Slide, Dash, Quick, Rush, Surge) * Hurdle * Super Jump * Good vs. Evil Edition Jump Pack As do some temporary powers. * Movement Increase * Zero-G Pack
  • Jumping is a common physical technique used by many video game series and characters. In the Star Fox series, Jumping is a key method of reaching higher ground or long distances and avoiding enemy attacks. Different characters are better or worse at jumping than others, for gameplay reasons.
  • The jumping ability can be used in many ways. Here are a few: * Flying up with the Gyrocopter PowerUp * Avoiding hazards * Marble Parkour * Wall hitting * Crossing big gaps if used with Diagonal Movement * much, much more!
  • There is a short delay between the Jump button being pressed and the on-screen character actually jumping, during which the onscreen character will enter a crouching portion of their jumping animation. If the Control Stick or jump button is released during this time, then the character short hops. If the Control Stick is tilted backwards during this time, the character will jump backwards with a different animation than a regular jump. If the standard attack button is pressed during this time, then the character uses their up smash (but only if the jump was executed with the control stick). Because characters can jump while shielding (excluding Yoshi, who has a unique shield), this allows usage of Up smashes (and up special moves as well) without having to drop the shield. This also makes it difficult for a player using the Wii Remote-only control scheme to perform up tilts. By pressing down on the control stick at the top of your jump, you will do a fast fall.
  • Jumping is meant here as adding an upwards impulse to the avatar by a user activity. This can be achieved for a number of source ports which implement jumping by using an input device key which can be bound to a dedicated jumping feature. Jumping was not implemented originally in the Doom engine, and neither Doom nor Heretic offer it, however it was added to Hexen and Strife. When jumping is not possible, the maximum elevation that the player can step up is 24 map units, therefore allowing to create "ridiculously low walls" that must be lowered or otherwise worked around before the player can reach what lies in plain sight behind, for example a power-up, key, or switch. Therefore, when using a source port that allows jumping in Doom or Heretic, it can be considered a cheat that breaks the normal flow of the map; unless playing maps designed with jumping in mind. Because of this, some source ports allow to disable jumping on a per-map basis, with a keyword in MAPINFO. Doom 64 allows access to its jumping feature after completing a secret level (Hectic) "the hard way". More limited methods of jumping include: * The player avatar, in contrast to most non-flying monsters, is able to step up even narrow stairs. This has been used in designing pseudo-ladders to implement a climbing-like behavior for games which don't support special climbable walls. Running up stairs allows the player avatar to continue its movement in a ballistic curve beyond the top of the stairway, in a certain range (this effect is rather limited). * If looking up and down is allowed by the engine, firing a rocket at the ground and running over it to be lifted by the blast radius allows to perform the so-called rocket jumping. This is possible in vanilla Heretic (with the Phoenix Rod) and in all multiplayer-oriented source ports. Deathmatch maps are often designed with areas only available through rocket jumping. * Another risky way due to the received damage: Getting "successfully" attacked by an arch-vile also raises the player avatar briefly; this is referred to as arch-vile jump.
  • Jumping is a fairly common practice done in PvP. It consists of the player pressing the space bar rapidly while pressing Q or E or W to move around. Weapons that Jumpers use often include Cutlass, Throwing Knives, and Gun. It is arguable which weapon is mostly used. Answer the poll below to find out!!! Which Weapon is most used in Jumping? Gun Cutlass Dagger/Knives None of the above All of the above
  • Jumping is a basic ability that every class is capable of. It moves the player 45 Hammer units vertically. Jumping can be used to reach elevated positions, shorten walking distance, or avoid enemy fire. By default, jumping is performed by pressing Space on a PC or Mac, A on the Xbox 360, or X on the PlayStation 3.
  • To forge a jumping weapon, a spellcaster must have jump and mage hand available.
  • The Teletubbies are feeling very happy so they all jump around a tree, Laa-Laa jumps away and Dipsy goes to Hide. Tinky-Winky and Po run around Teletubbyland, but soon Tinky Winky runs away leaving Po on her own. She falls down, lies in the Sun and then rolls away. The Magic Windmill starts to spin and the Teletubbies watch a video about children jumping. Later in Teletubbyland, Dipsy jumps for joy when he sees a beautiful flower. Laa Laa jumps to catch her ball, Po jumps to her scooter and Tinky Winky jumps for fun while he is wearing the skirt. A Voice Trumpet plays Piano music, and Tinky Winky jumps on a hill, in front of a tree and in front of the House. After all that jumping, Tinky Winky falls down, feeling very tired. The Magic Windmill starts spinning and the Teletubbies go to watch the carousel with the Tap Dancing Teddy Bear. Afterwards, the Teletubbies do the Stamping and Stepping Dance before Tubby Bye-Bye. Featuring: The Children of The Croft School and The RST Theatre Playgroup, Stratford-upon-Avon
  • Jumping is a game mechanic which allows a player to move a vertical distance of one block.
  • Jumping is a property that allows a player to traverse multiple empty tiles in one movement. The ability to jump comes from three sources: being a Knight, wearing jumping boots, or reading a spellbook of jumping. To perform a jump: * As a Knight or wearing the boots, you use the extended command #jump. If number_pad is set, you can also press j. Knight jumping and jumping from the boots are practically identical; the only difference is to which squares you can jump. * Using the spell, you must press Z and select jumping. (The #jump command will not cast the spell; see Dudley's dungeon of 21 December 2007 for a discussion of this.) The spell lets you jump farther, depending on your skill in escape spells. Using any of the three sources to jump, you must be able to see your destination. The jump will consume d25 nutrition (plus the usual spellcasting hunger penalty, if you cast the spell), and you become immobile for one full turn (not simply one move) after landing. Players with speed can move farther in one turn by stepping as far as possible without advancing the turn counter, then jumping, see Speed#Strategy. Note that you cannot jump over monsters. If you attempt to do so, you will bump into them, which will wake them up and anger them if they are peaceful. You can jump to try to escape from a pit or lava. You can also jump out of a web, which will tear it apart. You can jump out of a bear trap, but it will cause 1d10 damage and can inflict a long-lasting leg wound. If you are stuck in the floor (because you were caught in cooling lava) and attempt to jump, you will remain stuck and wound your legs. Jumping out of shops counts as direct theft.
  • In GTA San Andreas, GTA IV, The Lost and Damned, The Ballad of Gay Tony and GTA V, climbing was introduced so when the jump button is pressed near a low (but not too low), medium sized, reachable or vaultible object, the player will climb onto or over the object. Jumping is usually used to jump over a gap that can't really be gone over if without jumping. In GTA: Chinatown Wars, a rolling command is used, even though it's not actually a jump that's performed, objects can be vaulted over so it acts similar to the jumping command.
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