I'm not sure how big the timing window is for allowing it, but if you run on a wall, wait exactly 1 second for the wall run's duration to end, and attempt to jump off the wall right at the end of that interval, sometimes you might hear the sound for a regular jump instead of the impulse sound. This jump won't consume any impulse if it happens, and won't count against the limit of 6 boosts at a time, but neither does it count as a "ground touch" that resets the boost pool to 6.
There are two demos for this. In testchamber (tcwalljump), it sometimes happens in the course of my normal route, and in this case it depends on split-second timing for the jump. I finally managed to make it happen on the 4th try in the demo, although this case is actually rather undesirable when it comes up since the movement properties of a regular jump are generally far inferior to getting the boost jump off a wall.
The only case I can think of where this jump is at all beneficial, also happens to be by far the easiest way to pull it off. Simply run off 5 boosts in a row by any means without touching the ground, then make sure boost 6 is spent on a wall run, and immediately press and hold the jump button. As always, because you start to press jump at a time when that action is unavailable (you can't use a 7th boost action to boost-jump off the wall), it will instead be buffered until the next moment a jump can be legally executed. In this case, that next moment happens to be the tiny window as the wall run expires, so as long as you're still holding jump then, you get an easy "standing wall jump" which acts as a miniature boost 7. The demo I have showing that method doesn't put it to any practical purpose, but it's not hard to imagine a long straightaway for a wall run over a hazard where this would help to get one last bit of distance...despite the rest of the game's physical limitations. It certainly doesn't look like intended behavior.
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