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{{Era|H2}}
{{Status|Gameplay}}
{{Ratings}}
'''Super bouncing''' is a ''[[Halo 2]]'' [[Glitches|glitch]] used by players to jump to incredible heights. The glitch involves the exploitation of terrain flaws and crouching. This glitch is only possible on the Xbox version of Halo 2. It has been removed from the PC version.<ref>[http://www.gamefaqs.com/boards/genmessage.php?board=932095&topic=50725375 Gamefaqs]</ref>
{{Jump}}
'''Super Bouncing''' is a ''[[Halo 2]]'' [[glitch]] used by players to jump to incredible heights. The glitch involves the exploitation of terrain flaws and crouching.


The term "superjumping" is sometimes misused and applied to this subject. "Superjumping" typically refers to someone who can jump high by utilizing [[Modding|modifications]] or other outside systems to alter the game.
The term "superjumping" is sometimes misused and applied to this subject, "superjumping" typically refers to someone who can jump high by utilizing [[Modding|modifications]] or other outside systems to alter the game.


== Crouching glitches ==
== Crouching glitches ==
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Crouching and entering such areas apparently causes a de-synchronization between players in a [[multiplayer]] match. This can be demonstrated by having two players, ''Person A'' and ''Person B'', cooperate. ''Person A'' should find an area that is prone to crouching glitches. ''A'' should crouch, walk forward into the area, and un-crouch while continuing to move forward; ''Person B'' should watch. ''Person A''<nowiki/>'s screen will show them walking into a wall without moving, but on ''Person B''<nowiki/>'s screen, ''Person A'' will be walking ''through'' the wall.
Crouching and entering such areas apparently causes a de-synchronization between players in a [[multiplayer]] match. This can be demonstrated by having two players, ''Person A'' and ''Person B'', cooperate. ''Person A'' should find an area that is prone to crouching glitches. ''A'' should crouch, walk forward into the area, and un-crouch while continuing to move forward; ''Person B'' should watch. ''Person A''<nowiki/>'s screen will show them walking into a wall without moving, but on ''Person B''<nowiki/>'s screen, ''Person A'' will be walking ''through'' the wall.


== A typical super bounce ==
== A Typical Super Bounce ==
To perform a super bounce, a player must trigger a crouching glitch.<ref>[http://www.youtube.com/watch?v=aaz7taE1yNY '''YouTube:''' Halo 2 Super Bouncing Tutorial]</ref> After the glitch has been triggered, they should run around and find any kind of polygon seam. It need not be a sharp edge or corner; any "line" between surfaces will do. The player should then jump and land directly on this "line". When they land, they will be launched into the air.
To perform a super bounce, a player must trigger a crouching glitch.<ref>[http://www.youtube.com/watch?v=aaz7taE1yNY '''YouTube:''' Halo 2 Super bouncing Tutorial]</ref> After the glitch has been triggered, they should run around and find any kind of polygon seam. It need not be a sharp edge or corner; any "line" between surfaces will do. The player should then jump and land directly on this "line". When they land, they will be launched into the air.


