Bunny Hopping - Variations

Variations

Traditional bunny hopping is possible in many games such as Tribes, Tribes 2, QuakeWorld, Quake II, Quake III Arena, Portal 2, Half-Life, Team Fortress Classic, Natural Selection, Nexuiz, Enemy Territory Fortress, Kingpin: Life of Crime, Dystopia, Half-Life 2, Battlefield 2, Soldat, Painkiller, Baldur's Gate: Dark Alliance, Counter-Strike, and Counter-Strike: Source. Bunny hopping was also an integral part of the game America's Army, but jumping has been removed from the current version.

The execution, effectiveness, and limits of bunny hopping varies across different game engines and mods. For example, in Team Fortress Classic, the way to begin the jumps is much different from the Quake series: it begins by strafing, then aiming in the strafe direction, then jumping and so on.

In Thief: The Dark Project, bunny hopping can be used to reach incredible speeds as the player's speed increases with each consecutive hop, enabling them to out-pace even the fastest of enemies, or kill themselves spectacularly, depending on whether they collide with anything. As a result, the bunny hopping bug was removed in later Dark Engine titles. In Starsiege: Tribes, bunny hopping is remarkably effective at generating speed when performed on a downward slope due to an unintended effect of the game's physics model; the practice, known as "skiing" in the Tribes series, was so popular that the two sequels officially incorporated skiing as a simple held keypress and a part of basic A.I. movement.

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