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DiGRA
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This paper investigates the mechanics of jumping in 2D platformers, arguing that "game feel" can be measured and modeled empirically rather than described through designer intuition or player self-report. Using a method that combines input simulation, frame-by-frame video analysis, and model fitting, the authors examine jumps in Super Mario Bros. 3, Super Meat Boy, and Limbo. Their models reproduce measured jumps closely, with fit quality varying by game: Limbo's jump fits notably tightly (RMSD 0.025), while Super Meat Boy's fit is looser (RMSD 0.109). The work culminates in a 21-feature movement framework spanning six categories, intended as a foundation for designers to measure and explore jump feel.
Across the three games, the analysis reveals substantial differences in implementation. Gravity varies dramatically, with Mario at 75 units per second squared, Super Meat Boy at 41, and Limbo at just 6, making Limbo the only title with earth-like proportions. All tested controllers overshoot their expected input limits, and blowback, where the stick bounces past center after release, occurs in every game examined but is handled in none of them. Game-specific details include Limbo's linear takeoff mapping and 0.08-second edge-jump window, and Super Meat Boy's fixed 0.1-second minimum jump duration. The authors acknowledge that the framework is incomplete, excluding special jumps and sloped terrain.
The paper concludes that each game's jump mechanics suit its design goals. Mario's low horizontal speed supports stomping, and its skid adds a sense of weight. Super Meat Boy's precise controls and punishing turn-skid support trap avoidance, while Limbo's slower, realistic jump, reaching about 0.914 meters at a 3.15 m/s walking speed under gravity near 9 m/s², suits its moody atmosphere. The authors also present a Unity-based jump prototyping tool, which remains unformally evaluated and in development. Proposed next steps include adding sprinting, wall jumps, and double jumps, extending the method to fighting and 3D shooter games, and procedurally generating movement styles tested against level designs.
DiGRA · 2019
Jonas Tyroller · 2022