The crouching glitch appears to alter or affect the player's physics, such that when they jump onto the polygon seam, they sink into the level. The game corrects this by applying a large amount of force (an [[Wikipedia:impulse|impulse]]) to the player's model.<ref group="note"><p>Collision-related physics as they are implemented in video games are executed in three stages. The first stage is detection: the physics engine must know when two objects collide. However, knowing is not enough -- by the time the collision is detected, the two objects will likely be intersecting. The game engine must fix this problem, and extricate the objects from one another; this would be the second stage. A typical solution to this problem is to very briefly apply a massive amount of force (commonly called an "impulse") to free the objects from one another. After that, there is the third stage, whose effects are actually perceptible; here, the computer "bounces" the objects off of each other, applying the appropriate amount of deformations, friction, etc.</p><p>When this glitch happens, the player is significantly embedded into the level geometry. Because they are intersecting the geometry a lot, an ''extremely'' massive amount of force (as opposed to a regularly massive amount of force) must be applied. This force has the side-effect of affecting the player's momentum, such that the player continues to move out of the surface and into the air.</p></ref> However, this has the unwanted side-effect of launching the player into the air (due to the massive amount of force required to free the player from the level geometry).
The crouching glitch appears to alter or affect the player's physics, such that when they jump onto the polygon seam, they sink into the level. The game corrects this by applying a large amount of force (an [[Wikipedia:impulse|impulse]]) to the player's model.{{Ref/Note|Collision-related physics as they are implemented in video games are executed in three stages. The first stage is detection: the physics engine must know when two objects collide. However, knowing is not enough -- by the time the collision is detected, the two objects will likely be intersecting. The game engine must fix this problem, and extricate the objects from one another; this would be the second stage. A typical solution to this problem is to very briefly apply a massive amount of force (commonly called an "impulse") to free the objects from one another. After that, there is the third stage, whose effects are actually perceptible; here, the computer "bounces" the objects off of each other, applying the appropriate amount of deformations, friction, etc.<br>When this glitch happens, the player is significantly embedded into the level geometry. Because they are intersecting the geometry a lot, an ''extremely'' massive amount of force (as opposed to a regularly massive amount of force) must be applied. This force has the side-effect of affecting the player's momentum, such that the player continues to move out of the surface and into the air.}} However, this has the unwanted side-effect of launching the player into the air (due to the massive amount of force required to free the player from the level geometry).


Often, a player will land in very high areas that will never meant to be accessible. Occasionally, the player will fall through the level and be killed by the [[Guardians]]. In other cases, the player will die when they land on the polygon seam, and the game will count it as a suicide.
Often, a player will land in very high areas that were never meant to be accessible. Occasionally, the player will fall through the level and be killed by the [[The Guardians]]. In other cases, the player will die when they land on the polygon seam, and the game will count it as a suicide.


Should the player fail to actually super bounce, they do not have to repeat the crouching glitch. The player can simply try to jump onto the targeted polygon seam again, though it should be noted that if they attempt to crouch, they ''will'' have to repeat the crouching glitch.
Should the player fail to actually super bounce, they do not have to repeat the crouching glitch. The player can simply try to jump onto the targeted polygon seam again, though it should be noted that if they attempt to crouch, they ''will'' have to repeat the crouching glitch.


An important note is the fact that different framerates result in different bounces. That is to say, the bounces that are possible in NTSC and PAL60 differ from those that work in PAL50.<ref group="note">This is a side-effect of the way collisions are detected. Collision checking (detection, correction, and response) is typically done on each frame of animation. If the number of frames per second varies, then the number of collision checks per second will also vary. While such variation is inconsequential for many glitches, it is evidently quite significant for super bouncing.</ref>
An important note is the fact that different framerates result in different bounces. That is to say, the bounces that are possible in NTSC and PAL60 differ from those that work in PAL50.{{Ref/Note|This is a side-effect of the way collisions are detected. Collision checking (detection, correction, and response) is typically done on each frame of animation. If the number of frames per second varies, then the number of collision checks per second will also vary. While such variation is inconsequential for many glitches, it is evidently quite significant for super bouncing.}}


== Monster bounces ==
==Monster bounces ==
'''Monster bounces''', commonly shortened to '''monsters''' and named for their tendency to result in higher launches, are an alternate form of super bounce. Normal super bounces occur when a player lands on a single polygon seam ("gridline"), or a place where such seams intersect.
'''Monster bounces''', commonly shortened to '''monsters''' and named for their tendency to result in higher launches, are an alternate form of super bounce. Normal super bounces occur when a player lands on a single polygon seam ("gridline"), or a place where such seams intersect.


There are two ways to trigger a monster bounce, though both produce almost identical results. The first type of monster bounce occurs when the landing area (the target polygon seam) is thin enough that landing on it causes the player to fall through. The area in question, however, covers additional gridlines. By hitting two sets of gridlines, the player will be launched with even more force than usual.
There are two ways to trigger a monster bounce, though both produce almost identical results. The first type of monster bounce occurs when the landing area (the target polygon seam) is thin enough that landing on it causes the player to fall through. The area in question, however, covers additional gridlines. By hitting two sets of gridlines, the player will be launched with even more force than usual.


