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Timing and rhythm

The beat under every good jump.

Punch-Out!! is a rhythm game in boxing gloves. So is most of Mega Man, and every combo in a fighting game. Press early and you whiff. Press late and you eat it. Right on the beat and it feels like music.

Timing is something you feel before you understand it, which is why the game is such a good teacher.

Train it on purpose

  1. Turn the music up and play to it. Many old games time their enemies to the soundtrack loop.
  2. Practise one hard jump twenty times in a row. Notice when it starts to feel automatic.
  3. Try a game with the sound off. You will learn how much you were listening.

Off the couch

Dancing, sport, music, and the big one: comedic timing. Knowing when to land a joke, when to stop talking and when to make your move is the same instinct. People with good timing seem relaxed, because they are not rushing.

Games that train it

10-Yard Fight cover10-Yard Fight
It plays like a racing game, a dash to the next first down. When you pitch to the running back decides whether he finds a gap or gets buried.
All Night Nippon Super Mario Bros. coverAll Night Nippon Super Mario Bros.
The altered physics change your jump arcs, so the rhythm you had from the original is a beat off.
Baseball coverBaseball
Batting is a matter of timing one swing. Early and you whiff, late and you're out.
Batman: The Video Game coverBatman: The Video Game
The wall jump is the whole game. Kick off one wall, catch the other, climb, and once you've got the rhythm scaling a shaft while dodging turrets feels excellent.
Bubble Bobble coverBubble Bobble
Linger too long and enemies turn pink and fast. Popping several bubbles at once for better food is all about when.
Darkwing Duck coverDarkwing Duck
Press up and Darkwing raises his cape to bat back some shots. It's a small timing game Mega Man never had.
Donkey Kong Country 2: Diddy's Kong Quest coverDonkey Kong Country 2: Diddy's Kong Quest
Dixie spins her ponytail to float slowly, which changes how you approach every gap. The difficulty climbs to a genuinely demanding final stretch.
Donkey Kong Country coverDonkey Kong Country
The levels are built for momentum, with enemies and barrels placed so a confident player can run a whole stage without stopping. Barrel cannons and rope swings all want a beat.
Donkey Kong Jr. coverDonkey Kong Jr.
Knock a piece of fruit off its vine and it falls through every enemy below it. Drop it at the right moment and you clear a line.
Double Dragon II: The Revenge coverDouble Dragon II: The Revenge
The fighting is direction-based, so the button you press depends on which way you face. The Hyper Uppercut lands with real weight when you get it right.
DuckTales coverDuckTales
Hold the button mid-air and Scrooge pogos off enemies, spikes and rough ground. The whole game is built to give that bounce somewhere to land.
Earthworm Jim coverEarthworm Jim
Jim cracks his own worm body like a whip to hit enemies and swing from hooks. Grab the hook a beat late and you're in the pit.
Excitebike coverExcitebike
Land with both wheels together and you keep your speed. Nose-dive or land on a wheelie and you lose time or come off.
Final Fight coverFinal Fight
Haggar's spinning piledriver is the strongest move in the game without a weapon. Grab a thug at the right moment and it's yours.
Golf coverGolf
Golf was the first golf game with a power and accuracy bar on each swing. Stop it a hair late and the ball goes wide.
Ken Griffey Jr. Presents Major League Baseball coverKen Griffey Jr. Presents Major League Baseball
Pitching is simple and hitting has a satisfying crack. Swing a beat early or late and it's a foul or a whiff.
Kung Fu coverKung Fu
Every hit is a question of distance. Step, crouch, kick, and grippers bunching up from both sides make the rhythm hard to keep.
Mach Rider coverMach Rider
Hit fourth gear at speed and you get a sudden burst; stay in a high gear after stopping and you crawl. Shifting well is the difference between threading traffic and eating an oil drum.
Mega Man 4 coverMega Man 4
The New Mega Buster charges when you hold fire. Let go too early and it's a pea shot; too late and you've been hit.
Metal Gear coverMetal Gear
