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	<updated>2026-05-05T16:10:35Z</updated>
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	<entry>
		<id>https://wiki.jakspeedruns.com/index.php?title=Abahbounce&amp;diff=1602</id>
		<title>Abahbounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.jakspeedruns.com/index.php?title=Abahbounce&amp;diff=1602"/>
		<updated>2024-07-23T22:14:26Z</updated>

		<summary type="html">&lt;p&gt;Barg034: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Abahbounce.gif|frame|right|An abahbounce being performed during &amp;quot;Defeat Baron at palace&amp;quot;.]]&lt;br /&gt;
An &#039;&#039;&#039;abahbounce&#039;&#039;&#039; is a movement technique in [[Jak II]] and [[Jak 3]] that can be used to gain much more height than conventional jumping techniques. It is performed by ground pounding into a &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt; surface and then jumping once Jak&#039;s ground pound animation finishes. The left analog stick will need to be in a neutral position and Jak&#039;s momentum will need to be near 0 for the bounce to occur. &lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=G8fdBxKxocI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
An &#039;&#039;&#039;abahbounce&#039;&#039;&#039; is initiated by ground-pounding and colliding with only &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt; surfaces or slanted &amp;lt;code&amp;gt;obstacle&amp;lt;/code&amp;gt; surfaces (effectively the same as &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt;). Jak should get stuck in the dive part of his animation for a moment, and can slide around if either the surface is uneven or you move the left analog stick. If you collide with any &amp;lt;code&amp;gt;ground&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;halfpipe&amp;lt;/code&amp;gt; surfaces, it will turn into a normal ground pound.&lt;br /&gt;
&lt;br /&gt;
For the &#039;&#039;&#039;abahbounce&#039;&#039;&#039; to work, while stuck in the dive part of the animation, you need to reduce Jak&#039;s momentum to nearly 0. On flat surfaces or when stuck in a crack this is pretty trivial, but on slanted surfaces you may need to use the left analog stick to manually reduce Jak&#039;s momentum. These are often called &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before Jak finishes the ground pound animation and you press X, you&#039;ll need to go neutral on the left analog stick. This is only really a concern for the &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;, and there is some timing to it (too early and you&#039;ll start sliding, too late and no &#039;&#039;&#039;abahbounce&#039;&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
As Jak finishes the ground pound animation, you want to press X within a 4-frame window (at 60fps), and you should get an &#039;&#039;&#039;abahbounce&#039;&#039;&#039;. The first two of these four frames - frames 8 and 9 in the &amp;lt;code&amp;gt;target-hit-ground&amp;lt;/code&amp;gt; state - yield a bit more height than the other two (and there isn&#039;t much difference between frames 10 and 11).&lt;br /&gt;
&lt;br /&gt;
In summary there are 4 key components to the &#039;&#039;&#039;abahbounce&#039;&#039;&#039;:&lt;br /&gt;
# Ground pound on slippery surface&lt;br /&gt;
# Reduce Jak&#039;s momentum to nearly 0&lt;br /&gt;
# Neutral left analog stick&lt;br /&gt;
# Time your jump&lt;br /&gt;
&lt;br /&gt;
Related to the &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;, it&#039;s worth noting you can also do &#039;&#039;&#039;abah cancels&#039;&#039;&#039; by continuing to hold the left analog stick while in the dive animation. Jak should get a brief standpoint, from which you can do a regular jump, go first person, etc.&lt;br /&gt;
&lt;br /&gt;
== Discovery ==&lt;br /&gt;
This technique was discovered by the speedrunner Abahbob, though it is unknown when or how it was discovered. &lt;br /&gt;
&lt;br /&gt;
{{Movement_Techniques}}&lt;/div&gt;</summary>
		<author><name>Barg034</name></author>
	</entry>
	<entry>
		<id>https://wiki.jakspeedruns.com/index.php?title=Abahbounce&amp;diff=1573</id>
		<title>Abahbounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.jakspeedruns.com/index.php?title=Abahbounce&amp;diff=1573"/>
		<updated>2024-07-16T04:27:21Z</updated>

		<summary type="html">&lt;p&gt;Barg034: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Abahbounce.gif|frame|right|An abahbounce being performed during &amp;quot;Defeat Baron at palace&amp;quot;.]]&lt;br /&gt;
