              
                    <?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://castlevaniaspeedruns.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KidCharlemagneReturns</id>
		<title>Castlevania Speedrunning - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://castlevaniaspeedruns.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KidCharlemagneReturns"/>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/Special:Contributions/KidCharlemagneReturns"/>
		<updated>2026-05-08T15:34:44Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2356</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2356"/>
				<updated>2022-12-17T20:08:46Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1. updated.png|550px]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:Block_Counter_mapping.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''TECHNICAL NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || 1D9 &amp;amp; 1B9&lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || 45C&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || 219 &amp;amp; 1FB &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;br /&gt;
&lt;br /&gt;
Displaced Gamers Video on the code&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|wd18YNZB0D4|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2318</id>
		<title>Cv1/level5</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2318"/>
				<updated>2022-08-16T15:25:35Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* [Show/Hide] Death Fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1level5.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 5&lt;br /&gt;
| level_sections = Stage 13, Stage 14, Stage 15&lt;br /&gt;
| previous = [[cv1/level4 | Level 4]]&lt;br /&gt;
| next = [[cv1/level6 | Level 6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 13 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Simple ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7cl74qWHTr0|550}}&lt;br /&gt;
&lt;br /&gt;
* Upon gaining control of Simon walk forward, jump and throw a water to land on the first flea man, continue forward and the second flea man should jump over Simon and jump into the holy water fire. Next you will have to react to first skeleton's action. He can might walk towards Simon and not attack, in which case you can jump and whip him - be aware this skeleton has a habit of dropping a sub weapon - luckily there is a backup holy water in the last candle on this lower level. The other pattern the skeleton may give you is to hang back and throw bones at Simon. You'll have to hesitate to dodge the bones and then jump and whip him.&lt;br /&gt;
&lt;br /&gt;
* Once you have the Skeleton taken care of you can use the flea man to boost up to the next platform - stand here for that boost:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1SafeFleaManBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* The upper skeleton will have either jumped down onto the same platform as Simon and should be to your right, in which case you can jump to the next higher platform and proceed left. Otherwise if the skeleton is still to the left of Simon you will have to whip him.&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 BTP ====&lt;br /&gt;
&lt;br /&gt;
* For the Burn the Past Strat which manipulates the lower skeleton, start by walking forward and doing a falling whip to hit the first flea man and the candle. Then jump and whip the second flea man, this should result in the skeleton coming towards you and not most of the time not throwing any bones. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|550}}&lt;br /&gt;
&lt;br /&gt;
==== Fast Flea Man Boost ====&lt;br /&gt;
&lt;br /&gt;
* Instead of stopping (see above) and waiting for the flea man to come to Simon you can walk forward and get a faster boost like so:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| QHtCRDllAbE|550}}&lt;br /&gt;
&lt;br /&gt;
[[File:CV1FastFleaManBoost1.png|250px]] [[File:CV1FastFleaManBoost2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Shemmy Boost ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1_xpJXro6Do|550}}&lt;br /&gt;
&lt;br /&gt;
* This was a faster flea man boost and manipulation that was being done pre-scroll glitch. &lt;br /&gt;
&lt;br /&gt;
==== 13-2 Simple ====&lt;br /&gt;
&lt;br /&gt;
* Once you go up the stairs, jump onto the platform and whip the lower skeleton, then wait for the upper skeleton to throw a bone, jump in the air and boost to the upper platform off of the bone. Whip that skeleton but beware this skeleton is very prone to being the correct pixel for a subweapn drop. Walk to your right and go down the stairs. If needed there is a breakable block here for a multiplier:&lt;br /&gt;
&lt;br /&gt;
* Once you come down the stairs, jump off of the platform and immediately jump over the red skeleton that will reassemble itself from the ground. Walking right, walk under the two flea men who will hop over Simon if you continue to hold right, and then jump and throw a holy water here:&lt;br /&gt;
&lt;br /&gt;
* This will hit the next red skeleton but also the flea men will follow Simon and get hit by the flames. Continue to the right and then jump and throw another holy water here:&lt;br /&gt;
&lt;br /&gt;
* Walk under the flea man who will jump into the holy water flames then  stop and whip here to get the meat. Continue to the door. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CCs23c6OwE|550}}&lt;br /&gt;
&lt;br /&gt;
==== 13-2 Different Bones ====&lt;br /&gt;
&lt;br /&gt;
* You can read and respond to the skeletons and do faster boosts than the simple method.&lt;br /&gt;
&lt;br /&gt;
Fast Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| _QxZe3j9dMk|550}}&lt;br /&gt;
&lt;br /&gt;
TAS Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6EddJ27X7gA|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E7ojqpVRSMs|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 14 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Stage 14 - Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ltllWo-ECGY|550}}&lt;br /&gt;
&lt;br /&gt;
* After walking through the door, walk to the right while watching the top axe knight - once he changes direction whip once that will trigger the hunchback to come towards you. You then boost off of the hunchback to the first platform. Turn, walk to the left and jump to the next platform. Simon will still be invincible - walk through the axe and the knight to proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
* Continue up the next set of stairs, turn to the left and jump over the red skeleton coming towards Simon. Continue left and jump over the next red skeleton and go down the next stairs.&lt;br /&gt;
&lt;br /&gt;
* When you reach the right edge of the pillar in the background jump and throw a holy water at the axe knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_Water_Throw.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Jump immediately again and throw another water this should take care of the red skeleton. Before the platform for the next set of stairs grab the big heart in the candle and proceed up the stairs. At the top of the stairs jump and throw a water at the axe knight: &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_AxeKnight_Water.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Proceed down the stairs and head to the door to 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 15 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ARTgvrOuYuM|550}}&lt;br /&gt;
&lt;br /&gt;
* After the door closes start walking to the left, the bone pillar will fire two fireballs your direction. Once you just past the first candle you jump and throw a holy water (which will land on the bone pillar) and then jump again over the second fireball. Once past the pillar jump and throw a holy water at the base of the stairs to take care of the red skeleton.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Fireball_Jump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Walk up the stairs until Simon's knee almost touches the bone pillar and throw a holy water while holding up. Simon should throw the water and pass through the pillar. Your other options are to take the damage (if you have the health) or to whip down the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Statue_Skip.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mP9pKuxj7Hs|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|c9uNQ1YkLK0|550}}&lt;br /&gt;
&lt;br /&gt;
* Walking to the right you'll encounter two red skeletons, whip or jump over them, if you need health there is meat in the walk after the stairs to the next screen.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* The hallway before death is one of the hardest in the game without holy water but with the water there is a pattern of moving to left and then jumping and throwing the water so it lands on the axe knights, stunning them in place, allowing Simon to walk through them and also killing them. The only thing to worry about then is the medusa heads and as long and you keep moving right you should be able to jump over them without any issue.&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Lag Reduction ====&lt;br /&gt;
&lt;br /&gt;
* An alternate strategy to take of the fireballs from the first bone pillar is to jump them both:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kB3ydhfofgE|550}}&lt;br /&gt;
&lt;br /&gt;
====Stage 15-2 Death's Hallway ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pPLeBlk-hhI|550}}&lt;br /&gt;
&lt;br /&gt;
* As long as you keep moving left the knights and medusa heads should line up so you can jump and throw a water here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_15-2_First_Axe_Knight.png|250px]] [[File:CV1_15-2_Second_Axe_Knight.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Scroll Glitch ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moved to [[Cv1/ScrollGlitch | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Death Fight ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Fights ===&lt;br /&gt;
&lt;br /&gt;
==== Easy Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fOTyQ7WBFVU|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Walk to the center of the death platform and immediately turn back around, you want to line up with Simon's front foot off of the edge of the platform. Whip once for a buffer then throw a water onto the raised platform on the right. Death comes down jump and whip him once he is stun locked in the holy water flames. Once Simon lands throw another water then jump up and whip Death again. Repeat this until you've defeated Death. 6 hearts is the minimum to do it this way but you can use more by throwing waters instead of whipping.&lt;br /&gt;
&lt;br /&gt;
==== 6 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bJ0j0IQDM7o|550}}&lt;br /&gt;
&lt;br /&gt;
* This is basically the same as above but the difference is you throw a water on the way down from the jump, this allows you to jump right back up to whip again. This is a good way to learn the rhythm for the machine gun cookie monster fight.&lt;br /&gt;
&lt;br /&gt;
==== 5 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3AltIp1XnNQ|550}}&lt;br /&gt;
&lt;br /&gt;
* Same start as the 6 water kill but after you've thrown the 5 water jump up onto the Death platform and whip 3 times quickly. If your whip rhythm is correct you will kill death prior to him being able to hit you.&lt;br /&gt;
&lt;br /&gt;
==== 4 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RWsggePx11Q|550}}&lt;br /&gt;
&lt;br /&gt;
* Same start but different pattern. Throw a water, jump and whip, throw a water on the way down, jump and whip, as you land jump-whip again, coming down throw a water, jump-whip, throw water then jump onto the platform and whip death 3 times.&lt;br /&gt;
&lt;br /&gt;
==== Death Crit ====&lt;br /&gt;
&lt;br /&gt;
* You can crit Death but usually the current routing does not have enough health to make it possible. This is the turn left Burn The Past OKC set up:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LU4bevik2fI|550}}&lt;br /&gt;
&lt;br /&gt;
This is the short whip right turn crit:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|k1g5ATkuLNM|550}}&lt;br /&gt;
&lt;br /&gt;
==== Death Cross Kill Backup ====&lt;br /&gt;
&lt;br /&gt;
* IF you die at death you'll start at the door for stage 15 - there is a cross subweapon located in the candle under the stairs going to the upper level. Get this cross and start throwing it at as many enemies as possible, we're trying to get a double and triple shot before death. Grab the meat before going to the final hallway to death. The hallway strategy is keep throwing crosses/whipping the knights while trying to stay on the same plane so that you can jump over the medusa heads. This hallway without the water will require practice!&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Cross.png|250px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Eu7npZGAGog|550}}&lt;br /&gt;
&lt;br /&gt;
==== Whip Only Fight ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-5&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|faMQVNLtvl8|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level3&amp;diff=2317</id>
		<title>Cv1/level3</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level3&amp;diff=2317"/>
				<updated>2022-08-15T23:00:36Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Mummy patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level3.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 3&lt;br /&gt;
| level_sections = Stage 7, Stage 8, Stage 9/Mummies Boss&lt;br /&gt;
| previous = [[cv1/level2 | Level 2]]&lt;br /&gt;
| next = [[cv1/level4 | Level 4]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 07 == &lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 first screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1yI1AnXJWAw|550}}&lt;br /&gt;
&lt;br /&gt;
*After gaining control of Simon, immediately jump off of the current platform and throw a holy water to hit the second candle, this should drop triple multiplier. Walk under the first fleaman (you can try to whip him to practice for the advanced strat) and when about the middle of the two raised platforms, jump and do a delayed holy water toss. If done correctly it should allow you to keep moving and kill the first two fleamen.&lt;br /&gt;
&lt;br /&gt;
*Next jump onto the slightly raised platform and head towards the skeleton, turn and come back to the first block and jump up and into the now jumping third fleaman. This should boost you to the next platform, turn toss a holy water at the candle, grab the big heart and proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
*After gaining control of Simon, immediately jump off of the current platform, and walk towards the fleaman. When Simon's head almost reaches the candle prior to the fleaman jump and whip - this should kill the first fleaman. If it does not after you walk under the platform jump and throw a holy water. This should be an earlier toss than the standard and not a delayed toss, you want to keep the second fleaman alive to boost off of.&lt;br /&gt;
&lt;br /&gt;
*Walking under the second fleaman you can stop and turn at the candle at the right side of the pillar or the left side of the pillar. You need to time this turn around with the fleamans jumps or bounces, this should cause him to jump high giving enough time to turn back to the left walk and jump onto the raised platform. Immediately turn back and jump boosting you from the second fleaman onto the raised platform.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Gm28dC9Vpjw|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is whipping the first fleaman and doing the turnaround at the left side of the pillar &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3DS7GAAaflg|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is missing the first fleaman whip and throwing the water&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CGDcE_HkiZ8|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is turning at the candle at the right side of the pillar&lt;br /&gt;
&lt;br /&gt;
*Additionally, if you moved the item table and are now on money bag, you can manip a drop here by throwing the water after the first fleaman&lt;br /&gt;
NOTE: need to grab screen shot&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 second screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yrbFYlgIO-M|550}}&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs and jump off of the raised platform as far right as you can. You should &amp;quot;clunk&amp;quot; meaning there is a sound effect and Simon kneels for a moment. This causes the bird pattern coming up to be consistent and the only pattern you have to worry about being the skeleton. The skeleton will either jump towards you or jump towards you and throw a bone. If the skeleton jumps towards you whip him, if he jumps and throws a bone throw a holy water at him.&lt;br /&gt;
&lt;br /&gt;
*After dealing with the skeleton walk and jump as late as possible over the pit, while in the air do a delayed holy water throw this should hit the first bird. Jump from the lower platform to the next platform instead of walking up the stairs.Walk towards the edge of this platform and when Simon has one foot off of the platform throw a holy water so it lands on the edge of the next raised platform. This should kill the upper and lower birds, allowing you jump to the next two platforms.&lt;br /&gt;
&lt;br /&gt;
*As you jump to the highest platform (the one with the stairs on the right side) toss a holy water down so it hits the candle and the skeleton below. Jump and when Simon is coming down do a whip to cancel the clunk here, as you land you should collect the cross from the candle at the bottom. Jump to the next two platforms and then proceed to the door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs and jump off of the raised platform at the top of the stairs. Whip buffer on the way down so you do not clunk. From here you have to deal first with the skeleton, which has two patterns. Jump forwards and if the skeleton just jumps at you, you whip him in the air. If he jumps and throws a bone you do a delayed holy water throw. This needs to be almost as late as possible.&lt;br /&gt;
&lt;br /&gt;
*After dealing with the skeleton walk and jump as late as possible over the pit, while in the air do a delayed holy water throw this should hit the first bird. Jump from the lower platform to the next platform instead of walking up the stairs. If done on the right frame you will get the next item drop, so if you entered level 3 on potion and have not gotten any other drops you will get the potion in mid air, otherwise it will be a rosary or bag - again depending what item you are on.&lt;br /&gt;
&lt;br /&gt;
*There are 3 patterns the birds will give you next. High, mid and low. If you just got a potion or a rosary you proceed by jumping up to each raised platform. Throw an early water as you jump to the highest platform, this should cause the skeleton to walk towards the water as it falls and can give you the next drop. This is optimal if you got the potion and now are on bag, because if you get the bag on this screen you can force a rosary drop in stage 8 which helps you get through the screen faster.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|COSqFULLTnY|550}}&lt;br /&gt;
&lt;br /&gt;
*If you do not get a potion or rosary drop off of the first bird then you have to read the pattern in mid air.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I0ilG7vkddg|550}}&lt;br /&gt;
&lt;br /&gt;
*High bird - if you get high bird throw a water forward onto the middle raised platform to kill the bird coming from below and immediately jump and whip the high bird.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|jrlSIbBEVxA|550}}&lt;br /&gt;
&lt;br /&gt;
*Mid bird - the mid bird pattern strat is the same as the standard strat so walk towards the edge of this platform and when Simon has one foot off of the platform throw a holy water so it lands on the edge of the next raised platform. This should kill the upper and lower birds, allowing you jump to the next two platforms.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Zh4T4QL_m_0|550}}&lt;br /&gt;
&lt;br /&gt;
*Low bird - this is the pattern when you see the bird from above dive down super fast and below Simon. You quickly pause and unpause, what this does is slightly delays the bird from below from quickly flying up and hitting Simon.&lt;br /&gt;
&lt;br /&gt;
*As you jump to the highest platform (the one with the stairs on the right side) toss a holy water down so it hits the candle and the skeleton below. Jump and when Simon is coming down do a whip to cancel the clunk here, as you land you should collect the cross from the candle at the bottom. Jump to the next two platforms and then proceed to the door.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 08 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 8 first screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X_MBCJd-nXw|550}}&lt;br /&gt;
&lt;br /&gt;
*Once you gain control of Simon after the door take a step and do a jump delay whip, this will manipulate the skeleton later on this screen to jump down from the platform as you approach. Keep walking right and the medusa heads will not hit you, jump and throw the axe to hit the upper candle to get the cross to drop. Continuing walking to the right collect the cross and walk up the stairs.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I4C0wsueWLM|550}}&lt;br /&gt;
&lt;br /&gt;
*If entering stage 8 on bag in the item table and you have 3 or more hearts there is a spot to jump and throw the cross that will force a drop and advance the item table. The video above shows a potion drop but if you were on bag it would be a bag. This is important because it sets you up for the second screen of stage 8 to be on rosary and make it easier to move through that screen.&lt;br /&gt;
&lt;br /&gt;
=== Stage 8 second screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
*There are a number of ways to move through this screen. For beginners you can walk up the stairs, head to the right, jump and throw a cross at the bird and candle. Then stop and whip down the bone pillar. Afterwards jump across the first pit, stop and whip the two birds, then jump the second pit, whip or jump the fireballs and then jump the second bone pillar.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|W__Q1fNpMlU|550}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively, the easiest is to jump and throw a cross to hit the bird and the candle for the 5 hearts. Jump over the first fireball shot at you, and when you land whip the second fireball. Then jump and land on the right side of bone pillar to damage boost over the pit. As Simon stands up from the boost landing, throw a cross to protect you from the birds, continue to walk to the right. Then jump over the next pit, you can whip or jump the fireballs from the next bone pillar, and finally jump over the pillar and proceed to the door. The clip shows the player getting a potion drop but you can jump or whip the fireballs still.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7C0m0RFlgWE|550}}&lt;br /&gt;
&lt;br /&gt;
*The optimal way to move through the second screen of stage 8 is to force an item drop off of the bird. This is done by jumping and throwing a cross on the way down from the jump that hits both the candle and the bird. Depending on which item you are on this allows you to move through this screen very quickly. Potion for this screen allows you to walk through everything except the final bone pillar which you want to jump as your invincibility may run out. If you are setting up for god bridge in stage 9 you'll also want to force a bag drop off of the second bird on this screen so that you are on rosary going into stage 9.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1wksJqlIb0A|550}}&lt;br /&gt;
