Extracted from a interview PSM2 had with David Doak, one of the lead designers on Timesplitters --
\' What made you decide not to include a jump button, and why doesn\'t the game allow players to roll as the computer can?
We have never been fans of jumping in first-person games. It seems to me that there are a couple of very good reasons not to implement jump. Firstly, it can quite easily become an evade button in Deathmatch sceanrios and suddenly the game turns into a mad pogo-ing session.
Also, any kind of precision jumping involves continually looking down in order to position your imaginary feet correctly which is very dull. In single-player levels jumping promotes stupid jumping \'puzzles\' - in Half Life the most annoying parts of the game were based around jumping. In any case. Timesplitters is certainly not lacking in ledges to jump off and windows to crash through - all perfectly achievable without the aid of a jump button. \'
-bd