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Meat Boy, Mario, and the perfect platformer jump
“What actions are ideal in a jump curve?” asked Playdead level designer Martin Fasterholdt to a sizeable crowd for his panel at the Game Developer’s Conference. In a discussion that stemmed from Fasterholdt’s own master thesis, the “You Say Jump, I Say How High?” panel explored the varying degrees of the best and most dynamic of 2D platforming jumps. His primary examples for the talk being the frenetic Super Meat Boy (2010), the classic Super Mario Bros. 3 (1988), and the precision-driven Limbo (2010) from Fasterholdt’s own Playdead (a game he claimed he was incidentally “too young” to work on…