&lt;br /&gt;
*Another way to move through this screen is to jump and throw a cross at the bird and the candle. Jump the first fireball and whip the second fireball then completely jump the bone pillar. There is enough room to land, then jump the pit whipping the second bird when coming down in the air (or throwing a cross) and either whipping or dodging the second bird. Jump the fireballs and then jump the bone pillar and proceed to the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Jcsn4rZxLMQ|550}}&lt;br /&gt;
&lt;br /&gt;
*If you do hurdle the first bone pillar and are worried about the jump (it is easy to hit right too early and walk off into the pit or do a neutral jump), then walk to the left into the bone pillar, it will damage boost you across the pit. This is the Perfect Fin boost - great for races as well!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 09/Mummy Fight==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stage 9&lt;br /&gt;
&lt;br /&gt;
===Ouijawii Bridge and Mummy Fight===&lt;br /&gt;
&lt;br /&gt;
*Stage 9 can be difficult but if you move through it consistently you'll get the same enemy pattern AND you'll get a consistent boss pattern. The way to do this is to intentionally lose 66 frames - meaning 3 whips or cross throws.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Ak7L-zhDSak|550}}&lt;br /&gt;
&lt;br /&gt;
*Moving to the right, jump and whip the first two birds in the air, then when you land after the second bird throw a cross at the bone pillar. Remember to keep holding right for this whole screen. After you throw the cross walk forwards and jump over the bone pillar. You're going jump the next two birds but pay attention to where they fly, you want them to fly down from the statues and hover right around Simon's waist level. IF they dive much farther below mentally note this, this impacts your boss fight.&lt;br /&gt;
&lt;br /&gt;
*After jumping the second pair of birds whip the first fireball from the bone pillar and jump over the next fireball. You then immediately jump the bone pillar. This is pretty tight jump and looks like you're about hit the top the pillar with your feet. There is a bird right after this bone pillar, you are going to jump and throw a cross above the bird. This bird should dive really low - again if it does not note this mentally, your boss fight just changed.&lt;br /&gt;
&lt;br /&gt;
*Your cross should hit the skeleton jumping towards you, and then you whip the second skeleton mid air as he jumps towards you. Jump the next pit and keep heading right - the medusa heads won't hit you if you just walk right. You'll reach the final bone pillar - throw a cross at the fireballs. This should take care of both fireballs and go through the bone pillar to the candle behind the pillar - this should drop the 2x multiplier.&lt;br /&gt;
&lt;br /&gt;
*Jump from your current platform to the middle block of the &amp;quot;steps&amp;quot; into the boss room. If all of Stage 9 went correctly you can walk all the way to the right. The Mummies will activate and the right mummy will hit Simon once and then turn and walk towards the center of the room. Walk left, the Mummies should overlap in the middle of the room, throw 2 crosses at the center of the next background pillar - this should cause the Mummies be killed instantly.&lt;br /&gt;
&lt;br /&gt;
*One note if the candle after the bone pillar doesn't drop the multiplier you can throw a cross in the Mummy room on the way to the right and should get it. If not you can also throw a cross and jump and whip the Mummies on the way down.&lt;br /&gt;
&lt;br /&gt;
===God Bridge and Mummy Fight===&lt;br /&gt;
&lt;br /&gt;
*If you are on money bag entering Stage 9 you can force a drop off of the first bird with a well timed cross.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MHEIK0v5hGc|550}}&lt;br /&gt;
&lt;br /&gt;
*The above isn't needed if you are on the correct item.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|T1CErdxSyVk|550}}&lt;br /&gt;
&lt;br /&gt;
*God Bridge is when you do not stop moving for all of Stage 9, forcing drops from the item table to allow Simon to not have to stop.&lt;br /&gt;
&lt;br /&gt;
*The first drop is done by throwing a falling cross at the second bird, this should drop either a potion or a rosary depending on what item you are on in the table.&lt;br /&gt;
&lt;br /&gt;
[[File:GodBridge Bird1.png|550px]] [[File: GodBridge Bird2.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump - the first bird jump and whip, the second jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
*The second drop is done by throwing a falling cross at the fourth bird, again you should get a rosary or potion.&lt;br /&gt;
&lt;br /&gt;
[[File: GodBridge Bird3.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
*There is a third drop on the fifth bird that you may or may not need to get. You then whip the skeletons mid air and keep moving to the bone pillar. You want to jump the first fireball and as you land whip the second fireball or throw a cross. Since you have not lost 66 frames the Mummy pattern is now one of four patterns - you'll need to line up on the left side by walking to the center of the room then walking back to left, jump + whip the final block of the &amp;quot;stairs&amp;quot; into the room and turn back to the right. The left Mummy will walk through Simon and then you'll have to read the pattern.&lt;br /&gt;
&lt;br /&gt;
[[File: GodBridge Bird4.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Mummy patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7O3-0UNAFIY|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| KhYKgpyZbVw|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level3&amp;diff=2316</id>
		<title>Cv1/level3</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level3&amp;diff=2316"/>
				<updated>2022-08-15T23:00:00Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level3.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 3&lt;br /&gt;
| level_sections = Stage 7, Stage 8, Stage 9/Mummies Boss&lt;br /&gt;
| previous = [[cv1/level2 | Level 2]]&lt;br /&gt;
| next = [[cv1/level4 | Level 4]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 07 == &lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 first screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1yI1AnXJWAw|550}}&lt;br /&gt;
&lt;br /&gt;
*After gaining control of Simon, immediately jump off of the current platform and throw a holy water to hit the second candle, this should drop triple multiplier. Walk under the first fleaman (you can try to whip him to practice for the advanced strat) and when about the middle of the two raised platforms, jump and do a delayed holy water toss. If done correctly it should allow you to keep moving and kill the first two fleamen.&lt;br /&gt;
&lt;br /&gt;
*Next jump onto the slightly raised platform and head towards the skeleton, turn and come back to the first block and jump up and into the now jumping third fleaman. This should boost you to the next platform, turn toss a holy water at the candle, grab the big heart and proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
*After gaining control of Simon, immediately jump off of the current platform, and walk towards the fleaman. When Simon's head almost reaches the candle prior to the fleaman jump and whip - this should kill the first fleaman. If it does not after you walk under the platform jump and throw a holy water. This should be an earlier toss than the standard and not a delayed toss, you want to keep the second fleaman alive to boost off of.&lt;br /&gt;
&lt;br /&gt;
*Walking under the second fleaman you can stop and turn at the candle at the right side of the pillar or the left side of the pillar. You need to time this turn around with the fleamans jumps or bounces, this should cause him to jump high giving enough time to turn back to the left walk and jump onto the raised platform. Immediately turn back and jump boosting you from the second fleaman onto the raised platform.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Gm28dC9Vpjw|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is whipping the first fleaman and doing the turnaround at the left side of the pillar &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3DS7GAAaflg|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is missing the first fleaman whip and throwing the water&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CGDcE_HkiZ8|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is turning at the candle at the right side of the pillar&lt;br /&gt;
&lt;br /&gt;
*Additionally, if you moved the item table and are now on money bag, you can manip a drop here by throwing the water after the first fleaman&lt;br /&gt;
NOTE: need to grab screen shot&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 second screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yrbFYlgIO-M|550}}&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs and jump off of the raised platform as far right as you can. You should &amp;quot;clunk&amp;quot; meaning there is a sound effect and Simon kneels for a moment. This causes the bird pattern coming up to be consistent and the only pattern you have to worry about being the skeleton. The skeleton will either jump towards you or jump towards you and throw a bone. If the skeleton jumps towards you whip him, if he jumps and throws a bone throw a holy water at him.&lt;br /&gt;
&lt;br /&gt;
*After dealing with the skeleton walk and jump as late as possible over the pit, while in the air do a delayed holy water throw this should hit the first bird. Jump from the lower platform to the next platform instead of walking up the stairs.Walk towards the edge of this platform and when Simon has one foot off of the platform throw a holy water so it lands on the edge of the next raised platform. This should kill the upper and lower birds, allowing you jump to the next two platforms.&lt;br /&gt;
&lt;br /&gt;
*As you jump to the highest platform (the one with the stairs on the right side) toss a holy water down so it hits the candle and the skeleton below. Jump and when Simon is coming down do a whip to cancel the clunk here, as you land you should collect the cross from the candle at the bottom. Jump to the next two platforms and then proceed to the door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs and jump off of the raised platform at the top of the stairs. Whip buffer on the way down so you do not clunk. From here you have to deal first with the skeleton, which has two patterns. Jump forwards and if the skeleton just jumps at you, you whip him in the air. If he jumps and throws a bone you do a delayed holy water throw. This needs to be almost as late as possible.&lt;br /&gt;
&lt;br /&gt;
*After dealing with the skeleton walk and jump as late as possible over the pit, while in the air do a delayed holy water throw this should hit the first bird. Jump from the lower platform to the next platform instead of walking up the stairs. If done on the right frame you will get the next item drop, so if you entered level 3 on potion and have not gotten any other drops you will get the potion in mid air, otherwise it will be a rosary or bag - again depending what item you are on.&lt;br /&gt;
&lt;br /&gt;
*There are 3 patterns the birds will give you next. High, mid and low. If you just got a potion or a rosary you proceed by jumping up to each raised platform. Throw an early water as you jump to the highest platform, this should cause the skeleton to walk towards the water as it falls and can give you the next drop. This is optimal if you got the potion and now are on bag, because if you get the bag on this screen you can force a rosary drop in stage 8 which helps you get through the screen faster.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|COSqFULLTnY|550}}&lt;br /&gt;
&lt;br /&gt;
*If you do not get a potion or rosary drop off of the first bird then you have to read the pattern in mid air.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I0ilG7vkddg|550}}&lt;br /&gt;
&lt;br /&gt;
*High bird - if you get high bird throw a water forward onto the middle raised platform to kill the bird coming from below and immediately jump and whip the high bird.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|jrlSIbBEVxA|550}}&lt;br /&gt;
&lt;br /&gt;
*Mid bird - the mid bird pattern strat is the same as the standard strat so walk towards the edge of this platform and when Simon has one foot off of the platform throw a holy water so it lands on the edge of the next raised platform. This should kill the upper and lower birds, allowing you jump to the next two platforms.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Zh4T4QL_m_0|550}}&lt;br /&gt;
&lt;br /&gt;
*Low bird - this is the pattern when you see the bird from above dive down super fast and below Simon. You quickly pause and unpause, what this does is slightly delays the bird from below from quickly flying up and hitting Simon.&lt;br /&gt;
&lt;br /&gt;
*As you jump to the highest platform (the one with the stairs on the right side) toss a holy water down so it hits the candle and the skeleton below. Jump and when Simon is coming down do a whip to cancel the clunk here, as you land you should collect the cross from the candle at the bottom. Jump to the next two platforms and then proceed to the door.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 08 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 8 first screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X_MBCJd-nXw|550}}&lt;br /&gt;
&lt;br /&gt;
*Once you gain control of Simon after the door take a step and do a jump delay whip, this will manipulate the skeleton later on this screen to jump down from the platform as you approach. Keep walking right and the medusa heads will not hit you, jump and throw the axe to hit the upper candle to get the cross to drop. Continuing walking to the right collect the cross and walk up the stairs.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I4C0wsueWLM|550}}&lt;br /&gt;
&lt;br /&gt;
*If entering stage 8 on bag in the item table and you have 3 or more hearts there is a spot to jump and throw the cross that will force a drop and advance the item table. The video above shows a potion drop but if you were on bag it would be a bag. This is important because it sets you up for the second screen of stage 8 to be on rosary and make it easier to move through that screen.&lt;br /&gt;
&lt;br /&gt;
=== Stage 8 second screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
*There are a number of ways to move through this screen. For beginners you can walk up the stairs, head to the right, jump and throw a cross at the bird and candle. Then stop and whip down the bone pillar. Afterwards jump across the first pit, stop and whip the two birds, then jump the second pit, whip or jump the fireballs and then jump the second bone pillar.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|W__Q1fNpMlU|550}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively, the easiest is to jump and throw a cross to hit the bird and the candle for the 5 hearts. Jump over the first fireball shot at you, and when you land whip the second fireball. Then jump and land on the right side of bone pillar to damage boost over the pit. As Simon stands up from the boost landing, throw a cross to protect you from the birds, continue to walk to the right. Then jump over the next pit, you can whip or jump the fireballs from the next bone pillar, and finally jump over the pillar and proceed to the door. The clip shows the player getting a potion drop but you can jump or whip the fireballs still.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7C0m0RFlgWE|550}}&lt;br /&gt;
&lt;br /&gt;
*The optimal way to move through the second screen of stage 8 is to force an item drop off of the bird. This is done by jumping and throwing a cross on the way down from the jump that hits both the candle and the bird. Depending on which item you are on this allows you to move through this screen very quickly. Potion for this screen allows you to walk through everything except the final bone pillar which you want to jump as your invincibility may run out. If you are setting up for god bridge in stage 9 you'll also want to force a bag drop off of the second bird on this screen so that you are on rosary going into stage 9.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1wksJqlIb0A|550}}&lt;br /&gt;
&lt;br /&gt;
*Another way to move through this screen is to jump and throw a cross at the bird and the candle. Jump the first fireball and whip the second fireball then completely jump the bone pillar. There is enough room to land, then jump the pit whipping the second bird when coming down in the air (or throwing a cross) and either whipping or dodging the second bird. Jump the fireballs and then jump the bone pillar and proceed to the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Jcsn4rZxLMQ|550}}&lt;br /&gt;
&lt;br /&gt;
*If you do hurdle the first bone pillar and are worried about the jump (it is easy to hit right too early and walk off into the pit or do a neutral jump), then walk to the left into the bone pillar, it will damage boost you across the pit. This is the Perfect Fin boost - great for races as well!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 09/Mummy Fight==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stage 9&lt;br /&gt;
&lt;br /&gt;
===Ouijawii Bridge and Mummy Fight===&lt;br /&gt;
&lt;br /&gt;
*Stage 9 can be difficult but if you move through it consistently you'll get the same enemy pattern AND you'll get a consistent boss pattern. The way to do this is to intentionally lose 66 frames - meaning 3 whips or cross throws.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Ak7L-zhDSak|550}}&lt;br /&gt;
&lt;br /&gt;
*Moving to the right, jump and whip the first two birds in the air, then when you land after the second bird throw a cross at the bone pillar. Remember to keep holding right for this whole screen. After you throw the cross walk forwards and jump over the bone pillar. You're going jump the next two birds but pay attention to where they fly, you want them to fly down from the statues and hover right around Simon's waist level. IF they dive much farther below mentally note this, this impacts your boss fight.&lt;br /&gt;
&lt;br /&gt;
*After jumping the second pair of birds whip the first fireball from the bone pillar and jump over the next fireball. You then immediately jump the bone pillar. This is pretty tight jump and looks like you're about hit the top the pillar with your feet. There is a bird right after this bone pillar, you are going to jump and throw a cross above the bird. This bird should dive really low - again if it does not note this mentally, your boss fight just changed.&lt;br /&gt;
&lt;br /&gt;
*Your cross should hit the skeleton jumping towards you, and then you whip the second skeleton mid air as he jumps towards you. Jump the next pit and keep heading right - the medusa heads won't hit you if you just walk right. You'll reach the final bone pillar - throw a cross at the fireballs. This should take care of both fireballs and go through the bone pillar to the candle behind the pillar - this should drop the 2x multiplier.&lt;br /&gt;
&lt;br /&gt;
*Jump from your current platform to the middle block of the &amp;quot;steps&amp;quot; into the boss room. If all of Stage 9 went correctly you can walk all the way to the right. The Mummies will activate and the right mummy will hit Simon once and then turn and walk towards the center of the room. Walk left, the Mummies should overlap in the middle of the room, throw 2 crosses at the center of the next background pillar - this should cause the Mummies be killed instantly.&lt;br /&gt;
&lt;br /&gt;
*One note if the candle after the bone pillar doesn't drop the multiplier you can throw a cross in the Mummy room on the way to the right and should get it. If not you can also throw a cross and jump and whip the Mummies on the way down.&lt;br /&gt;
&lt;br /&gt;
===God Bridge and Mummy Fight===&lt;br /&gt;
&lt;br /&gt;
*If you are on money bag entering Stage 9 you can force a drop off of the first bird with a well timed cross.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MHEIK0v5hGc|550}}&lt;br /&gt;
&lt;br /&gt;
*The above isn't needed if you are on the correct item.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|T1CErdxSyVk|550}}&lt;br /&gt;
&lt;br /&gt;
*God Bridge is when you do not stop moving for all of Stage 9, forcing drops from the item table to allow Simon to not have to stop.&lt;br /&gt;
&lt;br /&gt;
*The first drop is done by throwing a falling cross at the second bird, this should drop either a potion or a rosary depending on what item you are on in the table.&lt;br /&gt;
&lt;br /&gt;
[[File:GodBridge Bird1.png|550px]] [[File: GodBridge Bird2.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump - the first bird jump and whip, the second jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
*The second drop is done by throwing a falling cross at the fourth bird, again you should get a rosary or potion.&lt;br /&gt;
&lt;br /&gt;
[[File: GodBridge Bird3.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
*There is a third drop on the fifth bird that you may or may not need to get. You then whip the skeletons mid air and keep moving to the bone pillar. You want to jump the first fireball and as you land whip the second fireball or throw a cross. Since you have not lost 66 frames the Mummy pattern is now one of four patterns - you'll need to line up on the left side by walking to the center of the room then walking back to left, jump + whip the final block of the &amp;quot;stairs&amp;quot; into the room and turn back to the right. The left Mummy will walk through Simon and then you'll have to read the pattern.&lt;br /&gt;
&lt;br /&gt;
[[File: GodBridge Bird4.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Mummy patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|25oLuFsUdCg|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| KhYKgpyZbVw|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2304</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2304"/>
				<updated>2022-08-12T00:02:06Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* How are background tiles updated? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1. updated.png|550px]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:Block_Counter_mapping.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''TECHNICAL NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2303</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2303"/>
				<updated>2022-08-12T00:01:52Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* How are background tiles updated? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.updated.png|550px]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:Block_Counter_mapping.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''TECHNICAL NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:CV1_ScrollGlitch1._updated.png&amp;diff=2302</id>
		<title>File:CV1 ScrollGlitch1. updated.png</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:CV1_ScrollGlitch1._updated.png&amp;diff=2302"/>
				<updated>2022-08-11T23:57:14Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2301</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2301"/>
				<updated>2022-08-11T23:56:11Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* How are background tiles updated? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1new.png|550px]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:Block_Counter_mapping.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''TECHNICAL NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2300</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2300"/>
