coyote time is so fun, and its honestly hilarious that its named after looney toons
And then celeste speedrunners went "it's free real-estate" and styled on that damn mountain
Now I'm going to add a powerup to my game that's called "Coyote's Boots." They increase the amount of coyote time you get.
I’ve seen rhythm gamers use this term to refer to the ‘fret forgiveness’ (as epic Games called it) where you could strum early and still press a fret button to be registered as a correct strum
This is named after a real world Phenomenon where Coyotes have shown the ability to jump what appears to be just after they've run off a ledge. However, this effect is null as soon as they look down
I like how these tricks that make the game feel better to play are basically ways to secretly make the player seem more skilled than they actually are.
and jump queing really helps as well, where you allow a jump input from before landing to be processed
at first i was like "coyote time? huh what a weird name" and then as soon as you said "let me crank it up to a full second" and i pictured in my head what i was about to see.... i got it. i love it!
Think of it this way: if you were to jump off a platform irl, you'd have a tiny bit of extra time to kick off the corner
So all this time platformers were not screwing me over but helping and i'm actually worse than I thought I was. Great
I can't imagine what wily character this feature could possibly be named after.
imagine having it be almost infinite, as soon as you press down, you fall, fast.
That's one thing they "forgot" in the Crash Bandicoot remakes, 1 & 2 originally had Coyote Time and 3 didn't, but they used the same engine for all 3, so none got it, making the games MUCH harder than they originally were!
this combined with input buffering really makes the platformer world go round.
I recall first hearing this from dead cells developers, also the first time experiencing it in a game too. I felt like i was able to jump around the map so much easier
a mechanic similar to that super-long coyote time was used in the Donkey Kong Country series, where you can jump out of a roll whether or not you're on the ground. presumably, this was originally to let players recover from a somewhat easy-to-make mistake, but in the final game there are a few points where the technique is required for some collectables.
I love it when there's an actual explanation for coyote time, like wonder's jet run (badge magic) or a special item.
I also like to add in 3D games a trigger for falling too long. The character should never glitch through the map, but I like that the game is still prepared for it.
This combined with jump buffering feels perfect in platformers
@InboundShovel