A history of Hup, the jump sound of shooting games
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When I was a youngster in the early 90s, a grade school classmate of mine had a huge computer network at home. His dad worked for the (local) Washington, DC NBC affiliate as one of their system engineers. Their house was fully networked mecca of multiple Unix, Windows, and Apple machines on different floors.
Back then most homes didn't have a computer, and if they did, it was just one. Internet connections were achieved with dial-up modems to the local BBS or service provider. Almost nobody my age was playing computer games, only people working in industry. Even fewer had a network, since online play didn't exist for most games (tho there were exceptions, like Netrek...miss that game too)
I originally learned the command line by using it to start computer games. This guy had basically ALL of the major gaming titles through about 1997, at which point I bought my own computer. Many of the other shooters back then were horror-themed knockoffs of Doom and Quake (like Hexen, Heretic, etc.), though all had their nuances. What I think of as the golden age of FPS games happened shortly after, in 98, with the release of Half-Life and Unreal.
That early experience was how I got into computing at a time when most kids had no real exposure to computers. Still miss those times.
"Most homes" might be technically correct, but home computers were a thing since the late 70s, and really taking off in the early 1980s withe the ZX81, ZX Spectrum, VIC 20, Commodore 64, and a myriad of others, depending on your geography.
> Almost nobody my age was playing computer games, only people working in industry.
This, of course, is complete nonsense. By the early 90s capable home computers such as the Amiga and Atari had if anything reached their hayday, with a myriad of popular games available. (Not to mention the popularity of dedicated games consoles.)
I recall these days and this statement has some truth to it. Sure, a lot of folks had home computers, but they were mostly people who were interested in computers in the first place, and that was because of their work in the industry.
Doom came out in 1993. Things really began to shift about that time. By ‘96/‘97 you had Starcraft and other games start blowing up, but that’s latter half of the decade for sure.
Kids might play a game here or there, or type a school paper on them, but that was mostly it. I went to a few of the local "computer club" meetings that were mostly attended by the stereotypical middle-aged "computer guy" (who I have now become... >sigh<). Doom was definitely "a thing" in the early 90s and started to bring some of the kids over into PC gaming. We had a small BBS scene, too, so that brought a few of the more computer-inclined kids into computing. (Of course, the ISPs moving in in 94-95 killed the BBS scene quickly.)
Game consoles-- the Atari 2600, NES, and SNES-- were the only significant interaction with computing devices at home that I saw. The "gaming scene", in the early 90s, was mostly about NES / SNES carts and arcade games (Mortal Kombat was a big deal).
I didn't got to a particularly well-funded public school so I saw Atari 8-bit, Apple II, and Mac LC machines there. Oh, and TI calculators, of course (but, sadly, mostly the TI-81... The '85 wasn't becoming "a thing" until I was in college).
There’s a great book called Console Wars if anyone is curious about the rise of Nintendo, Sega, etc. It can be a tad dry at times but overall the stories behind these companies are often compelling in their own right. It does a GREAT job of explaining early gaming at universities and how certain programs proliferated. The 70’s were fascinating - people saw what games could be but were all tripping over each other trying to figure out how to get there.
Early on, the homework signaled which families had Apples and Macs with fancy printers that made an attempt at WYSIWG rendered fonts instead of grotty fixed font dot matrix. A lot of kids had Macs without techie parents but I suppose white-collar jobs or even some tradesmen who had made it to middle or upper-middle class. By high school PCs with Windows and laser printers were joining the fray. Marketing told parents this was good for their kids, and kids were aware of the wealth indicator too.
I feel like home computers were more office tools or educational rather than game platforms for most of my peers. I remember a subset of kids had games on VIC 20, C64, DOS PC, or Apple IIe/IIc in the mid 80s. By the late 80s we had more PC games, but many households already had dedicated Atari, Nintendo, or Sega set-top gaming. I think shareware and pirated game floppies did circulate further than just those who actually attended or even knew what a computer club or BBS might be.
Things changed very fast after 1994, though. I think by 1998, everyone I knew had a desktop at home, even if they didn't play videogames.
First you had to be able to afford one, even second hand 286's in the early 90's were a moderate expense for many families.
I was absolutely the abnormal one of my peer group in school when I had pre-existing computer knowledge from home for "computer class". Certainly the only one at all into gaming on it, other than friends enjoying coming over to play random games at times.
Entering high school in the mid-90's there were only maybe a half dozen to dozen kids who you could remotely describe as "PC Gamers" - but plenty of console folks who you could at least talk with. Only a small handful who regularly used BBS' or knew what a MUD was or the like.
I think for "most houses had a PC by then" might be accurate for houses with school-age children (as it was a powerful meme by then you needed one for schoolwork), but I don't recall a single childless relative having one other than the hacker uncle who taught me. The vast majority of my peers who had PCs or Macs at home never really used them other than as-prescribed for word processing or whatnot - a lot lacked the hardware (math coprocessors, sound card, a bit later graphics accelerators) to really interest most kids when they had been exposed to arcades and the NES by then.