				<updated>2022-08-11T23:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* How are background tiles updated? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1_new.png|550px]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:Block_Counter_mapping.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''TECHNICAL NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2299</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2299"/>
				<updated>2022-08-11T23:54:04Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* How are background tiles updated? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1new.png|550px]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:Block_Counter_mapping.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''TECHNICAL NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:CV1_ScrollGlitch1.png&amp;diff=2298</id>
		<title>File:CV1 ScrollGlitch1.png</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:CV1_ScrollGlitch1.png&amp;diff=2298"/>
				<updated>2022-08-11T23:51:56Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: KidCharlemagneReturns uploaded a new version of File:CV1 ScrollGlitch1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:CV1_ScrollGlitch1.png&amp;diff=2297</id>
		<title>File:CV1 ScrollGlitch1.png</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:CV1_ScrollGlitch1.png&amp;diff=2297"/>
				<updated>2022-08-11T23:51:21Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: KidCharlemagneReturns uploaded a new version of File:CV1 ScrollGlitch1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level6&amp;diff=2296</id>
		<title>Cv1/level6</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level6&amp;diff=2296"/>
				<updated>2022-08-11T22:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level6.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Stage 16, Stage 17&lt;br /&gt;
| previous = [[cv1/level5 | Level 5]]&lt;br /&gt;
| next = [[cv1/dracula | Dracula]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 16 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bat Bridge ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E5ltpQ4SbeI|550}}&lt;br /&gt;
&lt;br /&gt;
* For the Bat Bridge (stage 16) it is very important that you do not lose any frames at the start of the stage, this will ensure you get a consistent bat pattern so hold left before you gain control of Simon. Here's the pixels I am jumping from to get the pattern you see in the video above is:&lt;br /&gt;
&lt;br /&gt;
* Bat 1: jump and whip the first bat and then move under it (or you can just walk under it)&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat1.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Bat 2: jump into the platform close to it and take two steps then jump, the bat should fly underneath you&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Bat 3: on the approach to the third bat's platform jump and throw a holy water to get the stop watch which we'll use in the next stage, walk under the bat&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Bat 4: jump onto the platform close to the bat and after a step jump again the bat should fly underneath you&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Bat 5: jump and whip this bat (note: this bat is named Dave, Dave likes to be a troll sometimes)&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat5.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Also worth noting the feet of Simon do not have a hit box, so if your timing of the jumps results in any goofy fireball patterns keep that in mind and do not panic as some fireballs will go through the feet of Simon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 17 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clock Tower ===&lt;br /&gt;
&lt;br /&gt;
NOTE: there is now an RTA viable Scroll Glitch in 17 - please see note in level 5 about this. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|P52NcGsvFmQ|550}}&lt;br /&gt;
&lt;br /&gt;
* Upon entering keep holding left and jump down to the lower platform, the skeleton will throw a bone in the air and you want to line up just slightly right of the center of the platform above your head. Jump up and damage boost to the platform:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_FirstBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|l1Zwz7iaL5k|550}}&lt;br /&gt;
&lt;br /&gt;
* Proceed up the stairs and hold right so that the lower skeleton throws a bone (or many depending on your luck) and jumps towards Simon. Once the skeleton starts his jump move to the left to set up for a damage boost jumping into him, there's a slower safe one:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_SecondBoost_Safe.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* And the more optimal one but you can miss the boost and die:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3pT2410s6G0|550}}&lt;br /&gt;
&lt;br /&gt;
* After either boost jump and whip in the same movement to get the top skeleton or the candle right above Simon. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_TopPlatformJump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* If you are using short whip you'll want to have this whip slightly later so that the whip upgrade falls, this allows you to keep short whip and not take the time loss of the upgrade but also since the whip will fall to the lower platform this means a big item is on the screen. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_WhipUpgrade.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* The middle candle in this platform is a knife which you do not want so if the whip upgrade is on screen no other big item can be on screen so if you accidentally whip that candle it will be just a small heart. The last candle on this platform is a big heart which you do want but once you get to that point the whip upgrade should be off screen and the big heart should fall. &lt;br /&gt;
&lt;br /&gt;
* There are two different directions the birds with the hunchbacks can spawn, from the left and from the right. If you get the spawns from the left it is best to jump down to the gear of the clock tower below, activating your stop watch in mid-air to cancel out the clunk and freeze the enemies allowing you to either grab the meat hidden in the wall to the right or proceed down the stairs. Note - there is a strategy to deal with the left spawn birds without using the stop watch but a guide needs to be added later.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_Meat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* If you get right spawn birds you can read where they drop the fleaman, if dropped far enough to the right in the wall you can avoid using your stopwatch.&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_GoodFleaDrop.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_BadFleaDrop.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2Z8EBtIpSJI|550}}&lt;br /&gt;
&lt;br /&gt;
* Regardless you'll want to whip cancel the clunk and proceed down the stairs. In the next screen you can again get either left or right spawning birds but you should have saved at least 5 hearts for the watch activation. Jump and in mid-air activate the watch and cancel the clunk. Proceed up the stairs to the higher platform and then up those stair to the next screen. &lt;br /&gt;
&lt;br /&gt;
* Grab the big heart in the last candle before the screen to stage 18 and the stairs to Dracula. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pYXookz2i6c|550}}&lt;br /&gt;
&lt;br /&gt;
Safe 17 Full Video:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|F2RVEoD4IBI|550}}&lt;br /&gt;
&lt;br /&gt;
Optimal 17 Full Video:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|vByaWg-67Xk|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e6QG4GVbTnI|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2295</id>
		<title>Cv1/level5</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2295"/>
				<updated>2022-08-11T22:39:42Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1level5.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 5&lt;br /&gt;
| level_sections = Stage 13, Stage 14, Stage 15&lt;br /&gt;
| previous = [[cv1/level4 | Level 4]]&lt;br /&gt;
| next = [[cv1/level6 | Level 6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 13 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Simple ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7cl74qWHTr0|550}}&lt;br /&gt;
&lt;br /&gt;
* Upon gaining control of Simon walk forward, jump and throw a water to land on the first flea man, continue forward and the second flea man should jump over Simon and jump into the holy water fire. Next you will have to react to first skeleton's action. He can might walk towards Simon and not attack, in which case you can jump and whip him - be aware this skeleton has a habit of dropping a sub weapon - luckily there is a backup holy water in the last candle on this lower level. The other pattern the skeleton may give you is to hang back and throw bones at Simon. You'll have to hesitate to dodge the bones and then jump and whip him.&lt;br /&gt;
&lt;br /&gt;
* Once you have the Skeleton taken care of you can use the flea man to boost up to the next platform - stand here for that boost:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1SafeFleaManBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* The upper skeleton will have either jumped down onto the same platform as Simon and should be to your right, in which case you can jump to the next higher platform and proceed left. Otherwise if the skeleton is still to the left of Simon you will have to whip him.&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 BTP ====&lt;br /&gt;
&lt;br /&gt;
* For the Burn the Past Strat which manipulates the lower skeleton, start by walking forward and doing a falling whip to hit the first flea man and the candle. Then jump and whip the second flea man, this should result in the skeleton coming towards you and not most of the time not throwing any bones. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|550}}&lt;br /&gt;
&lt;br /&gt;
==== Fast Flea Man Boost ====&lt;br /&gt;
&lt;br /&gt;
* Instead of stopping (see above) and waiting for the flea man to come to Simon you can walk forward and get a faster boost like so:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| QHtCRDllAbE|550}}&lt;br /&gt;
&lt;br /&gt;
[[File:CV1FastFleaManBoost1.png|250px]] [[File:CV1FastFleaManBoost2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Shemmy Boost ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1_xpJXro6Do|550}}&lt;br /&gt;
&lt;br /&gt;
* This was a faster flea man boost and manipulation that was being done pre-scroll glitch. &lt;br /&gt;
&lt;br /&gt;
==== 13-2 Simple ====&lt;br /&gt;
&lt;br /&gt;
* Once you go up the stairs, jump onto the platform and whip the lower skeleton, then wait for the upper skeleton to throw a bone, jump in the air and boost to the upper platform off of the bone. Whip that skeleton but beware this skeleton is very prone to being the correct pixel for a subweapn drop. Walk to your right and go down the stairs. If needed there is a breakable block here for a multiplier:&lt;br /&gt;
&lt;br /&gt;
* Once you come down the stairs, jump off of the platform and immediately jump over the red skeleton that will reassemble itself from the ground. Walking right, walk under the two flea men who will hop over Simon if you continue to hold right, and then jump and throw a holy water here:&lt;br /&gt;
&lt;br /&gt;
* This will hit the next red skeleton but also the flea men will follow Simon and get hit by the flames. Continue to the right and then jump and throw another holy water here:&lt;br /&gt;
&lt;br /&gt;
* Walk under the flea man who will jump into the holy water flames then  stop and whip here to get the meat. Continue to the door. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CCs23c6OwE|550}}&lt;br /&gt;
&lt;br /&gt;
==== 13-2 Different Bones ====&lt;br /&gt;
&lt;br /&gt;
* You can read and respond to the skeletons and do faster boosts than the simple method.&lt;br /&gt;
&lt;br /&gt;
Fast Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| _QxZe3j9dMk|550}}&lt;br /&gt;
&lt;br /&gt;
TAS Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6EddJ27X7gA|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E7ojqpVRSMs|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 14 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Stage 14 - Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ltllWo-ECGY|550}}&lt;br /&gt;
&lt;br /&gt;
* After walking through the door, walk to the right while watching the top axe knight - once he changes direction whip once that will trigger the hunchback to come towards you. You then boost off of the hunchback to the first platform. Turn, walk to the left and jump to the next platform. Simon will still be invincible - walk through the axe and the knight to proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
* Continue up the next set of stairs, turn to the left and jump over the red skeleton coming towards Simon. Continue left and jump over the next red skeleton and go down the next stairs.&lt;br /&gt;
&lt;br /&gt;
* When you reach the right edge of the pillar in the background jump and throw a holy water at the axe knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_Water_Throw.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Jump immediately again and throw another water this should take care of the red skeleton. Before the platform for the next set of stairs grab the big heart in the candle and proceed up the stairs. At the top of the stairs jump and throw a water at the axe knight: &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_AxeKnight_Water.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Proceed down the stairs and head to the door to 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 15 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ARTgvrOuYuM|550}}&lt;br /&gt;
&lt;br /&gt;
* After the door closes start walking to the left, the bone pillar will fire two fireballs your direction. Once you just past the first candle you jump and throw a holy water (which will land on the bone pillar) and then jump again over the second fireball. Once past the pillar jump and throw a holy water at the base of the stairs to take care of the red skeleton.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Fireball_Jump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Walk up the stairs until Simon's knee almost touches the bone pillar and throw a holy water while holding up. Simon should throw the water and pass through the pillar. Your other options are to take the damage (if you have the health) or to whip down the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Statue_Skip.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mP9pKuxj7Hs|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|c9uNQ1YkLK0|550}}&lt;br /&gt;
&lt;br /&gt;
* Walking to the right you'll encounter two red skeletons, whip or jump over them, if you need health there is meat in the walk after the stairs to the next screen.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* The hallway before death is one of the hardest in the game without holy water but with the water there is a pattern of moving to left and then jumping and throwing the water so it lands on the axe knights, stunning them in place, allowing Simon to walk through them and also killing them. The only thing to worry about then is the medusa heads and as long and you keep moving right you should be able to jump over them without any issue.&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Lag Reduction ====&lt;br /&gt;
&lt;br /&gt;
* An alternate strategy to take of the fireballs from the first bone pillar is to jump them both:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kB3ydhfofgE|550}}&lt;br /&gt;
&lt;br /&gt;
====Stage 15-2 Death's Hallway ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pPLeBlk-hhI|550}}&lt;br /&gt;
&lt;br /&gt;
* As long as you keep moving left the knights and medusa heads should line up so you can jump and throw a water here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_15-2_First_Axe_Knight.png|250px]] [[File:CV1_15-2_Second_Axe_Knight.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Scroll Glitch ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moved to [[Cv1/ScrollGlitch | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Death Fight ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Fights ===&lt;br /&gt;
&lt;br /&gt;
==== Easy Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fOTyQ7WBFVU|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Walk to the center of the death platform and immediately turn back around, you want to line up with Simon's front foot off of the edge of the platform. Whip once for a buffer then throw a water onto the raised platform on the right. Death comes down jump and whip him once he is stun locked in the holy water flames. Once Simon lands throw another water then jump up and whip Death again. Repeat this until you've defeated Death. 6 hearts is the minimum to do it this way but you can use more by throwing waters instead of whipping.&lt;br /&gt;
&lt;br /&gt;
==== 6 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bJ0j0IQDM7o|550}}&lt;br /&gt;
&lt;br /&gt;
* This is basically the same as above but the difference is you throw a water on the way down from the jump, this allows you to jump right back up to whip again. This is a good way to learn the rhythm for the machine gun cookie monster fight.&lt;br /&gt;
&lt;br /&gt;
==== 5 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3AltIp1XnNQ|550}}&lt;br /&gt;
&lt;br /&gt;
* Same start as the 6 water kill but after you've thrown the 5 water jump up onto the Death platform and whip 3 times quickly. If your whip rhythm is correct you will kill death prior to him being able to hit you.&lt;br /&gt;
&lt;br /&gt;
==== 4 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RWsggePx11Q|550}}&lt;br /&gt;
&lt;br /&gt;
* Same start but different pattern. Throw a water, jump and whip, throw a water on the way down, jump and whip, as you land jump-whip again, coming down throw a water, jump-whip, throw water then jump onto the platform and whip death 3 times.&lt;br /&gt;
&lt;br /&gt;
==== Death Crit ====&lt;br /&gt;
&lt;br /&gt;
* You can crit Death but usually the current routing does not have enough health to make it possible. This is the turn left Burn The Past OKC set up:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LU4bevik2fI|550}}&lt;br /&gt;
&lt;br /&gt;
This is the short whip right turn crit:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|k1g5ATkuLNM|550}}&lt;br /&gt;
&lt;br /&gt;
==== Death Cross Kill Backup ====&lt;br /&gt;
&lt;br /&gt;
* IF you die at death you'll start at the door for stage 15 - there is a cross subweapon located in the candle under the stairs going to the upper level. Get this cross and start throwing it at as many enemies as possible, we're trying to get a double and triple shot before death. Grab the meat before going to the final hallway to death. The hallway strategy is keep throwing crosses/whipping the knights while trying to stay on the same plane so that you can jump over the medusa heads. This hallway without the water will require practice!&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Cross.png|250px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Eu7npZGAGog|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-5&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|faMQVNLtvl8|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level4&amp;diff=2294</id>
		<title>Cv1/level4</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level4&amp;diff=2294"/>
				<updated>2022-08-11T22:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level4.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 4&lt;br /&gt;
| level_sections = Stage 10, Stage 11, Stage 12&lt;br /&gt;
| previous = [[cv1/level3 | Level 3]]&lt;br /&gt;
| next = [[cv1/level5 | Level 5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 10 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 10 ===&lt;br /&gt;
&lt;br /&gt;
==== Beginner route ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_p4uzLhckbo|550}}&lt;br /&gt;
&lt;br /&gt;
* If you want to hold off on learning cave skip, the cave is somewhat straight forward. Simon will land and clunk, holding right to keep moving to the right - jump from the first platform to the second. The candle above the second platform will have a watch, this is useful to get in the habit of grabbing the watch for the cave skip but also to make the level easier.&lt;br /&gt;
&lt;br /&gt;
* Jump from the platform to the moving platform and watch for fishmen and bats. If you move consistently from the clunk, you should just beat the fishmen and bats on the moving platform if you keep moving the fishmen will jump up from below behind you and as you approach the gap in between the platforms a bat will appear from the right. This bat as long as you are not jumping should appear at Simon's level and is easy to jump in stride.&lt;br /&gt;
&lt;br /&gt;
* Jump up to the next two platforms, once you get to the highest one, break the second candle for the holy water. Drop down to the low platform, wait for the moving platform and whip the first bat that appears. Jump out to the moving platform, if you may or may not have another bat appear mid-jump or a fishman jump out of the water - be prepared, the pattern should be consistent but can be slightly different based on frames lost.&lt;br /&gt;
&lt;br /&gt;
* Crouch down so you don't get knocked off of the moving platform by the hanging rocks, and watch for a bat to spawn from the right whip it once you can. Then jump up to the small elevated platform. Wait for the next moving platform, whip any fishmen that pose a threat, get on the moving platform and duck under the next hanging rocks.&lt;br /&gt;
&lt;br /&gt;
* The moving platform will move towards another moving platform, jump up to that platform, whip the first candle you come to for five hearts and then throw a holy water at the next candle to get the whip upgrade if you do not have it already. Then jump to the next platform, and the following platform. There is a super troll-y bat after this platform - you can jump and whip or throw a water at it of just wait till it passes over Simon.&lt;br /&gt;
&lt;br /&gt;
* Jump from that platform to ground and then jump up the platforms to reach the stairs and exit the cave.&lt;br /&gt;
&lt;br /&gt;
==== Cave Skip ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| i_Xb59PWphU|550}}&lt;br /&gt;
&lt;br /&gt;
* Once Simon lands, he will clunk. You need to wait for Simon to stand and then do 3 whips. The purpose of the whips is to lose 66 frames each whip is 22 frames. Whip while holding right, this will take some practice and while you can technically still make the moving platform by whipping once then taking a step, and doing this three times - it may be tough to catch the platform.&lt;br /&gt;
&lt;br /&gt;
* Immediately after the third whip you want to jump and whip the candle in front of you to get the big heart, jump and whip to the next platform to pick up the watch and jump onto the moving platform. If you are having issues making this platform check that you are not spamming the whip button at the 3 whip pause buffer (this requires decent whip rhythm) or not trying to jump to the moving platform too early.&lt;br /&gt;
&lt;br /&gt;
* Ride the moving platform, jump and whip the second candle to get another big heart, and jump to the next platform. Walk right and jump up and whip the second candle. You want to whip as you are falling down through the candle so that you do not collect the long whip upgrade. As you reach the ground jump up and activate the watch. The visual cue here is the fishman jumping up out of the water behind you. You want to activate the watch when you see the bottom of his feet right above the candle flame. There are two pixels that you have hit the set up correctly and you do not have to pause buffer to try and save the cave skip.&lt;br /&gt;
