Backwards Long Jump: Difference between revisions

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Reverted edits by DragonX121 (talk) to last revision by Nexos
m (Small hint on Shindo. Though link will cover all aspects.)
m (Reverted edits by DragonX121 (talk) to last revision by Nexos)
Tag: Rollback
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The '''Backwards Long Jump''', or '''BLJ''' for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario's backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]].  
The '''Backwards Long Jump''', or '''BLJ''' for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario's backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]].  


This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario's speed. The first frame of a Long Jump multiplies Mario's forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario's speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed.
This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario's speed. The first frame of a Long Jump multiplies Mario's forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario's speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed.  
 
Easier to perform on the [[PAL]] version of the game, since it operates at 25 Frames Per Second. This version is a lot slower for Speedruns.


BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making it useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.
BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making it useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.


Among other glitches, BLJs were fixed in the [[Super Mario 64#Shindou|Shindou]] version by setting Mario's speed to 0, if the game dectects negative speed while performing the long jump. This also means that they do not work on any Japanese [[Virtual Console]] releases, 3D All Stars, nor the [[Super Mario 64 (iQue)|iQue]].
Among other glitches, BLJs were fixed in the [[Super Mario 64#Shindou|Shindou]] version. This also means that they do not work on any Japanese [[Virtual Console]] releases, 3D All Stars, nor the [[Super Mario 64 (iQue)|iQue]].


== Execution ==
== Execution ==
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*: Star doors
*: Star doors
*: Doors that trigger a loading zone (though the area will not load)
*: Doors that trigger a loading zone (though the area will not load)
* Zip/Slide backwards on the ground at very high speeds (if obstacles are avoided)
* Zip backwards on the ground at very high speeds (if obstacles are avoided)
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks