Nice, so it works quite good! So it’s a port, not a re-implementation. Good job on that, I like it that way:) do you have an idea why the trampoline jump didn’t come across?
The trampoline jump physics was correct. The issues was that the 2010 c++ version ignored a held button because of an Apple TV workaround I implemented when I enabled support of tvOS 10 years ago. Godot port read it as pressed, so you get high bounce without a fresh press: https://babyloniantwins.com/blog/porting-a-1993-amiga-game-t...
Oh so it’s about the platform where it lives, not about the logic, fair enough. Porting logic as is looks like the best approach, the one thing that broke wasn’t really logic:)