Review of: Jump ’N’ Run

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Jump ’N’ Run

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Jump ’N’ Run Navigation menu Video

Run \u0026 Escape on the roofs - Parkour Pov

Explore these addictive jump n run games and jumping games to test your keyboard skills now! Welcome to Flonga Games! All the games on our site are FREE to play and we launch new games every day. You can play thousands of free online games including action, life, puzzle, skill and sports games. Platform games (often simplified as platformer or jump 'n' run) is a video game genre and subgenre of action initiative93.comrmers are characterized by their heavy use of jumping and climbing to navigate the player's environment and reach their goal. Levels and environments tend to feature uneven terrain and suspended platforms of varying height that requires use of the player character's. The ‘Run and Jump defense’ is a full-court man-to-man press with rules that encourage jump-switching and trapping. It was first created by Dean Smith at North Carolina during the ’s. This full-court defense is best suited for a team of athletes that want to play an uptempo style game.

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Install Steam. Your Store. Browse Browse. Jump n Run. Community Hub. All Reviews:. Popular user-defined tags for this product:.

Sign In or Open in Steam. Title: Gude! Publisher: Dr. Share Embed. Add to Cart. About This Game Gude! Jump n Run is a challenging but fair Platformer Game.

Its gameplay allowed players to explore open 3D environments with greater freedom than any previous attempt at a 3D platform game. To aid this, Nintendo added an analog control stick to its Nintendo 64 controller, something which had not been included in a standard console controller since the Vectrex , and which has since become standard on other controllers.

This allowed for the finer precision needed for a free perspective. Players no longer followed a linear path to the ends of levels, either, with most levels providing objective-based goals.

There were a handful of boss levels that offered more traditional platforming. Nintendo rejected the pitch, which resulted in the game being remade into the title, Croc: Legend of the Gobbos , another early pioneer of the genre.

Super Mario 64 brought a change in the goals of some platformers. In most 2D platformers, the player only had to reach a single goal to complete a level, but in Mario 64 each level contained a mission based structure that rewarded items needed to unlock new areas.

Many 3D platformers followed this trend such as Banjo-Kazooie , Spyro the Dragon , and Donkey Kong 64 creating the "collect-a-thon" genre.

This allowed for more efficient use of large 3D areas and rewarded the player for thorough exploration of their environment, but also contained less jumping and involved more elements of action-adventure games.

As platform games settled into this new free-roaming model, it became necessary for developers to program a dynamic, intelligent camera. This was a non-issue with 2D platformers, which were able to maintain a fixed viewpoint.

The addition of a free camera also made it more difficult for players to judge the exact height and distance of platforms, making jumping puzzles more difficult.

Some of the more linear 3D platformers, like Tork: Prehistoric Punk and Wario World used scripted cameras that allowed for minimal player control.

Others with more open environments, such as Super Mario 64 and Banjo Kazooie , needed intelligent cameras that follow the players movements.

RPGs , first person shooters , and more complex action-adventure games were all capturing more market share. Also, many of the Nintendo 64 's best sellers were first and second-party platformers like Super Mario 64 , Banjo-Kazooie , and Donkey Kong Several developers who found success in the 3D platformer genre, also began experimenting with publishing titles featuring humour and content aimed at a more mature audience, despite their art style.

This was perhaps mirroring the popularity of adult animation in the late s, such as South Park and The Simpsons. By the sixth generation era , platformers were no longer seen as hot system sellers.

It used a hub structure like Mario 64 but featured more linear, action-oriented levels with an emphasis on speed.

Although the game was a hit, it was not enough to save the Dreamcast from an early discontinuation in Nintendo launched its GameCube console without a platform game.

While the title was well received at the time of its release, it has since received criticism regarding such factors as its short length, lack of location variety, and level design, which featured an abundance of open space, making for a much slower-paced game.

Other notable 3D platformers trickled out during this generation. Maximo was a spiritual heir to the Ghosts'n Goblins series, Billy Hatcher and the Giant Egg offered Yuji Naka 's take on a Mario 64 -influenced platformer, Argonaut Software returned with a new platformer named Malice , games such as Dragon's Lair 3D: Return to the Lair and Pitfall: The Lost Expedition were attempts to modernise classic video games of the s using the 3D platformer genre, Psychonauts became a critical darling based on its imaginative levels and colorful characters, and several franchises that debuted during the sixth generation of consoles such as Tak , Ty the Tasmanian Tiger , Ape Escape and Sly Cooper each developed a cult following.

In Europe specifically, the Kao the Kangaroo and Hugo series achieved popularity and sold well. Rayman ' s popularity continued, though the franchise's third game was not as well received as the first two.

Naughty Dog 's deal with Universal was up, and they moved on from Crash Bandicoot to Jak and Daxter , a series that moved further away from traditional platforming with each sequel.

