Surface: Difference between revisions

1,454 bytes added ,  11 March 2020
(Added mention of de Facto Speed to floors)
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==Ceilings==
==Ceilings==
A ceiling hitbox extends from 160 units below the ceiling to infinitely above. For ground and air movement, the ceiling will try its best to keep Mario out of it. If Mario walks into the ceiling, his quarter step will be canceled, and he will remain in place and do the pushing animation. If Mario is moving upwards in the air when coming in contact with the ceiling, his quarter step will be canceled and his vertical speed will be set to 0. On the contrary, when Mario falls onto a ceiling while airborne, his quarter step will be canceled and his horizontal speed will get set to 0, making him fall straight down. Although a ceiling will extend upwards infinitely, a floor can overwrite the ceiling hitbox, maning that its hitbox will stop right when the floor hitbox starts.
On the american release of the game, there is an interesting ceiling example found in [[Rainbow Ride]], where [https://youtu.be/UnU7DJXiMAQ?t=1466 the top of the chimeney is not capped off], making the ceiling go up forever, softlocking Mario if he ends up sliding into it.
Even though ceilings try to push Mario outwards, they can still be accessed using various techniques, such as getting pushed by an enemy. Note that once Mario is standing inside the ceiling, he is no longer able to move anywhere due to his quarter steps being cancelled.
For Water movement, Mario instead gets warped downward by ceilings. These downwarps are used in various TASes and speedruns.
==Surface Types==
==Surface Types==
{{Surface_Types}}
{{Surface_Types}}
==References==
==References==
<references />
<references />
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