&lt;br /&gt;
* Pixel 1 - note the fishman's feet are right on the flames&lt;br /&gt;
&lt;br /&gt;
[[File:CaveSkip Pixel1.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Pixel 2 - note there is a single pixel between the bottom of his feet and the top of the flames&lt;br /&gt;
&lt;br /&gt;
[[File:CaveSkip Pixel2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* If you have done that correctly when you activate the watch there will not be a bat in front of you. Jump over the pit and jump up the platforms. As you jump to the highest platform walk to about the midpoint of the platform and activate the watch as the bat swoops down and the fishman pops up. You will whip the fishman and the candle, collect the holy water and be able to walk and jump out over the bat to damage boost into the rock platforms that normally only the fishmen are able to access.&lt;br /&gt;
&lt;br /&gt;
* Once you land on the first rock platform jump to second platform below that one. Then you can take a step and throw a holy water to hit the fishman that pops up to the fourth platform or you can jump whip the fishman (note video shows the jump whip).&lt;br /&gt;
&lt;br /&gt;
* Jump up from the fourth to the fifth platform (the highest one in the ceiling platforms) jump from the fifth to the sixth and the sixth to the eighth skipping the seventh lower platform. Pause there and wait for the moving platform to move below you, drop down, Simon will clunk - you have to wait till he comes out of that animation to jump to the next moving platform otherwise your input will get eaten. After jumping up whip the next candle to get a big heart, then throw a water at the next candle to get the long whip upgrade.&lt;br /&gt;
&lt;br /&gt;
* Jump from the moving platform to the next platform, as you jump from that platform to the next do a delayed water throw to hit the bat, then jump from the final platform to the ground. Jump up the elevated platforms to get to the stairs and exit the cave.&lt;br /&gt;
&lt;br /&gt;
==== Cave Skip Saves ====&lt;br /&gt;
&lt;br /&gt;
* If you mess up the watch activation and you see the fishman's feet not on the right pixels you can save the cave skip.&lt;br /&gt;
&lt;br /&gt;
NOTE: will expand this section further&lt;br /&gt;
&lt;br /&gt;
* Generally if you are early (the fishman is not above the candle fully) it is more difficult to save this but you pause buffer - I've (KCR experience results may vary lol) found that I pause and say to myself &amp;quot;crap&amp;quot; and sometimes I can save this, you'll only find out once you get to the top platform to do the second watch activation.&lt;br /&gt;
&lt;br /&gt;
* If you're late on the first activation (fishman's feet are more than the 2 pixels above the candle flame) then I find its a much quicker pause buffer.&lt;br /&gt;
&lt;br /&gt;
* All in all - the pause buffer is something that you have to get a feel for - you might as well attempt if you miss the set up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Wolf outline will circle back on items we should add&lt;br /&gt;
&lt;br /&gt;
=== Cave Skip ===&lt;br /&gt;
==== Long Whip pickup ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
==== No Long Whip pickup (Faster, more difficult) ====&lt;br /&gt;
(Video link)&amp;lt;br \&amp;gt;&lt;br /&gt;
'''It might be a good idea to have the two videos above show footage of different frames (so the long whip one showing frame 1 and the short whip one showing frame 2)'''&lt;br /&gt;
*Aim for 2-frame window, pause buffer if off, refer to backups section&lt;br /&gt;
*Explain top of screen movement&lt;br /&gt;
*Explain optimal jump off of moving platform&lt;br /&gt;
*If wanting to get long whip, grab big hearts for 8+ hearts, then grab long whip off last candle in stage&lt;br /&gt;
*If not, aim to exit the moving platform with less than 8 hearts so that the bat at the end may never drop the long whip&lt;br /&gt;
*If missed cave skip, refer to backups&lt;br /&gt;
&lt;br /&gt;
=== Cave Skip Setup on Additional Frames ===&lt;br /&gt;
==== Frames 3 &amp;amp; 4 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*A little harder, but avoid a pause buffer&lt;br /&gt;
*Explain movements, show pictures of frames it works on&lt;br /&gt;
&lt;br /&gt;
==== Frames 5 &amp;amp; 6 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Same movements of frames 1 &amp;amp; 2, show pictures&lt;br /&gt;
&lt;br /&gt;
==== Frame 7 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Same movements of Frames 3 &amp;amp; 4, more lenient, show pictures&lt;br /&gt;
&lt;br /&gt;
==== Frames -1 and -2 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*The chain jumps technically work on these two earlier frames as well, though it's not recommended as it's really tight, it's recommended to pause buffer instead. Document anyway, show pictures of working frames.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Wrong Frame Pause Buffer ====&lt;br /&gt;
(Video link)&lt;br /&gt;
==== Long Whip Cave Skip ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*How to do the cave skip with the long whip&lt;br /&gt;
==== Missed Cave Skip ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 11 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 11 Fleaman Alley ===&lt;br /&gt;
&lt;br /&gt;
* As you come up the stairs hold right, during stage 11 you can get consistent patterns but this requires not losing frames, so it is important to make sure you're heading right immediately.&lt;br /&gt;
&lt;br /&gt;
* One super important note - you need to be aware of the item you are on in the item table. If you did not get a potion drop in level 3 (or in the cave) you are most likely lined up for the axe during stage 11. See the &amp;quot;short whip Strat&amp;quot; for getting the axe drop behind you or pay attention to jumping over the drops in the long whip section.&lt;br /&gt;
&lt;br /&gt;
==== Long Whip ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KLkhD_8a4Ow|550}}&lt;br /&gt;
&lt;br /&gt;
* The overall pattern of stage 11 is:&lt;br /&gt;
&lt;br /&gt;
* * single single double single double single double single single&lt;br /&gt;
&lt;br /&gt;
single meaning a single bird with a fleaman and then a space&lt;br /&gt;
double meaning two birds with two fleamen closely appearing&lt;br /&gt;
&lt;br /&gt;
* Easiest way to approach this is to jump and whip or jump and throw a holy water - your visual cues can be the background, I also like to have jumps to help me space the throws/whips correctly. Additionally, you want to practice the jumping so you can jump over any drops.&lt;br /&gt;
&lt;br /&gt;
* First single jump and throw a holy water right before the middle of the this column.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_1.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Second single jump and whip right before the start of this column.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* For the first double pair jump and throw a water then jump and whip. &lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_3.png|250px]] [[File:Stage11_4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_5.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Next double throw a delayed water and the jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_6.png|250px]] [[File:Stage11_7.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_8.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Next double throw a water and then jump whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_9.png|250px]] [[File:Stage11_10.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_11.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Final single jump and throw a water here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_12.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* For the bone dragon, if you have a heart leftover jump and throw a water at him - this will ensure you get a double shot from the next candle.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_13.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Short Whip ====&lt;br /&gt;
&lt;br /&gt;
* While you will have to adjust a bit on the timing of the jump-whip in flea man alley, it is mostly the middle pair of flea man that are the issue. There are two main methods of dealing with that pair:&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease's Fleaman Alley with the short whip Strat - note the middle pair:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qrOCzeSB8OY|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
&lt;br /&gt;
=== Long Whip Fleamen Alley ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation&lt;br /&gt;
*Fill this sction up with visual cues&lt;br /&gt;
&lt;br /&gt;
=== Short Whip Fleamen Alley ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation, get visual cues, blah blah&lt;br /&gt;
&lt;br /&gt;
=== 1-Heart Short Whip Fleaman Alley ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Only 1 heart is used throughout this screen, plus the additional one on the bone dragon for the double shot. The goal is to preserve 2 hearts for frank so that the potentially lag-inducing big candle in stage 12 doesn't have to be broken.&lt;br /&gt;
*Also refer to this if you need to save up on hearts. If you have an excess, use more holy waters throughout this screen, refer to the section above.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Possibly show some alternate ways of hitting fleamen'''&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 12 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3jkDnkg-h58|550}}&lt;br /&gt;
&lt;br /&gt;
* Entering this room jump and whip the third candle, if you hit enough flea men/birds with the holy water (reminder hitting the bone dragon before the stage 12 door will ensure this) this candle will drop a double multiplier. &lt;br /&gt;
&lt;br /&gt;
* After collecting the double, do a standing whip as the next bone dragon appears out of the blocks, and then jump over the head of the dragon. You should be able to jump immediately again and hurdle the dragon without taking a hit. Continue holding right and the second bone dragon you should be able to jump over its head and then immediately jump again in the middle of the dragon without taking a hit. &lt;br /&gt;
&lt;br /&gt;
=== Optimal ===&lt;br /&gt;
&lt;br /&gt;
* After collecting the double from the third candle you can do a quick pause buffer and this will put the bone dragon on the correct cycle to jump it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|8EWaTsJBWl8|550}}&lt;br /&gt;
&lt;br /&gt;
* Alternatively, you can jump up and collect the double, while falling do another delayed whip that should put the bone dragon on the correct cycle.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SmpyBQ7RYqo|550}}&lt;br /&gt;
&lt;br /&gt;
* For both of these options proceed to the right, jumping the second bone dragon and onto the boss fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Standing whip buffer for bone dragon&lt;br /&gt;
&lt;br /&gt;
=== Optimal ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Show both ways in the video, the while falling whip and the pause buffer. Both are fine, it boils down to preference, although with the pause buffer you risk adding an extra tick on the IGT after the orb grab, in certain scenarios.&lt;br /&gt;
*Point out that the big candle should be skipped optimally as it can cause lag (show the heart being grabbed with the pause buffer clip, it being ignored and already having 2 hearts with the landing whip clip)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Smooth way of recovering from death and picking up the dagger&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Igor and Frankenstein's Monster ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&lt;br /&gt;
* An easy Igor and Frankenstein's Monster fight as long as you have the holy water and the multiplier is to stand in the middle of the right platform and toss a holy water then whip three times. Repeat this pattern for a total of 3 holy water tosses. After you kill the boss, wait till the flames disappear, whip twice and you can jump from the platform and grab the orb. Review the orb grab section if you have questions on that. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|PaMHE2p7p3o|550}}&lt;br /&gt;
&lt;br /&gt;
=== Simple Short Whip===&lt;br /&gt;
&lt;br /&gt;
* If you have short whip, instead of standing on the platform, fall off of the platform but be sure to not hold right after you start to fall. Once Simon's feet are on the ground throw a holy water then whip three times - repeat this for a total of three. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|XSpHRWPkio0|550}}&lt;br /&gt;
&lt;br /&gt;
=== Frank Crits ===&lt;br /&gt;
&lt;br /&gt;
* For the crits you set up the same as you would with the short whip fight. Throw a water and whip twice, then throw the next water - after you throw the water you walk forward and whip four times. After the fourth whip you have to turn and walk away from the boss and whip once more. The distance you move away depends on how close you came to the boss. Below is the chart for that adjustment and the video guide:&lt;br /&gt;
&lt;br /&gt;
[[File:Frank_Crit_Explanation.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation, standard holy water fight&lt;br /&gt;
*Orb grab info, mimic level 1 info&lt;br /&gt;
&lt;br /&gt;
=== Crit ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation of setup, provide pictures with pixel information, video should show a few timings (or maybe there should be separate videos)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Axe fight ====&lt;br /&gt;
(Video link)&lt;br /&gt;
==== Dagger fight ====&lt;br /&gt;
(Video link)&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7_sYEXJap4c|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZKv165Ct-To|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|YZKt1WEUYOM|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2291</id>
		<title>Castlevania (NES)</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2291"/>
				<updated>2022-08-11T22:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Cv1.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/general| General Information]]'''&lt;br /&gt;
:* '''[[cv1/tricks| Tricks and Game Mechanics]]'''&lt;br /&gt;
:* '''[[cv1/ScrollGlitch| Scroll Glitch Technical Information]]'''&lt;br /&gt;
:* '''[[cv1/tutorials | Video Tutorials]]'''&lt;br /&gt;
:* '''[http://www.speedrun.com/cv1 Leaderboards]'''&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
:* '''[[cv1/hacking | Hacking]]'''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/level1 | Level 1: Stage 1-3]]'''&lt;br /&gt;
:* '''[[cv1/level2 | Level 2: Stage 4-6]]'''&lt;br /&gt;
:* '''[[cv1/level3 | Level 3: Stage 7-9]]''' &lt;br /&gt;
:* '''[[cv1/level4 | Level 4: Stage 10-12]]''' &lt;br /&gt;
:* '''[[cv1/level5 | Level 5: Stage 13-15]]''' &lt;br /&gt;
:* '''[[cv1/level6 | Level 6: Stage 16-18]]''' &lt;br /&gt;
:* '''[[cv1/dracula | Dracula]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
== Other Categories ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[Any%, Easy Mode]]'''&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2290</id>
		<title>Castlevania (NES)</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2290"/>
				<updated>2022-08-11T22:00:47Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Cv1.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/general| General Information]]'''&lt;br /&gt;
:* '''[[cv1/tricks| Tricks and Game Mechanics]]'''&lt;br /&gt;
:* '''[[cv1/ScrollGlitch| Scroll Glitch Technical Information]]'''&lt;br /&gt;
:* '''[[cv1/tutorials | Video Tutorials]]'''&lt;br /&gt;
:* '''[http://www.speedrun.com/cv1 Leaderboards]'''&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
:* '''[[cv1/hacking | Hacking]]'''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/level1 | Level 1: Stage 1-3]]'''&lt;br /&gt;
:* '''[[cv1/level2 | Level 2: Stage 4-6]]'''&lt;br /&gt;
:* '''[[cv1/level3 | Level 3: Stage 7-9]]''' &lt;br /&gt;
:* '''[[cv1/level4 | Level 4: Stage 10-12]]''' &lt;br /&gt;
:* '''[[cv1/level5 | Level 5: Stage 13-15]]''' &lt;br /&gt;
:* '''[[cv1/level6 | Level 6: Stage 16-18]]''' &lt;br /&gt;
:* '''[[cv1/dracula | Dracula]]''' &lt;br /&gt;
&lt;br /&gt;
== Other Categories ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[Any%, Easy Mode]]'''&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2289</id>
		<title>Cv1/tricks</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2289"/>
				<updated>2022-08-11T21:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Scroll Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page could use some gifs and pictures'''&lt;br /&gt;
&lt;br /&gt;
=== Movement === &lt;br /&gt;
Simon moves at a consistent 1 pixel per frame. Walking is the same speed as jumping. While traveling on stairs, he moves more slowly.&lt;br /&gt;
A damage boost has Simon travel at 1 pixel per frame, but loses 23 (22? needs confirmation) frames to hit and recovery frames.&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
Falling off a small height loses 2 frames. This can be avoided by simply jumping over it.&lt;br /&gt;
&lt;br /&gt;
=== Staircases ===&lt;br /&gt;
When pressing up in proximity of stairs, Simon gets pulled towards them and stars climbing the first step. It's possible to do this movement more optimally by pushing up while perfectly below stairs, instead of while in proximity.&amp;lt;br /&amp;gt;&lt;br /&gt;
When approaching stairs frontally (such as the ending staircase in stage 01), the timed up press saves time on a 2-frame window, where the first frame save either 1 or 2 frames, and the second frame saves either 2 or 3 frames. If late on the up press, 1 frame is lost if late by one frame, 3 frames are lost if late by two frames, 5 frames are lost if late by three frames, and so on.&amp;lt;br /&amp;gt;&lt;br /&gt;
When approaching stairs from the back (such as the staircase in stage 07-1), the timed up press saves either 1 or 2 frames on a 1-frame window, and being late still loses time. This is not recommended on these stairs.&amp;lt;br /&amp;gt;&lt;br /&gt;
It's also possible to achieve this time save with a jump that lands Simon perfectly below the stairs, and a buffered up press. It's important to note that the forward direction needs to also be held on landing in order to not lose time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also works on stairs that go downward as well (such as the final staircase in stage 13).&amp;lt;br /&amp;gt;&lt;br /&gt;
Chained staircases (the ones in stage 07-2, stage 08-1 and stage 17-4) have some subtleties to them as well. Compared to purely holding up:&lt;br /&gt;
*In stage 07-2, holding right+up loses 1 frame, while holding left+up saves 2 frames.&lt;br /&gt;
*In stage 08-1, holding either right+up or left+up saves 2 frames.&lt;br /&gt;
*in stage 17-4, holding left+up loses 1 frame, while holding right+up saves 2 frames.&lt;br /&gt;
&lt;br /&gt;
=== Backward Jump ===&lt;br /&gt;
By pressing the opposite direction that Simon is currently facing and the jump button on the same frame, it's possible to get what's known as a &amp;quot;backward jump&amp;quot;, which makes Simon jump in the direction that was pressed but with him facing the other way. It's also possible to get a backward jump while coming off of a staircase by buffering the direction opposite of the staircase and jumping on the first possible frame.&lt;br /&gt;
&lt;br /&gt;
=== Critical Hit Glitch ===&lt;br /&gt;
The whip's hitbox is normally only active for one frame. But if Simon gets hit the frame after the whip's hitbox spawns, it glitches out and remains active for more time.&lt;br /&gt;
There are multiple kinds of Crits:&lt;br /&gt;
*''Normal Crit'' - This one occurs when a hit is taken in normal conditions. The whip hits for 5 or 6 frames.&lt;br /&gt;
*''Stairs Crit'' - Crit while Simon is on a staircase. This hits for a lot more damage.&lt;br /&gt;
*''2-Block Crit'' - When a Crit occurs as Simon is standing in a narrow height (2 blocks), it hits for a lot more damage than the Normal Crit as well.&lt;br /&gt;
*''Ceiling Crit'' - If a Crit occurs just below a ceiling, and the hit causes Simon to fast fall to the ground, the Crit lasts until SImon touches the ground again.&lt;br /&gt;
&lt;br /&gt;
=== Clips ===&lt;br /&gt;
If Simon gets hit just below a standable platform during the ascent of his jump, he will clip through it.&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch ===&lt;br /&gt;
This glitch is related to Castlevania's way of loading tilesets offscreen. Blocks may only be loaded every 2 frames, and only while Simon is moving. This means that by moving only on frames when blocks are not being updated, they will fail to load properly and instead leave on screen a predetermined, consistent &amp;quot;garbage&amp;quot; tileset.&lt;br /&gt;
Attempts to load the blocks will continue until Simon is close enough to them. Usually this requires the user to perform 20+ 1-frame movements on the correct frames, which is unfeasible in a Real Time setting.&lt;br /&gt;
There is another exploit to this mechanic though: if, on the frame a tileset would normally load, Simon moves BACK instead of forward, the block will fail to load, and no further attempts will be made to load it until 8 more frames of movement on &amp;quot;loading frames&amp;quot;, at which point another turnaround will be needed. Usually two or three turnarounds are needed to permanently prevent a tileset from being loaded. This method is feasible in Real Time and leads to a number of skips.&lt;br /&gt;
&lt;br /&gt;
Please see [[Cv1/ScrollGlitch | Scroll Glitch]] for more info. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
==== Subweapons ====&lt;br /&gt;
*'''Cross''': Goes in a straight line piercing anything that it comes into contact with, then comes back like a boomerang.&lt;br /&gt;
*'''Axe''': Arcs upwards.&lt;br /&gt;
*'''Dagger''': Fires in a straight line, disappears upon making contact with something. Avoid, this is not Ghosts 'N Goblins.&lt;br /&gt;
*'''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.&lt;br /&gt;
*'''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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Whip Upgrades ====&lt;br /&gt;
*'''Leather Whip''': The basic whip that SImon starts with.&lt;br /&gt;
*'''Short Chain Whip''': Also referred to as Short Whip. It deals more damage than the Leather Whip and also has a slightly bigger hitbox.&lt;br /&gt;
*'''Long Chain Whip''': Also referred to as Long Whip. It deals the same damage as the Chain Whip, but has a longer hitbox horizontally.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Multipliers ====&lt;br /&gt;
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 (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.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are certain scenarios where all 10 hits may be accumulated 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Multiplier drop will take precedence over a Whip Upgrade, when attempting to turn a Small Heart or Money Bag into something.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
*'''Rosary''': Clears all enemies from the screen (with the exception of bosses).&lt;br /&gt;
*'''Invincibility Potion''': Grants Simon invincibility for a period of time.&lt;br /&gt;
*'''Small Heart''': Gives Simon 1 heart.&lt;br /&gt;
*'''Big Heart''': Gives Simon 5 hearts.&lt;br /&gt;
*'''Money Bag''': Gives Simon points. Also known in the business as pointless.&lt;br /&gt;
*'''White Money Bag''': Gives Simon point. It is a guaranteed drops off of certain candles and may never turn into another item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important-Item Rule ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Item Drops ===&lt;br /&gt;
