Talk:Jump Boost

It should be mentioned for the characters and different D-pad configurations for what they do when they perform a trick. For instance, in Mario Kart Wii the majority who use karts perform a handstand (Up) except for some drivers, while the majority who use bikes perform a straddle (Up) except for some, etc. --PrincessDaisyFanatic3883 (talk) 03:44, 23 December 2013 (EST)

Why???
Why would there be a bunch of pics that don't exist???
 * It's for the ease of uploading. 19:00, 16 June 2014 (EDT)
 * I did it for a good reason: it's to make the uploading process easier. When you click on the red link, it takes you directly to the file uploading page, where it also automatically puts the file name for you. 19:00, 16 June 2014 (EDT)

Mario Kart DS?
Where was there a North American Mario Kart DS commercial showing a cutscene of Mario performing a ramp trick? Please cite your sources, otherwise it's misleading. --PrincessDaisyFanatic3883 (talk) 01:16, 30 January 2015 (EST)

Peach has an unique glider trick for in-drift bikes too
Just decided to inform that like Larry, Peach's bike glider trick is also different when using in-drift. In her case, she uses her right hand to blow a kiss instead of the left hand. Those seem to be the only two characters with this distinction. SmokedChili (Talk) (Thoughts) 15:33, 19 May 2015 (EDT)
 * Thanks. Perhaps you can tell MSnG about it, he's the one uploading all the higher quality pics 16:00, 19 May 2015 (EDT)

Revamp the pix on this page
So! I've seen the MK8 section of this page, and a lot of the pix are either:
 * 1) Dark (fig. 1)
 * 2) Angled (fig. 2)
 * 3) Distracting (fig. 3)
 * 4) or Low-res (fig. 4)

I'm saying we dump the low quality pix and replace them with higher quality ones. Also, about 35% of the MKW pix are missing, which needs to be fixed.

Proposer: Deadline: October 2, 2015, 23:59 GMT

Support

 * 1) My proposal

Comments
We don't need a proposal to tell us to make the wiki better. If anyone had higher-quality images, either they would have already uploaded images or they simply weren't aware that the images needed to be updated, in which case a thread in the forums would have sufficed. You can't really force the images to be hq if there are no images in hq.
 * Yeah, per Time Turner: this TPP is unnecessary and should be deleted. - 15:50, 18 September 2015 (EDT)
 * Per. 16:25, 18 September 2015 (EDT)
 * Yeah, you're right NSMBU Roy Artwork.png Roy Koopa 16:50, 18 September 2015 (EDT)
 * Just one thing I would like to point out: the low-res image is actually a 400 x 400 pixels crop. Since the rendering (and screenshot when you use the Wii U Home button to take one) resolution is 1280 x 720 pixels, I wouldn't call the image "low-res".--Mister Wu (talk) 18:05, 18 September 2015 (EDT)
 * Yeah, they're not that low-res. It's the .jpg compression, cropping, and lighting that makes it appear low-res. 18:08, 18 September 2015 (EDT)

BTW, 35% of MKW images being missing is me being too lazy to play MKW on an emulator + at that time, the computer that ran the emulator was basically slide-show sluggish, so I couldn't be arsed to finish it. At least MKW animation files ARE readable though, so we could theoretically get vanilla images of characters in midst of their trick animation there. 19:12, 18 September 2015 (EDT)
 * So if it can be an ongoing project without a proposal, I can delete it? NSMBU Roy Artwork.png Roy Koopa 08:12, 19 September 2015 (EDT)
 * Sure, you can. 22:26, 19 September 2015 (EDT)
 * If y'all want to help out, that would be appreciated. I have too many projects in my hat already. 23:46, 19 September 2015 (EDT)
 * I will, as I have a capture device and a Wii U. Mind you, as I will show you in a new section in this talk page, that there are actually five tricks per vehicle class (with inside drifting and outside drifting bike being two different classes), and one of them, the lateral, can be split in two mirrored moves, so actually six tricks per vehicle class are needed.--Mister Wu (talk) 13:53, 20 September 2015 (EDT)


