Banner
The Overworld Design Contest ends in
4 DAYS, 9 HOURS, 11 MINUTES AND 41 SECONDS
Views: 905,940,382
Time:
16 users online:  Amethyst, Bench-kun,  brickblock369, Dr.Moe, GarbitheGlitcheress, gui, jardeson01, Natsuz2, Nint, PastaNoSauce, Phyll, pixelninetales, qantuum, Robert202, Segment1Zone2, yoshiatom - Guests: 107 - Bots: 78 Users: 50,778 (2,074 active)
Latest: Splatter
Tip: When using custom palettes, remember that certain colors in palettes 0 and 1 will also affect the status bar.
Not logged in.
Details for Super Jump
UberASM Repository - Super Jump Link - Show random
File Name: Super Jump
Added:
Authors: HuFlungDu, Major Flare
Type: Level, Game Mode
Includes GFX: No
Includes Hijack: No
Featured: No
Description: UberASM version of a HuFlungDu's patch made at request of leod. Changes the SpinJump to a SuperJump if you are not moving (though it's easy to change that and I say how in the patch). No credit necessary. Use with Game Mode 14.
Tags: jump, lorom, physics, sa-1
Rating: No rating
Download: Download - 209 bytes
97 downloads
Screenshots
Image
Maarfy
Works as described, if but a bit antiquated. Note that the super jump is only enabled in scenarios that allow normal spinjumping - this means no super jumping off of Yoshi, no super jumping underwater, no super jumping while holding items, etc. The player’s direction is also randomly reversed from time to time as the jump starts, and cape attack hitboxes can manifest for a split second if the player is caped.

Tested with Lunar Magic 3.04, SA-1 1.32, Snes9x 1.59.2, UberASM Tool 1.4.
Posted by:  Maarfy - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks