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A history of Hup, the jump sound of shooting games

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Re: A history of Hup, the jump sound of shooting games

#91

Earlier quoted context omitted.

I'd like to add: 3. A huge (for the time) mod community. The amount of stupid mods I played in Quake 1/2 was amazing. So many original ideas that sometimes lead to the creation of completely new sub genres like action quake (a heavy influence for counter strike) or team fortress.

I remember working at Compaq doing server support, clocking off at 5:30, and someone would fire up a Quaker 2 server. Roughly 20 people in the office would stay back to play for an hour. The mods were awesome. Someone had a Homer Simpson skin with about 10 different vocal samples for various damage. Best LAN sessions I ever had, I think. I think the best commercial arena shooters were Quake 3 Arena and Unreal Tournam…

Funny, I think Quake 2 or Unreal Tournament were both better, respectively. Most likely an age thing. To be fair they were all pretty good.

Re: A history of Hup, the jump sound of shooting games

#92
post #66

Earlier quoted context omitted.

It's been a long time since I played a multiplayer shooter, but I used to have admin on a UT2k3 IG CTF clan server. One oddly strong memory I have from those days was banning cheaters and swapping lists of banned UUIDs with the admins of our peer clans. Nowadays I read about rampant cheating and banwaves, but I think there was something to be said for local decisions around banning and the immediacy of it. It certain…

Not being a gamer, I'm not familiar with the level of cheating possibilities in modern games. I hear about it being done and the banwaves. What are players doing that is considered cheating?

Invisible walls and automatic aiming. It ruins the experience for anyone trying to get better at it. Especially now, with automatic matchmaking. You have to climb the ranks and beat the cheaters, whereas before you just had to know which servers had the good players in them.

Re: A history of Hup, the jump sound of shooting games

#93

In a sense, every (English?) word that ends in a vowel eventually ends in a 'p' when you close your mouth. Hup! Nope! Welp! Yep!

It would if you had to continue the airstream indefinitely until your mouth was closed¹, but we can also stop the airstream of a vowel without closing our mouths at all (I guess either by using a stop further back in the vocal system, or disengaging the muscles that are producing the airflow²). So in practice, there are other ways to end the production of a vowel without producing a /p/.

¹ I haven't thought clearly about how nasals affect this, but it seems like still another possibility is to allow air to exit through the nose, producing /m/ instead of /p/.

² When I try to pay attention to what I'm doing when I deliberately stop a sustained vowel, it seems like I'm using glottal or velar stops much more often than I would have thought. Interesting!

Re: A history of Hup, the jump sound of shooting games

#94
post #81
post #77

Earlier quoted context omitted.

> and by 96, I would say most homes had PCs Only ~35% of US households had a computer in 1997 [0]. Goes to show that your particular surroundings can easily skew your view of the situation. [0] https://www.bls.gov/opub/ted/1999/Apr/wk1/art01.htm

Right, throw out seniors and households below the poverty line and I bet that number shoots to like 85%. The avg/median person very likely had a PC in 97.

There's quite a bit wrong with that statement.

If you just discard the data you don't like you will indeed end up only with the numbers you like. To turn the 35% into 85% you eliminated 60% of the households from the statistic.

The average or median person (household?) may have had one but it was still just 35%. So if you lived in a place with few old or poor people and the feeling that "everyone had a computer" was justified, it would just show how biased such anecdotes are. Because it means somewhere else a twice as many people lived surrounded only by the rest of the households where there were almost no computers at all. And in the "early 90s" the ratio was closer to 1:5.

> Goes to show that your particular surroundings can easily skew your view of the situation.

Re: A history of Hup, the jump sound of shooting games

#95

In Norwegian (and probably other Scandinavic languages) the word for "jump" is "hopp". I've never realized before how intuitive I've always felt it to be. It's like an animal sound verb (mooing etc.), just for a human activity.

allez-oop is what French circus acrobats would say before a jump, parents now say before helping a kid up: allez means go, and oop is this sound too.

In English both hop and up.

Re: A history of Hup, the jump sound of shooting games

#96

Earlier quoted context omitted.

Not being a gamer, I'm not familiar with the level of cheating possibilities in modern games. I hear about it being done and the banwaves. What are players doing that is considered cheating?

Invisible walls and automatic aiming. It ruins the experience for anyone trying to get better at it. Especially now, with automatic matchmaking. You have to climb the ranks and beat the cheaters, whereas before you just had to know which servers had the good players in them.

Okay, but how does a cheater use invisible walls and automatic aiming? Are they patching their local binary of the game to give them features other players do not have? I know playing against a cheater sucks, but I'm really curious on how the cheats occur. I'm guessing this is like anything else where one clever person figures it out first, and then the rest of the cheaters just use the trick without knowing anything about how/why it works. I guess I'm getting at the point that I might be impressed with the original discoverer, and they kind of have a HNer's mindset

Re: A history of Hup, the jump sound of shooting games

#97

Earlier quoted context omitted.

> What I think of as the golden age of FPS games happened shortly after, in 98, with the release of Half-Life and Unreal. I think there are two components to this: the quality of the games and the community. Modern shooters like Overwatch are amazing. Where they tend to falter: 1. Lack of emergent gameplay (circle jumping, bunny hopping, conc grenade jumping) 2. Curated experience (matchmaking) is inferior to communi…

I'd like to add: 3. A huge (for the time) mod community. The amount of stupid mods I played in Quake 1/2 was amazing. So many original ideas that sometimes lead to the creation of completely new sub genres like action quake (a heavy influence for counter strike) or team fortress.

No post body was provided.

Re: A history of Hup, the jump sound of shooting games

#98

Donkey Kong (1981). Notable as the first platformer with jumping. Although this version may not be the original. https://www.youtube.com/watch?v=gSc3GCVOt_Y Donkey Kong Jr (1982). https://youtu.be/GmOJN-zq6yg?t=21 Moon Patrol (1982). https://youtu.be/39EsNumG3Fc?t=129 Jungle King (1982). https://youtu.be/ahfHlIqOLRY?t=13 Alley Cat (1983). Note silence until clothes line. https://youtu.be/C9pFZVfWPMo?t=180 Manic Miner…

Dark Castle (1986). An early Mac B&W game that showcased the system's audio capabilities. It has jumps with the "hup" sound. https://www.youtube.com/watch?v=KCkbp4wurW0

Re: A history of Hup, the jump sound of shooting games

#99

Earlier quoted context omitted.

Invisible walls and automatic aiming. It ruins the experience for anyone trying to get better at it. Especially now, with automatic matchmaking. You have to climb the ranks and beat the cheaters, whereas before you just had to know which servers had the good players in them.

Okay, but how does a cheater use invisible walls and automatic aiming? Are they patching their local binary of the game to give them features other players do not have? I know playing against a cheater sucks, but I'm really curious on how the cheats occur. I'm guessing this is like anything else where one clever person figures it out first, and then the rest of the cheaters just use the trick without knowing anything…

> Are they patching their local binary of the game to give them features other players do not have?

Pretty much. It's often a little more sophisticated, (e.g. it's common to use dll injection and not actually modify the binary) but yes

Re: A history of Hup, the jump sound of shooting games

#100

Earlier quoted context omitted.

I can’t tell what this is trying to say

Because closing your mouth makes a “p” sound, at least in languages that accept “unreleased stops”, like (American?) English does.

But the unreleased stop is not a [p], it's just a glottal stop. The same thing happens to /t/ and /k/.
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