An &#039;&#039;&#039;abahbounce&#039;&#039;&#039; is a movement technique in [[Jak II]] and [[Jak 3]] that can be used to gain much more height than conventional jumping techniques. It is performed by ground pounding into a &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt; surface and then jumping once Jak&#039;s ground pound animation finishes. The left analog stick will need to be in a neutral position and Jak&#039;s momentum will need to be near 0 for the bounce to occur. &lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=G8fdBxKxocI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
An &#039;&#039;&#039;abahbounce&#039;&#039;&#039; is initiated by ground-pounding and colliding with only &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt; surfaces or slanted &amp;lt;code&amp;gt;obstacle&amp;lt;/code&amp;gt; surfaces (effectively the same as &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt;). Jak should get stuck in the dive part of his animation for a moment, and can slide around if either the surface is uneven or you move the left analog stick. If you collide with any &amp;lt;code&amp;gt;ground&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;halfpipe&amp;lt;/code&amp;gt; surfaces, it will turn into a normal ground pound.&lt;br /&gt;
&lt;br /&gt;
For the &#039;&#039;&#039;abahbounce&#039;&#039;&#039; to work, while stuck in the dive part of the animation, you need to reduce Jak&#039;s momentum to nearly 0. On flat surfaces or when stuck in a crack this is pretty trivial, but on slanted surfaces you may need to use the left analog stick to manually reduce Jak&#039;s momentum. These are often called &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before Jak finishes the ground pound animation and you press X, you&#039;ll need to go neutral on the left analog stick. This is only really a concern for the &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;, and there is some timing to it (too early and you&#039;ll start sliding, too late and no &#039;&#039;&#039;abahbounce&#039;&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
As Jak finishes the ground pound animation, you want to press X within a 3-frame window (at 60fps), and you should get an &#039;&#039;&#039;abahbounce&#039;&#039;&#039;. The first of these 3 frames - frame 9 in the &amp;lt;code&amp;gt;target-hit-ground&amp;lt;/code&amp;gt; state - yields a bit more height than the other two (and there isn&#039;t much difference between frames 10 and 11).&lt;br /&gt;
&lt;br /&gt;
In summary there are 4 key components to the &#039;&#039;&#039;abahbounce&#039;&#039;&#039;:&lt;br /&gt;
# Ground pound on slippery surface&lt;br /&gt;
# Reduce Jak&#039;s momentum to nearly 0&lt;br /&gt;
# Neutral left analog stick&lt;br /&gt;
# Time your jump&lt;br /&gt;
&lt;br /&gt;
Related to the &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;, it&#039;s worth noting you can also do &#039;&#039;&#039;abah cancels&#039;&#039;&#039; by continuing to hold the left analog stick while in the dive animation. Jak should get a brief standpoint, from which you can do a regular jump, go first person, etc.&lt;br /&gt;
&lt;br /&gt;
== Discovery ==&lt;br /&gt;
This technique was discovered by the speedrunner Abahbob, though it is unknown when or how it was discovered. &lt;br /&gt;
&lt;br /&gt;
{{Movement_Techniques}}&lt;/div&gt;</summary>
		<author><name>Barg034</name></author>
	</entry>
	<entry>
		<id>https://wiki.jakspeedruns.com/index.php?title=Abahbounce&amp;diff=1572</id>
		<title>Abahbounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.jakspeedruns.com/index.php?title=Abahbounce&amp;diff=1572"/>
		<updated>2024-07-16T04:26:07Z</updated>

		<summary type="html">&lt;p&gt;Barg034: technical tings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Abahbounce.gif|frame|right|An abahbounce being performed during &amp;quot;Defeat Baron at palace&amp;quot;.]]&lt;br /&gt;
An &#039;&#039;&#039;abahbounce&#039;&#039;&#039; is a movement technique in [[Jak II]] and [[Jak 3]] that can be used to gain much more height than conventional jumping techniques. It is performed by ground pounding into a &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt; surface and then jumping once Jak&#039;s ground pound animation finishes. The left analog stick will need to be in a neutral position and Jak&#039;s momentum will need to be near 0 for the bounce to occur. &lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=G8fdBxKxocI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
