Invert (Jump)

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**Invert** is a spike arrangement in Aiwana. It is named after a gate jump but the places of the up and down spikes are inverted.

## Name of pictured inverts

From left to right.

Row 1: 2.375 invert (Sandsky0), Floor Double Invert (Insanity series), No cancel invert (No Cancel), 6 Water Invert

Row 2: [diminished] invert, [augmented] invert, invert raised by 16px, invert raised by 32px (Kamilia 3 early version Uhuhu Spike screen), PDinvert, Beat the Spikes 5 invert, another [augmented] invert

Row 3: 3 water invert, 4 water invert, floor invert by Chen233, Diminished F-jump invert (easier than it seems)

Row 4: Invert, 1.5 Invert, Double Invert, 2.25 Invert (Insanity), Raised invert (64px) similar to ceiling diamond raised 64px, Raised invert (96px) similar to ceiling diamond raised 96px.

## Types of Inverts

### Categories of Inverts

Invert: a down spike with an up spike 64 pixels above it same x-position. Note that this notes only the placement of spikes, and does not indicate anything about what you are required to do to clear it.

[1.0] Invert: To beat this jump you have to clear 32px of playerKiller below and above, separated by 32px empty space in between it.

Extended [>1.0] inverts: You have to clear more distance to clear this invert. The formula to describe them is 32\*n invert. A 1.5 invert is 48px (1.5×32px) of player killer you have to jump between. A double invert is 64 (2×32px of playerKiller you have to jump betwen.

Squished inverts: This invert is the empty space between the spikes is reduced, so for example an invert squished by 8px is only 24px of empty space between the spikes, making for a more precise jump. You need jump cancel to clear these jumps. Any squished invert is reductively called a squished invert, at least in Western nomenclature. A squished invert is the second(?) last jump in I wanna be the butterfly nova.

Floor inverts: This invert has 4 blocks to the left and right of each spike. You only have to clear 22px (32-11+1) to beat this invert, but the decreased distance to the spike makes it impossible to treat it like a double diamond. You are required to do something like a bonk 2-frame 1-frame-rejump which is frac(y) dependent or use jump cancel.

[diminished] inverts (ae8's neologism): this inverted is nerfed with a block at the end touching the bottom spike, so the distance you have to clear is reduced. You now only have to clear 22px (32-11+1px) to beat this invert. This first invert in row 2 can be cleared easily with 5-frame. And the last invert on row 3 can be cleared with 5-frame and full jump.

[augmented] inverts (ae8's neologism): this invert is buffed with a block at the start next to the bottom spike, so it is like a floor invert, but you now have to clear 32px to defeat. A augmented invert is required in I wanna be the Arsenic.

Water inverts: Invert where there is water in between the spikes. Known in reizu games and I wanna be the Defiant. The longest water invert you can do without jump cancellation is 7-8 water invert. Due to this, needle players have formulated method to clear water inverts, known as chain cancelling. JGB uses rebinded many shift keys, but other players use rebinded numpad, which allows you to press numpad and jump to automatically do a 1+n cactus. There's also "scripting", separate from the rebinding done in AutoHotKey. It is not precisely defined, but I think (?) it is scripting that is equivalent to violation of "sv\_allow\_wait 0" in Team Fortress 2.

### Classical Inverts (discovered medieval period of fangame history)

Standard invert: Down spike touching the floor. You can treat this jump like a double diamond using 2-frame if you are not a needle player. You can also jump into the spike using 4-frame and 1-frame. To clear the jump using 5-frame you will need bunny hop or v-subpixel(?). You can also jump into the spike either way and use jump cancel: it is more consistent this way. You can also bunny hop 5-frame to clear this jump in a single jump. This is used in games like I wanna be the INT, and Beat the Spikes series.

16px raised invert: You can simply 8-frame to clear this jump easily with your second jump preserved.