 * Don't bother doing the MK8 ones, I can do those easily when I get home NSMBU Roy Artwork.png Roy Koopa 15:21, 20 September 2015 (EDT)
 * I was talking about the MKW ones, I am preparing the section now, and I can confirm that we have at least 6 different tricks per vehicle class.--Mister Wu (talk) 15:57, 20 September 2015 (EDT)

Mario Kart Wii has at least 6 tricks per vehicle class!
I was trying to get the pictures of the tricks in the case of Yoshi on bike when I discovered that there are more than 3 tricks per vehicle class! But let's explore this better: The first kind of tricks I investigated are the "down" tricks. the "simple" trick is the one you get without boost pads:

What was said before in the case of the Standard Bike still applies in the case of the Mach Bike, but the tricks are clearly different.

Therefore there are at least 6 kinds of tricks for each vehicle class, with inside drifting bikes being different from outside drifting bikes: Where the "high" versions are the tricks unique to the "high" case.
 * up
 * 1) up high
 * 2) left
 * 3) right
 * 4) down
 * 5) down high

I think the current table should be updated to reflect what was discovered here.--Mister Wu (talk) 17:43, 20 September 2015 (EDT)

Put these images in a gallery. There is no way I'm going to even begin to try parsing through these images. I shrunk them for you for starters, but use tags. If you don't know how, then allow me. 17:49, 20 September 2015 (EDT)
 * Also, a lot of these tricks are repeats. and I will look through the animation files to check and confirm how many unique animations are there.  17:51, 20 September 2015 (EDT)
 * You're right, this is why in the end I listed 6 cases, because those are the unique tricks I found.--Mister Wu (talk) 18:07, 20 September 2015 (EDT)
 * I think the tricks are based on how you input the d-pad along with the type of ramps: I think half-pipes are identical to high-speed ramps. Bikes have 4 tricks, I think, while karts have three. Again, Mario is the only set-up I'm familiar with, but there is more variety in tricks in Mario Kart Wii than in the later games. 18:12, 20 September 2015 (EDT)
 * In the above-mentioned Yoshi set-ups I found 6 different tricks, as the high-speed ramps lead to two unique "up" and "down" tricks along with the "simple" ones. All the others are performed just with the direction of the D-Pad without the need of the high-speed ramps.


 * Keep in mind that the "left" and "right" tricks are not really the same in the "simple" case, while one of the high speed ramps' left trick is actually a "right simple" trick (the other being a "left simple" trick), if this is always true, it could be the confounding factor that led to the belief that the left and right buttons on the D-Pad always lead to the same trick being performed. If you watch the Standard Bike pictures, you'll easily see what I mean.--Mister Wu (talk) 18:40, 20 September 2015 (EDT)
 * Here

http://i.imgur.com/24Gj7h7.png

About 10 trick animations for Baby Luigi, but some are duplicates. And it's only for Baby Luigi. Other characters might have more, ESPECIALLy since their inside drift and outside drift animations are different. 19:02, 20 September 2015 (EDT)
 * Wow, there must be some serious love for Yoshi, as he has 12 animations (probably 11 + 1 mirrored) just for bikes! Thanks for the clarification! Anyway, this could be a very good reason why not many tricks were discovered and the table only listed 3 different tricks for vehicle class: the character used to investigate had only a few animation. By the way, is your tool able to tell when a mirrored version (see the "left" and "right" trick of Yoshi on Mach Bike, as an example) is meant to be used isntead of a completely new trick? Because I guess the mirrored versions are still somewhat relevant, as they are clearly distinguished from the originals and used in other context.--Mister Wu (talk) 22:14, 20 September 2015 (EDT)
 * I just remembered that BrawlBox isn't perfect for making animations. I can't get moving eyes to animate properly, for starters, and some bone animations get heavily distorted (Mario's arms for his select pose is one of them). Also, I've looked in Brawl Box, for Standard Bike, Yoshi has only six animations. Same with inside drift bike. There are no duplicates here, however, but it does display one of his tricks as mirrored as a separate animation. 22:34, 20 September 2015 (EDT)
 * Ok, this means that I actually caught all trick animations for Yoshi on inside and outside drifting bike. Now my suggestion would be:
 * First of all, discovering how many trick animations every character has for each vehicle class.
 * When this is known, investigate the character that has the most animations and discover how to trigger them (which is something I should be able to do).
 * Organize the table accordignly, using as many column as the number of tricks. For the characters that have less animations, the images span more columns.


