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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 (1983) and Jet Set Willy (1984) are roughly equivalent: https://youtu.be/BgUzteADsRI?t=4 https://youtu.be/94Ywx6uVn9E?t=2

Super Mario (1985). https://youtu.be/rLl9XBg7wSs?t=15

Bubble Bobble (1986). Allegedly a version came out in 1982/83, this sound may have differed. https://youtu.be/BuXOSBb4hQw?t=2

I believe we can conclude that the premise of the article is largely false... jumping sounds had a rich and varied history in gaming before hup, and grunts are just one arrow in the stylistic quiver thereof. For a real 8-bit grunt, scroll to the start of Jungle King. Awesome. New ring tone anyone?



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


I was reading the article incredulously, wondering how they kept going back and forth between pong and Quake, as if no game between had ever had a character jump before, in complete disbelief that the writer seemed totally unaware of the concept of a 2D platform game.


It may have been edited, but the article's current title is "A History of Hup, the Jump Sound of Shooting Games" - which seemsore accurate.


I completely agree.

The increasing and decreasing blips as seen on your Manic Miner example is what I remember as iconic jumping sounds. The pitch and tones of those blips you vary from game to game but they were prevalent in the 80s era games on 8-bit micros.

After that I’d say it was shorter version that still employed a rising to lowering tone but which didn’t span the entire duration of the characters air time. The Super Mario example demonstrates this. Sonic The Hedgehog did too.

I find it weird to discuss jump sounds from an era where encoding PCM data was trivial but ignore several generations of games where sound effects had to be programmed as tones.


Bubble Bobble! I got to level 56 at my local Dairy Queen in about 1999.




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