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Jump for Annoy…
Copyright
(c) Noelle Adams. All Rights Reserved.
On
the seventh day God looked over His creation, saw that it
was good, and rested. The next day, Satan got to work, devising
Monday morning gridlock, the mosquito, Telkom and… the jumping
puzzle.
I’ve
moaned a lot in the past about gaming frustrations but one
of the oldest, and arguably the greatest, is the jumping puzzle.
Crossing an expansive area by leaping from platform to (typically
moving) platform nibbles away on nerves, particularly when
combined with save point systems that force you to retread
the same territory and tackle the same obstacles ad nauseum.
There is nothing
more annoying than spending 10 minutes anxiously navigating
your character across a series of jumps and then, with the
exit in sight, mistiming a leap that plunges you to your death,
or the stage’s beginning.
It’s a situation
pretty much guaranteed to have you flinging your controller
at the TV, or smashing your fist down on your keyboard. You
have to wonder if hardware manufacturers actually encourage
game developers to include jumping sequences, just to increase
product turnover.
It may be a sign
of my reflexes slowing and coordination de-coordinating, but
jumping puzzles seem to have become more difficult in recent
years. I doubt I’m alone in this thinking. With the shift
from a two- to three-dimensional gaming environment, it becomes
tricky to judge distance in-game. Developers have realised
the challenge this poses, and capitalised on the visual confusion.
What would have
been a simple jumping stage if the Family Guy video game was
2D becomes a nightmare with depth joining height and width
as an additional onscreen dimension. The game’s flat cartoony
look misleads the player in terms of platform position.
First-person games
are just as bad. With an inability to simultaneously move
forward and look down at your feet, players in Call of Cthulhu
have to estimate ledge distance when leaping… typically to
your death.
The jumping puzzle
is probably one of the most ubiquitous aspects of gaming.
It’s a staple that remains to this day. Cast your gaze back
to 1982 and gaming’s emergence into the pop culture mainstream.
Even back then Pitfall Harry was hurdling across the mouths
of crocodiles.
Scan your eyes
across all gaming genres today. Platformers, Action-Adventures
and First Person Shooters still include jumping sequences.
But why does the
jumping puzzle, involving such a simple action, have such
a long tradition? Why do game developers still use it, long
after the Platformer Golden Age when Mario, Donkey Kong and
Adventure Island reigned supreme? It’s because jumping puzzles
are still an easy way to add diversity and extend game time,
even if they alienate the player in the process. Jumping puzzles
are too useful a device to be retired anytime soon.
But
now let’s leave the annoyances of gaming and celebrate one
of the many joys instead. GEAR is now officially one year
old. Congratulations to the entire GEAR team, past and present,
for the achievement. And thanks to our ever-growing number
of readers. That’s really something to jump about.
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