 * As an example, based on our current knowledge (keep in mind that in the final table I would use cropped pictures, I just haven't uploaded them yet):
 * {| border="1" cellspacing=0 cellpadding=2 align="center" style="background:#fffcfc; color:black; text-align:center" width=75%

!colspan="1" style="background:#fff7f9|Character !colspan="1" style="background:#fff7f9| !colspan="1" style="background:#fff7f9| high-speed !colspan="1" style="background:#fff7f9| !colspan="1" style="background:#fff7f9| !colspan="1" style="background:#fff7f9| !colspan="1" style="background:#fff7f9| high-speed
 * Baby Luigi
 * colspan="2" rowspan="1"|BabyLuigiBikeTrickUp.png
 * BabyLuigiBikeTrickLeft.png
 * BabyLuigiBikeTrickRight.png
 * colspan="2" rowspan="1"|BabyLuigiBikeTrickDown.png
 * Yoshi
 * Yoshi Standard Bike up simple 1.png
 * Yoshi Standard Bike up high 2.png
 * Yoshi Standard Bike left simple.png
 * Yoshi Standard Bike right simple.png
 * Yoshi Standard Bike down simple.png
 * Yoshi Standard Bike down high 2.png
 * }
 * Yoshi Standard Bike down high 2.png
 * }
 * }


 * I'm sure lightweights and heavyweights as well have a slightly different set of animations depending on the bike they use. Again, I'm most familiar with Mario's; he definitely has two different animations on a Mach/Dolphin/Sneaker compared to Standard/Sugar/Zip. Not 100% sure about the lightweights since they have similar racing postures compared to the other two weight classes. 14:26, 21 September 2015 (EDT)
 * As a Baby Luigi main, lightweights have only one set of animations for bikes in this game. 15:29, 21 September 2015 (EDT)
 * Apparently this is true also for Toad and Koopa Troopa, so it could be a feature of the lightweight class. Still, both of them have the 6 tricks I mentioned before: Up, Up high, Left, Right, Down, Down high. On the other hand, Bowser Jr. has slightly different Left and Right tricks when riding an inside drifting bike rather than an outside drifting bike, but apparently has only 5 tricks and furthermore the other tricks do not seem to change much, if they change at all (mainly the button mapping appears to be different).--Mister Wu (talk) 22:01, 22 September 2015 (EDT)
 * I checked today Bowser, Funky Kong, Rosalina and Diddy Kong. The heavyweights use the same tricks for both kinds of bikes, but Funky Kong and Bowser actually have 7 tricks: they also have a left high trick. Rosalina has 6 tricks. Diddy Kong is quite surprising: he has 7 tricks on outside drifting bikes (again, the 7th trick is the left high trick) and 6 tricks on inside drifting bikes. So, for the moment, it seems that:
 * some drivers perform 7 different tricks on some vehicle classes
 * mainly (or only) middleweights have special animations for inside drifting bikes, the others reuse their animations for outside drifting bikes.
 * I wonder if there are drivers with 8 or even more tricks per vehicle class (though probably 8 is the maximum).--Mister Wu (talk) 20:05, 24 September 2015 (EDT)


 * To add to that, Luigi has 2 up tricks when riding in-drift bikes. One is him raising his legs up and doing a flutter kick (simple), and the other is him doing a split (high). Same thing goes to Mario, doing a split (simple), and raising his legs up (high). 08:16, 22 September 2015 (EDT)
 * Exactly. Actually, I think his legs up is shared with a simple fist gesture animation when he's using an in-drift bike and using a high-speed ramp. 18:03, 22 September 2015 (EDT)

