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Does the Spin Jump button rape you?

As much as a humorous thread titles this is, I just wanted to know how much you use the Spin Jump. Do you rarely used? Do you use it when you see an enemy? Do you use when you need to? Do you use it so much that you don't even use your normal jump button anymore?

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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I find the SMW Spin Jump to be slightly overpowered (so much that I disabled it in my own project) and I avoid using it unless I absolutely need to.

I did notice how in later games such as the Mario & Luigi series and NSMBWii did tone down the power of the spin-jump. Now that I think of it, the Spin Jump is really powerful even compared to the Ground Pound.
Nope. I just normally jump most the time.




Though, I actually really like the spin jump. Were I to make my own platformer, I'd probably completely avoid the enemies that damage you when jumped on. Invincible enemies would just be hopped on in the same manner as a spin jump in SMW. Two different types of jumps is kinda silly.
Around enemies that kill you unless you spin jump on them, I use it almost all the time. But around "average" enemies (ones that allow you to normally jump on them) I use the spin jump and the normal jump about equally, if not the latter actually a bit more.

I have to agree with MrDeePay, though, it is a little overpowered.
I've noticed more recent Mario games tend to reduce jump height and distance with the spin jump.

Otherwise, not usually. I find the sound effect and spinning motion a bit too distracting at times, though it's cool to see strategic usage of spin blocks.
You actually jump one tile less when you spin jump, also, I'm not sure if you keep as much horizontal momentum when running...
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I find myself using it a lot, despite how overpowered it is. Being able to jump across enemies which you shouldn't be able to to begin with is a blessing (Grinders, Thwomps, etc). It's to the point where I often incorporate it into my level design, despite Nintendo not doing so in the original game.

Also, I wanted to point out that Supertails actually does rape the Spin Jump button, typically through the rear end. That should clear up any confusion on this matter.
Barbarous heathens. I treat my spin jump button with respect, and ensure it gives me consent first. We have a wonderful relationship.
Originally posted by S.N.N.
It's to the point where I often incorporate it into my level design, despite Nintendo not doing so in the original game.

I remember that huge lava-lake filled with podoboos near the end of the final room in Forest Fortress. Regular cape-flying never did it for me, so I did a cape-fly-spinjump. Surprisingly enough, it worked.

But yeah, I love abusing spinjump. I don't spinjump stuff like koopas though, I like carrying their shells around as a weapon :D
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I almost never used the spin jump in the original SMW except to break through turn blocks, and I don't even use it all that much in hacks. It actually kind of bugs me when spin-jumping on an enemy in a hack is required to get an item, or worse, to beat the level.

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I'm working on a hack! Check it out here.
Well, once i made a level for my hack SWMII (a project i am slowly working) that implies spin jumping in every point, but i decided to cut it because of the difficulty's contrast: It was castle 3, but levels from world 3 were easy, compared to the castle level.
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I don't have anything against forcing the player to spinjump as long as the jump is not too ridiculous. Heck, I'm sure there is some user *coughcough YCZ* who can design a level that revolves around spinjumps and still be fun to play. As for introducing the player to the spinjump gimmick, the best way is to start simple and use an enemy that has no horizontal movement (thwomp, for example). When an enemy has no horizontal movement, the player does not need to aim their jump. Spinjumping off a thwomp is probably the simplest form. You can also put a pokey and put one block to its left, and a wall to its right (blocking off its movement entirely). That pokey will then act as a stationary ledge, and the player would only have to go right and spinjump (the go-right-and-jump is the basic instinct that a player uses in early levels) and end up hugging the wall.
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I love abusing Spin Jump in kaizo hacks and in normal hacks, IF the jump is not ridiculous.
I often forget about the spin jump... and then I play a hack that requires it and think "WHY IS THIS JUMP IMPOSSIBLE?!" I may use it if I keep getting hurt/killed buy an enemy like a koopa to get rid of it quickly, though.

I actually play a lot of games the hard way without even noticing; like I'd kill every enemy I come across, even if I've beaten that level before; I almost never use items during battle in RPG's; etc.

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Originally posted by S.N.N.
I find myself using it a lot, despite how overpowered it is. Being able to jump across enemies which you shouldn't be able to to begin with is a blessing (Grinders, Thwomps, etc). It's to the point where I often incorporate it into my level design, despite Nintendo not doing so in the original game.

Also, I wanted to point out that Supertails actually does rape the Spin Jump button, typically through the rear end. That should clear up any confusion on this matter.


Actually, SNN, your the inspiration this thread.

I myself plays like this - my Spin Jump button is my jump button - I rarely normal jump and now find it weird to do so. I was a bit surprised and amused that I play like you do :>

Hence this thread.

Though, like Ersan, I do become merciful to Koopas at times - I also use their shells as weapons >3
I use it WAY too much. The only time I use the normal jump button is when there's a jump too far for the spin jump to go.

My YouTube username is DTE225.
I rarely ever use normal jumps (except for hitting blocks and things like that), so most of the time I jump, I use the spin jump button. Avoiding spinjumps just because "it's overpowered" is kind of stupid in my oppinion, some levels can be really hard even with the help of spin jumps.
Although useful, I find myself only really using the spinjump when I want to get through a level fast, or when I absolutely need to.
Spin-jumping is the shit.
The sound effect it makes is so satisfying, and once powerful opponents like the Thwomp and the spiny are now complete jokes.

It's up to the designer to utilize spin-jumping in a challenging yet humanly possible way.