An &#039;&#039;&#039;abahbounce&#039;&#039;&#039; is initiated by ground-pounding and colliding with only &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt; surfaces or slanted &amp;lt;code&amp;gt;obstacle&amp;lt;/code&amp;gt; surfaces (effectively the same as &amp;lt;code&amp;gt;wall&amp;lt;/code&amp;gt;). Jak should get stuck in the dive part of his animation for a moment, and can slide around if either the surface is uneven or you move the left analog stick. If you collide with any &amp;lt;code&amp;gt;ground&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;halfpipe&amp;lt;/code&amp;gt; surfaces, it will turn into a normal ground pound.&lt;br /&gt;
&lt;br /&gt;
For the &#039;&#039;&#039;abahbounce&#039;&#039;&#039; to work, while stuck in the dive part of the animation, you need to reduce Jak&#039;s momentum to nearly 0. On flat surfaces this is pretty trivial, but on slanted surfaces you may need to use the left analog stick to manually reduce Jak&#039;s momentum. These are often called &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before Jak finishes the ground pound animation and you press X, you&#039;ll need to go neutral on the left analog stick. This is only really a concern for the &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;, and there is some timing to it (too early and you&#039;ll start sliding, too late and no &#039;&#039;&#039;abahbounce&#039;&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
As Jak finishes the ground pound animation, you want to press X within a 3-frame window (at 60fps), and you should get an &#039;&#039;&#039;abahbounce&#039;&#039;&#039;. The first of these 3 frames - frame 9 in the &amp;lt;code&amp;gt;target-hit-ground&amp;lt;/code&amp;gt; state - yields a bit more height than the other two (and there isn&#039;t much difference between frames 10 and 11).&lt;br /&gt;
&lt;br /&gt;
In summary there are 4 key components to the &#039;&#039;&#039;abahbounce&#039;&#039;&#039;:&lt;br /&gt;
# Ground pound on slippery surface&lt;br /&gt;
# Reduce Jak&#039;s momentum to nearly 0&lt;br /&gt;
# Neutral left analog stick&lt;br /&gt;
# Time your jump&lt;br /&gt;
&lt;br /&gt;
Related to the &#039;&#039;&#039;sliding abahbounces&#039;&#039;&#039;, it&#039;s worth noting you can also do &#039;&#039;&#039;abah cancels&#039;&#039;&#039; by continuing to hold the left analog stick while in the dive animation. Jak should get a brief standpoint, from which you can do a regular jump, go first person, etc.&lt;br /&gt;
&lt;br /&gt;
== Discovery ==&lt;br /&gt;
This technique was discovered by the speedrunner Abahbob, though it is unknown when or how it was discovered. &lt;br /&gt;
&lt;br /&gt;
{{Movement_Techniques}}&lt;/div&gt;</summary>
		<author><name>Barg034</name></author>
	</entry>
	<entry>
		<id>https://wiki.jakspeedruns.com/index.php?title=Developer_Pictures&amp;diff=923</id>
		<title>Developer Pictures</title>
		<link rel="alternate" type="text/html" href="https://wiki.jakspeedruns.com/index.php?title=Developer_Pictures&amp;diff=923"/>
		<updated>2024-02-21T07:46:28Z</updated>

		<summary type="html">&lt;p&gt;Barg034: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In some of the Jak and Daxter games, there are hidden pictures of the game developers.&lt;br /&gt;
&lt;br /&gt;
= Jak and Daxter: The Precursor Legacy =&lt;br /&gt;
[[File:Hidden Face in Jak and Daxter TPL.PNG|thumb|The ripped fin-leafygroundBACKdirt.png texture that contains the hidden face.]]&lt;br /&gt;
[[File:Hidden Face Landscape.PNG|thumb|Landscape photo of the Hidden Face.]]&lt;br /&gt;
In [[Jak and Daxter: The Precursor Legacy]], there is a texture file called &amp;lt;code&amp;gt;fin-leafygroundBACKdirt.png&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;finalboss-vis-tfrag&amp;lt;/code&amp;gt; textures folder which contains a hidden face baked into the image. The texture repeatedly appears in the mountainous landscape surrounding the dark eco silo at the final boss fight. It is difficult to see during the final boss fight since everything is dark and purple, but it is easily viewable from the silo after completing the boss fight as the weather returns to normal.&lt;br /&gt;
&lt;br /&gt;
[[File:Hidden Face Seen from the Dark Eco Silo.jpg|440px]]&lt;br /&gt;
&lt;br /&gt;
== Identities &amp;amp; Origin ==&lt;br /&gt;
The identity of the face is texture artist [https://www.mobygames.com/person/33859/adam-marquis/ Adam Marquis]. He was also the one that snuck the image into the game.&lt;br /&gt;
