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From Game Maker's Toolkit
Quake's bunnyhopping was an emergent trick its developers never intended. Bunnyhopping in Quake, and later Counter-Strike, was a physics-busting strategy that players found on their own. The developers had not planned it.
Game Maker's Toolkit offers it as an example of what happens when movement is driven by physics. Rocket League is the comparison: "the character - in this case, a car - is basically a physics object, and you just apply forces in different directions." That openness let expert players find aerial car tricks and bicycle kicks.
Bunnyhopping was an emergent, physics-busting trick the developers never intended.
Quake's bunnyhopping was an emergent trick its developers never intended. Bunnyhopping in Quake, and later Counter-Strike, was a physics-busting strategy that players found on their own. The developers had not planned it.
Game Maker's Toolkit offers it as an example of what happens when movement is driven by physics. Rocket League is the comparison: "the character - in this case, a car - is basically a physics object, and you just apply forces in different directions." That openness let expert players find aerial car tricks and bicycle kicks.
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