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Cv1/tricks

1,307 bytes added, 00:10, 6 April 2021
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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.
 
=== Orb Grabs ===
The conditions for the end-of-stage countdowns to start are three: Simon has to have grabbed the orb, he has to be touching the ground, and he has to not be in the whip animation. This means that simply grabbing the orb as fast as possible is usually not the optimal way to do it: it is also important to make sure that Simon touches the ground as soon as possible after grabbing it. For example, grabbing the orb during the descent of a jump is a lot better than grabbing it during the ascent. If the orb is considerably higher than Simon's current position, it's usually best to either let it fall on Simon or to catch it during the very final part of the jump.<br />
There's also a very minor piece of tech for slightly better orb grabs involving the whip. After the last frame of animation of a mid-air whip, Simon gets frozen in place for an extra frame, only to be teleported where he was supposed to be, had that freeze frame not existed, the frame later. This means that whipping in mid-air does not influence time in the long run, but it does allow one extra frame to grab the orb with a perfect whip and sometimes save 2 frames. To get this extra frame, you should usually whip 17 frames after jumping, except in level 3 where an optimal orb grab whips 18 frames after jumping.
=== Framerules ===
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