The second type of monster bounce results from landing between gridlines. Such areas are composed of a multitude of gridlines originating at one point and expanding, creating a V shape of many lines.
The second type of monster bounce results from landing between gridlines. Such areas are composed of a multitude of gridlines originating at one point and expanding, creating a V-shape of many lines.<ref>[http://www.youtube.com/watch?v=82bdYCCWQ44]</ref>


== Pressure launches ==
== Pressure launches ==
<!-- Pressure launch is an accepted term by the Halo 2 Bouncing community, intended to describe pressure is used to do this bounce. Do not rename. -->
<!-- Pressure launch is an accepted term by the Halo 2 Bouncing community, intended to describe pressure is used to do this bounce. Do not rename. -->
A '''pressure launch''' is a type of super bounce where pressure is used to launch a player. A properly-executed pressure launch can be more powerful than an ordinary super bounce. Here is an example<ref>[http://www.youtube.com/watch?v=jH0TjDkYN-w '''YouTube:''' Relic: Pressure Launch]</ref>, which may be performed on [[Relic (Level)|Relic]].
A '''pressure launch''' is a type of super bounce where pressure is used to launch a player. A properly-executed pressure launch can be more powerful than an ordinary super bounce. Here is an example,<ref>[http://www.youtube.com/watch?v=jH0TjDkYN-w '''YouTube:''' Relic: Pressure Launch]</ref> which may be performed on [[Relic]].


Find the large relic in the center of the map, and stand on top of the ramp that isn't in the shade. When viewing the relic from the crashed [[Pelican]]'s location, the ramp is on the relic's left side. Walk to the top of this ramp.
Find the large relic in the center of the map, and stand on top of the ramp that isn't in the shade. When viewing the relic from the crashed [[Albatross]]'s location, the ramp is on the relic's left side. Walk to the top of this ramp.


Now, turn and look toward the (slight) corner of the ramp, where it bends about thirty degrees. Run forward and jump toward the spot you're looking at. When you reach the height of your jump, crouch and stay crouched. You should land on the ground a few feet away from the bottom of the ramp. Stay crouched and walk into the stairs; you should pass right through them.
Now, turn and look toward the (slight) corner of the ramp, where it bends about thirty degrees. Run forward and jump toward the spot you're looking at. When you reach the height of your jump, crouch and stay crouched. You should land on the ground a few feet away from the bottom of the ramp. Stay crouched and walk into the stairs; you should pass right through them.
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=== Ascension ===
=== Ascension ===
Go to the large tower in [[Ascension (Level)|Ascension]]. There should be a fork in the path, with one road going into the tower and the other going down to the dirt caves and [[Sniper Rifle]]. You should see a small area sticking out of the walls of the path going up to the tower. Crouch and move up to it; when you hit it, release crouch and continue to hold forward. Turn around and jump in between the larger rock behind you and the smaller rock. Turn left and give yourself enough room to accelerate, and then jump onto the line where the ramp and ground meet. Make sure that you land perfectly vertically, and when you land, don't have any buttons pressed. If you do it right, you will be launched.
Go to the large tower in [[Ascension]]. There should be a fork in the path, with one road going into the tower and the other going down to the dirt caves and [[Sniper Rifle System 99D-Series 2 Anti-Matériel|Sniper Rifle]]. You should see a small area sticking out of the walls of the path going up to the tower. Crouch and move up to it; when you hit it, release crouch and continue to hold forward. Turn around and jump in between the larger rock behind you and the smaller rock. Turn left and give yourself enough room to accelerate, and then jump onto the line where the ramp and ground meet. Make sure that you land perfectly vertically, and when you land, don't have any buttons pressed. If you do it right, you will be launched.


