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References: other jump and movement games

These are the games Airtime learns from. Each file covers what the game is, how its movement works, how it handles timing, replays and community, and what Airtime takes from it (and what it does differently).

FileGameWhy it matters
urban-terror-jump.mdUrban Terror jump modeOur physics and our community: the base
mirrors-edge.mdMirror's Edge, Mirror's Edge CatalystThe look and the body: first-person flow
vholume.mdVHOLUME (2026)A current pure-parkour game: what 2026 players expect
defrag.mdQuake 3 DefragTimer entities, demos, records culture, physics depth
cs-surf.mdCounter-Strike surfRamps, air strafing, stages, zones, replay bots
cs-bhop.mdCounter-Strike bunny hop and KZBhop timing, styles, KZ checkpoints, jump stats
others.mdKinetic, Trackmania, Momentum Mod, TF2 jump, Warsow race, Titanfall 2, Ghostrunner, Neon White, TribesSingle lessons from each

Movement mechanics, explained#

The same handful of ideas run through all these games. Airtime has the Quake 3 / UrT versions exactly; the others are for comparison.

MechanicWhat happensWhere
Air strafingIn the air, acceleration is applied only up to a cap along the wish direction. Turning the view while strafing keeps the wish direction just off your velocity, so each frame adds a little speed sideways and the total grows.Quake, UrT, Source (surf, bhop), Defrag
Strafe jumpingAir strafing chained with jumps: you jump on landing, so ground friction never bites, and gain speed in the air every jump.Quake 3 / Defrag (VQ3), UrT
Circle jumpA quick turn on the ground into the first jump, to start with more than run speed.Quake 3, UrT
Bunny hop (bhop)Jumping the moment you land, so friction (applied on ground frames) doesn't slow you down. In Source, timing the jump to the landing tick is the skill; auto-bhop servers remove it.CS, TF2, Source mods
SurfingSliding along a surface too steep to stand on. Gravity pulls you down, the surface turns that into sideways speed, and air strafing into the ramp holds you on it.CS surf, Momentum Mod, TF2
WalljumpJumping off a wall to get a push away from it and up. UrT: +200 ups off near-vertical, non-slick walls while falling slower than 450 ups, up to g_walljumps per jump.UrT, Warsow, Titanfall 2 (wall-run kick)
Wall-runRunning along a wall for a while without falling.Mirror's Edge, Titanfall 2, Ghostrunner, VHOLUME
Ledge grab / climbCatching an edge you barely missed and pulling up.UrT, Mirror's Edge, VHOLUME
Slide / power slideCrouching at speed to keep momentum along the ground. UrT: landing crouched above 300 ups starts a power slide.UrT, Titanfall 2, Mirror's Edge, VHOLUME
Slick / iceA surface with no friction: speed is kept, but you can't walljump off it.UrT, Q3 maps, Defrag (slick)
OverbounceA physics quirk: landing at exact heights and speeds bounces you up instead of stopping you.Quake 3, Defrag, UrT
Rocket / grenade / plasma jumpYour own explosive pushes you. Splash damage gives a velocity kick.Quake 3 / Defrag, TF2
SkiingSliding on slopes with no friction, gaining speed downhill.Tribes
Drop-inLanding on a curved slope (pipe, bowl) at the right spot and angle to turn falling speed into forward speed.UrT icy maps, surf, skate games

What all good jump games share#

  1. Instant retry. Restarting costs nothing, so trying again is the game.
  2. A clock you trust. Clear start and stop, the same rules for everyone.
  3. Ghosts or demos. You learn by watching the best, and you race them.
  4. Leaderboards with tiers. Not only the record: medals and ranks give everyone a goal.
  5. Maps from the community. A few official levels, then thousands from the players.
  6. Physics with a skill ceiling. Simple to start, years to master.