Table of the number of the tricks in Mario Kart Wii
I fianlly tested all characters for tricks and these are the results:
 * in general, middleweight characters have three sets of tricks, one for karts, one for outside drifting bikes and one for inside drifting bikes
 * all the other weight classes use the same set both for inside drifting and outside drifting bikes
 * there appears to be 3 tricks for karts (up, side, down) and 6 tricks for bikes (up, up high speed, left, right, down and down high speed, left high speed is the same as right, while right doesn't have a unique high speed trick)
 * however, the rotation of the vehicles makes things murkier, so there could actually be 7 tricks for bikes (with left high speed being different from right)
 * the high speed tricks are tricks performed after an high speed ramp or in half pipes, they can be recognized by the initial animation involving the vehicle followed by the proper animation; one of the high speed trick is always the trick performed after a standard ramp, while the other, if present, is unique and is denoted by the "high speed" name above
 * some characters appear to share the same set of animations, they are denoted in the table by the same background color
 * the number in brackets is the number I suspect to be correct, as some characters appear to have an incomplete set of moves or just moves that cannot be seen as different from some others, while other characters appear to have 7 moves in the set, but this could be an artifact due to the rotation of the vehicle

Could someone confirm whether these numbers are correct or not?--Mister Wu (talk) 22:00, 30 January 2016 (EST)
 * Well I could look at the character's kart .szs files again if you like. 22:15, 30 January 2016 (EST)
 * If you can find the number of different animations so I don't have to upload the redundant ones and especially I can organize better the table (I cannot understand if the tricks are 6 or 7) it would be nice!--Mister Wu (talk) 22:38, 30 January 2016 (EST)
 * As seen in my pic above, Baby Luigi has 10 animations coded in his animation file in his bike.szs file. I will upload more pics to my imgur if you will give me the time to. 22:44, 30 January 2016 (EST)
 * Thanks! Don't worry about doing this immediately, it took me several months just to have this table!--Mister Wu (talk) 09:17, 31 January 2016 (EST)

Deluxe Character Tricks
So can someone upload images of the tricks for Dry Bones, King Boo, Bowser Jr., and Inkling? I have the game on Wii U and as such didn’t buy Deluxe. The article clearly states that they all have three unique tricks, but then doesn’t show any. I actually came to the page in order to look for Inkling’s trick animations, so it’s not like no one is looking for these. 47.220.154.107 16:54, June 25, 2019 (EDT)Blueflame105

Spotlight character tricks
So can someone can upload images for the spotlight drivers? I already have the game on my school ipad. Every time i get a spotlight driver. I will scream!

Mario Kart Tour’s different resolution and rendering quality
Currently, since Mario Kart Tour is a mobile game with scalable rendering quality and resolution, there are a few issues with trick screenshots:


 * they depend on the phone screen's resolution
 * even within the same phone, the resolution of the useful area changes depending on whether the game is set to portrait or landscape mode
 * they can derive from a lower rendering quality when the phone running the game is old

I can personally confirm the last issue as when updating the phone I immediately noticed how when the race started the rendering resolution didn't change with the new phone while it was set to a lower-than-screen resolution on the old phone.

