Rocket jumping

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In first-person shooter games, rocket jumping is the technique of using the explosion of an explosive weapon, most often a rocket launcher, to launch the shooter. [1] The aim of this technique is to reach heights and distances that standard character movement cannot achieve. Although the origin of rocket jumping is unclear, [2] its usage was popularized by Quake .


Rocket jumping is used often in competitive play, where it can allow the player to gain quick bursts of speed, reach normally unobtainable heights, secure positional advantages, or in speedrunning. [3] However, a potential consequence of rocket jumping is that it can injure the player, either from the blast or from fall damage. [4] This effect makes the technique less useful in games where the damage from the blast and/or fall is high, or where health is difficult to replenish. Rocket jumping from standing is impractical in real life, and would be certainly fatal if attempted. However, ejection seats from an aircraft are, in effect, a combination of a seated rocket jump and a parachute.

In the Quake series

While using explosives to propel oneself was first seen in Doom, the modern technique became a core mechanic in Quake. By exploiting the physics of the Quake engine, many advanced movement techniques were spawned such as circle jumping, strafing, bunny hopping, and explosive jumping. Rocket jumping was kept as an intentional mechanic for the leading games in the Quake series. In Quake III: Arena some of the computer-controlled opponents use rocket jumps. [5]


Rocket jumping has appeared in several games in a variety of forms, sometimes as a form of emergent gameplay.


A horizontal form of rocket jumping appears in Doom (1993), where it is used to reach the secret exit in E3M6. [6]


The first games to feature vertical rocket jumping were Bungie's Marathon and 3D Realms' Rise of the Triad , which were both released on the same day. It was featured the same year on The Outfoxies. Rocket jumping became very popular in the original Quake (1996), and was used as an advanced technique for deathmatch play [7] as well as for the Quake done Quick series.

In the game Team Fortress 2 (2007), the Soldier class can use his rockets to rocket jump. This is an intentional feature with several mechanics associated with it. The game features numerous unlockable weapons with attributes that only affect rocket jumping or only apply while rocket jumping. The Demoman class can achieve a similar effect using his own assortment of explosive weapons. It is also possible to use knockback provided by enemy explosives to perform a similarly boosted jump as any class. [8]

In Overwatch (2016), multiple characters have explosive projectiles that can be used to rocket jump.

Rocket jumps are a mechanic in the 2D platformer Butcher (2016).

Other variations

Outside video games

Rocket jumping has appeared in other media as well.

Related Research Articles

<i>Quake III Arena</i> 1999 video game

Quake III Arena is a 1999 multiplayer-focused first-person shooter developed by id Software. It is the third game in the Quake series and also the first spin-off to Quake; it differs from previous games by excluding a story-based single-player mode and focusing on multiplayer gameplay. The single-player mode is played against computer-controlled bots. It features music composed by Sonic Mayhem and Front Line Assembly founder Bill Leeb.

<i>Quake</i> (video game) 1996 first-person shooter

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<i>Rise of the Triad</i>

Rise of the Triad: Dark War is a first-person shooter video game, developed and published by Apogee Software in 1995. The player can choose one of five different characters to play as, each bearing unique attributes such as height, speed, and endurance. Its remake was designed by Interceptor Entertainment and released by Apogee Games in 2013. The shareware version of the game is titled, Rise of the Triad: The HUNT Begins.

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