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Jump feel: 4 invisible details

A platformer lives or dies on its jump, and the difference is four details players never see but always feel. Coyote time: you can still jump a few frames after leaving a ledge, or jumps feel "stolen". Jump buffering: press slightly before landing and the jump still fires. Variable jump: release early, jump short. Squash & stretch: the character squashes on landing, stretches on takeoff. All three FIDATI. versions share them, identical: 4-5 coyote frames, 6-7 buffer frames, from the browser down to the 6502.

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