This short time it takes for Mega Man to position himself after running was also used in other occasions. For example when one of the games has to jump to the left, and it was possible to keep another Mega Man which didn't need to move to the left on the ground. If pressing left is skipped for a frame, the Mega Man on the ground will position himself for like ten frames, so he won't move to the left. The Mega Man who is moving to the left will only stop moving for one frame since he is on the air. It was also used at instances where Mega Man had to move on a rushjet to the left, and a lot when multiple boss battles where going on at the same time.
If you push left and right at the same time, SMB1 and SMB2J will walk toward the right, SMB2 will run toward the right, and SMB3 will stop accelerating. Even if SMB3 jumps, SMB3 won't accelerate.
If you push left or right and down, SMB1, SMB2J, and SMB2 will stop accelerating unless they're mid-jump and SMB3 will run toward the left or right.
In SMB1 and SMB2J, if you start to push A button to jump and when you stop pushing A button even if you stop pushing 1 frame, Mario won't rise up even if you push A button again. On the other hand, in SMB2 and SMB3, if you stop pushing A button for a moment, Mario will rise up when you push A button again.
My question is, if you broke the arms of a NES controller's d-pad such that you could press both at once, would the controller successfully read and transmit that state, or was the modal nature of U/D, L/R enshrined in the hardware by either intent or wiring limitations?
So he presses left and right at the same time, something that is impossible to do on the real controller? Seems cheap to me.
Bug: When right and left are pressed at the same time, Mario runs to the right.
Expected Result: Mario should not move.
Resolution: Closed, not a bug. This can never happen.
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