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Some useful game mechanics are explained on [http://tasvideos.org/GameResources/NES/Castlevania.html TASVideos.org] as well.
 
 
=== Movement ===
Simon moves at a consistent 1 pixel per frame. Walking is the same speed as jumping. While traveling on stairs, he moves more slowly.
A damage boost has Simon travel at 1 pixel per frame, but loses 22 frames to hit and recovery frames.
Whipping or using a subweapon takes 23 frames on the gorund or 22 frames while in the air. If landing with an attack, Simon will not be able to move until the attack animation is over.<br />
If falling or jumping off of a 4-block height or higher, Simon goes into a clunk animation which loses 16 frames. This can be prevent by whipping on landing (can only be done off of a jump), as the whip animation takes precedence over the clunk. The earlier the whip, the less frames Simon has to spend locked on the ground on landing. With a perfect whip, zero frames can be lost from the landing.<br />Falling off a small height loses 2 frames. This can be avoided by simply jumping over it.
=== Staircases ===
*In stage 08-1, holding either right+up or left+up saves 2 frames.
*in stage 17-4, holding left+up loses 1 frame, while holding right+up saves 2 frames.
 
=== Backward Jump ===
If Simon gets hit just below a standable platform during the ascent of his jump, he will clip through it.
=== Framerules ===A Framerule is a mechanic that only allows the player to progress in increments of x amount of frames. Imagine a bus stop, where every bus leaves every x amount of frames: it doesn't matter whether you arrive early, or just before the bus leaves, you will always catch the same bus and leave the bus stop at always the same time. That is, unless you miss the bus and have to wait for the next one to arrive. This means that to get a perfect time you don't need to play perfectly, but just well enough to catch the same bus as someone who played perfectly.<br />Screens that end with a door are affected by a 16-frame Framerule. Note that any other screen in NOT affected by Framerules, nor does it influence the screens that are. Screens that are affected by Framerules have their own timer that stars from the last black screen transition, and those rooms and those rooms alone can only be completed in increments of 16 frames. Any frames gained or lost in other rooms are truly gained or lost.<br />The way the game slows down the player to wait for the next Framerule is by holding the door semi-open until the moment the metaphorical bus arrives. This means that the door will open very quickly if a framerule has just been barely caught, and it will open very slowly if a framerule has barely been missed.<br />Lag frames are truly lost and don't count towards the Framerule timer.Screens that are affected by framerules are:*Stage 01-2*Stage 02*Stage 04-2*Stage 05-2*Stage 07-2*Stage 08-2*Stage 11*Stage 13-2*Stage 14-2
=== Items ===
==== Subweapons ====*'''Cross''': Goes in a straight line piercing anything that it comes into contact with, then comes back like a boomerang.*'''Axe''': Arcs upwards.*'''Dagger''': Fires in a straight line, disappears upon making contact with something. Avoid, this is not Ghosts 'N Goblins.*'''Stopwatch''': Freezes enemies in place for a bit of time. It also freezes the In-Game Timer throughout its duration. Does not work on bosses with the exception of the Bat Boss and Medusa.*'''Holy Water''': Splashes down and explodes in a flame which stuns and damages all enemies that stand on it. The bottle itself also damages and temporarily stuns anything that it goes though. Simon is invincible from enemies that are currently stunned.If Simon breaks a subweapon candle and he's already in possession of said subweapon, it'll turn into either a Small Heart or a Money Bag. ==== Whip Upgrades ====*'''Leather Whip''': The basic whip that SImon starts with.*'''Short Chain Whip''': Also referred to as Short Whip. It deals more damage than the Leather Whip and also has a slightly bigger hitbox.*'''Long Chain Whip''': Also referred to as Long Whip. It deals the same damage as the Chain Whip, but has a longer hitbox horizontally.The Short Whip may drop if Simon has at least 4 hearts, and the Long Whip may drop if Simon has at least 8 hearts. A Whip Upgrade will replace any Small Heart or Money Bag drop. ==== Multipliers ====Simon can normally throw a sigle subweapon at a time. Until it's off the screen, additional subweapons may not be fired. Multipliers allow to get around that. The '''Double Shot''' and '''Triple Shot''' allow for two and three subweapons to be on screen at the same time respectively. After hitting 10 enemies with a subweapon, the next Small Heart or Money Bag will turn into a Double Shot, or if into possession of that already, a Triple Shot, which will apply to Simon's current subweapon. If another subweapon is collected, the Multiplier gets removed and the hit count gets reset (To unless playing on the FC version's Easy Mode). If a Multiplier drops but is not collected, the next Small Heart or Money Bag will not turn into a Multiplier and the hit count will have to be raised to 10 again. If a Multiplier is collected without any subweapons or while in possession of the Stopwatch, it will simply award Simon with some points. The Multiplier reward can be stored through death and may drop without being in possession of any subweapons, but the reward will be canceled if Simon whips any candle that does not contain a Small Heart or a Money Bag.