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The sideflip exists!
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I was testing out one of my levels when I realized that trying to clear one of the jumps the conventional way resulted only in disappointment. So then I tried running in one direction, hoping that inertia would carry enough to get me up to speed, but I then couldn't turn around fast enough. One time, I jumped while skidding, and the jump was sufficiently high.

TL;DR: Jumping while skidding > Jumping while walking.

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I really need a layout. :<
That's because the X-speed.

When you run just left and jump left, you jump higher in Y speed, but because X speed to being used going horizontal, you don't go too high, because because the speed is busy being used horizontally.

Now, how you did this, was because the Y-speed was used more over the X-speed. I assume, when you "sideflip", You basically majorly go up, correct?

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**Layout by Erik557


Originally posted by Ruberjig
That's because the X-speed.

When you run just left and jump left, you jump higher in Y speed, but because X speed to being used going horizontal, you don't go too high, because because the speed is busy being used horizontally.

Now, how you did this, was because the Y-speed was used more over the X-speed. I assume, when you "sideflip", You basically majorly go up, correct?

I mean as in the Super Mario 64 sideflip. You know, when you try to jump while skidding in Mario 64, how Mario will jump really high? Well, that sort of thing is also happening in SMW, even though from a logical standpoint Mario wouldn't jump anywhere near as high since he's decreasing his X-speed.

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I really need a layout. :<


That's probably just an illusion. SMW follows a rather simple progression of jump speeds:
- X speed less than 8 = 77 with normal jumping, 71 with spinjumping
- 8-15 = 79/73 (minimum possible jump height)
- 16-23 = 82/75 (normal max speed without Y/X)
- 24-31 = 84/77
- 32-39 = 87/79 (normal max speed with Y/X)
- 40-47 = 89/82
- 48-56 = 92/84 (max speed with full P-meter or flying)

...and so forth so on, with rare exception (from 64-71, Mario is unable to jump for whatever reason, but afterward the pattern continues). As far as I know, there shouldn't be any reason that slowing down would make a jump easier. Likely you just managed to "enter" the block you're hitting enough for the game to push you up on top of it.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
That's probably just an illusion. SMW follows a rather simple progression of jump speeds:
- X speed less than 8 = 77 with normal jumping, 71 with spinjumping
- 8-15 = 79/73 (minimum possible jump height)
- 16-23 = 82/75 (normal max speed without Y/X)
- 24-31 = 84/77
- 32-39 = 87/79 (normal max speed with Y/X)
- 40-47 = 89/82
- 48-56 = 92/84 (max speed with full P-meter or flying)

...and so forth so on, with rare exception (from 64-71, Mario is unable to jump for whatever reason, but afterward the pattern continues). As far as I know, there shouldn't be any reason that slowing down would make a jump easier. Likely you just managed to "enter" the block you're hitting enough for the game to push you up on top of it.

No, I run for two tiles, skid on the third, and then jump before I hit the wall. Mario noticeably slows down, but he jumps higher than he would if I ran just as long in the opposite direction for some random reason. Admittedly, I corner-clip the Used Block I'm landing on, but that shouldn't make a big difference.

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I really need a layout. :<
A video would be helpful.

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Wiimeiser
A video would be helpful.

I will once I run the game in snes9x. For more evidence, I'll even show the part where it's forced in my hack.

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I really need a layout. :<
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