Hyperspeed Jump Kicking: Difference between revisions
No edit summary |
Jongyon7192p (talk | contribs) (We should try to add credits like everywhere we can. Maybe we should link to smth? Like their youtube channels or make pages for each TASer? Considering motives of why people TAS, i think it's worth considering. (Also while i'm talking here, we should try to crosslink between these TAS pages and RTA guides as much as we can to encourage more exchange between the 2 communities)) |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{stub}} | {{stub}} | ||
{{Needs Image}} | {{Needs Image}} | ||
'''Hyperspeed Jump Kicking''' ('''HSJK''') is a [[Hyperspeed|hyperspeed technique]] where Mario builds up speed by jump kicking repeatedly on a suitable steep slope. | '''Hyperspeed Jump Kicking''' ('''HSJK''') is a [[Hyperspeed|hyperspeed technique]] discovered by SilentSlayers where Mario builds up speed by jump kicking repeatedly on a suitable steep slope. | ||
==Setup== | ==Setup== | ||
In order to perform HSJK, Mario must jump kick and land on a low friction floor, usually with some means of holding him in place. The properties of the slope required for HSJK are the same as for [[Hyperspeed Grinding]], as both involve the same landing action. However, the conditions required to hold Mario in place during HSJK are more closely related to those for [[Backwards Long Jump|Backwards Long Jumping]] than to those for Hyperspeed Grinding. This is because each jump kick gives Mario positive vertical speed, whereas grinding has strictly non-positive speed. Many HSJK methods require that the landing accelerates Mario, in addition to providing no friction due to the lack of air acceleration. This imposes additional restrictions on the kinds of slopes that can be used, but also makes HSJK usable for building up backwards speed in addition to forwards speed. | In order to perform HSJK, Mario must jump kick and land on a low friction floor, usually with some means of holding him in place. The properties of the slope required for HSJK are the same as for [[Hyperspeed Grinding]], as both involve the same landing action. However, the conditions required to hold Mario in place during HSJK are more closely related to those for [[Backwards Long Jump|Backwards Long Jumping]] than to those for Hyperspeed Grinding. This is because each jump kick gives Mario positive vertical speed, whereas grinding has strictly non-positive speed. Many HSJK methods require that the landing accelerates Mario, in addition to providing no friction due to the lack of air acceleration. This imposes additional restrictions on the kinds of slopes that can be used, but also makes HSJK usable for building up backwards speed in addition to forwards speed. | ||
===Corner HSJK=== | ===Corner HSJK=== | ||
The first method of HSJK to be discovered, Corner HSJK involves repeatedly jump kicking into the corner between two walls such that Mario is facing the unreferenced one. This method can theoretically build up to a maximum of roughly ~400 speed before breaking free.<ref>[https://www.youtube.com/watch?v=wIe4RUaBiV4 "Super Mario 64 - Hyperspeed Jump Kicks" by SilentSlayers]</ref> It is the only method in which Mario spends significant time in the air, and as a consequence it cannot build up backwards speed. | The first method of HSJK to be discovered, Corner HSJK involves repeatedly jump kicking into the corner between two walls such that Mario is facing the unreferenced one. This method can theoretically build up to a maximum of roughly ~400 speed before breaking free.<ref>[https://www.youtube.com/watch?v=wIe4RUaBiV4 "Super Mario 64 - Hyperspeed Jump Kicks" by SilentSlayers]</ref> It is the only method in which Mario spends significant time in the air, and as a consequence it cannot build up backwards speed. | ||
=== Low Ceiling HSJK=== | === Low Ceiling HSJK=== | ||
The other basic form of HSJK, Low Ceiling HSJK involves using a [[Pedro spot]] to hold Mario in place. This method only allows for at most two air acceleration frames per jump kick, and thus requires the floor to accelerate Mario during his landing frames. The speed that can be obtained this way is limited by the size of the Pedro spot. | The other basic form of HSJK, Low Ceiling HSJK involves using a [[Pedro spot]] to hold Mario in place. This method only allows for at most two air acceleration frames per jump kick, and thus requires the floor to accelerate Mario during his landing frames.<ref>[https://www.youtube.com/watch?v=xmQvCU81uuI "SM64 - Low Ceiling Hyperspeed Jump Kicks (Proof of Concept)" by ds273]</ref> The speed that can be obtained this way is limited by the size of the Pedro spot. | ||
=== Backwards HSJK=== | |||
If a floor is steep enough that Mario can slide on it with landing animation to gain sufficiently large speed, then Mario can HSJK on that slope backwards, counteracting the fact he would lose 0.85 speed for every air frame. Hypothesized by Sidney, but it is likely possible given ideal geometry. | |||
==References== | ==References== | ||
<references/> | <references/> | ||
Line 17: | Line 15: | ||
{{Glitches}} | {{Glitches}} | ||
[[Category:Glitches]] | [[Category:Glitches]] |
Latest revision as of 18:01, 11 February 2023
Hyperspeed Jump Kicking (HSJK) is a hyperspeed technique discovered by SilentSlayers where Mario builds up speed by jump kicking repeatedly on a suitable steep slope.
Setup
In order to perform HSJK, Mario must jump kick and land on a low friction floor, usually with some means of holding him in place. The properties of the slope required for HSJK are the same as for Hyperspeed Grinding, as both involve the same landing action. However, the conditions required to hold Mario in place during HSJK are more closely related to those for Backwards Long Jumping than to those for Hyperspeed Grinding. This is because each jump kick gives Mario positive vertical speed, whereas grinding has strictly non-positive speed. Many HSJK methods require that the landing accelerates Mario, in addition to providing no friction due to the lack of air acceleration. This imposes additional restrictions on the kinds of slopes that can be used, but also makes HSJK usable for building up backwards speed in addition to forwards speed.
Corner HSJK
The first method of HSJK to be discovered, Corner HSJK involves repeatedly jump kicking into the corner between two walls such that Mario is facing the unreferenced one. This method can theoretically build up to a maximum of roughly ~400 speed before breaking free.[1] It is the only method in which Mario spends significant time in the air, and as a consequence it cannot build up backwards speed.
Low Ceiling HSJK
The other basic form of HSJK, Low Ceiling HSJK involves using a Pedro spot to hold Mario in place. This method only allows for at most two air acceleration frames per jump kick, and thus requires the floor to accelerate Mario during his landing frames.[2] The speed that can be obtained this way is limited by the size of the Pedro spot.
Backwards HSJK
If a floor is steep enough that Mario can slide on it with landing animation to gain sufficiently large speed, then Mario can HSJK on that slope backwards, counteracting the fact he would lose 0.85 speed for every air frame. Hypothesized by Sidney, but it is likely possible given ideal geometry.
References
|