The second issue can be solved by agreeing on a preferred mode between the two (I think that portrait gives more screen area to the driver but we'll have to check), while the first one has a solution in the screenshots of AUTO mode which are at the rendering resolution instead of the screen resolution (e.g. on my phone they are at a 1080 X 1920 or 1920 X 1080 resolution). That would be unusual for us, since for the other games we use the gameplay screenshots for the tricks. What do you think? What is the better compromise we should go for, considering how it's unlikely that a single editor with a powerful phone can have all the new drivers and variants of Mario Kart Tour and take the screenshots of their tricks?--Mister Wu (talk) 15:09, January 28, 2021 (EST)
 * First I'd like to chime in by noting that the MKT screenshots and a number of MK Wii screenshots are cropped at an inconsistent size and it looks ugly at a glance, so we should enforce a 1:1 size across all of them. I agree that the resolution variance is a doozy as well and, if we are to use AUTO mode for further screenshots, we also need to make sure the angle at which the shots are taken remains unchanged as I can see that as a potential issue with careless contributors. By the way, wouldn't both portrait and landscape modes offer the same screen area, just in different directions?
 * Regarding the drivers themselves, I think we can ask to help since he appears to have all of the drivers as of the 2020 Halloween Tour. If anything, I can contribute with 36 37 of the current 74 drivers in the MKT section using the 2020 iPad, with the mention that I don't have a signature kart for each one like the current screenshots show.  15:53, January 28, 2021 (EST)
 * Before agreeing on the details, can you please report the resolution of the screenshots taken via AUTO Mode on the 2020 iPad to see if there is a common rendering resolution? You can either save them to gallery or to another folder through Files to check it.--Mister Wu (talk) 14:37, January 29, 2021 (EST)
 * For a more ample comparison, I took screenshots of a graphically demanding scene in multiple modes using both the hardware's and the game's screenshot functions. The OS screenshots have roughly 1.5 times the dimensions of the in-game screenshots and are many more times larger in size (around 8MB on average versus a couple hundred kilobytes). As for resolution, I believe it to be 96dpi for the in-game screenshots. I derived all this info from the specs shown in the properties panel on my PC after transferring them there, as I can't see their specs on my iPad directly without fetching some third party app (which I won't do). Note that some compression might have occured upon uploading the pictures here, though I suppose that's ultimately irrelevant as any screenshots that'll end up here will go through the same process.


