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Super Mario Land 2-Styled Spinjump

SMW Patches → Super Mario Land 2-Styled Spinjump

Submission Details

Name: Super Mario Land 2-Styled Spinjump
Author: Erik
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Makes it so you need to be big and hold the down key for spinjumping, just like in Super Mario Land 2. This would also allow you to spinjump no matter if you press A or B.

Requested by LMPuny and updated by LMPuny. lol

Update: Now you can duck jump, and it won't break the sliding status if droping when sliding and still holding down (will trigger when pressing rather than holding, thx Maarfy for the idea)
Tags: lorom sa-1 spinjump super fx super mario land 2
Comments: 10 (jump to comments)
Download 904 bytes | 369 downloads

Screenshots

Comments (10)

JudgementKazzy Link
Is there any way to fix the broken castle and Yoshi scenes mentioned earlier this year?
Mpereira Link
It doesn't work very well in the castle intro when Mario is leaving Yoshi.
Mario leaves yoshi and comes back again

It also does not work on the castle destruction cutscene.

But still the patch is very good!
LuigiXHero Link
Thanks for making this better method of spin jumps. It also helped with my need to remove spin jumps in one of my hacks altogether.
 K3fka Link
Tested with: Snes9x 1.60, Asar 1.71, Lunar Magic 3.04

I couldn't figure out any ways to break it. Seems good to me.
 Maarfy From older version: Super Mario Land 2-Styled Spinjump Link
This patch meshes nicely with SMW's gameplay and makes for some more dynamic platforming options. In tinkering with it, though, I ran into a few small oddities that seem worth pointing out:

1. "Duck-jumping" is effectively disabled; jumping while holding Down forces the player to stand and spin.
2. Sliding off of a slope, through the air and onto the ground below will break the sliding state while airborne by forcing the player to spin.
3. Not a bug, but unlike the standard spin jump, the player may start spinning while holding an item.
4. In the unmodified game, placing Yoshi on a turn block and spin jumping on his back while big would break the block and allow more blocks to be broken until landing on normal ground. With this patch, only the first block can be broken, and only if the player lands on Yoshi's back on the frame of his idle "bouncing" animation in which Yoshi is physically touching the ground. That multiple blocks can't be broken seems to be a design choice; the issue is more the inconsistency of breaking the first block.
5. A rather silly one, but holding Down and pressing into the wall behind a purple wall-run triangle makes the player and SFX spazz out (briefly becomes airborne over and over again).

3 and 4 are more design preference, but 1 and 2 (and 5) could be addressed by checking $16 to activate the spin, and $15 to keep spinning.
DiscoTheBat From older version: Super Mario Land 2-Styled Spinjump Link
Sweet patch, I love how this SML2 gimmick fits on SMW. Good work!
LMPuny From older version: Super Mario Land 2-Styled Spinjump Link
Yes, I requested it.
zacmario From older version: Super Mario Land 2-Styled Spinjump Link
thanks, I think having options like this to change up gameplay is a good thing.
 Erik Author From older version: Super Mario Land 2-Styled Spinjump Link
lmao just realized i forgot the poweup check
Mogu94 From older version: Super Mario Land 2-Styled Spinjump Link
I like this.