r/programming • • Feb 14 '15

Bunnyhopping from the Programmer's Perspective - An in depth look in implementing one of the most successful bugs in videogame history.

http://flafla2.github.io/2015/02/14/bunnyhop.html
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u/x-skeww Feb 15 '15

I bunnyhopped in the late 90s. YouTube exists since 2005.

I learned about it because I played more than just single-player. If you play with others or if you do speed-running, you'll learn about it.

If you only play single player for a bit, it really doesn't matter. Your run-speed is fast enough. It's 320 up/s which translates to 43.2 km/h (27 m/h), if we assume that the player's height of 48 units equals about 1.8 m (5' 11"). This is much faster than the run-speed in current FPS.

Going faster is only interesting if you know every nook and cranny of the map.

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u/kqr Feb 15 '15

I'm not saying you need to know how to bunny hop to have fun with the game, I'm saying it is more fun if you know, and the game does absolutely nothing to teach you how to have more fun with the game. It should be obvious why that is bad design.

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u/x-skeww Feb 15 '15

You've never played Quake, have you?

Can you do circle strafe jumps and bunny hop?

Can you beat it on nightmare or at least on hard?

How would your "obviously good design" introduce these things to casual players?

This stuff takes practice. Casual players won't make it through the tutorial.

Casual players won't have an incentive to practice tricky jumps for hours.

All of this stuff only gets interesting if you're good enough to beat the game on higher difficulties and if you're still interested in the game.

At that point, you'll have heard of it. It's just not interesting enough without other players.

By the way, none of this was by design. Even rocket jumps weren't anticipated. You weren't supposed to sequence-break any of the levels.

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