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Diagonal Speed Boost

 Diagonal Speed Boost
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You're headed north, he's headed northeast, he suddenly turns northwest halfway to the destination, the race ends in a tie. You both traveled at identical speeds the whole way. Or at least you would have, were it not for the diagonal speed boost.
Common in square grid based games, the diagonal speed boost is when it takes the same amount of time or turns to move to a diagonal square as it does to a horizontal or vertical square. This means that diagonal movement is about 40 percent fasternote specifically, it's √2, or approximately 1.414 than movement in a straight line. This allows whatever's moving on the grid to cover more ground in the same amount of time.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })Not just a problem with grids; most older first-person games implement diagonal movement in a similar way: moving forward in any direction gives normal speed, while a combined sideways movement adds to the speed. It's arguably even worse, as you can change which direction you're facing to get a diagonal speed boost in any direction.
Savvy players can use this to outmaneuver and flank opponents unless there's a rule against it. The unreality of this trope is why some games use hexagonal grids, where the distance from the center of one hex to that of an adjacent hex is always the same regardless of the direction of travel. As such, this trope can qualify as an Advanced Movement Technique.
The Other Wiki calls this Chebyshev distance.
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DBTropes
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Descent: Trichording—a diagonal slide (e.g. up/down + left/right) combined with forward thrust. This gives up to a 73% speed boost, not counting the afterburner added in Descent II. The justification for this is that several of your ship's thrusters are being used simultaneously to move it in one direction, which results in a combined thrust that is greater than full forward/reverse thrust.
As Descent serves as the Trope Codifier for any video game that features six degrees of freedom, most video games released after it that also feature six degrees of freedom, such as Elite Dangerous, Overload, Star Citizen, and Sublevel Zero, allow the player to trichord to varying degrees.
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The GoldSrc and Source engines (of Half-Life and Team Fortress 2 fame), being directly based off the Quake engine, displays the same acceleration quirk Quake does, but tightens up jump inputs and makes bunnyhopping harder as a result. On the other hand, it introduces the ability to strafe and walk up ladders simultaneously, with the results you'd expect on this page. Custom maps have even used this as a puzzle element since you can jump from the top of a ladder with more upward velocity than your legs can provide. Even the recent Left 4 Dead series only sports new ladder code for survivors; the zombie team can still climb walls 50% faster with this trick.
Team Fortress 2 in particular takes the air movement of Quake 1 and runs with it. The Soldier and Demoman have explosive jumping as core features, and the characteristic air movement gives them both great speed, surprising mobility, and a very high skill ceiling just for moving around the map. More towards this trope, a Demoman that replaces the Stickybomb Launcher with the Tide Turner's Dash Attack allows a technique called trimping, which combines Quake's acceleration quirk with constant, heavy forward acceleration even in midair, and the result can only be described as absolutely ludicrous.
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Speed runs of GoldenEye (1997), its Spiritual Successor Perfect Dark and The World Is Not Enough pretty much require you to strafe-run everywhere.
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Battlezone, on the other hand, retains this. In fact, going forward, strafing, pitching your hovertank forward (auto-stabilizing needs to be turned off or the tank will try to level out by itself) and using the jump thrusters all at once gives much faster movement - to say nothing of a physics glitch that allows hovertanks to float high enough to be out of range for most weapons. Naturally, all versions of Battlezone 2's unofficial 1.3 patch nerfed the ability to fly, to much rage from the veteran players.
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Quake fixed the straferunning exploit in Doom by capping your movement input, but introduces a very peculiar issue in the way it caps your acceleration: rather than checking how fast you'd end up going period, it only checks how fast you're moving in the direction you're accelerating. You could be moving at truly ridiculous speeds straight forward, but none of your velocity is pointed to the left or right or whatever other direction, so you can still accelerate to full speed in any direction but forward. This quirk is the source of the most fundamental of Quake's movement tricks, from Quake 1's bunnyhopping, to Quake 2 and beyond's strafejumping, to Quake 4 and Champion's crouchsliding as a form of acceleration. This is also why you can do 180 degree midair turns in Quake 1 and gain speed in the process.
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Doom: Straferunning (SR)—strafing sideways and running forwards at the same time—is 30% faster than just moving forward or strafing. The most common method of SR is called SR40, named so because internally your sideways acceleration will be 40 (in arbitrary units, unrelated to length units), as compared with forward/backward acceleration of 50. It is also possible for a further speed boost known as SR50, where you turn and strafe in the same direction, with "strafe on look" on. Combined with moving forward, this gives the full ~41% speed boost (but prevents you from turning), and is used in many speedruns.
Speed runs of GoldenEye (1997), its Spiritual Successor Perfect Dark and The World Is Not Enough pretty much require you to strafe-run everywhere.
Quake fixed the straferunning exploit in Doom by capping your movement input, but introduces a very peculiar issue in the way it caps your acceleration: rather than checking how fast you'd end up going period, it only checks how fast you're moving in the direction you're accelerating. You could be moving at truly ridiculous speeds straight forward, but none of your velocity is pointed to the left or right or whatever other direction, so you can still accelerate to full speed in any direction but forward. This quirk is the source of the most fundamental of Quake's movement tricks, from Quake 1's bunnyhopping, to Quake 2 and beyond's strafejumping, to Quake 4 and Champion's crouchsliding as a form of acceleration. This is also why you can do 180 degree midair turns in Quake 1 and gain speed in the process.
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The following is a list of statements referring to the current page from other pages.

 Diagonal Speed Boost
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Velocity Index
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Diagonal Speed Boost
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Diagonal Speed Boost
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Diagonal Speed Boost
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Diagonal Speed Boost
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Diagonal Speed Boost