 * Here's the screenshots:
 * Auto Mode, landscape, in-game screenshot
 * Auto Mode, portrait, in-game screenshot
 * Auto Mode, landscape, OS screenshot
 * Auto Mode, portrait, OS screenshot
 * 150cc, landscape, OS screenshot
 * 150cc, portrait, OS screenshot
 * 10:00, January 30, 2021 (EST)
 * As a point of comparison, here are my screenshots:
 * It can be seen that, while the OS screenshots have a very different resolution due to the different screens of the devices, the rendered screenshots have the same same 1080 short-side resolution, and what changes between devices is simply how much of the scene is rendered: on the 16:9 aspect ratio phone an additional area at both sides is being rendered to have a 16:9 rendered image that is then downscaled to the screen resolution. Since we're only interested in the subject that lies in the center of the image, using AUTO Mode's screenshot button and then cropping the image to a square can indeed be a way to avoid the variability due to the devices' different screen resolutions. Now a nice final confirmation would be seeing if on Android devices this "1080p" rendering resolution is being used as well on AUTO Mode screenshots, in which case even more devices can be used to contribute screenshots by using AUTO Mode's screenshot button.--Mister Wu (talk) 20:29, January 30, 2021 (EST)
 * It can be seen that, while the OS screenshots have a very different resolution due to the different screens of the devices, the rendered screenshots have the same same 1080 short-side resolution, and what changes between devices is simply how much of the scene is rendered: on the 16:9 aspect ratio phone an additional area at both sides is being rendered to have a 16:9 rendered image that is then downscaled to the screen resolution. Since we're only interested in the subject that lies in the center of the image, using AUTO Mode's screenshot button and then cropping the image to a square can indeed be a way to avoid the variability due to the devices' different screen resolutions. Now a nice final confirmation would be seeing if on Android devices this "1080p" rendering resolution is being used as well on AUTO Mode screenshots, in which case even more devices can be used to contribute screenshots by using AUTO Mode's screenshot button.--Mister Wu (talk) 20:29, January 30, 2021 (EST)
 * It can be seen that, while the OS screenshots have a very different resolution due to the different screens of the devices, the rendered screenshots have the same same 1080 short-side resolution, and what changes between devices is simply how much of the scene is rendered: on the 16:9 aspect ratio phone an additional area at both sides is being rendered to have a 16:9 rendered image that is then downscaled to the screen resolution. Since we're only interested in the subject that lies in the center of the image, using AUTO Mode's screenshot button and then cropping the image to a square can indeed be a way to avoid the variability due to the devices' different screen resolutions. Now a nice final confirmation would be seeing if on Android devices this "1080p" rendering resolution is being used as well on AUTO Mode screenshots, in which case even more devices can be used to contribute screenshots by using AUTO Mode's screenshot button.--Mister Wu (talk) 20:29, January 30, 2021 (EST)
 * It can be seen that, while the OS screenshots have a very different resolution due to the different screens of the devices, the rendered screenshots have the same same 1080 short-side resolution, and what changes between devices is simply how much of the scene is rendered: on the 16:9 aspect ratio phone an additional area at both sides is being rendered to have a 16:9 rendered image that is then downscaled to the screen resolution. Since we're only interested in the subject that lies in the center of the image, using AUTO Mode's screenshot button and then cropping the image to a square can indeed be a way to avoid the variability due to the devices' different screen resolutions. Now a nice final confirmation would be seeing if on Android devices this "1080p" rendering resolution is being used as well on AUTO Mode screenshots, in which case even more devices can be used to contribute screenshots by using AUTO Mode's screenshot button.--Mister Wu (talk) 20:29, January 30, 2021 (EST)
 * It can be seen that, while the OS screenshots have a very different resolution due to the different screens of the devices, the rendered screenshots have the same same 1080 short-side resolution, and what changes between devices is simply how much of the scene is rendered: on the 16:9 aspect ratio phone an additional area at both sides is being rendered to have a 16:9 rendered image that is then downscaled to the screen resolution. Since we're only interested in the subject that lies in the center of the image, using AUTO Mode's screenshot button and then cropping the image to a square can indeed be a way to avoid the variability due to the devices' different screen resolutions. Now a nice final confirmation would be seeing if on Android devices this "1080p" rendering resolution is being used as well on AUTO Mode screenshots, in which case even more devices can be used to contribute screenshots by using AUTO Mode's screenshot button.--Mister Wu (talk) 20:29, January 30, 2021 (EST)

@Koopa con Carne, that's not actually me with all the drivers, I assemble it by combining the rosters on my friend list. As soon as somebody gets Cat Toad as a spotlight, I'll be updating it :)

10:22, January 30, 2021 (EST)

Move to Jump Boost
So this is a point I made back in both these proposals is that if we're going to follow the most recent naming for those three tracks mentioned, the same should be applied here, as Tricks are known as Jump Boosts in Mario Kart Tour, the same game that renamed the previously mentioned tracks. Considering we just moved Shell Shocked and Money Belt without any real discussion, I don't feel we need a proposal to settle this. However, I'm still going to ask here; is it okay to just move this page to Jump Boost without any further discussion?
 * It's also been called Jump Boost in Mario Kart 8 stat screen and that's the name I'm more familiar with. I don't think we need a proposal to move names then. 17:08, October 8, 2021 (EDT)
 * Then I'll just go ahead and move it then. I actually didn't know it was also referred to as such in Mario Kart 8 as well, but that just means there's more of a reason to move it.

Name?
What should we call this? Tour seems to go back and forth between the two names (Jump Boost in tips and Jump Boost Plus, Trick Courses and Trick Tour) not to mention the article for the Tour section goes back and forth between the two names as well. PrincessPeachFan (talk) 12:42, December 19, 2022 (EST)
 * Jump Boost is by far the more clear-cut term for this concept, in addition to being recent. "Trick" as a standalone term is only used in older and lower-priority material, and is otherwise just a relational word for things that involve lots of Jump Boosts (i.e. those two things you mentioned). The person or people who wrote the MKT trick article likely weren't aware of this context. 13:29, December 19, 2022 (EST)