| Concept | Super Mario Bros. 1985 |
|---|
| Coyote time | |
| Gravity | |
| Jump | |
| Running | |
| Variable jump height | - While a jump rises with A held, gravity is
JumpMForceData's $20, $20, $1E, $28, $28 subpixels/frame² for rows 0–4. T3 - After the switch, gravity is
FallMForceData's $70, $70, $60, $90, $90 subpixels/frame² for rows 0–4. T3 - In rows 0–1, the standing and slow jumps, held gravity is
$20/256 = 0.125 px/frame². T3 - In rows 0–1, falling gravity is
$70/256 = 0.4375 px/frame². T3 - In rows 0–1, falling gravity (
$70) is 3.5 times held gravity ($20). T4 JumpSwimSub swaps in falling gravity, never back, once speed is zero or downward, or once A is not held both this frame and last after a DiffToHaltJump rise. T3InitJS sets DiffToHaltJump to 1, so a release switches gravity only once Mario has risen at least 1 pixel. T3- Simulating the jump code on flat ground gives apexes, tapped/held, of 24/66 px standing, 27/71 px walking (row 2), and 29/83 px running (row 4). T4
- Simulated with A held, Mario's jumps peak at 66 px standing, 71 px walking, and 83 px running. T4
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