<br />It is possible to get a Multiplier to drop, collect another subweapon and then collect the Multipler. This will apply the Multiplier to the newly collected subweapon.<br />There are certain scenarios where all 10 hits may be addedaccumulated immediately. The Holy Water for example may do this by simply exploding on top of a Bone Pillar or an Axe Knight, or while its bottle goes through a Bone Dragon. The Cross can also do this by going through Dracula's body.<br />A Multiplier drop will take precedence over a Whip Upgrade, when attempting to turn a Small Heart or Money Bag into something. ==== Other Items ====*'''Rosary''': Clears all enemies from the screen (with the exception of bosses).*'''Invincibility Potion''': Grants Simon invincibility for a period of time.*'''Small Heart''': Gives Simon 1 heart.*'''Big Heart''': Gives Simon 5 hearts.*'''Money Bag''': Gives Simon points. Also known in the business as pointless.*'''White Money Bag''': Gives Simon point. It is a guaranteed drops off of certain candles and may never turn into another item.  ----  === Important-Item Rule ===An Important Item is any of the following: Cross, Axe, Dagger, Stopwatch, Holy Water, Whip Upgrade, Rosary, Potion, Big Heart. The rule states that there may only be a single important item on screen at a time. If another attempts to drop from an enemy, it gets turned into a Money Bag, while if it attempts to drop from a candle, it gets turned into either a Small Heart or a Money Bag.
=== Enemy Item Drops ===
When first booting up the game, this chart starts reading from Slot 0. When an enemy drops an item, it provides the item corresponding to the current slot, and then increments the current slot by one. After Slot 3, it cycles back to Slot 0. For example: the first item to drop in Level 1 would be a Stopwatch. If another item then drops off another enemy in Level 1, it will be Holy Water.<br />
The current slot carries over throughout the levels, so getting a Stopwatch in Level 1 and then getting another item drop in Level 2 would result in a Money Bag.<br />
If a subweapon attempts to drop, but Simon is already in possession of said subweapon, the game will '''SKIP ''' that slot and provide the next item on the chart, thus incrementing the current slot once again.<br />If an important item Important Item is already present on screen, the item drop will turn into a Money Bag, and if a Multiplier is due it will turn into a Multiplier (or Whip Upgrade, needs confirmation). This will still increment the current slot(althought keep in mind that a small heart drop off of an enemy may still turn into a Multiplier, which will not increment the current slot).<br />A Money Bag from the chart may also turn into a Multiplier or a Whip Upgrade.<br />If a title screen demo gets an item drop, this will advance the current slot and carry over to the main game. It is recommended to reset the game before every run to prevent the demos from affecting gameplay.<br />Enemies may also drop other items such as Small Hearts (2 frames before an Item Drop) or Big Hearts (Hunchbacks and Axe Knights). These are unrelated to the item chart. === Framerules ===A Framerule is a mechanic that only allows the player to progress in increments of x amount of frames. Imagine a bus stop, where every bus leaves every x amount of frames: it doesn't matter whether you arrive early, or just before the bus leaves, you will always catch the same bus and leave the bus stop at always the same time. That is, unless you miss the bus and have to wait for the next one to arrive. This means that to get a perfect time you don't need to play perfectly, but just well enough to catch the same bus as someone who played perfectly.<br />Screens that end with a door are affected by a 16-frame Framerule. Note that any other screen in NOT affected by Framerules, nor does it influence the screens that are. Screens that are affected by Framerules have their own timer that stars from the last black screen transition, and those rooms and those rooms alone can only be completed in increments of 16 frames. Any frames gained or lost in other rooms are truly gained or lost.<br />The way the game slows down the player to wait for the next Framerule is by holding the door semi-open until the moment the metaphorical bus arrives. This means that the door will open very quickly if a framerule has just been barely caught, and it will open very slowly if a framerule has barely been missed.<br />Lag frames are truly lost and don't count towards the Framerule timer.Screens that are affected by framerules are:*Stage 01-2*Stage 02*Stage 04-2*Stage 05-2*Stage 07-2*Stage 08-2*Stage 11*Stage 13-2*Stage 14-2
=== Enemy Patterns ===
A lot of enemy patterns are only a function of how many frames have elapsed since the start of the screen and Simon's current position on screen. This allows for pattern manipulation on enemies such as the Bat Boss, Birds, and the Mummies.
White Skeletons are also affected by RNG on top of the factors mentioned above. Notably, they have a set amount of patterns (sometimes a single possible pattern) depending on those two factors. The exact pattern gets chosen at random. This allows for a smaller extent of manipulation.
 
=== Additional Links ===
*[http://tasvideos.org/GameResources/NES/Castlevania.html TASVideos tricks page]
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