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
Other articles related to "rocket jumping, rocket":
... Rocket jumping has appeared in other media as well ... film Transformers, the character Ironhide performs a rocket jump over a screaming woman after transforming from his truck mode ... her false leg, a machine gun with underslung grenade launcher, to rocket jump over a tall wall ...
Famous quotes containing the words jumping and/or rocket:
“Everything seems beautiful because you dont understand. Those flying fish, theyre not leaping for joy, theyre jumping in terror. Bigger fish want to eat them. That luminous water, it takes its gleam from millions of tiny dead bodies, the glitter of putrescence. Theres no beauty here, only death and decay.”
—Curtis Siodmak (19021988)
“Along a parabola life like a rocket flies,
Mainly in darkness, now and then on a rainbow.”
—Andrei Voznesensky (b. 1933)