Items that drop off of enemies are manipulable. Whether or not an item drops off an enemy is dependent on a frame counter that starts at the beginning of any given screen. Every 16 frames of that counter, a check is made to see whether an enemy is dying on that exact frame, and if it is, it drops an item.&amp;lt;br /&amp;gt;&lt;br /&gt;
Which item it drops is controlled by this chart:&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Slot 0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Slot 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Slot 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Slot 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Level 1&lt;br /&gt;
| Stopwatch&lt;br /&gt;
| Holy Water&lt;br /&gt;
| Money Bag&lt;br /&gt;
| Rosary&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Level 2&lt;br /&gt;
| Rosary&lt;br /&gt;
| Money Bag&lt;br /&gt;
| Cross&lt;br /&gt;
| Holy Water&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Level 3&lt;br /&gt;
| Rosary&lt;br /&gt;
| Potion&lt;br /&gt;
| Money Bag&lt;br /&gt;
| Rosary&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Level 4&lt;br /&gt;
| Potion&lt;br /&gt;
| Axe&lt;br /&gt;
| Money Bag&lt;br /&gt;
| Rosary&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Level 5&lt;br /&gt;
| Stopwatch&lt;br /&gt;
| Potion&lt;br /&gt;
| Dagger&lt;br /&gt;
| Money Bag&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Level 6&lt;br /&gt;
| Stopwatch&lt;br /&gt;
| Rosary&lt;br /&gt;
| Money Bag&lt;br /&gt;
| Cross&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Note that technically this isn't exactly how the game's code sees this chart, but for the purposes of simplification it's been laid out this way)&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
If an 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).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Money Bag from the chart may also turn into a Multiplier or a Whip Upgrade.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Orb Grabs ===&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Framerules ===&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
Screens that end with Simon transitioning through 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
Lag frames are truly lost and don't count towards the Framerule timer.&lt;br /&gt;
Screens that are affected by framerules are:&lt;br /&gt;
*Stage 01-2&lt;br /&gt;
*Stage 02&lt;br /&gt;
*Stage 04-2&lt;br /&gt;
*Stage 05-2&lt;br /&gt;
*Stage 07-2&lt;br /&gt;
*Stage 08-2&lt;br /&gt;
*Stage 11&lt;br /&gt;
*Stage 13-2&lt;br /&gt;
*Stage 14-2&lt;br /&gt;
&lt;br /&gt;
=== Enemy Patterns ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Additional Links ===&lt;br /&gt;
*[http://tasvideos.org/GameResources/NES/Castlevania.html TASVideos tricks page]&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tutorials&amp;diff=2288</id>
		<title>Cv1/tutorials</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tutorials&amp;diff=2288"/>
				<updated>2022-08-11T21:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Full game ==&lt;br /&gt;
=== by Aphotic Ktulu ===&lt;br /&gt;
{{#ev:youtube|_9623RgBle4|560}}&lt;br /&gt;
&lt;br /&gt;
=== by pawelpredki ===&lt;br /&gt;
{{#evt: service=twitchvod|id=455961119|dimensions=560|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=== by Berumondo (French) ===&lt;br /&gt;
{{#ev:youtube|HaltXOhiyi0|560}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== by 2snek ===&lt;br /&gt;
{{#evt: service=twitchvod|id=738275451|dimensions=560|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
=== by freeland1787 ===&lt;br /&gt;
{{#ev:youtube|QgyyevcVRkk}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
== Specific sections ==&lt;br /&gt;
=== Bat critical hit ===&lt;br /&gt;
by Truefalse&lt;br /&gt;
{{#ev:youtube|PgT7T7GantQ|560}}&lt;br /&gt;
&lt;br /&gt;
=== Level 2 medusa head boost ===&lt;br /&gt;
by CLChambers00&lt;br /&gt;
{{#ev:youtube|2gN_zYCKKho|560}}&lt;br /&gt;
&lt;br /&gt;
=== Mummy patterns ===&lt;br /&gt;
by CLChambers00&lt;br /&gt;
{{#ev:youtube|K4MvYgpqMNE|560}}&lt;br /&gt;
&lt;br /&gt;
=== Cave Skip ===&lt;br /&gt;
by 2snek&lt;br /&gt;
{{#ev:youtube|eA8cERKiVVQ|560}}&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Axe Drop Strategy ===&lt;br /&gt;
by BurnthePastOKC&lt;br /&gt;
{{#ev:youtube|OBvwK9qCO-s|560}}&lt;br /&gt;
&lt;br /&gt;
=== Level 5 BTP Strat (1st Skeleton Manip) ===&lt;br /&gt;
by BurnthePastOKC&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|560}}&lt;br /&gt;
&lt;br /&gt;
=== Bat bridge ===&lt;br /&gt;
by CLChambers00&lt;br /&gt;
{{#ev:youtube|I2u5wXY1XEo|560}}&lt;br /&gt;
&lt;br /&gt;
=== Dracula first phase ===&lt;br /&gt;
by CLChambers00 based on Janthe's strategy&lt;br /&gt;
{{#ev:youtube|7VCBhyhk51I|560}}&lt;br /&gt;
&lt;br /&gt;
=== 2-cycle Dracula by jay_cee ===&lt;br /&gt;
{{#evt: service=twitchvod|id=275358040|dimensions=560|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tutorials&amp;diff=2287</id>
		<title>Cv1/tutorials</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tutorials&amp;diff=2287"/>
				<updated>2022-08-11T21:48:22Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Full game ==&lt;br /&gt;
=== by Aphotic Ktulu ===&lt;br /&gt;
{{#ev:youtube|_9623RgBle4|560}}&lt;br /&gt;
&lt;br /&gt;
=== by pawelpredki ===&lt;br /&gt;
{{#evt: service=twitchvod|id=455961119|dimensions=560|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=== by Berumondo (French) ===&lt;br /&gt;
{{#ev:youtube|HaltXOhiyi0|560}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== by 2snek ===&lt;br /&gt;
{{#evt: service=twitchvod|id=738275451|dimensions=560|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
=== by freeland1787 ===&lt;br /&gt;
{{#ev:youtube|QgyyevcVRkk}}&lt;br /&gt;
&lt;br /&gt;
== Specific sections ==&lt;br /&gt;
=== Bat critical hit ===&lt;br /&gt;
by Truefalse&lt;br /&gt;
{{#ev:youtube|PgT7T7GantQ|560}}&lt;br /&gt;
&lt;br /&gt;
=== Level 2 medusa head boost ===&lt;br /&gt;
by CLChambers00&lt;br /&gt;
{{#ev:youtube|2gN_zYCKKho|560}}&lt;br /&gt;
&lt;br /&gt;
=== Mummy patterns ===&lt;br /&gt;
by CLChambers00&lt;br /&gt;
{{#ev:youtube|K4MvYgpqMNE|560}}&lt;br /&gt;
&lt;br /&gt;
=== Cave Skip ===&lt;br /&gt;
by 2snek&lt;br /&gt;
{{#ev:youtube|eA8cERKiVVQ|560}}&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Axe Drop Strategy ===&lt;br /&gt;
by BurnthePastOKC&lt;br /&gt;
{{#ev:youtube|OBvwK9qCO-s|560}}&lt;br /&gt;
&lt;br /&gt;
=== Level 5 BTP Strat (1st Skeleton Manip) ===&lt;br /&gt;
by BurnthePastOKC&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|560}}&lt;br /&gt;
&lt;br /&gt;
=== Bat bridge ===&lt;br /&gt;
by CLChambers00&lt;br /&gt;
{{#ev:youtube|I2u5wXY1XEo|560}}&lt;br /&gt;
&lt;br /&gt;
=== Dracula first phase ===&lt;br /&gt;
by CLChambers00 based on Janthe's strategy&lt;br /&gt;
{{#ev:youtube|7VCBhyhk51I|560}}&lt;br /&gt;
&lt;br /&gt;
=== 2-cycle Dracula by jay_cee ===&lt;br /&gt;
{{#evt: service=twitchvod|id=275358040|dimensions=560|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2279</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2279"/>
				<updated>2022-08-11T17:02:26Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Scroll Glitch Execution Approaches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.jpg|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2278</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2278"/>
				<updated>2022-08-11T16:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candels, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Easy 2-hit cross opening.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-hit cross opening.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*4-hit cross opening.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Showcase video after 2-Cycle Optimal Opening, but this can be done after any Phase 1 and after any opening.&lt;br /&gt;
*This is double frame perfect&lt;br /&gt;
*Visual cue if hit&lt;br /&gt;
*Only worth going for if consistent enough&lt;br /&gt;
*If going for this, needs fewer hearts, and can skip big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2277</id>
		<title>Castlevania (NES)</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2277"/>
				<updated>2022-08-11T16:57:13Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Cv1.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/general| General Information]]'''&lt;br /&gt;
:* '''[[cv1/tricks| Tricks and Game Mechanics]]'''&lt;br /&gt;
:* '''[[cv1/ScrollGlitch| Scroll Glitch Technical Information]]'''&lt;br /&gt;
:* '''[[cv1/tutorials | Video Tutorials]]'''&lt;br /&gt;
:* '''[http://www.speedrun.com/cv1 Leaderboards]'''&lt;br /&gt;
:* '''[[cv1/hacking | Hacking]]'''&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/level1 | Level 1: Stage 1-3]]'''&lt;br /&gt;
:* '''[[cv1/level2 | Level 2: Stage 4-6]]'''&lt;br /&gt;
:* '''[[cv1/level3 | Level 3: Stage 7-9]]''' &lt;br /&gt;
:* '''[[cv1/level4 | Level 4: Stage 10-12]]''' &lt;br /&gt;
:* '''[[cv1/level5 | Level 5: Stage 13-15]]''' &lt;br /&gt;
:* '''[[cv1/level6 | Level 6: Stage 16-18]]''' &lt;br /&gt;
:* '''[[cv1/dracula | Dracula]]''' &lt;br /&gt;
&lt;br /&gt;
== Other Categories ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[Any%, Easy Mode]]'''&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2276</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2276"/>
				<updated>2022-08-11T16:54:16Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candels, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Easy 2-hit cross opening.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-hit cross opening.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*4-hit cross opening.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Showcase video after 2-Cycle Optimal Opening, but this can be done after any Phase 1 and after any opening.&lt;br /&gt;
*This is double frame perfect&lt;br /&gt;
*Visual cue if hit&lt;br /&gt;
*Only worth going for if consistent enough&lt;br /&gt;
*If going for this, needs fewer hearts, and can skip big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level6&amp;diff=2275</id>
		<title>Cv1/level6</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level6&amp;diff=2275"/>
				<updated>2022-08-11T16:53:04Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level6.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Stage 16, Stage 17&lt;br /&gt;
| previous = [[cv1/level5 | Level 5]]&lt;br /&gt;
| next = [[cv1/dracula | Dracula]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 16 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bat Bridge ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E5ltpQ4SbeI|550}}&lt;br /&gt;
&lt;br /&gt;
For the Bat Bridge (stage 16) it is very important that you do not lose any frames at the start of the stage, this will ensure you get a consistent bat pattern so hold left before you gain control of Simon. Here's the pixels I am jumping from to get the pattern you see in the video above is:&lt;br /&gt;
&lt;br /&gt;
Bat 1: jump and whip the first bat and then move under it (or you can just walk under it)&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat1.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Bat 2: jump into the platform close to it and take two steps then jump, the bat should fly underneath you&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Bat 3: on the approach to the third bat's platform jump and throw a holy water to get the stop watch which we'll use in the next stage, walk under the bat&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Bat 4: jump onto the platform close to the bat and after a step jump again the bat should fly underneath you&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Bat 5: jump and whip this bat (note: this bat is named Dave, Dave likes to be a troll sometimes)&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_16_Bat5.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Also worth noting the feet of Simon do not have a hit box, so if your timing of the jumps results in any goofy fireball patterns keep that in mind and do not panic as some fireballs will go through the feet of Simon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 17 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clock Tower ===&lt;br /&gt;
&lt;br /&gt;
NOTE: there is now an RTA viable Scroll Glitch in 17 - please see note in level 5 about this. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|P52NcGsvFmQ|550}}&lt;br /&gt;
&lt;br /&gt;
Upon entering keep holding left and jump down to the lower platform, the skeleton will throw a bone in the air and you want to line up just slightly right of the center of the platform above your head. Jump up and damage boost to the platform:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_FirstBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|l1Zwz7iaL5k|550}}&lt;br /&gt;
&lt;br /&gt;
Proceed up the stairs and hold right so that the lower skeleton throws a bone (or many depending on your luck) and jumps towards Simon. Once the skeleton starts his jump move to the left to set up for a damage boost jumping into him, there's a slower safe one:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_SecondBoost_Safe.png|250px]]&lt;br /&gt;
&lt;br /&gt;
And the more optimal one but you can miss the boost and die:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3pT2410s6G0|550}}&lt;br /&gt;
&lt;br /&gt;
After either boost jump and whip in the same movement to get the top skeleton or the candle right above Simon. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_TopPlatformJump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
If you are using short whip you'll want to have this whip slightly later so that the whip upgrade falls, this allows you to keep short whip and not take the time loss of the upgrade but also since the whip will fall to the lower platform this means a big item is on the screen. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_WhipUpgrade.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The middle candle in this platform is a knife which you do not want so if the whip upgrade is on screen no other big item can be on screen so if you accidentally whip that candle it will be just a small heart. The last candle on this platform is a big heart which you do want but once you get to that point the whip upgrade should be off screen and the big heart should fall. &lt;br /&gt;
&lt;br /&gt;
There are two different directions the birds with the hunchbacks can spawn, from the left and from the right. If you get the spawns from the left it is best to jump down to the gear of the clock tower below, activating your stop watch in mid-air to cancel out the clunk and freeze the enemies allowing you to either grab the meat hidden in the wall to the right or proceed down the stairs. Note - there is a strategy to deal with the left spawn birds without using the stop watch but a guide needs to be added later.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_Meat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
If you get right spawn birds you can read where they drop the fleaman, if dropped far enough to the right in the wall you can avoid using your stopwatch.&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_GoodFleaDrop.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_17_BadFleaDrop.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2Z8EBtIpSJI|550}}&lt;br /&gt;
&lt;br /&gt;
Regardless you'll want to whip cancel the clunk and proceed down the stairs. In the next screen you can again get either left or right spawning birds but you should have saved at least 5 hearts for the watch activation. Jump and in mid-air activate the watch and cancel the clunk. Proceed up the stairs to the higher platform and then up those stair to the next screen. &lt;br /&gt;
&lt;br /&gt;
Grab the big heart in the last candle before the screen to stage 18 and the stairs to Dracula. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pYXookz2i6c|550}}&lt;br /&gt;
&lt;br /&gt;
Safe 17 Full Video:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|F2RVEoD4IBI|550}}&lt;br /&gt;
&lt;br /&gt;
Optimal 17 Full Video:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|vByaWg-67Xk|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e6QG4GVbTnI|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2274</id>
		<title>Cv1/level5</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2274"/>
				<updated>2022-08-11T16:51:42Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1level5.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 5&lt;br /&gt;
| level_sections = Stage 13, Stage 14, Stage 15&lt;br /&gt;
| previous = [[cv1/level4 | Level 4]]&lt;br /&gt;
| next = [[cv1/level6 | Level 6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 13 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Simple ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7cl74qWHTr0|550}}&lt;br /&gt;
&lt;br /&gt;
Upon gaining control of Simon walk forward, jump and throw a water to land on the first flea man, continue forward and the second flea man should jump over Simon and jump into the holy water fire. Next you will have to react to first skeleton's action. He can might walk towards Simon and not attack, in which case you can jump and whip him - be aware this skeleton has a habit of dropping a sub weapon - luckily there is a backup holy water in the last candle on this lower level. The other pattern the skeleton may give you is to hang back and throw bones at Simon. You'll have to hesitate to dodge the bones and then jump and whip him.&lt;br /&gt;
&lt;br /&gt;
Once you have the Skeleton taken care of you can use the flea man to boost up to the next platform - stand here for that boost:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1SafeFleaManBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The upper skeleton will have either jumped down onto the same platform as Simon and should be to your right, in which case you can jump to the next higher platform and proceed left. Otherwise if the skeleton is still to the left of Simon you will have to whip him.&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 BTP ====&lt;br /&gt;
&lt;br /&gt;
For the Burn the Past Strat which manipulates the lower skeleton, start by walking forward and doing a falling whip to hit the first flea man and the candle. Then jump and whip the second flea man, this should result in the skeleton coming towards you and not most of the time not throwing any bones. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|550}}&lt;br /&gt;
&lt;br /&gt;
==== Fast Flea Man Boost ====&lt;br /&gt;
&lt;br /&gt;
Instead of stopping (see above) and waiting for the flea man to come to Simon you can walk forward and get a faster boost like so:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| QHtCRDllAbE|550}}&lt;br /&gt;
&lt;br /&gt;
[[File:CV1FastFleaManBoost1.png|250px]] [[File:CV1FastFleaManBoost2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Shemmy Boost ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1_xpJXro6Do|550}}&lt;br /&gt;
&lt;br /&gt;
This was a faster flea man boost and manipulation that was being done pre-scroll glitch. &lt;br /&gt;
&lt;br /&gt;
==== 13-2 Simple ====&lt;br /&gt;
&lt;br /&gt;
Once you go up the stairs, jump onto the platform and whip the lower skeleton, then wait for the upper skeleton to throw a bone, jump in the air and boost to the upper platform off of the bone. Whip that skeleton but beware this skeleton is very prone to being the correct pixel for a subweapn drop. Walk to your right and go down the stairs. If needed there is a breakable block here for a multiplier:&lt;br /&gt;
&lt;br /&gt;
Once you come down the stairs, jump off of the platform and immediately jump over the red skeleton that will reassemble itself from the ground. Walking right, walk under the two flea men who will hop over Simon if you continue to hold right, and then jump and throw a holy water here:&lt;br /&gt;
&lt;br /&gt;
This will hit the next red skeleton but also the flea men will follow Simon and get hit by the flames. Continue to the right and then jump and throw another holy water here:&lt;br /&gt;
&lt;br /&gt;
Walk under the flea man who will jump into the holy water flames then  stop and whip here to get the meat. Continue to the door. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CCs23c6OwE|550}}&lt;br /&gt;
&lt;br /&gt;
==== 13-2 Different Bones ====&lt;br /&gt;
&lt;br /&gt;
You can read and respond to the skeletons and do faster boosts than the simple method.&lt;br /&gt;
&lt;br /&gt;
Fast Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| _QxZe3j9dMk|550}}&lt;br /&gt;
&lt;br /&gt;
TAS Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6EddJ27X7gA|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E7ojqpVRSMs|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 14 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Stage 14 - Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ltllWo-ECGY|550}}&lt;br /&gt;
&lt;br /&gt;
After walking through the door, walk to the right while watching the top axe knight - once he changes direction whip once that will trigger the hunchback to come towards you. You then boost off of the hunchback to the first platform. Turn, walk to the left and jump to the next platform. Simon will still be invincible - walk through the axe and the knight to proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
Continue up the next set of stairs, turn to the left and jump over the red skeleton coming towards Simon. Continue left and jump over the next red skeleton and go down the next stairs.&lt;br /&gt;
&lt;br /&gt;
When you reach the right edge of the pillar in the background jump and throw a holy water at the axe knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_Water_Throw.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Jump immediately again and throw another water this should take care of the red skeleton. Before the platform for the next set of stairs grab the big heart in the candle and proceed up the stairs. At the top of the stairs jump and throw a water at the axe knight: &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_AxeKnight_Water.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Proceed down the stairs and head to the door to 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 15 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ARTgvrOuYuM|550}}&lt;br /&gt;
&lt;br /&gt;
After the door closes start walking to the left, the bone pillar will fire two fireballs your direction. Once you just past the first candle you jump and throw a holy water (which will land on the bone pillar) and then jump again over the second fireball. Once past the pillar jump and throw a holy water at the base of the stairs to take care of the red skeleton.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Fireball_Jump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Walk up the stairs until Simon's knee almost touches the bone pillar and throw a holy water while holding up. Simon should throw the water and pass through the pillar. Your other options are to take the damage (if you have the health) or to whip down the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Statue_Skip.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mP9pKuxj7Hs|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|c9uNQ1YkLK0|550}}&lt;br /&gt;
&lt;br /&gt;
Walking to the right you'll encounter two red skeletons, whip or jump over them, if you need health there is meat in the walk after the stairs to the next screen.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The hallway before death is one of the hardest in the game without holy water but with the water there is a pattern of moving to left and then jumping and throwing the water so it lands on the axe knights, stunning them in place, allowing Simon to walk through them and also killing them. The only thing to worry about then is the medusa heads and as long and you keep moving right you should be able to jump over them without any issue.&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Lag Reduction ====&lt;br /&gt;
