Sentences with phrase «crates!hold jump button»

You do not have a jump button which is very annoying.
Even the purchase of a double - jump ability does almost nothing to fix this, making hopping from platform to platform an exercise in mashing the jump button and hoping Corvo will scale the ledge.
In many games, climbing on top of a creature means little more than approaching it and pressing the jump button.
For example, in Sonic Boom: Fire & Ice there were spike pits that you get across just by constantly tapping the jump button; Sonic would jump, double jump and then lock - on to a breakable rock on the other side.
Peach's attributes are similar to Super Mario Bros. 2, in that while she is slow and not as powerful, she can move more quickly and falls more slowly in the air, and has the unique ability to temporarily float through the air by holding down the jump button.
Even though the gaming is a little dated, it's still such a blast to play even with the linear gameplay and missing jump button.
Your basic controls involve an accelerator, brake, hand brake, jump button, and turbo button.
Or if there's an enemy approaching, I want to feel the fear that I might screw up and miss my attack, not just casually double tap the jump button and continue on my way.
The jump button is useful for jumping over various gaps and objects that you will frequently encounter in each level, while the turbo button, as you might expect, gives you a temporary speed burst while you hold it down.
A platformer with no jump button?
With a left analog stick on - screen to steer, a jump button, and a space to use items (of which there are a ton, like boosts, missiles, and giant spiked balls), you're basically on your own.
The rocket barrel flying out of control is almost unavoidable given the controls, which require players to frequently tap the jump button, but not too many times or else the barrel will slam into the ceiling.
«What did they add, a jump button
You have a normal attack button, a special attack button, a jump button, a dodge button, and the analog stick.
Considering Super Mario Bros. got it right back in 1985 as Mario jumped according to how long you pressed the jump button, why does this oversight exist in this day and age?
Besides just running and jumping around, you can hold the jump button to hover with help from your giraffe, attack enemies, and take advantage of a variety of items.
This is more an openworld games, a jump button is a ridiculous reason not to buy a game that's clearly better than everything before it..
I did most of the jumping through the stick, cause they mapped the jump button wrong.
I'm not gonna be climbing or taking cover every time, I just don't see why they removed the jump button
There are actually two jump buttons: one that is specifically for double jumping and one that is for doing a homing attack.
An example of bouncing between rails (the yellow rail on top causes pain, so timing and the amount of force one puts on the jump button is important)
When you jump, you can press the jump button a second time to have the cube spawn underneath you.
One thing I noticed was that the jump button (B) is too close to the right stick.
Move left or right to change the highlighted number to what you want and press the fire / jump button to set for level warps.
Although at first glance it's easy to toss Dream into the pile of fairy generic, so - called «walking simulators» clones that pervade Steam at the moment the game fights to be free of that label by tossing in a jump button which proves mostly pointless and puzzles.
You have a jump button on the right, and up and down arrows on the left.
Jump once and then push the jump button again while you're in the air and Mickey will hitch up his knees and bring down bottomnal (that's a word we just made up) justice to any enemy below.
After hundreds of hours exploring planets and killing everything in sight, things like the light double - click of the jump button to glide while sprinting as...
However, the buttons for the events match the actions they are assigned: if Kutaro makes a jump during the QTE, players will press the jump button.
It's not all easy sailing either — if you mis - time the attack you'll just find yourself flailing in mid-air in a more vulnerable state, so it really doesn't give you that idea of being able to «mash the jump button and win».
Free running will still offer some difficulties at times, as the jump button is context sensitive.
While the game does have more leanings towards a pure action title than the Onimushas before it, it still lacks a jump button, which makes combat against aerial enemies a complete joke.
The only glaring flaw in the controls is that there is still no jump button, even though there are still airborne enemies.
It is in fact a spacey stealth game and one with no jump button at that.
You have a handful of charming characters in a whacky world to the tune of some catchy music, throw in a jump button and maybe some unlockable abilities and you're good right?
The placement of these buttons is appalling — a single jump button on the left (which to be honest I rarely ever use) and the four power - up buttons lumped to the right.
Tinertia is built on the premise of Quake - like fun, Sonic - like speed, and precision controls... all without a jump button.
There's no basic jump button, however.
(meaning you only sink unless you press the jump button).
As a result, the side - scrolling parts will play like we all remember; lots of speed and only a jump button to worry about.
Then you get a jump button, which turns into a double jump, but it's not as easy as you think as it's all about precision timing and combining it with the boost.
The gamepad controller would have benefited from a dedicated jump button.
The key to the mechanics of the game is that you can unbox, hence the name, and therefore jump higher and cover more ground or tap the jump button and build speed.
Nudge the analog stick right, and both will move right; tap the jump button, and both will jump.
The controls in Red Faction: Guerrilla are easy to pick up, with R1 used to fire your weapon, and X as your jump button.
It transforms fighters into the Raccoon form and allows them to float in the air by holding the jump button.
It's a very simple game; one that relies on a single jump button and the mastery of its momentum based platforming.
Adding wings to a shoe allows Mario to flutter into the air while wearing one by holding the jump button, gaining extra distance akin to Yoshi's Flutter Jump.
They run at a good frame rate and when you press the jump button, you jump on the pixel you're on.
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