{"schemaVersion":1,"record":{"key":"mechanic/movement-platforming--t004","type":"mechanic","id":"movement-platforming--t004","lang":"en","title":"Momentum and speed preservation","summary":"The player accelerates, brakes and preserves momentum, trading fast traversal against precise trajectory changes.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t004/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t004.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t004.md","aliases":["Momentum and speed retention"],"tags":["Movement and platforming","Mechanics and variants"],"sourceIds":["source-b8626268f7974a44","source-ad5935e19b434514","source-8b181715b5c89953","source-52d22a0a24958997"],"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-52d22a0a24958997","title":"Sonic Mania","url":"https://store.steampowered.com/app/584400/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player accelerates, brakes and preserves momentum, trading fast traversal against precise trajectory changes."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t004-variants\"></a>\n\n- Gradual acceleration: speed builds over time and needs space before an obstacle. <a id=\"t004-v1\"></a>\n- Distinct braking: releasing input and pressing the opposite direction reduce speed differently. <a id=\"t004-v2\"></a>\n- Limited air control: a poor run-up cannot be fully corrected after takeoff. <a id=\"t004-v3\"></a>\n- Momentum transfer: a slope, moving support or booster affects the next jump. <a id=\"t004-v4\"></a>"},{"id":"example","title":"Design example","body":"A short route requires hard braking, while a wider detour preserves speed for a long gap.\n\nPrototype check: Record takeoff speed from different supports and check that jump distance follows the chosen momentum model."},{"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":"t004","title":"Movement and platforming","url":"https://gamemechanics.pro/en/mechanics/movement-platforming/#t004","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Momentum and speed retention","description":"The player accelerates, brakes and preserves momentum, trading fast traversal against precise trajectory changes.","image":{"src":"images/mechanics/priority-sonic-mania-00.webp","width":1440,"height":810,"game":"Sonic Mania","sourceUrl":"https://store.steampowered.com/app/584400/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/584400/ss_27efb8f61892a9bd732952c76dae9dd7ad1b6748.1920x1080.jpg?t=1785856230","credit":"Christian Whitehead / Headcannon / PagodaWest Games / SEGA","rights":"Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Sonic crosses a curved section of terrain","alt":"Sonic crosses a curved section of terrain","markers":[{"x":51,"y":74,"label":"Moving character"},{"x":33,"y":71,"label":"The slope changes movement direction"}]},"tips":["Test acceleration and braking on slopes as well as flat ground."],"examples":[{"title":"Sonic Mania","url":"https://store.steampowered.com/app/584400/"}]}},"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"}}