&lt;br /&gt;
An alternate strategy to take of the fireballs from the first bone pillar is to jump them both:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kB3ydhfofgE|550}}&lt;br /&gt;
&lt;br /&gt;
====Stage 15-2 Death's Hallway ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pPLeBlk-hhI|550}}&lt;br /&gt;
&lt;br /&gt;
As long as you keep moving left the knights and medusa heads should line up so you can jump and throw a water here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_15-2_First_Axe_Knight.png|250px]] [[File:CV1_15-2_Second_Axe_Knight.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Scroll Glitch ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moved to [[Cv1/ScrollGlitch | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Death Fight ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Fights ===&lt;br /&gt;
&lt;br /&gt;
==== Easy Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fOTyQ7WBFVU|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walk to the center of the death platform and immediately turn back around, you want to line up with Simon's front foot off of the edge of the platform. Whip once for a buffer then throw a water onto the raised platform on the right. Death comes down jump and whip him once he is stun locked in the holy water flames. Once Simon lands throw another water then jump up and whip Death again. Repeat this until you've defeated Death. 6 hearts is the minimum to do it this way but you can use more by throwing waters instead of whipping.&lt;br /&gt;
&lt;br /&gt;
==== 6 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bJ0j0IQDM7o|550}}&lt;br /&gt;
&lt;br /&gt;
This is basically the same as above but the difference is you throw a water on the way down from the jump, this allows you to jump right back up to whip again. This is a good way to learn the rhythm for the machine gun cookie monster fight.&lt;br /&gt;
&lt;br /&gt;
==== 5 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3AltIp1XnNQ|550}}&lt;br /&gt;
&lt;br /&gt;
Same start as the 6 water kill but after you've thrown the 5 water jump up onto the Death platform and whip 3 times quickly. If your whip rhythm is correct you will kill death prior to him being able to hit you.&lt;br /&gt;
&lt;br /&gt;
==== 4 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RWsggePx11Q|550}}&lt;br /&gt;
&lt;br /&gt;
Same start but different pattern. Throw a water, jump and whip, throw a water on the way down, jump and whip, as you land jump-whip again, coming down throw a water, jump-whip, throw water then jump onto the platform and whip death 3 times.&lt;br /&gt;
&lt;br /&gt;
==== Death Crit ====&lt;br /&gt;
&lt;br /&gt;
You can crit Death but usually the current routing does not have enough health to make it possible. This is the turn left Burn The Past OKC set up:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LU4bevik2fI|550}}&lt;br /&gt;
&lt;br /&gt;
This is the short whip right turn crit:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|k1g5ATkuLNM|550}}&lt;br /&gt;
&lt;br /&gt;
==== Death Cross Kill Backup ====&lt;br /&gt;
&lt;br /&gt;
IF you die at death you'll start at the door for stage 15 - there is a cross subweapon located in the candle under the stairs going to the upper level. Get this cross and start throwing it at as many enemies as possible, we're trying to get a double and triple shot before death. Grab the meat before going to the final hallway to death. The hallway strategy is keep throwing crosses/whipping the knights while trying to stay on the same plane so that you can jump over the medusa heads. This hallway without the water will require practice!&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Cross.png|250px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Eu7npZGAGog|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-5&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|faMQVNLtvl8|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level4&amp;diff=2273</id>
		<title>Cv1/level4</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level4&amp;diff=2273"/>
				<updated>2022-08-11T16:50:40Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* [Show/Hide] 2snek Beginner/Race Video Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level4.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 4&lt;br /&gt;
| level_sections = Stage 10, Stage 11, Stage 12&lt;br /&gt;
| previous = [[cv1/level3 | Level 3]]&lt;br /&gt;
| next = [[cv1/level5 | Level 5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 10 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 10 ===&lt;br /&gt;
&lt;br /&gt;
==== Beginner route ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_p4uzLhckbo|550}}&lt;br /&gt;
&lt;br /&gt;
If you want to hold off on learning cave skip, the cave is somewhat straight forward. Simon will land and clunk, holding right to keep moving to the right - jump from the first platform to the second. The candle above the second platform will have a watch, this is useful to get in the habit of grabbing the watch for the cave skip but also to make the level easier.&lt;br /&gt;
&lt;br /&gt;
Jump from the platform to the moving platform and watch for fishmen and bats. If you move consistently from the clunk, you should just beat the fishmen and bats on the moving platform if you keep moving the fishmen will jump up from below behind you and as you approach the gap in between the platforms a bat will appear from the right. This bat as long as you are not jumping should appear at Simon's level and is easy to jump in stride.&lt;br /&gt;
&lt;br /&gt;
Jump up to the next two platforms, once you get to the highest one, break the second candle for the holy water. Drop down to the low platform, wait for the moving platform and whip the first bat that appears. Jump out to the moving platform, if you may or may not have another bat appear mid-jump or a fishman jump out of the water - be prepared, the pattern should be consistent but can be slightly different based on frames lost.&lt;br /&gt;
&lt;br /&gt;
Crouch down so you don't get knocked off of the moving platform by the hanging rocks, and watch for a bat to spawn from the right whip it once you can. Then jump up to the small elevated platform. Wait for the next moving platform, whip any fishmen that pose a threat, get on the moving platform and duck under the next hanging rocks.&lt;br /&gt;
&lt;br /&gt;
The moving platform will move towards another moving platform, jump up to that platform, whip the first candle you come to for five hearts and then throw a holy water at the next candle to get the whip upgrade if you do not have it already. Then jump to the next platform, and the following platform. There is a super troll-y bat after this platform - you can jump and whip or throw a water at it of just wait till it passes over Simon.&lt;br /&gt;
&lt;br /&gt;
Jump from that platform to ground and then jump up the platforms to reach the stairs and exit the cave.&lt;br /&gt;
&lt;br /&gt;
==== Cave Skip ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| i_Xb59PWphU|550}}&lt;br /&gt;
&lt;br /&gt;
Once Simon lands, he will clunk. You need to wait for Simon to stand and then do 3 whips. The purpose of the whips is to lose 66 frames each whip is 22 frames. Whip while holding right, this will take some practice and while you can technically still make the moving platform by whipping once then taking a step, and doing this three times - it may be tough to catch the platform.&lt;br /&gt;
&lt;br /&gt;
Immediately after the third whip you want to jump and whip the candle in front of you to get the big heart, jump and whip to the next platform to pick up the watch and jump onto the moving platform. If you are having issues making this platform check that you are not spamming the whip button at the 3 whip pause buffer (this requires decent whip rhythm) or not trying to jump to the moving platform too early.&lt;br /&gt;
&lt;br /&gt;
Ride the moving platform, jump and whip the second candle to get another big heart, and jump to the next platform. Walk right and jump up and whip the second candle. You want to whip as you are falling down through the candle so that you do not collect the long whip upgrade. As you reach the ground jump up and activate the watch. The visual cue here is the fishman jumping up out of the water behind you. You want to activate the watch when you see the bottom of his feet right above the candle flame. There are two pixels that you have hit the set up correctly and you do not have to pause buffer to try and save the cave skip.&lt;br /&gt;
&lt;br /&gt;
Pixel 1 - note the fishman's feet are right on the flames&lt;br /&gt;
&lt;br /&gt;
[[File:CaveSkip Pixel1.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Pixel 2 - note there is a single pixel between the bottom of his feet and the top of the flames&lt;br /&gt;
&lt;br /&gt;
[[File:CaveSkip Pixel2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
If you have done that correctly when you activate the watch there will not be a bat in front of you. Jump over the pit and jump up the platforms. As you jump to the highest platform walk to about the midpoint of the platform and activate the watch as the bat swoops down and the fishman pops up. You will whip the fishman and the candle, collect the holy water and be able to walk and jump out over the bat to damage boost into the rock platforms that normally only the fishmen are able to access.&lt;br /&gt;
&lt;br /&gt;
Once you land on the first rock platform jump to second platform below that one. Then you can take a step and throw a holy water to hit the fishman that pops up to the fourth platform or you can jump whip the fishman (note video shows the jump whip).&lt;br /&gt;
&lt;br /&gt;
Jump up from the fourth to the fifth platform (the highest one in the ceiling platforms) jump from the fifth to the sixth and the sixth to the eighth skipping the seventh lower platform. Pause there and wait for the moving platform to move below you, drop down, Simon will clunk - you have to wait till he comes out of that animation to jump to the next moving platform otherwise your input will get eaten. After jumping up whip the next candle to get a big heart, then throw a water at the next candle to get the long whip upgrade.&lt;br /&gt;
&lt;br /&gt;
Jump from the moving platform to the next platform, as you jump from that platform to the next do a delayed water throw to hit the bat, then jump from the final platform to the ground. Jump up the elevated platforms to get to the stairs and exit the cave.&lt;br /&gt;
&lt;br /&gt;
==== Cave Skip Saves ====&lt;br /&gt;
&lt;br /&gt;
If you mess up the watch activation and you see the fishman's feet not on the right pixels you can save the cave skip.&lt;br /&gt;
&lt;br /&gt;
NOTE: will expand this section further&lt;br /&gt;
&lt;br /&gt;
Generally if you are early (the fishman is not above the candle fully) it is more difficult to save this but you pause buffer - I've (KCR experience results may vary lol) found that I pause and say to myself &amp;quot;crap&amp;quot; and sometimes I can save this, you'll only find out once you get to the top platform to do the second watch activation.&lt;br /&gt;
&lt;br /&gt;
If you're late on the first activation (fishman's feet are more than the 2 pixels above the candle flame) then I find its a much quicker pause buffer.&lt;br /&gt;
&lt;br /&gt;
All in all - the pause buffer is something that you have to get a feel for - you might as well attempt if you miss the set up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Wolf outline will circle back on items we should add&lt;br /&gt;
&lt;br /&gt;
=== Cave Skip ===&lt;br /&gt;
==== Long Whip pickup ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
==== No Long Whip pickup (Faster, more difficult) ====&lt;br /&gt;
(Video link)&amp;lt;br \&amp;gt;&lt;br /&gt;
'''It might be a good idea to have the two videos above show footage of different frames (so the long whip one showing frame 1 and the short whip one showing frame 2)'''&lt;br /&gt;
*Aim for 2-frame window, pause buffer if off, refer to backups section&lt;br /&gt;
*Explain top of screen movement&lt;br /&gt;
*Explain optimal jump off of moving platform&lt;br /&gt;
*If wanting to get long whip, grab big hearts for 8+ hearts, then grab long whip off last candle in stage&lt;br /&gt;
*If not, aim to exit the moving platform with less than 8 hearts so that the bat at the end may never drop the long whip&lt;br /&gt;
*If missed cave skip, refer to backups&lt;br /&gt;
&lt;br /&gt;
=== Cave Skip Setup on Additional Frames ===&lt;br /&gt;
==== Frames 3 &amp;amp; 4 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*A little harder, but avoid a pause buffer&lt;br /&gt;
*Explain movements, show pictures of frames it works on&lt;br /&gt;
&lt;br /&gt;
==== Frames 5 &amp;amp; 6 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Same movements of frames 1 &amp;amp; 2, show pictures&lt;br /&gt;
&lt;br /&gt;
==== Frame 7 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Same movements of Frames 3 &amp;amp; 4, more lenient, show pictures&lt;br /&gt;
&lt;br /&gt;
==== Frames -1 and -2 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*The chain jumps technically work on these two earlier frames as well, though it's not recommended as it's really tight, it's recommended to pause buffer instead. Document anyway, show pictures of working frames.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Wrong Frame Pause Buffer ====&lt;br /&gt;
(Video link)&lt;br /&gt;
==== Long Whip Cave Skip ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*How to do the cave skip with the long whip&lt;br /&gt;
==== Missed Cave Skip ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 11 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 11 Fleaman Alley ===&lt;br /&gt;
&lt;br /&gt;
As you come up the stairs hold right, during stage 11 you can get consistent patterns but this requires not losing frames, so it is important to make sure you're heading right immediately.&lt;br /&gt;
&lt;br /&gt;
One super important note - you need to be aware of the item you are on in the item table. If you did not get a potion drop in level 3 (or in the cave) you are most likely lined up for the axe during stage 11. See the &amp;quot;short whip Strat&amp;quot; for getting the axe drop behind you or pay attention to jumping over the drops in the long whip section.&lt;br /&gt;
&lt;br /&gt;
==== Long Whip ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KLkhD_8a4Ow|550}}&lt;br /&gt;
&lt;br /&gt;
The overall pattern of stage 11 is:&lt;br /&gt;
&lt;br /&gt;
single single double single double single double single single&lt;br /&gt;
&lt;br /&gt;
single meaning a single bird with a fleaman and then a space&lt;br /&gt;
double meaning two birds with two fleamen closely appearing&lt;br /&gt;
&lt;br /&gt;
Easiest way to approach this is to jump and whip or jump and throw a holy water - your visual cues can be the background, I also like to have jumps to help me space the throws/whips correctly. Additionally, you want to practice the jumping so you can jump over any drops.&lt;br /&gt;
&lt;br /&gt;
First single jump and throw a holy water right before the middle of the this column.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_1.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Second single jump and whip right before the start of this column.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
For the first double pair jump and throw a water then jump and whip. &lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_3.png|250px]] [[File:Stage11_4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_5.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next double throw a delayed water and the jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_6.png|250px]] [[File:Stage11_7.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_8.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next double throw a water and then jump whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_9.png|250px]] [[File:Stage11_10.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_11.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Final single jump and throw a water here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_12.png|250px]]&lt;br /&gt;
&lt;br /&gt;
For the bone dragon, if you have a heart leftover jump and throw a water at him - this will ensure you get a double shot from the next candle.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_13.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Short Whip ====&lt;br /&gt;
&lt;br /&gt;
While you will have to adjust a bit on the timing of the jump-whip in flea man alley, it is mostly the middle pair of flea man that are the issue. There are two main methods of dealing with that pair:&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease's Fleaman Alley with the short whip Strat - note the middle pair:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qrOCzeSB8OY|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
&lt;br /&gt;
=== Long Whip Fleamen Alley ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation&lt;br /&gt;
*Fill this sction up with visual cues&lt;br /&gt;
&lt;br /&gt;
=== Short Whip Fleamen Alley ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation, get visual cues, blah blah&lt;br /&gt;
&lt;br /&gt;
=== 1-Heart Short Whip Fleaman Alley ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Only 1 heart is used throughout this screen, plus the additional one on the bone dragon for the double shot. The goal is to preserve 2 hearts for frank so that the potentially lag-inducing big candle in stage 12 doesn't have to be broken.&lt;br /&gt;
*Also refer to this if you need to save up on hearts. If you have an excess, use more holy waters throughout this screen, refer to the section above.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Possibly show some alternate ways of hitting fleamen'''&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 12 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3jkDnkg-h58|550}}&lt;br /&gt;
&lt;br /&gt;
Entering this room jump and whip the third candle, if you hit enough flea men/birds with the holy water (reminder hitting the bone dragon before the stage 12 door will ensure this) this candle will drop a double multiplier. &lt;br /&gt;
&lt;br /&gt;
After collecting the double, do a standing whip as the next bone dragon appears out of the blocks, and then jump over the head of the dragon. You should be able to jump immediately again and hurdle the dragon without taking a hit. Continue holding right and the second bone dragon you should be able to jump over its head and then immediately jump again in the middle of the dragon without taking a hit. &lt;br /&gt;
&lt;br /&gt;
=== Optimal ===&lt;br /&gt;
&lt;br /&gt;
After collecting the double from the third candle you can do a quick pause buffer and this will put the bone dragon on the correct cycle to jump it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|8EWaTsJBWl8|550}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can jump up and collect the double, while falling do another delayed whip that should put the bone dragon on the correct cycle.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SmpyBQ7RYqo|550}}&lt;br /&gt;
&lt;br /&gt;
For both of these options proceed to the right, jumping the second bone dragon and onto the boss fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Standing whip buffer for bone dragon&lt;br /&gt;
&lt;br /&gt;
=== Optimal ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Show both ways in the video, the while falling whip and the pause buffer. Both are fine, it boils down to preference, although with the pause buffer you risk adding an extra tick on the IGT after the orb grab, in certain scenarios.&lt;br /&gt;
*Point out that the big candle should be skipped optimally as it can cause lag (show the heart being grabbed with the pause buffer clip, it being ignored and already having 2 hearts with the landing whip clip)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Smooth way of recovering from death and picking up the dagger&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Igor and Frankenstein's Monster ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&lt;br /&gt;
An easy Igor and Frankenstein's Monster fight as long as you have the holy water and the multiplier is to stand in the middle of the right platform and toss a holy water then whip three times. Repeat this pattern for a total of 3 holy water tosses. After you kill the boss, wait till the flames disappear, whip twice and you can jump from the platform and grab the orb. Review the orb grab section if you have questions on that. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|PaMHE2p7p3o|550}}&lt;br /&gt;
&lt;br /&gt;
=== Simple Short Whip===&lt;br /&gt;
&lt;br /&gt;
If you have short whip, instead of standing on the platform, fall off of the platform but be sure to not hold right after you start to fall. Once Simon's feet are on the ground throw a holy water then whip three times - repeat this for a total of three. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|XSpHRWPkio0|550}}&lt;br /&gt;
&lt;br /&gt;
=== Frank Crits ===&lt;br /&gt;
&lt;br /&gt;
For the crits you set up the same as you would with the short whip fight. Throw a water and whip twice, then throw the next water - after you throw the water you walk forward and whip four times. After the fourth whip you have to turn and walk away from the boss and whip once more. The distance you move away depends on how close you came to the boss. Below is the chart for that adjustment and the video guide:&lt;br /&gt;
&lt;br /&gt;
[[File:Frank_Crit_Explanation.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation, standard holy water fight&lt;br /&gt;
*Orb grab info, mimic level 1 info&lt;br /&gt;
&lt;br /&gt;
=== Crit ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation of setup, provide pictures with pixel information, video should show a few timings (or maybe there should be separate videos)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Axe fight ====&lt;br /&gt;
(Video link)&lt;br /&gt;
==== Dagger fight ====&lt;br /&gt;
(Video link)&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7_sYEXJap4c|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZKv165Ct-To|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|YZKt1WEUYOM|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level4&amp;diff=2272</id>
		<title>Cv1/level4</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level4&amp;diff=2272"/>
				<updated>2022-08-11T16:50:09Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level4.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 4&lt;br /&gt;
| level_sections = Stage 10, Stage 11, Stage 12&lt;br /&gt;
| previous = [[cv1/level3 | Level 3]]&lt;br /&gt;
| next = [[cv1/level5 | Level 5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 10 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 10 ===&lt;br /&gt;
&lt;br /&gt;
==== Beginner route ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_p4uzLhckbo|550}}&lt;br /&gt;
&lt;br /&gt;
If you want to hold off on learning cave skip, the cave is somewhat straight forward. Simon will land and clunk, holding right to keep moving to the right - jump from the first platform to the second. The candle above the second platform will have a watch, this is useful to get in the habit of grabbing the watch for the cave skip but also to make the level easier.&lt;br /&gt;
&lt;br /&gt;
