Unlike all other boost blocks, in order to bounce high, it requires the player to tap and hold the jump/spinjump button the instant they land on top of the block rather than also requiring just to hold the jump/spinjump button before landing.
(the eight binary numbers on the status bar/hud is just a debugger from the asm library titled "Show value of a RAM address on the status bar" ;it shows the controller ram $7E:0015)
This is my first c3 block! (somehow, I cannot use "c3" on the tags..)
uses 3 bytes of freeram:
-!FreeRam_TimedJump is the margin of error range that allows the player to press a button within the window of time when bounced.
-!FreeRam_Ylow and !FreeRam_Yhi is a fix to prevent slightly higher jump.