Rocket Jumping

In first-person shooter computer and video games, rocket jumping is the technique of pointing a rocket launcher or other similar explosive weapon at the ground or at a wall then firing and jumping at the same time. The rocket's explosion propels the player to greater heights and distances than otherwise possible. The aim of this technique is to reach areas that are either unreachable all toghether, or unreachable from that position on the map quickly and/or efficiently. One downside of this technique is that the rocket blast usually injures the player; this can be coupled with further damage if the player falls large distances to the ground. This effect makes the techniques less useful in games where the damage from the blast, fall, or both is high. In many games a well executed rocket jump results in a minimal damage, and a larger boost. In addition, in games with team damaging disabled, a teammate can use his rocket to jump someone else. The technique is used especially in competitive play where it is used in order to get to the middle capture point quickly in order to get an advantage over the other team, or in Speedrunning. In Quake III: Arena some of the computer-controlled opponents use rocket jumps.

Rocket jumping has appeared in several games in a variety of forms, sometimes as a form of Emergent gameplay. A horizontal form of rocket jumping appears in Doom (1993), where it is used to reach the secret exit in E3M6 (it is possible to reach the exit without rocket jumping, but this technique was the intended method according to John Romero). The first games to feature vertical rocket jumping were Bungie Software's Marathon and 3d realms' Rise of the Triad (coincidentally, the two games launched on the same day, although the full version of Rise of the Triad came later). Rocket jumping became very popular in the original Quake (1996), and was used as an advanced technique for deathmatch play as well as for the Quake done Quick series. In Half-Life's (1998) multiplayer mode, the tau cannon can be used to launch the player into the air. In the Call of Duty series of games explosives such as rockets and grenades are frequently used in order to gain access to an otherwise unreachable area of a level. In the multiplayer game Team Fortress 2 (2007), the Soldier class has a powerful rocket jump ability. This is fully integrated as a feature of the class, even appearing in one of the game's official trailer videos, and official game updates gave soldiers a unique rocket jumping animation. The Demoman class can also "sticky jump" similar to rocket jumping by using his remote-detonated sticky bombs. It became quite popular in its previous incarnation, Team Fortress Classic. Updates to the game have included special footwear that help protect from damage as a result of rocket jumping, such as the "Gunboats." There have also been weapons that encourage rocket and sticky jumping, such as the "Mantreads", the "Market Gardener", the "Rocket Jumper", and the "Sticky Jumper." Rocket jumping also appears in Unreal (1998) and Unreal Tournament, where the player can fire Eightball rockets beneath their feet and gain altitude. In that game it is also possible to perform a similar move, the "hammer jump" with the Impact Hammer.

Read more about Rocket Jumping:  Other Adaptations

Famous quotes containing the words rocket and/or jumping:

    A rocket is an experiment; a star is an observation.
    José Bergamín (1895–1983)

    We set up a certain aim, and put ourselves of our own will into the power of a certain current. Once having done that, we find ourselves committed to usages and customs which we had not before fully known, but from which we cannot depart without giving up the end which we have chosen. But we have no right, therefore, to claim that we are under the yoke of necessity. We might as well say that the man whom we see struggling vainly in the current of Niagara could not have helped jumping in.
    Anna C. Brackett (1836–1911)