Jump from the platform to the moving platform and watch for fishmen and bats. If you move consistently from the clunk, you should just beat the fishmen and bats on the moving platform if you keep moving the fishmen will jump up from below behind you and as you approach the gap in between the platforms a bat will appear from the right. This bat as long as you are not jumping should appear at Simon's level and is easy to jump in stride.&lt;br /&gt;
&lt;br /&gt;
Jump up to the next two platforms, once you get to the highest one, break the second candle for the holy water. Drop down to the low platform, wait for the moving platform and whip the first bat that appears. Jump out to the moving platform, if you may or may not have another bat appear mid-jump or a fishman jump out of the water - be prepared, the pattern should be consistent but can be slightly different based on frames lost.&lt;br /&gt;
&lt;br /&gt;
Crouch down so you don't get knocked off of the moving platform by the hanging rocks, and watch for a bat to spawn from the right whip it once you can. Then jump up to the small elevated platform. Wait for the next moving platform, whip any fishmen that pose a threat, get on the moving platform and duck under the next hanging rocks.&lt;br /&gt;
&lt;br /&gt;
The moving platform will move towards another moving platform, jump up to that platform, whip the first candle you come to for five hearts and then throw a holy water at the next candle to get the whip upgrade if you do not have it already. Then jump to the next platform, and the following platform. There is a super troll-y bat after this platform - you can jump and whip or throw a water at it of just wait till it passes over Simon.&lt;br /&gt;
&lt;br /&gt;
Jump from that platform to ground and then jump up the platforms to reach the stairs and exit the cave.&lt;br /&gt;
&lt;br /&gt;
==== Cave Skip ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| i_Xb59PWphU|550}}&lt;br /&gt;
&lt;br /&gt;
Once Simon lands, he will clunk. You need to wait for Simon to stand and then do 3 whips. The purpose of the whips is to lose 66 frames each whip is 22 frames. Whip while holding right, this will take some practice and while you can technically still make the moving platform by whipping once then taking a step, and doing this three times - it may be tough to catch the platform.&lt;br /&gt;
&lt;br /&gt;
Immediately after the third whip you want to jump and whip the candle in front of you to get the big heart, jump and whip to the next platform to pick up the watch and jump onto the moving platform. If you are having issues making this platform check that you are not spamming the whip button at the 3 whip pause buffer (this requires decent whip rhythm) or not trying to jump to the moving platform too early.&lt;br /&gt;
&lt;br /&gt;
Ride the moving platform, jump and whip the second candle to get another big heart, and jump to the next platform. Walk right and jump up and whip the second candle. You want to whip as you are falling down through the candle so that you do not collect the long whip upgrade. As you reach the ground jump up and activate the watch. The visual cue here is the fishman jumping up out of the water behind you. You want to activate the watch when you see the bottom of his feet right above the candle flame. There are two pixels that you have hit the set up correctly and you do not have to pause buffer to try and save the cave skip.&lt;br /&gt;
&lt;br /&gt;
Pixel 1 - note the fishman's feet are right on the flames&lt;br /&gt;
&lt;br /&gt;
[[File:CaveSkip Pixel1.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Pixel 2 - note there is a single pixel between the bottom of his feet and the top of the flames&lt;br /&gt;
&lt;br /&gt;
[[File:CaveSkip Pixel2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
If you have done that correctly when you activate the watch there will not be a bat in front of you. Jump over the pit and jump up the platforms. As you jump to the highest platform walk to about the midpoint of the platform and activate the watch as the bat swoops down and the fishman pops up. You will whip the fishman and the candle, collect the holy water and be able to walk and jump out over the bat to damage boost into the rock platforms that normally only the fishmen are able to access.&lt;br /&gt;
&lt;br /&gt;
Once you land on the first rock platform jump to second platform below that one. Then you can take a step and throw a holy water to hit the fishman that pops up to the fourth platform or you can jump whip the fishman (note video shows the jump whip).&lt;br /&gt;
&lt;br /&gt;
Jump up from the fourth to the fifth platform (the highest one in the ceiling platforms) jump from the fifth to the sixth and the sixth to the eighth skipping the seventh lower platform. Pause there and wait for the moving platform to move below you, drop down, Simon will clunk - you have to wait till he comes out of that animation to jump to the next moving platform otherwise your input will get eaten. After jumping up whip the next candle to get a big heart, then throw a water at the next candle to get the long whip upgrade.&lt;br /&gt;
&lt;br /&gt;
Jump from the moving platform to the next platform, as you jump from that platform to the next do a delayed water throw to hit the bat, then jump from the final platform to the ground. Jump up the elevated platforms to get to the stairs and exit the cave.&lt;br /&gt;
&lt;br /&gt;
==== Cave Skip Saves ====&lt;br /&gt;
&lt;br /&gt;
If you mess up the watch activation and you see the fishman's feet not on the right pixels you can save the cave skip.&lt;br /&gt;
&lt;br /&gt;
NOTE: will expand this section further&lt;br /&gt;
&lt;br /&gt;
Generally if you are early (the fishman is not above the candle fully) it is more difficult to save this but you pause buffer - I've (KCR experience results may vary lol) found that I pause and say to myself &amp;quot;crap&amp;quot; and sometimes I can save this, you'll only find out once you get to the top platform to do the second watch activation.&lt;br /&gt;
&lt;br /&gt;
If you're late on the first activation (fishman's feet are more than the 2 pixels above the candle flame) then I find its a much quicker pause buffer.&lt;br /&gt;
&lt;br /&gt;
All in all - the pause buffer is something that you have to get a feel for - you might as well attempt if you miss the set up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Wolf outline will circle back on items we should add&lt;br /&gt;
&lt;br /&gt;
=== Cave Skip ===&lt;br /&gt;
==== Long Whip pickup ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
==== No Long Whip pickup (Faster, more difficult) ====&lt;br /&gt;
(Video link)&amp;lt;br \&amp;gt;&lt;br /&gt;
'''It might be a good idea to have the two videos above show footage of different frames (so the long whip one showing frame 1 and the short whip one showing frame 2)'''&lt;br /&gt;
*Aim for 2-frame window, pause buffer if off, refer to backups section&lt;br /&gt;
*Explain top of screen movement&lt;br /&gt;
*Explain optimal jump off of moving platform&lt;br /&gt;
*If wanting to get long whip, grab big hearts for 8+ hearts, then grab long whip off last candle in stage&lt;br /&gt;
*If not, aim to exit the moving platform with less than 8 hearts so that the bat at the end may never drop the long whip&lt;br /&gt;
*If missed cave skip, refer to backups&lt;br /&gt;
&lt;br /&gt;
=== Cave Skip Setup on Additional Frames ===&lt;br /&gt;
==== Frames 3 &amp;amp; 4 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*A little harder, but avoid a pause buffer&lt;br /&gt;
*Explain movements, show pictures of frames it works on&lt;br /&gt;
&lt;br /&gt;
==== Frames 5 &amp;amp; 6 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Same movements of frames 1 &amp;amp; 2, show pictures&lt;br /&gt;
&lt;br /&gt;
==== Frame 7 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Same movements of Frames 3 &amp;amp; 4, more lenient, show pictures&lt;br /&gt;
&lt;br /&gt;
==== Frames -1 and -2 ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*The chain jumps technically work on these two earlier frames as well, though it's not recommended as it's really tight, it's recommended to pause buffer instead. Document anyway, show pictures of working frames.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Wrong Frame Pause Buffer ====&lt;br /&gt;
(Video link)&lt;br /&gt;
==== Long Whip Cave Skip ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*How to do the cave skip with the long whip&lt;br /&gt;
==== Missed Cave Skip ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 11 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 11 Fleaman Alley ===&lt;br /&gt;
&lt;br /&gt;
As you come up the stairs hold right, during stage 11 you can get consistent patterns but this requires not losing frames, so it is important to make sure you're heading right immediately.&lt;br /&gt;
&lt;br /&gt;
One super important note - you need to be aware of the item you are on in the item table. If you did not get a potion drop in level 3 (or in the cave) you are most likely lined up for the axe during stage 11. See the &amp;quot;short whip Strat&amp;quot; for getting the axe drop behind you or pay attention to jumping over the drops in the long whip section.&lt;br /&gt;
&lt;br /&gt;
==== Long Whip ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KLkhD_8a4Ow|550}}&lt;br /&gt;
&lt;br /&gt;
The overall pattern of stage 11 is:&lt;br /&gt;
&lt;br /&gt;
single single double single double single double single single&lt;br /&gt;
&lt;br /&gt;
single meaning a single bird with a fleaman and then a space&lt;br /&gt;
double meaning two birds with two fleamen closely appearing&lt;br /&gt;
&lt;br /&gt;
Easiest way to approach this is to jump and whip or jump and throw a holy water - your visual cues can be the background, I also like to have jumps to help me space the throws/whips correctly. Additionally, you want to practice the jumping so you can jump over any drops.&lt;br /&gt;
&lt;br /&gt;
First single jump and throw a holy water right before the middle of the this column.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_1.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Second single jump and whip right before the start of this column.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
For the first double pair jump and throw a water then jump and whip. &lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_3.png|250px]] [[File:Stage11_4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_5.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next double throw a delayed water and the jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_6.png|250px]] [[File:Stage11_7.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_8.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next double throw a water and then jump whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_9.png|250px]] [[File:Stage11_10.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Next single jump and whip here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_11.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Final single jump and throw a water here.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_12.png|250px]]&lt;br /&gt;
&lt;br /&gt;
For the bone dragon, if you have a heart leftover jump and throw a water at him - this will ensure you get a double shot from the next candle.&lt;br /&gt;
&lt;br /&gt;
[[File:Stage11_13.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Short Whip ====&lt;br /&gt;
&lt;br /&gt;
While you will have to adjust a bit on the timing of the jump-whip in flea man alley, it is mostly the middle pair of flea man that are the issue. There are two main methods of dealing with that pair:&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease's Fleaman Alley with the short whip Strat - note the middle pair:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qrOCzeSB8OY|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
&lt;br /&gt;
=== Long Whip Fleamen Alley ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation&lt;br /&gt;
*Fill this sction up with visual cues&lt;br /&gt;
&lt;br /&gt;
=== Short Whip Fleamen Alley ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation, get visual cues, blah blah&lt;br /&gt;
&lt;br /&gt;
=== 1-Heart Short Whip Fleaman Alley ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Only 1 heart is used throughout this screen, plus the additional one on the bone dragon for the double shot. The goal is to preserve 2 hearts for frank so that the potentially lag-inducing big candle in stage 12 doesn't have to be broken.&lt;br /&gt;
*Also refer to this if you need to save up on hearts. If you have an excess, use more holy waters throughout this screen, refer to the section above.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Possibly show some alternate ways of hitting fleamen'''&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 12 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3jkDnkg-h58|550}}&lt;br /&gt;
&lt;br /&gt;
Entering this room jump and whip the third candle, if you hit enough flea men/birds with the holy water (reminder hitting the bone dragon before the stage 12 door will ensure this) this candle will drop a double multiplier. &lt;br /&gt;
&lt;br /&gt;
After collecting the double, do a standing whip as the next bone dragon appears out of the blocks, and then jump over the head of the dragon. You should be able to jump immediately again and hurdle the dragon without taking a hit. Continue holding right and the second bone dragon you should be able to jump over its head and then immediately jump again in the middle of the dragon without taking a hit. &lt;br /&gt;
&lt;br /&gt;
=== Optimal ===&lt;br /&gt;
&lt;br /&gt;
After collecting the double from the third candle you can do a quick pause buffer and this will put the bone dragon on the correct cycle to jump it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|8EWaTsJBWl8|550}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can jump up and collect the double, while falling do another delayed whip that should put the bone dragon on the correct cycle.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SmpyBQ7RYqo|550}}&lt;br /&gt;
&lt;br /&gt;
For both of these options proceed to the right, jumping the second bone dragon and onto the boss fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Standing whip buffer for bone dragon&lt;br /&gt;
&lt;br /&gt;
=== Optimal ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Show both ways in the video, the while falling whip and the pause buffer. Both are fine, it boils down to preference, although with the pause buffer you risk adding an extra tick on the IGT after the orb grab, in certain scenarios.&lt;br /&gt;
*Point out that the big candle should be skipped optimally as it can cause lag (show the heart being grabbed with the pause buffer clip, it being ignored and already having 2 hearts with the landing whip clip)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video link)&lt;br /&gt;
*Smooth way of recovering from death and picking up the dagger&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Igor and Frankenstein's Monster ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&lt;br /&gt;
An easy Igor and Frankenstein's Monster fight as long as you have the holy water and the multiplier is to stand in the middle of the right platform and toss a holy water then whip three times. Repeat this pattern for a total of 3 holy water tosses. After you kill the boss, wait till the flames disappear, whip twice and you can jump from the platform and grab the orb. Review the orb grab section if you have questions on that. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|PaMHE2p7p3o|550}}&lt;br /&gt;
&lt;br /&gt;
=== Simple Short Whip===&lt;br /&gt;
&lt;br /&gt;
If you have short whip, instead of standing on the platform, fall off of the platform but be sure to not hold right after you start to fall. Once Simon's feet are on the ground throw a holy water then whip three times - repeat this for a total of three. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|XSpHRWPkio0|550}}&lt;br /&gt;
&lt;br /&gt;
=== Frank Crits ===&lt;br /&gt;
&lt;br /&gt;
For the crits you set up the same as you would with the short whip fight. Throw a water and whip twice, then throw the next water - after you throw the water you walk forward and whip four times. After the fourth whip you have to turn and walk away from the boss and whip once more. The distance you move away depends on how close you came to the boss. Below is the chart for that adjustment and the video guide:&lt;br /&gt;
&lt;br /&gt;
[[File:Frank_Crit_Explanation.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation, standard holy water fight&lt;br /&gt;
*Orb grab info, mimic level 1 info&lt;br /&gt;
&lt;br /&gt;
=== Crit ===&lt;br /&gt;
(Video link)&lt;br /&gt;
*Explanation of setup, provide pictures with pixel information, video should show a few timings (or maybe there should be separate videos)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Axe fight ====&lt;br /&gt;
(Video link)&lt;br /&gt;
==== Dagger fight ====&lt;br /&gt;
(Video link)&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7_sYEXJap4c|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZKv165Ct-To|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|YZKt1WEUYOM|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level3&amp;diff=2271</id>
		<title>Cv1/level3</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level3&amp;diff=2271"/>
				<updated>2022-08-11T16:47:08Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level3.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 3&lt;br /&gt;
| level_sections = Stage 7, Stage 8, Stage 9/Mummies Boss&lt;br /&gt;
| previous = [[cv1/level2 | Level 2]]&lt;br /&gt;
| next = [[cv1/level4 | Level 4]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 07 == &lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 first screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1yI1AnXJWAw|550}}&lt;br /&gt;
&lt;br /&gt;
*After gaining control of Simon, immediately jump off of the current platform and throw a holy water to hit the second candle, this should drop triple multiplier. Walk under the first fleaman (you can try to whip him to practice for the advanced strat) and when about the middle of the two raised platforms, jump and do a delayed holy water toss. If done correctly it should allow you to keep moving and kill the first two fleamen.&lt;br /&gt;
&lt;br /&gt;
*Next jump onto the slightly raised platform and head towards the skeleton, turn and come back to the first block and jump up and into the now jumping third fleaman. This should boost you to the next platform, turn toss a holy water at the candle, grab the big heart and proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
*After gaining control of Simon, immediately jump off of the current platform, and walk towards the fleaman. When Simon's head almost reaches the candle prior to the fleaman jump and whip - this should kill the first fleaman. If it does not after you walk under the platform jump and throw a holy water. This should be an earlier toss than the standard and not a delayed toss, you want to keep the second fleaman alive to boost off of.&lt;br /&gt;
&lt;br /&gt;
*Walking under the second fleaman you can stop and turn at the candle at the right side of the pillar or the left side of the pillar. You need to time this turn around with the fleamans jumps or bounces, this should cause him to jump high giving enough time to turn back to the left walk and jump onto the raised platform. Immediately turn back and jump boosting you from the second fleaman onto the raised platform.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Gm28dC9Vpjw|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is whipping the first fleaman and doing the turnaround at the left side of the pillar &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3DS7GAAaflg|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is missing the first fleaman whip and throwing the water&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CGDcE_HkiZ8|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is turning at the candle at the right side of the pillar&lt;br /&gt;
&lt;br /&gt;
*Additionally, if you moved the item table and are now on money bag, you can manip a drop here by throwing the water after the first fleaman&lt;br /&gt;
NOTE: need to grab screen shot&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 second screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yrbFYlgIO-M|550}}&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs and jump off of the raised platform as far right as you can. You should &amp;quot;clunk&amp;quot; meaning there is a sound effect and Simon kneels for a moment. This causes the bird pattern coming up to be consistent and the only pattern you have to worry about being the skeleton. The skeleton will either jump towards you or jump towards you and throw a bone. If the skeleton jumps towards you whip him, if he jumps and throws a bone throw a holy water at him.&lt;br /&gt;
&lt;br /&gt;
*After dealing with the skeleton walk and jump as late as possible over the pit, while in the air do a delayed holy water throw this should hit the first bird. Jump from the lower platform to the next platform instead of walking up the stairs.Walk towards the edge of this platform and when Simon has one foot off of the platform throw a holy water so it lands on the edge of the next raised platform. This should kill the upper and lower birds, allowing you jump to the next two platforms.&lt;br /&gt;
&lt;br /&gt;
*As you jump to the highest platform (the one with the stairs on the right side) toss a holy water down so it hits the candle and the skeleton below. Jump and when Simon is coming down do a whip to cancel the clunk here, as you land you should collect the cross from the candle at the bottom. Jump to the next two platforms and then proceed to the door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs and jump off of the raised platform at the top of the stairs. Whip buffer on the way down so you do not clunk. From here you have to deal first with the skeleton, which has two patterns. Jump forwards and if the skeleton just jumps at you, you whip him in the air. If he jumps and throws a bone you do a delayed holy water throw. This needs to be almost as late as possible.&lt;br /&gt;
&lt;br /&gt;
*After dealing with the skeleton walk and jump as late as possible over the pit, while in the air do a delayed holy water throw this should hit the first bird. Jump from the lower platform to the next platform instead of walking up the stairs. If done on the right frame you will get the next item drop, so if you entered level 3 on potion and have not gotten any other drops you will get the potion in mid air, otherwise it will be a rosary or bag - again depending what item you are on.&lt;br /&gt;
&lt;br /&gt;
*There are 3 patterns the birds will give you next. High, mid and low. If you just got a potion or a rosary you proceed by jumping up to each raised platform. Throw an early water as you jump to the highest platform, this should cause the skeleton to walk towards the water as it falls and can give you the next drop. This is optimal if you got the potion and now are on bag, because if you get the bag on this screen you can force a rosary drop in stage 8 which helps you get through the screen faster.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|COSqFULLTnY|550}}&lt;br /&gt;
&lt;br /&gt;
*If you do not get a potion or rosary drop off of the first bird then you have to read the pattern in mid air.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I0ilG7vkddg|550}}&lt;br /&gt;
&lt;br /&gt;
*High bird - if you get high bird throw a water forward onto the middle raised platform to kill the bird coming from below and immediately jump and whip the high bird.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|jrlSIbBEVxA|550}}&lt;br /&gt;
&lt;br /&gt;
