Sentences with phrase «wall jump out»

it will make a plan wall jump out I think and not look so useless.
He just stands in them, knee - deep and gradually losing life, giving you a chance to wall jump out of many formerly terminal situations.

Not exact matches

With the jump in shares, Overstock was on track to have its best performing day since Nov. 9 when shares jumped more than 30 percent thanks to a call out by Wall Street firm D.A. Davidson.
Weeks ago, when Chen escaped from house arrest by jumping over a high wall and hiding out in a pig sty, Fu was the first to know.
Gosh... what I wouldn't give to be a fly on the wall in heaven when Dr. Hawking walks in and God and everybody jumps out from behind the curtains and screams, «SURPRISE!!!!!»
He's jumped over all walls so far, and we'll soon find out if he can be the rare rookie who excels in the postseason, too.
In addition to Dunk's gift, the wall for Coutinho's goal failed miserably to do its job, Can out - jumped a static home defence for his first league goal of the season and they were hopelessly caught on the counter attack for Firmino's second goal.
and get some of that angry energy out by doing jumping jacks or wall push ups.
What jumped out at me today was a bunch of smaller stories — ones that give us a hole - in - the - gym - shower - wall glimpse of some of the changes the political world is enduring.
Here are the moves: Start of each quarter: 5 pushups First down: 10 alternating lunges Time out: 20 mountain climbers Commercial break: 10 jumping jacks Touchdown: 7 burpees Halftime show: 1 - minute wall squat
Try to squat jump as high as you can, lunge out with the biggest step you can safely muster and then push as hard as you can against a wall in the wall squat.
However, for any traceur just starting out without this advantage there are still a number of bodyweight exercises that you can incorporate in your training program to ensure that you make quick progress in the tic - tac, wall run, precision jump and other moves that traceurs love.
Warm - up: 1 minute Jumping Jacks or Jump Rope 30 seconds basic crunch 1 minute squats (no weight) Repeat 2x Workout: Walk - Out Push Up - 6 -8 reps 21's Plank Jacks - 20 reps Wall Sit - 1...
► A gorilla grows quickly to about 20 feet, roaring into the camera and beating his chest until sanctuary staff place him in a cage; he becomes angry and breaks out, smashing walls, doors, windows and equipment, jumps over a building and into the street, smashing an SUV with his fists, and a man points a tranquilizer rifle but does not shoot; police cars cut the animal off as a helicopter with armed men flies by and they shoot the gorilla with large tranquilizer darts (the gorilla collapses, unconscious).
Houses you cant go in for no reason, invisible walls keeping you out of areas you should be able to get to, The inside of factory's that use the same rope and peg jumping system, when there's no reason for any of that to be there, and the deal breaker....
What we have are «fast zombies» that also have the ability to climb on walls / ceilings and jump out of second and third story windows.
about the Bill Gates - Eli Broad - Walton family oligarchy that is dictating much of public school policy these days, and I was struck by her final paragraph, which hadn't jumped out the first time I read it (before Occupy Wall Street happened!)
One day out in the yard, beautiful, blonde, half - Japanese / half - American transfer student Kirisaki jumps over the school wall, landing right on Ichijo.
The most well - cared for pooches and kitties get loose, slipping out of collars, digging under fences and jumping over walled - in yards — and many are returned simply because they were wearing proper identification.
What if the dog is an escape artist, and there's no way to keep the dog from jumping to its death out third story windows, digging out of the yard and being hit by a car, or chewing through walls and consuming something that would choke the dog to death?
I like the tall walls to keep my cat from jumping out and splashing litter everywhere.
ADVANCED Obedience would include, but not be limited to, commanding the dog to retrieve (not just for fun) any object you ask them to retrieve, sending the dog to run 100 yards away from you to a distant point, stand out of motion, jump a barrier or wall on command, and directional commands at a distance.
My Syrian hamster named Storm I took out of her cage and sat down on my bed she was carawling too fast and she jumped off of my hand and hit the wall.
Enclosures for cats should be completely enclosed, such as a screened - in porch, or constructed so the cat can't climb up the walls and jump out.
Like, jump - out - of - bed, flaming - bedroom - wall on fire.
during SP mission Nightshift • Fixed issue with last mission not listed in REPLAY MISSIONS list • Fixed issue on the SP mission Night Shift where three of the marines that repel down from the Osprey at the start of the level have PLR models instead of the right marine models • Has been made harder to fail missions due to zero tolerance friendly fire • Fixed MG nest objective on Operation Guillotine • Fix for music climax on mission «Fear No Evil» • Fixed issues that occurred if user were backtracking after fight at elevator on SP mission «Comrades» • Adding a back button to SP campaign select difficulty screen • Removed slomo from jump into train on SP mission «The Great Destroyer» • Fixed glitches in subway Quick Time Events in mission «The Great Destroyer» • Increased quality of the loading screen images • Fixed glitch that made it possible to reach Solomon train QTE with the wrong weapon equipped in mission «Semper Fidelis» • Fixed final sound fade out on SP mission «Thunder Run» • Removed sound fade on convoy ride in mission «Operation Guillotine» • Fixed squad mates coming through wall after intro on SP mission «Operation Guillotine» • SP mission, «The Great Destroyer»: moved Campaign Cleared achievement until after the Dima outro • Fixed soldiers inside of terrain at start of level in «OPERATION GUILLOTINE» • SP mission, «The Great Destroyer»: Fixed streaming issue which could lead to out of memory when streaming in Subway ride • Improved music and music fade on tank encounter in mission «Operation Guillotine» • Sound on Operation Guillotine: Fixed trading floor crash camera shake and rumble • Fade later when driving in to tunnel on «OPERATION GUILLOTINE» • Hide cross hair during Solomon intro & climb out scene on «Operation Swordbreaker» • Fixes on «OPERATION SWORDBREAKER»: Skip VO urging the player to move forward if the player has already moved.