&lt;br /&gt;
= Jak II =&lt;br /&gt;
[[File:City-back-room-01.PNG|thumb|The ripped &amp;lt;code&amp;gt;city-back-room-01.png&amp;lt;/code&amp;gt; photo of the development team members.]]&lt;br /&gt;
[[File:Jak II Tie Renderer Enabled and Disabled Dev Pic.jpg|thumb|The photo can be seen through the wall if the &amp;lt;code&amp;gt;tie&amp;lt;/code&amp;gt; renderer is disabled.]]&lt;br /&gt;
&lt;br /&gt;
A picture of development team members can be found hidden in Jak II. It can be found in a corner near the green security gate. The photo is titled &amp;lt;code&amp;gt;city-back-room-01.png&amp;lt;/code&amp;gt; and can be found in the &amp;lt;code&amp;gt;ctygenb-vis-tfrag&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
[[File:Jak Standing Under Developer Team Photo Jak II.PNG|440px]]&lt;br /&gt;
&lt;br /&gt;
== Identities &amp;amp; Origin ==&lt;br /&gt;
The developers in the photo are (from upper left going clockwise) Tate Mosessian, Bruce Straley, Adam Marquis, Simon Craghead, Rob Adams, Erick Pangilinan, and Don Poole. These were most of the developers that worked on creating the world environments in the game. The photo was put into the game as an easter egg by [https://www.mobygames.com/person/98070/robert-adams/ Rob Adams].&lt;br /&gt;
&lt;br /&gt;
= Jak 3 =&lt;br /&gt;
Similarly a collage of team members can be found hidden in Jak 3. The photo is titled &amp;lt;code&amp;gt;city-port-litwindow.png&amp;lt;/code&amp;gt; and can be found in the &amp;lt;code&amp;gt;ctyport-vis-tfrag&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
[[File:Jak 3 Developer Team Photo.jpg|440px]]&lt;br /&gt;
&lt;br /&gt;
== Identities &amp;amp; Origin ==&lt;br /&gt;
&lt;br /&gt;
Rob Adams was also responsible for creating and adding the developer photo in Jak 3.&lt;/div&gt;</summary>
		<author><name>Barg034</name></author>
	</entry>
	<entry>
		<id>https://wiki.jakspeedruns.com/index.php?title=Wet_Feet&amp;diff=356</id>
		<title>Wet Feet</title>
		<link rel="alternate" type="text/html" href="https://wiki.jakspeedruns.com/index.php?title=Wet_Feet&amp;diff=356"/>
		<updated>2024-02-15T06:16:41Z</updated>

		<summary type="html">&lt;p&gt;Barg034: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wet Feet.gif|frame|A double jump being performed in the air with the help of wet feet.]]&lt;br /&gt;
&#039;&#039;&#039;Wet feet&#039;&#039;&#039;, also known as &#039;&#039;&#039;airplane&#039;&#039;&#039;, is a movement technique that sets Jak to a grounded state while in mid air. This grounded state gives Jak a small frame window to perform a limited amount of other movement techniques as if he were standing on a normal ground surface. These movement techniques include combinations of jumping, punching, spin kicking, and zooming.&lt;br /&gt;
&lt;br /&gt;
The technique is called wet feet because the setup requires Jak to enter a body of water for a moment. It is also referred to as airplane because it gives Jak a horizontal ground plane in the air that allows for more movement inputs.&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
The technique is performed by first entering one body of water, and then, without moving below the original body of water vertically, moving above another body of liquid (including dark eco or lava). Upon falling to the vertical coordinate of the first body of water, a standing state will be obtained for a short time, allowing the execution of other actions.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been observed that several height and Y-coordinate fields within Jak&#039;s &amp;lt;code&amp;gt;water-control&amp;lt;/code&amp;gt; field are not properly reset while in Wet Feet state, however it is believed that there are other conditions required to trigger Wet Feet that we haven&#039;t yet isolated.&lt;br /&gt;
&lt;br /&gt;
For instance, you can set up the Sandover Wet Feet scenario in OpenGOAL by manually setting the &amp;lt;code&amp;gt;water-control&amp;lt;/code&amp;gt; fields:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
(define wet-feet-height (meters 10.95))&lt;br /&gt;
(set! (-&amp;gt; *target* water height-offset 0) 0.0)&lt;br /&gt;
(set! (-&amp;gt; *target* water height-offset 1) 0.0)&lt;br /&gt;
(set! (-&amp;gt; *target* water height-offset 2) 0.0)&lt;br /&gt;
(set! (-&amp;gt; *target* water height-offset 3) 0.0)&lt;br /&gt;