Another bounce, located at the other base, requires you to jump onto the right side (facing the larger tower) of the railing on the tower. From there, crouch underneath the left canopy and hold forward, and then let go of crouch and keep holding forward. Jump, and stop holding forward in mid-air. Once you have landed, turn, and face the second-closest strut to you. (It connects the Sniper Rifle platform to the slanted concrete walkway.) Then, jump to it and land on the top of it.
Another bounce, located at the other base, requires you to jump onto the right side (facing the larger tower) of the railing on the tower. From there, crouch underneath the left canopy and hold forward, and then let go of crouch and keep holding forward. Jump, and stop holding forward in mid-air. Once you have landed, turn, and face the second-closest strut to you. (It connects the Sniper Rifle platform to the slanted concrete walkway.) Then, jump to it and land on the top of it.


=== Burial Mounds ===
=== Burial Mounds ===
Another great example of a super bounce can be found in [[Burial Mounds (Level)|Burial Mounds]]. This super bounce requires the cooperation of two players, who shall be dubbed ''Person A'' and ''Person B''.
Another great example of a super bounce can be found in [[Burial Mounds]]. This super bounce requires the cooperation of two players, who shall be dubbed ''Person A'' and ''Person B''.


Have ''Person A'' stand in the corner formed by two rocks, located near the large metal structure. ''Person B'' should be driving a [[Warthog]] toward those two rocks. ''Person B'' must accelerate to full speed and ram ''Person A'' head-on. When the Warthog strikes ''Person A'', they will appear to vibrate; ''Person B'' should keep driving forward until ''A'' is launched into the air.
Have ''Person A'' stand in the corner formed by two rocks, located near the large metal structure. ''Person B'' should be driving a [[M12 Force Application Vehicle|Warthog]] toward those two rocks. ''Person B'' must accelerate to full speed and ram ''Person A'' head-on. When the Warthog strikes ''Person A'', they will appear to vibrate; ''Person B'' should keep driving forward until ''A'' is launched into the air.


If ''Person A'' guides themselves carefully, they will land on a platform high above the level.
If ''Person A'' guides themselves carefully, they will land on a platform high above the level.


=== Coagulation ===
=== Coagulation ===
[[Image:Halo2SuperBounce.jpg|thumb|right|The small alcove where the crouching glitch occurs.]]
[[File:Halo2SuperBounce.jpg|thumb|The small alcove where the crouching glitch occurs.]]
In [[Coagulation]], travel to either Red or Blue Base, and go up the ramp located in the back of the base. To your left, you should see a small hole. You will have to [[Crouch Jumping|jump, and then crouch while in mid-air]] to enter the hole. Once inside, continue to crouch and move forward. After a few seconds, un-crouch, and after a few more seconds, press '''A''' to jump out of the hole. Just before you land, release the analog stick (stop moving). If done properly, the glitch will launch you into the air.
In [[Coagulation]], travel to either Red or Blue Base, and go up the ramp located in the back of the base. To your left, you should see a small hole. You will have to [[Crouch jumping|jump, and then crouch while in mid-air]] to enter the hole. Once inside, continue to crouch and move forward. After a few seconds, un-crouch, and after a few more seconds, press '''A''' to jump out of the hole. Just before you land, release the analog stick (stop moving). If done properly, the glitch will launch you into the air.


Sometimes it is good to grab a sniper rifle before you do this; if you land in the teleporter on top of the red base, it will sometimes propel you to the treetops near the teleporter's destination. This is the best vantage point on the map.
Sometimes it is good to grab a sniper rifle before you do this; if you land in the teleporter on top of the red base, it will sometimes propel you to the treetops near the teleporter's destination. This is the best vantage point on the map.
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=== Sanctuary ===
=== Sanctuary ===
In [[Sanctuary (Level)|Sanctuary]], go to blue base. There should be a rock that is close to the water; go to it. When you crouch, you should end up inside it. Go up to it, and while crouched, walk up the ramp leading to the center structure. At the turn, jump onto the polygon seam separating the dirt and the brick path.
In [[Sanctuary]], go to blue base. There should be a rock that is close to the water; go to it. When you crouch, you should end up inside it. Go up to it, and while crouched, walk up the ramp leading to the center structure. At the turn, jump onto the polygon seam separating the dirt and the brick path.
===Turf===
In [[Turf]], go over to the medical tent. Jump onto the ledge next to it with the two barriers on it. Next, find an area on the tent with six dot-like designs on it. Jump, crouch, and right before you land, un-crouch, and land on the six dots. If done correctly, you will bounce up to the invisible ceiling, and can get out of the map.


