In a Single Bound: Difference between revisions

→‎Literature: Added Example.
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* In [[Dale Brown]] books, [[Powered Armor|Tin Men]] need compressed-air jumpjets to do this, while [[Motion Capture Mecha|CIDs]] are apparently just that good that they can do so without external assistance.
* Done on occasion by Earthcrafters and incompetent windcrafters in [[Codex Alera]], the former by massively boosting their strength and the later by attempting to fly and not quite manage it.
* ''[[Mother Goose| Hey diddle-diddle, the cat and the fiddle, the cow jumped over the moon...]]''
 
** ''[[The Far Side]]'' lampooned this, [https://i.pinimg.com/originals/49/64/2e/49642e942ec563f164925f2f91ebb6f9.jpg a cartoon showing] that the cow had to train for ''years'' in order to do so. Interestingly this was the first joke Larson did involving a cow.
 
== Live Action TV ==
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** Specifically, distances are measured in yards. You can jump your Strength + Athletics in yards vertically, and ''twice that'' horizontally. Even the least combat-oriented, freshly-Exalted (since up until the point of Exaltation you are a mere mortal) scholars and diplomats can jump abnormal distances. A yard is 3 feet and roughly 0.9 meters, for those unfamiliar with it. The other more combat-oriented Exalts truly can leap considerable distances in a single bound.
*** The Athletics Charm ''Mountain-Crossing Leap'' allows one to jump (Essence x 5) miles in a matter of minutes. The minimum Essence for this skill is 4, so 20 mile jumps are the standard for this specific Charm.
* ''[[Dungeons & Dragons]]'':
** "''Boots of jumping"'' are magical artifactsitems which turn up in many computer and role-playing games, and let characters demonstrate this trope. The idea probably started with ''[[Dungeons & Dragons]]'', although D&D called them "boots of striding and springing".
** ''[[Dungeons & Dragons]]''' Third Edition also gave the monk the ability Leap of the Clouds, making your jump distance dependent only on the Jump check, not any other factors. 3.5 removed it, but then also removed all restrictions on how far you could jump based on anything other than the jump check. Since Jump was dependent on your Strength, it was presumably reasoned that if you had superhuman strength you deserved to jump really high.
*** The Jump check is also dependent on how many skill points are invested in the skill, which is limited by character level. The skill also receives bonuses based on the character's running speed. If a player really wants to, it's not terribly difficult to get a thirty-foot vertical standing jump at mid-to-high levels.
** Grippli are [[Funny Animal|frog-people]] who can clear about 30 feet in one jump; this is the biggest advantage they have over their enemies the bullywugs, who are nastier frog people.
** The Pathfinder RPG (based on D&D3.5) has monks that gain a bonus equal to their level to their jump checks. Plus the bonus they get for having a high speed. Plus their ranks in the Acrobatics skill (based on DEX rather than STR). Plus the bonus for it being a class skill. Plus they don't take a penalty for not having a running start. Oh, and they can spend a Ki Point to get an instant +20 to the check. This boils down to a 5th level Monk being able to make a 10' vertical leap, from a standstill, when they roll a 1 on the die. That's not jumping up to grab the ledge 10' above you either, that's landing on it with your feet. Bigger leaps get easier as they get more skilled and faster, and gain magical equipment.
** There are people who put out horribly broken character builds using the rules. [http://community.wizards.com/go/thread/view/75882/19866466/The_CO_response_to_fastest_possible_speed?post_id=338221062#338221062 Someone who can jump 11 miles straight up? No problem.]
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* ''[[Mutants and Masterminds]]'' offers the Leaping power which multiplies your leaping distance by rank. You start at 2 times your normal jumping distance. Rank 10 is 2000 times your normal jumping distance... and there's no upper limit, although longer distances mean you may take a while to get to your destination. [[Flight]] is faster, but not always as cool as being able to [[The Adventures of Dr. McNinja|jump to the moon]].
** A clarification from the game creator indicated that the bonus to jumping given by the Acrobatics skill applies before the multiplier, so with a few fancy flips, you may be able to travel a few miles further...
 
 
== Video Games ==
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== [[Web Original]] ==
* Chaka and Bladedancer of the ''[[Whateley Universe]]'' can both do this through manipulation of Ki, doing all the light-foot Kung Fu tricks, like leaping up walls and balancing on tiny branches up in trees.
 
 
== Western Animation ==
* In the ''[[Samurai Jack]]'' episode "Jack Learns to Jump Good", this is what it means to "jump good". After [[Training From Hell]] with some ape-like creatures, Jack is able to leap hundreds of feet in one bound.
* ''[[He-Man and the Masters of the Universe|He-man]]''. One such scene in one of the animated series has him and Battle Cat leaping over a lake of lava and landing in the coolest way possible. If you were to have seen it, you'd probably wonder why he even keeps Battle Cat around.
* Tug-Mug, one of the Lunataks in ''[[ThunderCats (1985 series)|ThunderCats]]''. Because his homeworld has far greater gravity than Third Earth, he is able to use his tripod "legs" to leap hundreds of feet in one bound.
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** Monkey Fiste and the members of Team Go can pull this off as well.
* The titular bears from the ''[[Gummi Bears]]'' use their [[Super Serum|gummi berry juice]] to attain this power.
* And, of course, the inevitable ''[[Avatar: The Last Airbender]]'' exampleexamples: Justified for the protagonist, as airbenders are able to leap high and far distances by conjuring gusts of wind and cushions of air. Earthbenders are similarly able to catapult themselves into the air and soften the earth for safe landings.
** Justified for the protagonist, as airbenders are able to leap high and far distances by conjuring gusts of wind and cushions of air. Earthbenders are similarly able to catapult themselves into the air and soften the earth for safe landings.
** As noticed by many fans, the justification is pretty much out the window for Fire Nation characters, who are portrayed to have the second biggest leaps in the series for no apparent reason. In "The Boiling Rock", Azula demonstrates a technique that can best be described as the firebending equivalent of a rocket[[Rocket jumpJump]]. The funny thing is that this is ''still'' shorter than how high non-bender [[She Fu|Ty Lee]] can jump normally.
*** Under the influence of [[Magic Meteor|Sozin's comet]], {{spoiler|skilled firebenders can use rocket-feet to ''fly''.}} This was [[Fridge Brilliance|alluded to]] as early as "The Southern Air Temple": Aang reasons that the air temples could not have been violated because they're completely inaccessible from the ground...
* In ''[[Young Justice (animation)|Young Justice]]'', [[Superboy]] can't fly like [[Superman]], but he can jump at impressive distances. Kid Flash even uses the "Leap tall buildings in a single bound" line.
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* In ''[[Superfriends]]'', the "Junior Superfriends" Wendy, Marvin, and Wonderdog don't really have any superpowers as we know them. However, Marvin has an ambiguous ability to do "super leaps".
 
== Real Life ==
* Cats jump several times their height/length routinely. A mountain lion can jump up to 25 feet. Your average housecat can jump probably 6 or 7 feet high.
* Then there's fleas, which can jump ''many'' times their height, and grasshoppers and crickets, which have specialized back legs specifically for jumping. And frogs. And kangaroo rats. And real kangaroos. And ...