One of the most impressive things about Super Mario Odyssey are the tight controls: Nintendo’s mascot has a ton of movement options. Players are using Cappy to skip entire portions before a Moon, or are using the hat to get into hard-to-reach areas. Better yet, Nintendo seems to have anticipated that fans would try to…
Blue Isle Studios’ indie action-adventure game Valley begins with the player slowly hoofing it through a verdant wilderness. Just as it begins to feel like another walking simulator, they find the L.E.A.F. exoskeleton, and movement becomes a joy.
The simple act of jumping can make or break a 2D platformer. In the first episode of Mechanically Speaking, Game Array explores how developers balance responsiveness and fairness to the player to make these movements magical.
Watch as these players defy the laws of physics and turn jumping into an art form in Halo 5.
Before the world knew him as Mario, Nintendo's iconic plumber had a simpler name: Jumpman. That name makes sense, when you think about it: Mario is defined by his ability to jump. But lately, I've become fascinated by the people who play—and beat—Super Mario 64 without jumping a single time.
When playing video games, it's easy to get caught up in the notion of utility. Is this ability useful to me, does this skill make my character more powerful, will it improve the ratio of my numbers to my opponents' numbers, robot, robot, numbers, beep, boop, etc.
You press a button; a character on the television screen jumps. You press the same button again, while the on-screen character is in the air; the character jumps again.