Ironically, Microsoft later found more success with their take on the genre, Voodoo Vince. In , Crackpot Entertainment released Insecticide.

Crackpot, composed of former developers from LucasArts , for the first time combined influences from the point and click genre LucasArts had been known for on titles such as Grim Fandango with a platformer.

Platformers remained a vital genre, but they never recaptured the popularity they once held. Other forms of third-person action games have cut into the sales of platformers, while genres such as RPGs and first-person shooters have continued to grow in popularity.

Despite a much smaller presence in the overall gaming market, some platform games continue to be successful into the seventh generation of consoles.

In , LittleBigPlanet paired traditional 2D platform game mechanics with physics simulation and user created content , earning strong sales and critical reaction.

Electronic Arts released Mirror's Edge , which coupled platform gameplay with a first-person camera, but avoided marketing the game as a platformer because of the association the label had developed with games geared toward younger audiences.

Two Crash Bandicoot platform games were also released in and Nintendo has revived the genre in recent years, releasing numerous platform games to high sales.

New Super Mario Bros. After the success of New Super Mario Bros. Wario Land: The Shake Dimension , released in , was a platformer that featured completely two-dimensional graphics and a rich visual style.

Wii is particularly notable, as unlike the majority of 2D platformers in the 21st century, it was a direct release for a non-portable console, and not restricted on a content delivery network.

The success of New Super Mario Bros. U for the Wii U. Nintendo has also released 3D platform games with gameplay elements of 2D platform games, namely Super Mario 3D Land for the 3DS in and Super Mario 3D World for the Wii U in , the latter of which also included cooperative multiplayer gameplay.

Each has achieved critical and commercial success. In , independent developer Frozenbyte released Trine , a 2. The game proved to be a commercial success, eventually selling more than 1.

It spawned a sequel, Trine 2 , which was released in The 2D platformer Rayman Origins , was also released in as a retail title on several platforms.

The release of Super Mario Odyssey on the Nintendo Switch , which was an updated return to the open ended gameplay style popularized by Super Mario 64 , saw some of the most critical acclaim in the franchise's history.

The Crash Bandicoot N. Sane Trilogy compilation on the PlayStation 4 sold over two million copies worldwide, and some critics noted the increased difficulty from the original PlayStation games.

Activision 's Skylanders series could be considered a progenitor of the Crash Bandicoot and Spyro franchises returning to the spotlight, as it featured both characters, and certain titles in the franchise were 3D platformers.

The Nintendo 3DS version of Skylanders: Giants , distinct from its console counterpart, was the first in the series to contain more traditional platforming elements.

Platform games are also present on mobile market with many interesting titles on both iOS and Android.

This list some definable platform games in the following types, but there are also many vaguely defined subgenres games that have not been listed.

These game categories are the prototypes genre that recognized by different platform styles. Puzzle platformers are characterized by their use of a platform game structure to drive a game whose challenge is derived primarily from puzzles.

They normally feature a gimmick which is used throughout the entire game and as the level design becomes more complicated players are tasked with using that gimmick in different ways.

Enix 's release Door Door and Sega's release Doki Doki Penguin Land for the SG are perhaps the first examples, though the genre is diverse, and classifications can vary [84].

Doki Doki Penguin Land allowed players to run and jump in typical platform fashion, but they could also destroy blocks, and were tasked with guiding an egg to the bottom of the level without letting it break.

The Lost Vikings was one of the more popular titles in this genre, as well. It featured three characters players could switch between, each with different abilities.

Players had to use all three characters to reach the level goals [85]. This subgenre has a strong presence on handheld platforms. Wario Land 2 moved the Wario series into the puzzle-platformer genre by eliminating the element of death and adding temporary injuries, such as being squashed or lit on fire, and specialized powers [86].

Wario Land 3 continued this tradition, while Wario Land 4 was more of a mix of puzzle and traditional platform elements. Klonoa: Empire of Dreams , the first handheld title in its series, was also a puzzle-platformer [87].

Through independent game development, this genre has experienced a revival and became popular since Braid uses time manipulation for its puzzles, and And Yet It Moves uses frame of reference rotation [88].

In contrast to these side-scrollers , Narbacular Drop and its successor, Portal are first-person camera games that use portals to solve puzzles in 3D.

Since the release of Portal , there have been more puzzle platformers that use a first-person camera, including Purity and Tag: The Power of Paint [89].

In , Nintendo released Captain Toad: Treasure Tracker which uses compact level design and camera rotation in order to reach the goal and find secrets and collectibles.

While completely removing the jump ability, Treasure Tracker retains the title of a platform game as Toad still navigates his environment with unique movement mechanics.

