{"schemaVersion":1,"record":{"key":"mechanic/movement-platforming--t003","type":"mechanic","id":"movement-platforming--t003","lang":"en","title":"Precision jumping and landing","summary":"The player times takeoff and adjusts movement in the air to reach a safe surface and avoid hazards.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t003/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t003.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t003.md","aliases":["Precision jumping"],"tags":["Movement and platforming","Mechanics and variants"],"sourceIds":["source-b8626268f7974a44","source-ad5935e19b434514","source-8b181715b5c89953","source-b04ab56260801e8c"],"sources":[{"id":"source-b8626268f7974a44","title":"Godot: 2D movement overview","url":"https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html","verifiedAt":null},{"id":"source-ad5935e19b434514","title":"Maddy Thorson: Celeste & TowerFall Physics","url":"https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html","verifiedAt":null},{"id":"source-8b181715b5c89953","title":"Godot: CharacterBody3D","url":"https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html","verifiedAt":null},{"id":"source-b04ab56260801e8c","title":"Celeste","url":"https://www.celestegame.com/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player aligns input with a short valid-state window; forgiveness can absorb imprecision while preserving an understandable trajectory."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t003-variants\"></a>\n\n- Jump buffering: a press shortly before ground contact executes after landing. <a id=\"t003-v1\"></a>\n- Late jump: a short window after leaving an edge still permits takeoff. <a id=\"t003-v2\"></a>\n- Apex control: adjusted acceleration near the top allows trajectory correction. <a id=\"t003-v3\"></a>\n- Repeat gating: holding the button does not trigger another jump without permission. <a id=\"t003-v4\"></a>"},{"id":"example","title":"Design example","body":"In a low-ceiling room, a short press clears the spikes while holding the button produces a visible collision.\n\nPrototype check: Change the input buffer and geometry separately: success should follow the intended forgiveness rule rather than an accidental frame."},{"id":"context","title":"Context and limits","body":"Movement connects input, trajectory and accessible space. Players assess support, speed and remaining abilities, choose an action and correct their motion through feedback. These ten directions range from flat platforming to underwater movement. A first prototype needs only a few surfaces and one distinctive rule; the camera, collisions and return of control should explain success or failure. Godot documentation provides implementation examples, while the Celeste and TowerFall author describes one approach to movement and platforms; these choices are not mandatory in every engine."}],"relations":[],"placements":[{"catalogId":"movement-platforming","id":"t003","title":"Movement and platforming","url":"https://gamemechanics.pro/en/mechanics/movement-platforming/#t003","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"Precision jumping","description":"The player times takeoff and adjusts movement in the air to reach a safe surface and avoid hazards.","image":{"src":"images/mechanics/celeste-air-movement.webp","width":1440,"height":810,"crop":{"x":300,"y":0,"width":1125,"height":810},"game":"Celeste","sourceUrl":"https://www.celestegame.com/","originalUrl":"https://www.celestegame.com/images/screenshots/02.png","credit":"Maddy Makes Games / Extremely OK Games","rights":"© Maddy Makes Games / Extremely OK Games. All rights reserved.","caption":"Moving between spikes","alt":"Celeste: Madeline in the air, spikes on platforms and a safe surface to the right.","markers":[{"x":41.5,"y":10,"label":"The character adjusts movement in the air"},{"x":84,"y":50,"label":"A safe surface among spikes"}]},"tips":["Show safe landing surfaces before takeoff.","Input buffering and coyote time can forgive small timing errors."],"examples":[{"title":"Celeste","url":"https://www.celestegame.com/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/movement-platforming"}}