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I'm not trying to 'school' anyone here, I'm sure you know how this works. I just found the explanation of the ghetto jump incomplete, and was able to perform it every time after figuring out how it actually works, and thought I'd explain if anyone missed this.

There is a jagged stairstep set of brushes/objects/rocks on the left side of the room facing the spiderball track.  It looks like some square rocks have been partially pushed into the room by force on the other side.

In most parts of the game, these jagged edges are sealed off to streamline control.  There's no way to get caught on most details in the labs, for instance.  But here, you can interact with them and thus they can modify your movement.

The only thing that can explain why these obstructions would increase your height is that the game has some level of forgiveness for catching platforms mid-jump.  If the platform you are trying to land on is a little bit above the level of your 'feet' the game will move you up so that you don't fall off.  This makes the game more realistic and this is a number the designers can tweak after a game is finished if it ends up being too hard.

So apparently, when the game moves you up to catch a platform, this doesn't modify the numbers in the jump calculation loop.  The fact that you can't actually land on these ridges isn't important, because any brush or any flat surface in the game world is just automatically treated as a platform by this landing forgiveness thingy.

So all that's really happening here is that you push backwards against this stairstep ridge as you jump backwards, which slightly increases your jump height several times in a row.  Then the second jump is just a normal L lock jump.

I can do it about half the time now.  I just get all the way into the upper left hand corner, face slightly towards the wall behind the track so that I'll be facing the right direction after the first jump, hold the stick exactly towards the rock formation and the door you come in as I jump (down and right in that case) and then L lock jump forward to land on the hole.

I haven't looked at any of these other ghetto jumps yet, but I'm willing to bet whats happening is your passing over detail on the wall which is artificially boosting your height mid-jump.

I started playing MP for the first time a few days ago-bought myself a used copy.
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Got my consistency up to nearly 100% just now.  Get as close to the track as possible, face into the wall and the track at a 45 degree angle, jump backwards while holding back, jump forwards while releasing L.
i never found it that hard, but i guess now i know how it works...
for bonus points, try the triple bomb jump method. ;)
I still have yet to perform that bomb jump correctly  :?
the tbj doesnt work in the furnace on the us version does it...or am i just not seeing something?
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Ready and willing.
Quote from HataRaes:
the tbj doesnt work in the furnace on the us version does it...or am i just not seeing something?


It does. You just don't hear about it because the US-only track jump was discovered a while ago, while the ghetto method was only discovered recently. Both have supplanted the tbj because tbj's are harder than these alternatives.
I still stick to my TBJM. Can do it after two or three tries, so why should I change it? XD
Yeah, Furnace TBJM is cool now.  Retro cool.  :P
Tripple bomb jump boost pwns TBJM :P