The run and gun platformer genre was popularised by Konami 's classic Contra [90]. Gunstar Heroes and Metal Slug are also among the top three popular examples of this style [91].

Side-scrolling run and gun games are an attempt to marry platform games with shoot 'em ups , characterized by a minimal focus on precise platform jumping and a major emphasis on multi-directional shooting.

These games are sometimes called platform shooters. This genre has strong arcade roots, and as such, these games are generally known for being very difficult, and having very linear, one-way game progression.

There are games which feature a heavy degree of shooting but do not fall into this subgenre. Mega Man , Metroid , Ghosts 'n Goblins , Vectorman , Jazz Jackrabbit , Earthworm Jim , Cuphead and Turrican are all platformers with a heavy focus on action and shooting, but unlike Contra or Metal Slug , platform jumping elements, as well as exploration and back-tracking, still figure prominently.

Run and guns are generally very pure, and while they may have vehicular sequences or other changes in style, they stay focused on shooting throughout.

Cinematic platformers are a small but distinct subgenre of platform games, usually distinguished by their relative realism compared to traditional platformers.

These games focus on fluid, lifelike movements, without the unnatural physics found in nearly all other platform games.

To expand vertical exploration, many cinematic platformers feature the ability to grab onto ledges, or make extensive use of elevator platforms.

As these games tend to feature vulnerable characters who may die as the result of a single enemy attack or by falling a relatively short distance, they almost never have limited lives or continues.

Challenge is derived from trial and error problem solving, forcing the player to find the right way to overcome a particular obstacle. Prince of Persia was the first cinematic platformer and perhaps the most influential.

This genre lacks a commonly agreed upon name in the West, but games in the genre are most commonly called "comical action games" CAGs in Japan.

In the run and jump defense, we allow the opposition to make the backwards pass. Players have to fully commit to each rotation decision.

Players must not reach on traps — The goal of each trap is to make the offensive player throw a high pass to a teammate that one of our help defenders can steal.

Let the offense make mistakes. The main responsibility of the on-ball defender is to put a massive amount of pressure on the basketball.

Doing so will prevent the point guard from surveying the floor or making the easy forward pass. This pressure must encourage the point guard to dribble with the aim being to force them into an uncontrolled dribble.

The first help defender will usually be the player who pressured the inbounds pass not necessarily always X4. This player must be smart in their decision-making as they have one of the toughest roles on the floor.

The other three players on the floor are initially responsible for denying the easy pass up the floor by playing their opponents side-by-side.

The run and jump defense starts immediately after your team scores the basketball. A defensive player must put immediate pressure on the inbounds pass to allow the defense time to set up and also to discourage the long pass down the floor.

The player that pressures the in-bounds pass should be the player closest to the ring after an offensive score. This rule is in place to ensure that the basketball is pressured as quickly as possible x4 in the diagram.

This player might be a guard after a layup or a big after your team makes an outside shot. But if your players find themselves deciding who should guard the inbounds pass out of a guard and a post player, we would prefer the post player.

As the opposition is in-bounding the basketball, your team must have one defender pressuring the in-bounds pass, and the other four defenders should be matched up in man-to-man.

The most important rule to remember on an inbounds pass is that we want the opposition to catch the basketball below the free-throw line.

Preferably as close to the baseline as possible. To do this, the front defenders x1 and x2 play behind their opponents and allow them to cut to the basketball and make the catch.

The players that are defending at half-court should be standing on the side of their opponent so that they can pick off any passes that are made over the top of the front line.

We never allow the lob pass. Once the basketball is inbounded, the player who was defending the inbounds pass must immediately get behind the line of the basketball.

The run and jump defense can only be effective when the help defenders are in the forward path of the player with the basketball. This allows us to be in the correct positions to jump-switch or to trap.

We simply pick the basketball up while everyone falls back into help positions again. Once the offense has inbounded the basketball and the defenders are all in the correct positions, the next step is to put a high amount of pressure on the player with the basketball.

We do this to achieve two things: 1. To not allow the point guard to survey the floor and make a forward pass. To encourage the point guard to dribble the basketball.

This is why all defenders near half-court should be playing side-by-side on their opposition player. They do this by positioning themselves on the dribblers inside hip and by applying a high amount of pressure.

This concern is understandable because coaches have been drilling into them for years to never allow an offensive player to beat them off the dribble.

The 1 goal is to get the dribbler into an uncontrolled dribble down the sideline leading straight into the main sideline trap!

Providing that your team has done a good job of cutting off forward passing lanes and forcing the point guard to dribble, there are three possible scenarios that can occur:.

The point guard reverses the basketball to another player. The point guard dribbles down the sideline. The point guard dribbles towards the middle of the court.

If the point guard dribbles down the sideline, the players set a trap. The bravest kitty of all is back with a second adventure!

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