Sentences with phrase «hapdash jumping mechanics»

Several research studies have shown preseason conditioning programs that include plyometrics, weight training, and education on jumping mechanics decrease the risk for knee injuries significantly, especially in adolescent female athletes.
Working mostly spotting up, spacing the floor and running in transition, Trent has with projectable jumper mechanics and a solid feel for his role.
He has nice touch with both hands and continues to develop perimeter skills, though his jumper mechanics are a bit odd.
Instead, Jerry has a moderate height box that the athletes can reach without too much effort, because Jerry isn't looking for Power or Jumping Mechanics, he's looking at landing mechanics.
While its camera angles and jump mechanics need improvement, this is a delightful platformer that will appeal to both the players familiar with the classics and those who are giving their first steps in this style.
Same concept applies with the jumping mechanics of the mine cart riding levels.
Slight issues in the free running and the jumping mechanics but these are minor flaws in an all but wonderful gaming experience.
In the original title, I really liked the floaty jump mechanic.
, a game only about jumping, sure has a bunch of different modes that make the jumping mechanic always feel fresh and addicting.
Super One More Jump, a game only about jumping, sure has a bunch of different modes that make the jumping mechanic always feel fresh and addicting.
Super One More Jump manages to make its simple jumping mechanic always feel fresh, exciting, and rewarding.
According to a now deleted article posted on Fandom, Dark Souls Remastered introduces some tweak to the jumping mechanics, as now the action is executed by pressing the L3 button in the vein of more recent Souls games such as Dark Souls 3 and the PlayStation 4 exclusive Bloodborne.
Band of Outlaws provides a satisfying platforming experience with tight jumps and a silky smooth wall jump mechanic; I am just an absolute sucker for a nice wall jump.
There's also a jump mechanic.
This jumping mechanic made the game even more frustrating when it would shift the positions of monsters.
Yes, it uses the crude fart to jump mechanic and it's quite funny.
Having the jump mechanic baked into the joystick or d - pad made for some highly frustrating moments.
The jumping, or rather, recoil jumping mechanic is unique, but admittedly some jumps are way too difficult.
However the teleporting only changes the jump mechanic, but all other movement works just like you'd expect.
You see, Shadow Bug isn't like your typical platform adventure, at least not control wise, as here you'll find no jumping mechanic.
I kind of miss the floor jumping mechanic from the Untold games, but now it make sense to carry adriadne threads, so, points for realism!
Aside from your standard walking and jumping mechanics you also have the ability to glide using your giraffe's tongue as a helicopter, throw your pet rock at things, operate switches, wall jump, and even use various items like bombs, health packs, and thongs.
It's gravity jump mechanic, anime mech influence, and varied gameplay makes it a unique experience.
So while Venture may not have the run - and - jump mechanics we associate with the genre, its formative role in the evolution of action - RPGs absolutely gives it a place on this list — it's a true classic.
This jump mechanic was an attempt to conjure nostalgia and wink at the original Super Mario Bros. game.
To obsess over a jumping mechanic actually conveys meaning relevant to a platform game's experience.
After barely escaping with your life, you discover that not only is the high - powered rifle you discovered used to defend yourself, but the massive kick from its recoil will propel you quickly in short bursts in any direction, which acts as a form of jumping mechanic.
This game has a swipe - to - jump mechanic especially for smartphones.
Some levels require precision jumping, making use of the force - sensitive jumping mechanic that confused me at first but eventually clicked in a big way.
I do love a good platformer, though, and LBP2 is (despite some occasionally wonky jumping mechanics) a very good, insanely fun, ridiculously charming platformer.
Defeating enemies and throwing Koopa shells feels natural and smooth, along with all your running and jumping mechanics.
It's beyond shameful of Tabata and his team to deliver something so repetitive, shallow and largely broken (like the jumping mechanics and QTEs).
My one qualm control-wise is with the double jump mechanic.
The jumping mechanic also feels very sticky, leaving for plenty of frustrating moments where you swear you have double jumped but the game refuses to agree.
This certainly isn't the type of game which challenges you to rhythmically time your jumps — the difficulty tends to come from a lack of clarity with what is and isn't a makeable jump, what is and isn't in the gameplay plane, and, sadly, some pretty hapdash jumping mechanics.
The jumping mechanic is intriguing, but it's curiously undeveloped.
The jumping mechanics aren't terrible, but they certainly are less fluid than you'd hope they'd be, as the rapid descents mean you have to be incredibly precise when it comes to the trickier platforming segments.
But it is too short, and both the jumping mechanics and melee combat present more than niggling frustrations, but, it does make up for these pitfalls with some of the best graphics in any Xbox LIVE Arcade game, combined with a gritty artistic style and melancholy audio, which sum to a flawed, but beautiful game.
The surprising element of the game that I had to get used to the quickest was the lack of a jumping mechanic.
The controls are simple but I personally had a weird time dealing with the wall jumping mechanic at times.
Even though he still wasn't a plumber in this game (he is a carpenter here) and even though he doesn't have much of a personality in this game, the introduction of the jumping mechanic quickly became one of his trademarks.
Candescent Games definitely ensured each level would be a challenge both with physics and the unique rocket jump mechanic, and the team's planning has paid off.
The jumping mechanics were the only real negative thing I could find about Prinny 2, though.
Challenging platformers like Super Meat Boy, N +, VVVVVV and The Deep Cave share a common quality that Prinny 2 lacks: good jumping mechanics.
Prinny 2 «s jumping mechanics instead work much like Ghosts «n Goblins and the NES entries of the Castlevania series: you can't move in mid-air.
Mimimi's big idea, their way of reinvigorating the 3D platformer, was one simple change to the jumping mechanics.
Also, the jump mechanic gets really extreme at the end of the game and it's hard to get your bearings for a little bit.
We've added double jump mechanics and mantling that gets you up really, really fast.»
The jumping mechanics are basic at best, you hold down on the right stick to prep your bunny hop and push up when you're about to jump.
Mellow Mode provides an easier experience for those that have trouble with the jumping mechanics, as Yoshi has a unique jump that we'll cover momentarily, and gives the Yoshi wings in order to stabilise him.
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