ABSTRACT

The simplest form of jumping as a mechanic is committed jumping—where the player has no control over their character once they are in the air. Of all the ways to implement jumping in user's game, committed is by far the easiest. By removing the player’s control over their character, they are able to quickly figure out whether or not a jump will be successful. Committed jumping severely limits what user can build in a game to challenge the player. “Movement” is the hardest enemy in committed jumping designs. The player cannot make any mistakes while jumping, which can lead to tense gameplay. One of the most famous examples of committed jumping was the game Bionic Commando due to the very fact that the player technically did not jump. During the 1980s, developers quickly evolved the platformer genre from Donkey Kong and its peers, and gave the second kind of jumping philosophy.