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| ;Ramp jump:When floors are not level, the angle of the floor affects the angle of the jump. If you are moving up hill, then a ramp jump will give you much more height than usual. Similarly, if you are travelling down hill, you get an increase in speed upon jumping. These are referred to as '''uphill''' and '''downhill''' ramp jumps respectively. | | ;Ramp jump:When floors are not level, the angle of the floor affects the angle of the jump. If you are moving up hill, then a ramp jump will give you much more height than usual. Similarly, if you are travelling down hill, you get an increase in speed upon jumping. These are referred to as '''uphill''' and '''downhill''' ramp jumps respectively. |
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− | ;Loop jump:A variation on the ramp jump, which takes place inside a loop. When you make a jump from the bottom-right or top-left of a loop (assuming entry from the left), you can catch the next corner of the loop and be propelled off at much faster speeds. | + | ;Loop jump:A variation on the ramp jump, which takes place inside a loop. When you make a jump from the bottom-right or top-left of a loop (assuming entry from the left), you can catch the next corner of the loop and be propelled off at much faster speeds. Loop jumping at the top left is the most efficient and worthwhile jump to do. |
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− | ;Screen wrapping:On levels that wrap vertically, if you duck so the screen scrolls to it's lowest point, then jump off the top of the screen, the game thinks you are below the screen and scrolls ''downwards'' in an attempt to catch up. In the time that your character is off screen, sprites do not appear, and so you can pass through all manner of enemies and walls. This ability is only present in the Metropolis Zone. | + | ;Screen wrapping:On levels that wrap vertically, if you duck so the screen scrolls to it's lowest point, then jump off the top of the screen, the game thinks you are below the screen and scrolls ''downwards'' in an attempt to catch up. In the time that your character is off screen, sprites do not appear, and so you can pass through all manner of enemies and walls. When these items do reappear, you can use the collision detection to jump and push your character down through the floor, useful for a large shortcut at the end of Metropolis Zone 3. This ability is only present in the Metropolis Zone. |
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| ;Gliding:When gliding as Knuckles, some surfaces allow you to continue running after a glide instead of coming to a dead stop. | | ;Gliding:When gliding as Knuckles, some surfaces allow you to continue running after a glide instead of coming to a dead stop. |
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| ;Superglide:As Knuckles, if you jump and glide just before coming into contact with an enemy or item box, you will gain a large boost of height. Since the speed of the glide increases with distance travelled, it can be used to travel over the top of a level at high speeds, such as [[Aquatic Ruin Zone Act 2]]. | | ;Superglide:As Knuckles, if you jump and glide just before coming into contact with an enemy or item box, you will gain a large boost of height. Since the speed of the glide increases with distance travelled, it can be used to travel over the top of a level at high speeds, such as [[Aquatic Ruin Zone Act 2]]. |
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| + | ;Speed Capping:As Sonic or Tails, holding right and jumping while running at a speed greater than the intended maximum will bring you back down to the maximum speed. This should generally be avoided, but is not always a bad thing, as it allows you to gain some reaction time and extra height on some of your jumps. A good example of where this is useful is the shortcut at the end of Chemical Plant Zone 1. Knuckles does not retain this ability, hence many jumps are much harder with Knuckles than Sonic or Tails, but Knuckles can gain and keep a higher speed due not having to let go of right to keep maximum speed. |
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| == Speedruns == | | == Speedruns == |