It rapidly shifted around 93-95 or so, but the years fly by so I could be off a couple. I remember distinctly going from being the only one who had ever heard of the Internet to being asked daily about how to get hooked up. Crazy rates of change compared to today's relatively stagnant industry.
Late 80s however, the most advanced computers I'd see were parents that used them for work (developers and accountants) and Atari/Commodore 64.
Prices started dropping rapidly around 1990, and specs went explosively through the roof.
A great time to be alive, for sure.
Only ~35% of US households had a computer in 1997 [0]. Goes to show that your particular surroundings can easily skew your view of the situation.
If you just discard the data you don't like you will indeed end up only with the numbers you like. To turn the 35% into 85% you eliminated 60% of the households from the statistic.
The average or median person (household?) may have had one but it was still just 35%. So if you lived in a place with few old or poor people and the feeling that "everyone had a computer" was justified, it would just show how biased such anecdotes are. Because it means somewhere else a twice as many people lived surrounded only by the rest of the households where there were almost no computers at all. And in the "early 90s" the ratio was closer to 1:5.
> Goes to show that your particular surroundings can easily skew your view of the situation.
You seem to have taken offense with what OP said and returned it for free, with no arguments attached.
I think there are two components to this: the quality of the games and the community. Modern shooters like Overwatch are amazing. Where they tend to falter:
1. Lack of emergent gameplay (circle jumping, bunny hopping, conc grenade jumping)
2. Curated experience (matchmaking) is inferior to community-led servers and maps
The magic of games from that period was due to both the game design and the nature of the Internet itself.
Mountains of emergent gameplay (if you play at a high enough level), and community led servers with custom game modes via the workshop.
But people still queue up for competitive because the very existence of a 24/7 accessible competitive system with instant post match feedback (read: not going to tournaments) is a huge draw for a lot of people, even if it's at the expense of the community aspect.
And you failed to comprehend my comment: the player base mostly doesn't want the community part over the immediate feedback of comp.
People don't want clan servers, they want to queue up, win or lose, then queue up again.
After all, nothing stops OW from supporting clans. Unlike say Warzone that needs 40 something people for a private match, OW will let your team play another team with no problem.
But people still overwhelmingly go it alone, because they want that immediate feedback loop of solo queue.
Pretty much. It's often a little more sophisticated, (e.g. it's common to use dll injection and not actually modify the binary) but yes
I think the best commercial arena shooters were Quake 3 Arena and Unreal Tournament 2004. Played the hell out of those at LAN parties.
For years I didn't game. I was never into solo play. However, about a year ago while working at a small start-up we decided to have a quick daily Deathmatch and settled on Xonotic (similar to Q3/UT2004) and I've actually been playing it a few times a week since. Absolutely love the fast pace arena stuff.
But note that Dark Castle doesn't make any sound on jumping -- it makes a sound (often) on completion of the jump. I presume that still counts.
One example I remember is the claim that Sonic was the first character with an idle animation. Plenty of examples from 10 years before Sonic.
Others were things like first game with an inventory. First game to scroll. Someone would always find some older game. Then people would argue about influence or trying to define genres (first RPG, that depends on what an RPG is, etc...)
Edit: maybe it wasn’t prince of persia, I am confused now.
If I close my eyes, I think I could even work out the width of the screen in steps. I think around 10 or 11.
Mostly of wrangling DOS & Win 95!
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?
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.
I wish someone did an article on that sound too!
I also frequently hear some Doom mechanism and door sounds (usually DSPSTART and DSPSTOP but sometimes also DSDOROPN and DSDORCLS) in commercials, movies, and TV shows, as well as DSFIRSHT (imp/cacodemon fireball whooshing sound). Shows with werewolves or other monsters may feature the imp or zombieman sounds.
https://www.vocabulary.com/articles/wordroutes/hut-the-story...
And now that I wrote that I sincerely hope to not have it mixed up with the "kneel while shooting" stance of the enemies in deus ex. Those did no roll.
Edit: One can one enemy see do the roll in the next few seconds of https://youtu.be/D6l6_WKxRck?t=353.
I've never realized before how intuitive I've always felt it to be.
It's like an animal sound verb (mooing etc.), just for a human activity.
In English both hop and up.
Also true in English.
(I'm not proposing any genealogy here, it's sufficiently sensible linguistically that I'd be surprised if it -hadn't- been independently invented multiple times)
Huh, I never would have guessed. And yet — and several readers here with me I guess — reading that sentence immediately retrieves that sound from wherever my brain was keeping it and plays it internally (on repeat). Playing Quake I as a teenager on a LAN with friends must've had an impact.
Hup! Nope! Welp! Yep!
¹ I haven't thought clearly about how nasals affect this, but it seems like still another possibility is to allow air to exit through the nose, producing /m/ instead of /p/.
² When I try to pay attention to what I'm doing when I deliberately stop a sustained vowel, it seems like I'm using glottal or velar stops much more often than I would have thought. Interesting!
Should be:
A History of Hup, the Jump Sound of Shooting Games