Readers celebrate the joys of jumping through the boss door
Why Walk When You Can Jump?
We kicked off another Special Topics In Gameology series this week. The theme this time around is “bodies,” and John Teti gave us our first entry with a look at how the jumps of a few classic sprites add an unexpected amount of depth and life to their characters. In covering Mega Man, John mentioned the odd habit so many players had of jumping through the boss door so the super fighting robot would be frozen in mid-air as the screen transitioned to his enemy’s lair. It’s one of those strange tics that everyone seems to talk about (which made it especially odd when John mentioned having a hard time finding footage of the boss-door jump). NakedSnake tried to rationalize the phenomenon:
It’s funny. I jump into the boss room every time, and I’ve never really thought about it. It had never occurred to me that it’s something that everybody does, but as I think about it now, of course they do. It just feels natural. It reflects an eagerness for battle the same way that football players hit each other on their helmets before the game. You’re literally leaping into the fray: “I’m pumped, I’m ready, let’s do this!” That said, after I’ve put in enough deaths at the hands of a boss and my technique is polished and I’m ready to end things, I usually stay on the ground. Because then it’s business time. And I walk toward battle with the well-earned calm of a samurai who refuses to touch his sword until the exact moment of impact.
Lucifer’s Peaches mentioned another similar habit (one that I’m definitely guilty of):
When I’m playing Super Mario Bros. 3 and I beat an airship and the wand is falling from up above, I jump to catch it every single time—trying to nab it at the very top of my jump arc. Do others do this as well?
Needlehacksaw did and remembered another very specific trick:
Here’s another one: There’s a level in Double Dragon II on the NES where you transition from the surface to a base under the sea via an elevator. You can see the characters during most of the ride, even though there are some objects in the foreground that sometimes hide them, thus giving the impression of some sort of parallax scrolling. If you hit the pause button at just the right second, everything but the heads of the twins is obscured by the foreground, thus giving the impression that their separated heads lie on a platform. It was a source of endless amusement, made all the sweeter because you basically only have one chance at it, and it’s actually a bit challenging. Of course, because it’s also a perfect co-op game, both players can pause and unpause the game, lending a little competition to the task too.
And as part of a discussion of sprite cuteness, HobbesMkii made the case for Kirby, the relative pacifist:
Kirby has the cutest base powers in all of gaming. Mega Man shoots stuff. Mario violently crushes his enemies to death. Donkey Kong throws people around. Link cuts people with a sword. Kirby has no natural weapons, and unlike Mario, does not possess enough normal substantial weight to send his foes flying into oblivion. If Kirby can’t reach a high or far objective, he decreases his mass and floats to it.
His go to attack is to inhale his foe and make his foe one with himself. Yoshi has a similar ability, but Yoshi expels the enemy and uses the resulting egg as a weapon. Kirby makes his enemy a part of himself, adapting his body to become rock, or fire, or spikes, or what have you. And Kirby’s most powerful attack—floating above his enemy and transforming into whatever ability he’s gained from his opponent—is also a substantial weakness in the Dream Land (not a “Mushroom Kingdom” or any other semi-real life analogue; Kirby travels by star power, not mundane walking) he lives in. There are too many ramps and sharp inclines leading to spikes, or deep water, or fire he can fall into and die.