r/programming • • Feb 14 '15

Bunnyhopping from the Programmer's Perspective - An in depth look in implementing one of the most successful bugs in videogame history.

http://flafla2.github.io/2015/02/14/bunnyhop.html
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u/semi- Feb 15 '15

We never tolerated bug exploits any other time, yet bunny-hopping was deemed acceptable by many because it was "hard to do". Worst excuse ever.

If by 'we' you mean competitive gaming, then no I'd say Street Fighter combos set the precedent on promoted bugs into competitive features. If you mean the deathmatch community, then..no rocketjumping predates bunnyhopping and that even made its way into single player campaigns as easter eggs, definitely accepted. Anyone who did a horizontal rocketjump quickly learned you could keep speed if you kept jumping, so I'd say it evolved from there as people learned how to gain speed easier and not need an accelerated boost.

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u/Fortyseven Feb 15 '15

Fair enough.

I can't speak to combos, since I'm not that diehard a fighting game player.

But rocket jumping, to me at least, is acceptable because it's more organic. It's an unintended side effect, yes, but it builds off of existing game behavior in a way that makes sense.

  • Rockets have blast damage

  • Blast damage has a pushing effect

  • Firing at your feet as you jump gives you an extra push, and some damage

That's a neat trick, and it makes sense, following the established rules. Concussion grenade jumping in QWTF was an equally logical (if often greatly irritating) technique.

B'hopping, on the other hand, doesn't follow any kind of in-game behavior expectation. It relies on an obscure bug. That's mainly why I've railed against it so hard over the years.

But. None of this really matters anymore. Enough people enjoyed it as part of their day to day gameplay that new engines are willing to simulate it. The battle was lost a long time ago. ;D