28
edits
(i hate this article so much) |
Solarlight (talk | contribs) mNo edit summary |
||
Line 1: | Line 1: | ||
''See also: [[List of Major BLJ Locations]]'' | ''See also: [[List of Major BLJ Locations]]'' | ||
The '''Backwards Long Jump''' (or '''BLJ''' for short) is one of the most versatile hyperspeed methods, done by long jumping backwards. It is the result of a minor oversight by the game's programmers/developers: There is no reasonable limit on Mario's speed when it becomes negative during a long jump. Therefore, by long jumping backwards in a position where you can continue to long | The '''Backwards Long Jump''' (or '''BLJ''' for short) is one of the most versatile hyperspeed methods, done by long jumping backwards. It is the result of a minor oversight by the game's programmers/developers: There is no reasonable limit on Mario's speed when it becomes negative during a long jump. Therefore, by long jumping backwards in a position where you can continue to long jump backwards every few frames, you can achieve negative hyperspeed. BLJs can be done on certain slopes, stairways, and obstacles. To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario's speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario's currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and crash the game. | ||
The key aspect of BLJs is Mario's capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn't deplete instantly. These frames allow for repeated BLJs, thus increasing his speed. | The key aspect of BLJs is Mario's capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn't deplete instantly. These frames allow for repeated BLJs, thus increasing his speed. | ||
Line 24: | Line 24: | ||
==== Stair BLJ ==== | ==== Stair BLJ ==== | ||
Stair BLJs were the first kind of BLJs to be discovered. A Stair BLJ consists of long jumping backwards onto stairs, which are basically tiny floors, which Mario can run directly over. BLJing on stairs works similar to Elevator BLJs because they both consist of Mario's jumps being interrupted allowing for more jumps to be performed, however | Stair BLJs were the first kind of BLJs to be discovered. A Stair BLJ consists of long jumping backwards onto stairs, which are basically tiny floors, which Mario can run directly over. BLJing on stairs works similar to Elevator BLJs because they both consist of Mario's jumps being interrupted allowing for more jumps to be performed, however the timing must be precise. | ||
Here's how they work: With a precisely timed BLJ, Mario's vertical position snaps to the next highest stair, ultimately reducing Mario's vertical speed to 0 (allowing him to repeatedly BLJ on the ground). When this occurs, his negative horizontal speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed. | Here's how they work: With a precisely timed BLJ, Mario's vertical position snaps to the next highest stair, ultimately reducing Mario's vertical speed to 0 (allowing him to repeatedly BLJ on the ground). When this occurs, his negative horizontal speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed. | ||
Line 34: | Line 34: | ||
Here's how it works: When BLJing on a steep slope, Mario's jump is interrupted by the steep ground. With no negative horizontal velocity, Mario's long jumps behave just as the developers intended. However, on steeper slopes, with a negative horizontal velocity, and with ground located behind Mario, the game has no choice but to force Mario's position backwards along with an increased vertical position. This process is repeatable, allowing for Slope BLJs to be performed. | Here's how it works: When BLJing on a steep slope, Mario's jump is interrupted by the steep ground. With no negative horizontal velocity, Mario's long jumps behave just as the developers intended. However, on steeper slopes, with a negative horizontal velocity, and with ground located behind Mario, the game has no choice but to force Mario's position backwards along with an increased vertical position. This process is repeatable, allowing for Slope BLJs to be performed. | ||
A common | A common slope to BLJ on would be the slopes on the Castle Roof or the tan-colored slopes located by the cannon in the castle grounds. | ||
Line 42: | Line 42: | ||
Here's how they work: BLJs are possible on rising elevators because an elevator's vertical velocity allows them to catch up to Mario as soon as he leaves the ground from a BLJ. This interrupts the first jump and allows him to jump again, thus repeating the process of a BLJ. | Here's how they work: BLJs are possible on rising elevators because an elevator's vertical velocity allows them to catch up to Mario as soon as he leaves the ground from a BLJ. This interrupts the first jump and allows him to jump again, thus repeating the process of a BLJ. | ||
The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. Elevators that | The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. Elevators that move in a horizontal fashion, such as the ones located in the volcano of Lethal Lava Land, do not have the properties to initiate Elevator BLJs because they do not have enough vertical velocity. | ||
Line 48: | Line 48: | ||
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. However, walls above a floor can also act like ceilings. These walls don't necessarily have to be parallel with the ground in order for a Low Ceiling BLJ to be performed. | These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. However, walls above a floor can also act like ceilings. These walls don't necessarily have to be parallel with the ground in order for a Low Ceiling BLJ to be performed. | ||
These types of BLJs demonstrate Mario's mechanics to their most basic properties. Mario has the capability of temporarily storing negative speed after a BLJ, and | These types of BLJs demonstrate Mario's mechanics to their most basic properties. Mario has the capability of temporarily storing negative speed after a BLJ, and this speed can be increased with repeated BLJs. | ||
The most common Low Ceiling BLJ is the one presented in the video (located in the Jolly Roger Bay room). Both of the Lobby BLJs in the main room of the castle are also Low Ceiling BLJs, but they utilize Invisible Wall Hitboxes which act as Low Ceilings. | |||
==== Side BLJ ==== | ==== Side BLJ ==== | ||
Line 58: | Line 59: | ||
Side BLJs can be performed on most stairs (due to some stairs having the appearance of stairs but are actually steep slopes) and on flat platforms which Mario can run directly over. | Side BLJs can be performed on most stairs (due to some stairs having the appearance of stairs but are actually steep slopes) and on flat platforms which Mario can run directly over. | ||
==== Pause BLJ ==== | ==== Pause BLJ ==== | ||
''See also [[Pause-buffering]]'' | ''See also [[Pause-buffering]]'' | ||
Pause BLJing allows Mario to BLJ 30 times per in-game-second instead of 15 | Pause BLJing allows Mario to BLJ 30 times per in-game-second instead of 15 (SM64 runs at 30 frames-per-second). While BLJing, do the following sequence: | ||
First Frame: (Start) + (Z) + (A) | First Frame: (Start) + (Z) + (A) |
edits