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/vr/ - Retro Games

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>> No.814340 [View]
File: 1 KB, 93x96, Ti4Kw.png [View same] [iqdb] [saucenao] [google]
814340

>>814335
Wall jumping in Mario 64 was more difficult.

You spin jump, hold the opposite direction, then jump. That's it. There's no difficult timing or anything. I really don't know why people even say it; wall jumping in Super Metroid is ridiculously forgiving.

I mean, the game even has a sprite for the sole purpose of showing you when you can wall jump for crying out loud.

>> No.748528 [View]
File: 1 KB, 93x96, Ti4Kw.png [View same] [iqdb] [saucenao] [google]
748528

>>748512
No, it doesn't fuck with wall jump timing at all.

In fact, there's very little "timing" to wall jumping at all. It's very forgiving considering how people have trouble with it. If you're really having trouble just watch for Samus' wall jump sprite when you start holding the opposite direction while you're hugging the wall. It's basically the game's way of saying "Hey you. Yes, you! If you press jump now Samus will wall jump!"

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