=== Warlock ===
=== Warlock ===
In [[Warlock (Level)|Warlock]], duck under the root in the blue base, and start to walk, pointing a little to your left. Soon, you will be free of the root. ''Without strafing'', move ''forward'' (turning by aiming) until you see the area between the air chute and a little wall in front of the base. Jump, and take care not to hit the other level as you jump.
In [[Warlock]], duck under the root in the blue base, and start to walk, pointing a little to your left. Soon, you will be free of the root. ''Without strafing'', move ''forward'' (turning by aiming) until you see the area between the air chute and a little wall in front of the base. Jump, and take care not to hit the other level as you jump.


There are also four other major bounces on Warlock, one for each base. They all can get you to the very top of the map. The bounces are essentially the same, save for where you land when you jump.
There are also four other major bounces on Warlock, one for each base. They all can get you to the very top of the map. The bounces are essentially the same, save for where you land when you jump.


;Red Base:
;Red Base
:
:Crouch under the ramp facing the red side of the middle tower. Release crouch, walk up the ramp, and jump onto the central tower. Turn around and face the ramp. Jump and tap forward while landing in the middle on the ground in front of the ramp.
:Crouch under the ramp facing the red side of the middle tower. Release crouch, walk up the ramp, and jump onto the central tower. Turn around and face the ramp. Jump and tap forward while landing in the middle on the ground in front of the ramp.
;Blue Base:
;Blue Base
:
:For blue base, follow the same instructions, but aim to the left of the landing zone as you jump.
:For blue base, follow the same instructions, but aim to the left of the landing zone as you jump.
;Green Base:
;Green Base
:
:Follow the same procedure, but land in the middle of the landing zone.
:Follow the same procedure, but land in the middle of the landing zone.
;Yellow Base:
;Yellow Base
:
:Follow the same procedure, but land where the water meets the floor on the right side.
:Follow the same procedure, but land where the water meets the floor on the right side.


=== Zanzibar ===
=== Zanzibar ===
[[Zanzibar (Level)|Zanzibar]] has many known super bounces.
[[Zanzibar]] has many known super bounces.


==== Bounce 1 ====
==== Bounce 1 ====
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==== Bounce 2 ====
==== Bounce 2 ====
Near the defensive base, right outside the gate that can be opened from inside, there is another bounce. Near this area, a piece of rock juts out, and intersects a rock wall to form a corner. Crouch there, and then run up over the rocks near the level's corner, making sure to land on the cement that is stained with either [[blood]] or rust. You should bounce up unto a ledge on the side of the level.  
Near the defensive base, right outside the gate that can be opened from inside, there is another bounce. Near this area, a piece of rock juts out, and intersects a rock wall to form a corner. Crouch there, and then run up over the rocks near the level's corner, making sure to land on the cement that is stained with either [[blood]] or rust. You should bounce up unto a ledge on the side of the level.


==== Bounce 3 ====
==== Bounce 3 ====
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== Notes ==
== Notes ==
<references group="note"/>
{{Ref/Notes}}


== Sources ==
== Sources ==
<references/>
{{Ref/Sources}}
[[Category:Tricks and Cheats]]
 
[[Category:Halo 2 Glitches]]
{{Glitches}}
[[Category:Tricks and cheats]]
[[Category:Halo 2 glitches]]
[[Category:Glitches]]
[[Category:Glitches]]
[[Category:Halo 2]]
[[Category:Halo 2]]