  Jumping has been an important mechanic since its introduction in Donkey Kong.
It has taken a variety of forms and shown up in numerous games, with each jump
having a different feel. In this paper, we use a modified Nintendo
Entertainment System (NES) emulator to semi-automatically run experiments on a
large subset (30%) of NES platform games. We use these experiments to build
models of jumps from different developers, series, and games across the history
of the console. We then examine these models to gain insights into different
forms of jumping and their associated feel.