(set! (-&amp;gt; *target* water enter-water-pos y) wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water base-height)       wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water surface-height)    wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water bottom-height)     wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water height)            wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water bottom 1 y)        wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water bottom 0 y)        wet-feet-height)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=_lEU5udMrr0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However the same set up (&amp;lt;code&amp;gt;wet-feet-height&amp;lt;/code&amp;gt; adjusted accordingly) does not seem to work in all areas of the game, so we suspect there&#039;s more to the story.&lt;br /&gt;
&lt;br /&gt;
== Discovery ==&lt;br /&gt;
[[File:WetFeet.PNG|thumb|Bobbykaze sharing his first encounter with wet feet on Discord]]&lt;br /&gt;
There is an instance of wet feet that commonly occurs in Lost Precursor City, but Bobbykaze was the first runner to discover that the technique was directly related to Jak interacting with water. After messing around with the water fountain in Sandover Village, Bobbykaze made his way over to the farmer&#039;s hut and encountered a mid air standpoint when roll jumping off a small ledge. He then reported the incident in the community discord server on June 24, 2020. Other speedrunners and glitch hunters soon began investigating the technique and where it could be applied in speedruns. &lt;br /&gt;
&lt;br /&gt;
== Demonstration ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=11uhpjvZ7PY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Movement_Techniques}}&lt;/div&gt;</summary>
		<author><name>Barg034</name></author>
	</entry>
	<entry>
		<id>https://wiki.jakspeedruns.com/index.php?title=Wet_Feet&amp;diff=303</id>
		<title>Wet Feet</title>
		<link rel="alternate" type="text/html" href="https://wiki.jakspeedruns.com/index.php?title=Wet_Feet&amp;diff=303"/>
		<updated>2024-02-15T03:49:55Z</updated>

		<summary type="html">&lt;p&gt;Barg034: wet feet technical info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wet feet&#039;&#039;&#039;, also known as &#039;&#039;&#039;airplane&#039;&#039;&#039;, is a movement technique that sets Jak to a grounded state while in mid air. This grounded state gives Jak a small frame window to perform a limited amount of other movement techniques as if he were standing on a normal ground surface. These movement techniques include combinations of jumping, punching, spin kicking, and zooming.&lt;br /&gt;
&lt;br /&gt;
The technique is called wet feet because the setup requires Jak to enter a body of water for a moment. It is also referred to as airplane because it gives Jak a horizontal ground plane in the air that allows for more movement inputs.&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
The technique is performed by first entering one body of water, and then, without moving below the original body of water vertically, moving above another body of liquid (including dark eco or lava). Upon falling to the vertical coordinate of the first body of water, a standing state will be obtained for a short time, allowing the execution of other actions.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been observed that several height and Y-coordinate fields within Jak&#039;s &amp;lt;code&amp;gt;water-control&amp;lt;/code&amp;gt; field are not properly reset while in Wet Feet state, however it is believed that there are other conditions required to trigger Wet Feet that we haven&#039;t yet isolated.&lt;br /&gt;
&lt;br /&gt;
For instance, you can set up the Sandover Wet Feet scenario in OpenGOAL by manually setting the &amp;lt;code&amp;gt;water-control&amp;lt;/code&amp;gt; fields:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
(define wet-feet-height (meters 10.95))&lt;br /&gt;
(set! (-&amp;gt; *target* water height-offset 0) 0.0)&lt;br /&gt;
(set! (-&amp;gt; *target* water height-offset 1) 0.0)&lt;br /&gt;
(set! (-&amp;gt; *target* water height-offset 2) 0.0)&lt;br /&gt;
(set! (-&amp;gt; *target* water height-offset 3) 0.0)&lt;br /&gt;
(set! (-&amp;gt; *target* water enter-water-pos y) wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water base-height)       wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water surface-height)    wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water bottom-height)     wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water height)            wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water bottom 1 y)        wet-feet-height)&lt;br /&gt;