1.5 invert: Standard invert but now you cannot treat this like a double diamond. A player might think to 4-frame 1-frame rejump, which is frame-perfect and inconsistent (mayb frac(y) dependency?). Jump cancellation makes it more consistent.

Double invert: Two adjacent inverts. To clear this jump requires frac(y)≥0.3, and you do a bunny hop (usu. 5-frame bunny hop) then 5-frame 1-frame rejump, or 5-frame (1+3)-rejump.

2.25 invert: Known in I wanna be the Insanity, you cannot use 5-frame (1+3) cactus, not that that method was known at ths time. This jump was instrumental I recall in the discovery of bunny hopping.

2.375 invert: This is the most extended invert you can do using bunny hop method. This jump solidified the knowledge of bunny hopping.

Floor invert: Known in ???.

Floor double invert: Insanity 2 (?) as well.

2.25 Floor Invert: Used in Insanity Ultimate.

Beat the Spikes 6(?) invert: Uses bunny hop. Notable because it is like a nerfed 2.5 invert.

### Modern Inverts (discovered contemporary period of fangame history)

2.5625 invert: The most extended invert doable. This jump has to be done at one height for even more clearance, and I think uses a vfpi moment or two. There is a game called I wanna be the 2.5625 invert, but unfortunately this game is impossible because the maker who released it did not understand the jump and placed it at standard height instead of the specifc required height.

Butterfly nova second(?) last jump: This jump was discovered to be possible using "late-release cactus", officially revealing I wanna be the Butterfly Nova to be entirely possible many years after it's release.

2.875 floor invert: The most extended floor invert doable. It requires a complex cactus at the start, I recall? 1+3+2 cactus (?).

PDinvert: Originated from I wanna be the PDinsanity. It requires frac(y)≥.4something so you can dip in between the minispikes to clear this jump.

triple floor invert -resembling jump by Chen233: This jump is simply just two 1-frames. You use water3 in this jump.

## Legend of Inverts

Early in fangame history, I wanna be the invert was released. It is actually impossible because one of the saves you spawn with an impossible dot, so ths second jump cannot be cleared. Players who clear this game savehack to give themselves the right dot. I wanna be the insanity series was released also, giving us ths glory of 2.25 invert and 2.5 floor invert. I wanna be the black needle (reizu) has an extra which is a 23 water invert. Years later, JGB would clear thiis jump pioneering the technique of chain cancelling. I wanna be the Butterfly Nova was also another needle game released at this time, requiring very technical jumping. The methods to defeat the jumps in this game were only discovered years later. I wanna Kill the Kamilia 3 early version Uhuhu Spike 3 screen 1 was given two 32px raised inverts. Players did not like this jump until Stonk, who speedruns Kamilia 3 and made content for it like EX Colonel with あお様 (?), asked Kamilia to nerf it, and so it was nerfed in version 1.50. Middle of fangame history, Kamilia released I wanna be the Defiant. A game with many inverts, solidifying the appearance of required cancelling in Needle games. JGB has a disagreement with the way required cancels are used in games after this time. Method to beat the extended apple invert was discovered using "late-release cactus". 2.5625 invert was discovered with breakthroughs in something (vfpi?). 2.875 floor invert was discovered with breakthroughs in cactus understanding, in the Fangame Needle Tech server. Chen233 discovers 3 floor invert.

## Opinion on Inverts

It is said by Western players than inverts are "AIDS". However, if you allow yourself to be open to it, I think you will come to understand inverted, why needle players come back to this inverted jump time and time again.

## Videos

I wanna kill the celty Inverts in action!

## Trivia

久羽, Kinata, Hectorpaddy, Lemonxreaper, Sandsky0, JGB, Chen233

Kamilia created I wanna RIZ after とも様's Defiant impossible clear (?)

This jump may be called inverted by japanese players.

A gate jump is not a 0.0625 invert, as the shortness of the invert vastly changes the way the jump is handled.