To pass each level, the player must jump from walls and figure out how to use whatever the environment provides while avoiding traps and other threats.
In face these walls are used far to often, sometimes even to stop you jumping up to a little crate and it makes the world feel much more linear than it looks and some unconvincing water also drags you out of the experience.
Jump onto the bottom block when it's out, then jump when it starts to go back into the wall to make to the top block.
While performing this feat, he can also jump from walls and continue his ascent on a parallel wall, avoiding hazards and taking out enemy bots.
Yorda's movement is limited to jumps and climbing low walls with you often having to reach out a helping hand.
Whereas most Shinobi games kept to more «traditional» bosses — a big guy wielding a sword, an even bigger guy wielding a sword, a helicopter with Ninjas jumping out of it, an advancing wall of gigantic cybernetic Hindu dieties — Revenge of Shinobi features a number of, ah, recognizable level bosses.
You can chain wall jumps together to reach new heights, so keep an eye out for tight, vertical corridors.
Their wall - jumps, for instance, were built off of a slow, downward slide that gave the player plenty of time to figure out how to manoeuvre around obstacles and enemies.
Once in the chamber jump up on the ledge against the back wall but don't go out on the balcony just yet.
However, even without a special power - up you can still butt slam your friends to death whilst using an assortment of evading movements (double jumping, super jumps, wall - climbing and dashing) to out - wit and out - play your opponents.
You can be a fly on the wall and listen to us as we hash out the finer details of the design and work through problems, or you can jump in and tell us what to do!
Features • Sci - Fi action / adventure combines aerial and on - foot combat for a totally unique third - person shooter experience • Will's jetpack delives total freedom of movement allowing players to race against UFOs in high - speed chases and rain death from above onto unsuspecting otherworldly foes • Speed and scale unmatched by any other action title: send Will zipping through tight corridors and then out into immense canyons and futuristic geoscapes • Gravity - defying vertical combat system, where moving up is the only way to bring your enemies down • Seemless transition between jetpack flight, ship - to - ship dog fighting and third - person shoot - «em - up action all exists within the same level — not broken up into different «areas» • Unique grip system that allows the players to scale walls by jumping from surface to surface and hijack UFO's while in mid-air • Huge bosses that require fast reflexes and aerial barnstorming manoeuvres to defeat • Developed by Airtight Studios, a new group featuring team members from the Crimson Skies series of video games
Bringing in a host of new movement options, like boost jets for a higher, more floaty jump, as well as Titanfall-esque wall running, getting around the relatively tight maps is a thrill, and some how made it easier then ever for EVERYONE to blow my ass out of the sky.
Even though the textures and pop in were distracting, the ease of launching a salvo of rockets towards three Titans that are raining rockety ruin upon you, ejecting and landing on the side of a building, proceeding to run along a wall, double jumping through a window parallel to the one you came from, sailing out another window to land on one of the Titans that took out yours that you leap off just as you put one final bullet into its cranial servo makes you forget all about inconsequential things like texture resolution.
Now deep within the worm's belly, Slime - san has to face a decision: Be digested by the incoming wall of stomach acid... Or jump, slide and slime his way through the worms intestines and back out its mouth!
This time out, CommanderVideo will «jump, double - jump, wall - jump, slide - jump, slide, kick, float, drive, fly, and dance» to prevent the destruction of the multiverse.
The game, while early, is doing some interesting stuff with platforming — there's a kind of sticky wall jump / wall hang move that allows you to check out an area before you jump into it, and while the combat is pretty basic, there's a nice little variety of weapons.
Add to this another couple of little foibles Tom has — jumping up a sheer rock wall and magically floating to the top, and falling in a river but unable to get out — and the game begins to feel a bit rough around the edges.
In the first level that I played, I jumped across platforms lighting the character on fire in order to ignite blue flames that were shooting out of the wall.
Other lame changes include automatic wallrides, allowing you to put your wheels on a wall by simply jumping in its general direction, and a «slam» that drops you out of the air faster than you would normally.
On each 3D and 2D area, the course is carefully laid out with various geographical elements such as uphill, downhill, bank, loop, valley, wall, ceiling, floor, grind rail, spring and jump bumper.
There are platforming sequences, but they're all essentially just bad QTEs — there are no explicit button prompts, but the passages are completely linear and every time Yaiba has to jump or grab a hook with his chain to swing around, the game goes to slow motion and the next step in his way flashes up, so there's no need to figure out how to go on and no challenge, really, except the deaths that arise from the game's arbitrary distinction whether it wants you to press the jump button to smash a wall in midair or not.
You don't even need the game to freak you out: there's enough going on here sonically to make you jump at every shadow that snakes across your wall.
On top of the basic jump, the game utilizes wall jumps, slides, and, of course, that persistent - death mechanic to further flesh out the level design.
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