(set! (-&amp;gt; *target* water bottom 0 y)        wet-feet-height)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However the same set up (&amp;lt;code&amp;gt;wet-feet-height&amp;lt;/code&amp;gt; adjusted accordingly) does not seem to work in all areas of the game, so we suspect there&#039;s more to the story.&lt;br /&gt;
&lt;br /&gt;
== Discovery ==&lt;br /&gt;
[[File:WetFeet.PNG|thumb|Bobbykaze sharing his first encounter with wet feet on Discord]]&lt;br /&gt;
There is an instance of wet feet that commonly occurs in Lost Precursor City, but Bobbykaze was the first runner to discover that the technique was directly related to Jak interacting with water. After messing around with the water fountain in Sandover Village, Bobbykaze made his way over to the farmer&#039;s hut and encountered a mid air standpoint when roll jumping off a small ledge. He then reported the incident in the community discord server on June 24, 2020. Other speedrunners and glitch hunters soon began investigating the technique and where it could be applied in speedruns. &lt;br /&gt;
&lt;br /&gt;
== Demonstration ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=11uhpjvZ7PY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Movement_Techniques}}&lt;/div&gt;</summary>
		<author><name>Barg034</name></author>
	</entry>
	<entry>
		<id>https://wiki.jakspeedruns.com/index.php?title=Pause_Buffer&amp;diff=235</id>
		<title>Pause Buffer</title>
		<link rel="alternate" type="text/html" href="https://wiki.jakspeedruns.com/index.php?title=Pause_Buffer&amp;diff=235"/>
		<updated>2024-02-14T22:01:27Z</updated>

		<summary type="html">&lt;p&gt;Barg034: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pause Buffer.gif|frame|Performing a pause buffer on Geyser Rock.]]&lt;br /&gt;
A &#039;&#039;&#039;pause buffer&#039;&#039;&#039; occurs when a player presses &#039;&#039;L2/R2&#039;&#039; and &#039;&#039;Start&#039;&#039; at the same time. The start menu tries to open, but gets delayed for 2.5 seconds by the heads up display (HUD). During these 2.5 seconds, the player is able to move around freely collecting precursor orbs and scout flies, but is unable to interact with any usable objects due to the game believing it is in a paused state. Jak cannot collect power cells during a pause buffer. At the end of the 2.5 seconds, the game will finally display the start menu and everything returns to normal once the player unpauses. A pause buffer can be ended early by triggering the &amp;quot;Press O to ...&amp;quot; prompt near usable objects or non-playable characters, or by zooming into Jak&#039;s goggles. This immediately removes the heads up display and forces the start menu to display.&lt;br /&gt;
&lt;br /&gt;
You will know when you have successfully performed a pause buffer when the HUD does not display the numeric health counter or green eco particle effect.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
Pause buffers are utilized primarily in [[Jak and Daxter: The Precursor Legacy]] to perform [[Blue Sage Cutscene Skip]], [[Red Sage Cutscene Skip]], and [[Citadel Skip]]. Pause buffers can also be performed in Jak II but have no applicable use. &lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
[[File:Pause Buffer Ignoring Power Cell.PNG|thumb|Jak unable to collect a [[Power Cell]] during a pause buffer.]]&lt;br /&gt;
By pressing &#039;&#039;&#039;L2/R2&#039;&#039;&#039; and &#039;&#039;&#039;Start&#039;&#039;&#039; at the same time, the game will execute two commands at the same time. It will bring up the heads up display (HUD) and then the pause menu right after. When doing this, the game believes that it is paused while the HUD is displayed. This allows Jak to walk around for 2.5 seconds (the length of time the HUD is displayed) while the game is in a paused state. When in a paused state, Jak is unable to collect power cells that are not tied to an in-game event. Jak is still able to collect precursor orbs and scoutflies, but the counters will not go up as long as the pause state is active.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Press O to ...&amp;quot; prompt appears, it removes the HUD which causes the queued pause menu to activate. This is because the prompt, along with a few other things, utilizes a function that force dismisses the HUD elements. Another example would be the mirrors in [[Forbidden Jungle]].&lt;br /&gt;
&lt;br /&gt;
== Discovery ==&lt;/div&gt;</summary>
		<author><name>Barg034</name></author>
	</entry>
</feed>