Waiting out a guard's patrol and choosing when to punch a sentry and when to hold still is the whole game.
Mike Tyson's Punch-Out!! coverMike Tyson's Punch-Out!!
Land a counter at the right instant and you earn a star for the uppercut. Waste punches on a guard and Little Mac turns pink.
Mortal Kombat II coverMortal Kombat II
Typing a Fatality's input in the second before the timer runs out is still a thrill, and it only works if your hands are calm and quick.
Paperboy coverPaperboy
You aim at a porch you're already passing. The throw has to leave a beat early or it sails past.
Pinball coverPinball
In the bonus stage Mario bounces the ball into blocks, then has to catch Pauline when she falls. A beat early or late and she hits the ground.
Pop'n TwinBee: Rainbow Bell Adventures coverPop'n TwinBee: Rainbow Bell Adventures
Picking a character is picking a rhythm. WinBee's rocket charges fast and her punch wave slow, GwinBee the other way, so every jump is a call on when to let go.
Pro Wrestling coverPro Wrestling
Lock-ups, rope runs and near-falls have a rhythm, and the 20-count outside the ring is a clock you can play with.
Secret of Mana coverSecret of Mana
Swing and the power gauge empties; wait for it to refill and the next hit lands at full strength. Button mashing is the slow way.
Skate or Die 2: The Search for Double Trouble coverSkate or Die 2: The Search for Double Trouble
Double Trouble gives you three minutes and three wipe-outs on a two-screen half-pipe. Every trick lives or dies on when you press.
Skate or Die! coverSkate or Die!
The ramp scoring rewards learning button timings more than anything else. Get the beat and the score climbs.
Sparkster coverSparkster
The rocket pack isn't flight, it's a launch, and learning where it takes you is most of the game.
Street Fighter II Turbo: Hyper Fighting coverStreet Fighter II Turbo: Hyper Fighting
Hyper Fighting is faster, and you set the speed yourself. New moves like Ryu's air Hurricane Kick and Dhalsim's teleport only work if you time them right.
Super Ghouls 'n Ghosts coverSuper Ghouls 'n Ghosts
Once Arthur leaves the ground he goes where he was headed. The double jump is the only way to turn in the air, and saving it is most of the skill.
Super Mario Bros. coverSuper Mario Bros.
Mario's run has momentum. Hit the jump at the right speed and the right moment and the castle bridges fall into place.
Super Mario Bros. coverSuper Mario Bros.
How high and far Mario jumps depends on how long you hold the button and how fast you're running. Forty years on that still feels right.
Super Mario Kart coverSuper Mario Kart
Power sliding and hopping round the hairpins is pure feel. Hop a beat early and you kiss the wall, a beat late and you're off the track.
Super Mario RPG: Legend of the Seven Stars coverSuper Mario RPG: Legend of the Seven Stars
Every attack, spell and block pays out more if you press the button at the right moment. Turn-based fights, but your thumb is still on the beat.
Super Punch-Out!! coverSuper Punch-Out!!
String enough clean hits together and he staggers, and a well-timed knockout punch in that window can end it on the spot. Early or late and the window shuts.
Teenage Mutant Ninja Turtles IV: Turtles in Time coverTeenage Mutant Ninja Turtles IV: Turtles in Time
Hit an enemy several times in a row for a power attack, and work in the dash and slide. It flows when you stay on the beat.
Tennis coverTennis
Timing a swing is easy to learn, and a rally has a nice tock-tock rhythm. The top levels test whether you can keep it.
TwinBee 3: Poko Poko Daimaō coverTwinBee 3: Poko Poko Daimaō
Shoot a bell and it changes colour. Getting the one you want, laser, speed or double shot, means juggling it in the air.
Uniracers coverUniracers
Launch, spin around one axis or another, and land on the wheel. Leave the spin too late and you're on your side.
Urban Champion coverUrban Champion
If the 99-second clock runs out, the police arrest whoever's nearest the edge. Where you stand at the buzzer matters as much as what you threw.
Wild Guns coverWild Guns
Fire, holster, roll, fire again. The stop-to-aim rule turns the whole game into rhythm.
Zelda II: The Adventure of Link coverZelda II: The Adventure of Link
Once you learn the rhythm of the crouching stab and the jumping strike, the duels with the armoured knights turn tense and fair.