You may not be aware of some of the technical (code level) details that have been discovered with the Springboard -- long story short, it actually IS broken -- there is a small window of frames that you can press the jump button to get it to function properly, BUT every other frame within this window fails. Therefore, pressing the button incredibly quickly during this time window IS advantageous to the player since it will increase your chances of landing on a "good frame". . .
Dean, you may have gone into this elsewhere at some point in the past, but I've been curious why you interpret this as "broken."
It seems to me that not being able to get the superjump every time was intentional. In fact, I would actually find it stranger if it was designed such that you COULD get the superjump every time. To me it just seems like another deliberate random element added to make the game more dynamic, like the 300-500-800 smashes in DK.
Is there something about the way the code is "phrased" that would imply that having to hit the button on a good frame was an accident?
That's strange, I've never heard anyone assume that before. I feel the exact opposite -- to me, something like a "springboard" in a video game is something that I would intuitively believe should "always" work if the player executed it correctly. There really should be nothing "random" about it. Now, if you intended to just sort of bounce off of it or if you legitimately "missed" the timing of your jump then I can see why it should be programmed to give no "spring" to your jump in these cases, but when a good player intends to "spring" off of a springboard, they should be able to do so pretty much every time.
Think about other Nintendo platformers / Mario games. Super Mario Bros. is a great example. In that game the springboard is "fixed" -- as long as you jump within a reasonable period of time, you spring off of the springboard 100% of the time.
Keep in mind that a 6-frame window is really not a very long time anyways. It would still take some knowledge and skill to press the button at the correct time to be within a 6-frame window (1/10 of a second). Now, I haven't actually seen the code for DKJR, but I do have some knowledge about software code and logic in general and I know that these games were made very quickly and are full of bugs, poor design and poor code and based on that I have a very strong hunch that this is a bug.
When you slow it down and look at it frame-by-frame, what happens is that Junior is in contact with the springboard one frame and then Junior moves up a little bit the next frame, but the springboard does not -- they are now NOT in contact. Then, the next frame, the springboard moves up and Junior does not and so they are back in contact again . . . and so on until the springboard is fully extended. To me, this just screams huge bug. The software probably performs a check of Junior's y-position to see if he is in contact with the springboard at the moment the button is pressed, assuming that he will be in contact throughout the motion -- but actually he is not because the two objects animate out of synch with each other. This is silly anyways since there are probably dozens of other ways this software could have been effectively written, such as at the moment the springboard is fully retracted, simply count off 6 frames and make Junior "super jump" if the button is pressed -- why do we need to check Junior's position? The ONLY time the springboard should be retracting is if Junior is ON it! lol.
I've seen some explanations that the out of synch animations might actually be done on purpose purely for aesthetic reasons when animating these motions -- it might not look as good if the two objects were rising together. I don't buy it, but I suppose that's possible. If so, they should have known to account for this in the super jump algorithm, but they didn't. My belief is that they didn't even realize the objects were animating out of synch with each other and when the game was tested by novice players, the springboard did occasionally work, so they just assumed that it was working and that the testers just weren't very good at it. But actually, it's broken.
Is it possible that this was actually done on purpose as a design choice for Junior to fail his super jump attempts a large percentage of the time? Technically I'd have to admit that this is possible since there is no proof to the contrary, but realistically -- no, absolutely not . . . this is a bug, and an incredibly annoying one at that.