*Mid bird - the mid bird pattern strat is the same as the standard strat so walk towards the edge of this platform and when Simon has one foot off of the platform throw a holy water so it lands on the edge of the next raised platform. This should kill the upper and lower birds, allowing you jump to the next two platforms.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Zh4T4QL_m_0|550}}&lt;br /&gt;
&lt;br /&gt;
*Low bird - this is the pattern when you see the bird from above dive down super fast and below Simon. You quickly pause and unpause, what this does is slightly delays the bird from below from quickly flying up and hitting Simon.&lt;br /&gt;
&lt;br /&gt;
*As you jump to the highest platform (the one with the stairs on the right side) toss a holy water down so it hits the candle and the skeleton below. Jump and when Simon is coming down do a whip to cancel the clunk here, as you land you should collect the cross from the candle at the bottom. Jump to the next two platforms and then proceed to the door.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 08 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 8 first screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X_MBCJd-nXw|550}}&lt;br /&gt;
&lt;br /&gt;
*Once you gain control of Simon after the door take a step and do a jump delay whip, this will manipulate the skeleton later on this screen to jump down from the platform as you approach. Keep walking right and the medusa heads will not hit you, jump and throw the axe to hit the upper candle to get the cross to drop. Continuing walking to the right collect the cross and walk up the stairs.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I4C0wsueWLM|550}}&lt;br /&gt;
&lt;br /&gt;
*If entering stage 8 on bag in the item table and you have 3 or more hearts there is a spot to jump and throw the cross that will force a drop and advance the item table. The video above shows a potion drop but if you were on bag it would be a bag. This is important because it sets you up for the second screen of stage 8 to be on rosary and make it easier to move through that screen.&lt;br /&gt;
&lt;br /&gt;
=== Stage 8 second screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
*There are a number of ways to move through this screen. For beginners you can walk up the stairs, head to the right, jump and throw a cross at the bird and candle. Then stop and whip down the bone pillar. Afterwards jump across the first pit, stop and whip the two birds, then jump the second pit, whip or jump the fireballs and then jump the second bone pillar.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|W__Q1fNpMlU|550}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively, the easiest is to jump and throw a cross to hit the bird and the candle for the 5 hearts. Jump over the first fireball shot at you, and when you land whip the second fireball. Then jump and land on the right side of bone pillar to damage boost over the pit. As Simon stands up from the boost landing, throw a cross to protect you from the birds, continue to walk to the right. Then jump over the next pit, you can whip or jump the fireballs from the next bone pillar, and finally jump over the pillar and proceed to the door. The clip shows the player getting a potion drop but you can jump or whip the fireballs still.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7C0m0RFlgWE|550}}&lt;br /&gt;
&lt;br /&gt;
*The optimal way to move through the second screen of stage 8 is to force an item drop off of the bird. This is done by jumping and throwing a cross on the way down from the jump that hits both the candle and the bird. Depending on which item you are on this allows you to move through this screen very quickly. Potion for this screen allows you to walk through everything except the final bone pillar which you want to jump as your invincibility may run out. If you are setting up for god bridge in stage 9 you'll also want to force a bag drop off of the second bird on this screen so that you are on rosary going into stage 9.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1wksJqlIb0A|550}}&lt;br /&gt;
&lt;br /&gt;
*Another way to move through this screen is to jump and throw a cross at the bird and the candle. Jump the first fireball and whip the second fireball then completely jump the bone pillar. There is enough room to land, then jump the pit whipping the second bird when coming down in the air (or throwing a cross) and either whipping or dodging the second bird. Jump the fireballs and then jump the bone pillar and proceed to the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Jcsn4rZxLMQ|550}}&lt;br /&gt;
&lt;br /&gt;
*If you do hurdle the first bone pillar and are worried about the jump (it is easy to hit right too early and walk off into the pit or do a neutral jump), then walk to the left into the bone pillar, it will damage boost you across the pit. This is the Perfect Fin boost - great for races as well!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 09/Mummy Fight==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stage 9&lt;br /&gt;
&lt;br /&gt;
===Ouijawii Bridge and Mummy Fight===&lt;br /&gt;
&lt;br /&gt;
*Stage 9 can be difficult but if you move through it consistently you'll get the same enemy pattern AND you'll get a consistent boss pattern. The way to do this is to intentionally lose 66 frames - meaning 3 whips or cross throws.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Ak7L-zhDSak|550}}&lt;br /&gt;
&lt;br /&gt;
*Moving to the right, jump and whip the first two birds in the air, then when you land after the second bird throw a cross at the bone pillar. Remember to keep holding right for this whole screen. After you throw the cross walk forwards and jump over the bone pillar. You're going jump the next two birds but pay attention to where they fly, you want them to fly down from the statues and hover right around Simon's waist level. IF they dive much farther below mentally note this, this impacts your boss fight.&lt;br /&gt;
&lt;br /&gt;
*After jumping the second pair of birds whip the first fireball from the bone pillar and jump over the next fireball. You then immediately jump the bone pillar. This is pretty tight jump and looks like you're about hit the top the pillar with your feet. There is a bird right after this bone pillar, you are going to jump and throw a cross above the bird. This bird should dive really low - again if it does not note this mentally, your boss fight just changed.&lt;br /&gt;
&lt;br /&gt;
*Your cross should hit the skeleton jumping towards you, and then you whip the second skeleton mid air as he jumps towards you. Jump the next pit and keep heading right - the medusa heads won't hit you if you just walk right. You'll reach the final bone pillar - throw a cross at the fireballs. This should take care of both fireballs and go through the bone pillar to the candle behind the pillar - this should drop the 2x multiplier.&lt;br /&gt;
&lt;br /&gt;
*Jump from your current platform to the middle block of the &amp;quot;steps&amp;quot; into the boss room. If all of Stage 9 went correctly you can walk all the way to the right. The Mummies will activate and the right mummy will hit Simon once and then turn and walk towards the center of the room. Walk left, the Mummies should overlap in the middle of the room, throw 2 crosses at the center of the next background pillar - this should cause the Mummies be killed instantly.&lt;br /&gt;
&lt;br /&gt;
*One note if the candle after the bone pillar doesn't drop the multiplier you can throw a cross in the Mummy room on the way to the right and should get it. If not you can also throw a cross and jump and whip the Mummies on the way down.&lt;br /&gt;
&lt;br /&gt;
===God Bridge and Mummy Fight===&lt;br /&gt;
&lt;br /&gt;
*If you are on money bag entering Stage 9 you can force a drop off of the first bird with a well timed cross.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MHEIK0v5hGc|550}}&lt;br /&gt;
&lt;br /&gt;
*The above isn't needed if you are on the correct item.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|T1CErdxSyVk|550}}&lt;br /&gt;
&lt;br /&gt;
*God Bridge is when you do not stop moving for all of Stage 9, forcing drops from the item table to allow Simon to not have to stop.&lt;br /&gt;
&lt;br /&gt;
*The first drop is done by throwing a falling cross at the second bird, this should drop either a potion or a rosary depending on what item you are on in the table.&lt;br /&gt;
&lt;br /&gt;
[[File:GodBridge Bird1.png|550px]] [[File: GodBridge Bird2.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump - the first bird jump and whip, the second jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
*The second drop is done by throwing a falling cross at the fourth bird, again you should get a rosary or potion.&lt;br /&gt;
&lt;br /&gt;
[[File: GodBridge Bird3.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
*There is a third drop on the fifth bird that you may or may not need to get. You then whip the skeletons mid air and keep moving to the bone pillar. You want to jump the first fireball and as you land whip the second fireball or throw a cross. Since you have not lost 66 frames the Mummy pattern is now one of four patterns - you'll need to line up on the left side by walking to the center of the room then walking back to left, jump + whip the final block of the &amp;quot;stairs&amp;quot; into the room and turn back to the right. The left Mummy will walk through Simon and then you'll have to read the pattern.&lt;br /&gt;
&lt;br /&gt;
[[File: GodBridge Bird4.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Mummy patterns ===&lt;br /&gt;
Tutorial by CLChambers00&lt;br /&gt;
{{#ev:youtube|K4MvYgpqMNE|560}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| KhYKgpyZbVw|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2270</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2270"/>
				<updated>2022-08-11T16:46:23Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level2.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 2&lt;br /&gt;
| level_sections = Stage 4, Stage 5, Stage 6/Medusa Boss&lt;br /&gt;
| previous = [[cv1/level1 | Level 1]]&lt;br /&gt;
| next = [[cv1/level3 | Level 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 04 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WfmgpQEv6yI|550}}&lt;br /&gt;
=== Standard ===&lt;br /&gt;
*Once you gain control of Simon either walk or jump to the base of the stairs, climb the stairs and then jump to the next platform. Either when jumping (or after landing on the top platform) jump and activate the stop watch. Walk past the frozen knight and bat. The difference between activation during the jump from the first platform to the second is just comfort.&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs after the bat and knight. Once at the top of the stairs jump to the platform. Jump up so your head at the peak of the jump is at the candle, once you land take a step or two and jump again to jump over the bat and land on the lower small platform after the knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage4 BatJumpStart.png|550px]]&lt;br /&gt;
&lt;br /&gt;
If you do this correctly you will not touch the edge of the next platform, if you do not bump into that edge then you should be able to hit the framerule at the door.&lt;br /&gt;
&lt;br /&gt;
*After jumping to the next platform, jump over the knight and onto the moving platform get to the door. You can optionally whip the candle before the door mid jump.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Axe Backup ===&lt;br /&gt;
*If you have the axe instead you can immediately throw an axe to hit the knight from below this will collect the cross from the first candle. Then throw a cross when jumping to the upper platform to kill both the knight and the bat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uzc_okzIhac|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 05 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*Watch for control of Simon (I usually look at the candles) after the door. Jump immediately to have the medusa hit spawn above Simon's head level so you can just walk to the right. You need to collect 6 hearts (5 to use the watch and 6th for a holy water throw in stage 6) - you can either collect one from a candle and then get the big heart after the knight. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|d5DQsvkB6Qg|550}}&lt;br /&gt;
&lt;br /&gt;
*Otherwise you can do the candle lottery. Similar jump immediately after the door but whip as well, collecting hearts from the higher candles. If you are not at 4 by the time you hit the raised platform it might be best to just grab the big heart.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|YBW1UOnO3wE|550}}&lt;br /&gt;
&lt;br /&gt;
*Once you go up the stairs do a whip buffer then jump over the two pits. Attempt to land as far to the left as you can on the second platform, pause and when the second medusa spawns jump backwards out over the pit taking a boost from the medusa to the upper platform. From there walk to the left and jump when your foot hits the following area:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage5 DoorJump.png|550px]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*You can make the frame rule at this door but it is tight. You need to not do a whip buffer, walk as far to edge of the first platform as you can without falling, then jump, move to the second block on the middle platform, do a jump to have the medusa head spawn higher, hesitate, jump to the next platform, then jump up and backwards to get boosted to the upper platform. Then walk right, and jump to the lowered platform at the door. Keep in mind this saves not a huge amount of time and if you miss you will fall into the pit. Credit evadecpatcha's pb video&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CKzZM5mKg4g|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 06/Medusa Boss==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: there is now an RTA viable Scroll Glitch in 6 - please see [[Cv1/ScrollGlitch | Scroll Glitch]] for more info. &lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ua2rLsdhSUM|550}}&lt;br /&gt;
&lt;br /&gt;
*Walk off the very first ledge, then jump off the next one. Activate the watch when you go to jump up to the crushers platform and collect the Holy Water from the first candle. Walk under them and while holding left jump up to call the bat down, immediately jump again to boost up to the bone pillar platform. With the remaining heart, jump and throw a holy water at the next bone pillar. This allows you to walk through it but also hits the enemy enough times to get a 2x multiplier off of the next candle you break. IF the 2x multiplier falls in the bone pillar keep moving the candle at the top of the stairs should give you give you one as well. &lt;br /&gt;
&lt;br /&gt;
*You can grab the rosary from the third candle in the hallway to Medusa. Grab the big heart from the candle last before Medusa's room, jump and throw two waters so you have 3 waters left.&lt;br /&gt;
&lt;br /&gt;
===Lag Reduction===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TbDskup7FYY|550}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively when under the crushers and after collecting the water from the first candle jump and whip the remaining candles on the way to the bat boost. This should help reduce the lag in this area due to the number of sprites on the screen. The crushers won't kill you when frozen but once they become un-frozen it is instant death.&lt;br /&gt;
&lt;br /&gt;
===Without Stopwatch===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uMw1digj2lE|550}}&lt;br /&gt;
&lt;br /&gt;
*If you have been using Axe strats from Level 1, have lost the stopwatch by this point, or are attempting a category that doesn't employ subweapons, you can manipulate the crushers so that you can proceed quickly without dying. It requires one whip buffer before the third crusher has loaded (ideally between the second and third candles on the screen) then wait for the first crusher to hit the ground and jump up and forward after the second &amp;quot;tick&amp;quot; of movement up from the crusher. Be sure to whip while jumping so that you can get the holy water.&lt;br /&gt;
&lt;br /&gt;
===Item Table Considerations===&lt;br /&gt;
&lt;br /&gt;
*IF when boosting off of the bat up to the bone pillar platform you get a money bag you have just moved the item table. This means the first drop you get in the next level will be the money bag as well. If you want to again move the item table value you are on you can toss a holy water through two candles (after the rosary candle) and hit one of the medusa heads in the hallway to Medusa. This will Drop the cross and you will then be on the first rosary for level 3. Credit 2snek pb video&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|S5AeS9GScjg|550}}&lt;br /&gt;
&lt;br /&gt;
*Also if you see either a cross or triple multiplier drop during the Medusa fight - in the case of the cross you have moved the item table - in the case of the multiplier you may or may not have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medusa Boss===&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*When entering Medusa's room have 3 hearts (3 Holy Waters) and walk all the way to the door on the other side of the room. Turn around and immediately walk till Simon's front foot is here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage6 MedusaStandardKillStart.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Throw a Holy Water and whip 3 times, throw another water and whip 3 times, then throw your last water and whip 3 times you should kill Medusa without too much if any, movement from her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9MoSSOfl8S8|550}}&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*Below is the video from Shockra Tease on the different pixel set ups to crit Medusa.&lt;br /&gt;
&lt;br /&gt;
=== Medusa Crit Setups by Shockra ===&lt;br /&gt;
{{#ev:youtube|2UF1ogovioQ|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2WcxqAZ-qIY|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=2269</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=2269"/>
				<updated>2022-08-11T16:45:16Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* [Show/Hide] 2snek Beginner/Race Video Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level1.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 1&lt;br /&gt;
| level_sections = Stage 1, Stage 2, Stage 3&lt;br /&gt;
| previous = None&lt;br /&gt;
| next = [[cv1/level2 | Level 2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 01 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|WytD-jPacY0|550}}&lt;br /&gt;
[[File:Cv1-Zombie DBoost.gif|right|frame||If two or three zombies spawn clumped up together, take a damage boost.]]&lt;br /&gt;
*Jumping into the gate as shown is faster. This is because as soon as Simon touches the castle entrance, the game automatically moves him at a slower speed, so you want to jump to preserve normal speed.&lt;br /&gt;
*Right at the start of the castle, there could be one, two or three zombie spawning next to each other. If it's only one, you can simply jump over it and whip the one trailing a bit behind it, if there is one. If there's two or three zombies grouped up together, you might want to take a damage boost on one of them.&lt;br /&gt;
*Get the first whip upgrade from one of the high candles. Try to not get it from one of the low candles, especially if close to a zombie since it'll make timing your subsequent jump difficult.&lt;br /&gt;
**Try to hold off on collecting the final whip upgrade, as having the short whip will make Cave Skip in level 4 easier.&lt;br /&gt;
*On the second wave on zombies, there will never be two zombies next to each other. Feel free to jump and whip on landing for these guys.&lt;br /&gt;
*Don't be afraid to start climbing the staircase to avoid taking knockback from a zombie behind it.&lt;br /&gt;
&lt;br /&gt;
=== Stopwatch Manipulation (Optimal) ===&lt;br /&gt;
{{#ev:youtube|a1-C85VCv5A|550}}&lt;br /&gt;
[[File:Cv1-stage01 double drop.gif|right|frame||Money Bag dropping from the first Zombie, advancing the item chart.]]&lt;br /&gt;
*The optimal frame to jump into the gate is the one shown in the video, where Simon turns around for a very brief moment before going into the castle.&lt;br /&gt;
*Aim to get the Stopwatch off the first zombie. Break the first candle to get the whip upgrade, then jump and whip the zombie on landing. Whipping to get the Stopwatch is a 1-frame window.&lt;br /&gt;
**Pay attention if there's two or more zombies at the start, as the additional zombie will also generate a Money Bag if the Stopwatch drops and it'll advance the item chart to Slot 2 (this would be the Holy Water but it gets turned into a money bag due to the Important Item Rule). This needs to be taken into consideration later for a more optimal Level 3.&lt;br /&gt;
*If you successfully got the stopwatch already, go through the second wave of zombies as shown in the video to make it less likely to collect additional item drops.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Jump visual cue for second wave'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cv1-Stage01 jump cue.jpg]]&lt;br /&gt;
*Jump when Simon's front foot overlaps this spot in the background pillar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't have a Stopwatch by the second wave, use this strat:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|Y6TNwlSusLY|400}}&lt;br /&gt;
*You should aim to get the stopwatch on these two zombies showcased. The exact timing of the whips to get the stopwatch depends on how much time has already been lost whipping previous zombies: the more time has been lost, the earlier your whip will have to be to get the stopwatch.&lt;br /&gt;
**If the first zombie in this wave doesn't spawn, you should delay the whip on the second zombie by a lot.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Watch Manip Strats ===&lt;br /&gt;
{{#ev:youtube|e1Nh3a_JmWA|550}}&lt;br /&gt;
*This watch manipulation is a lot more complex as the actions are different from pattern to pattern, but it can always avoid a second item drop from happening in this stage, and some people may find the timing a little less awkward on some of these patterns.&lt;br /&gt;
*In order, the patterns shown are the Space Zombies (one zombie, a space, one zombie), the Couple (two zombies), the Triplet (three zombies), the Triplet with heart drops, and the Solo pattern (one unusable zombie and no more trailing zombies).&lt;br /&gt;
**On the Solo pattern, you will have to get the Stopwatch on the second wave. It is recommended to lose a few frames before the second wave with a stutter to help with the timing.&lt;br /&gt;
**Remember that if you don't get the Stopwatch on the first wave, you will have to adjust the whip timing for second wave depending on exactly how many frames have been lost whipping these first zombies. Usually, the Space zombies will lose fewer frames and demand a later timing, while the Couple and Triplet will lose more and demand an earlier timing.&lt;br /&gt;
&lt;br /&gt;
=== TAS Framerule ===&lt;br /&gt;
https://clips.twitch.tv/SwissPlumpAnteaterDendiFace-PgXOHhKl-4LZtjPW&lt;br /&gt;
*As of the date of this writing (April 27th 2021), this framerule has only been hit once in real time. To hit it, it is required to only whip a single zombie on the earliest possible frame, get the stopwatch off of it, pray that there's no zombies coming from the back of the stairs at the end, and get an optimal [[Cv1/tricks#Staircases | Stairs Grab]]. The chances of this happening are obviously extremely unlikely, and actively attempting this kind of strategy makes consistency greatly suffer. As such, it is not recommended to try to hit this framerule.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 02 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Easier Bat Boost ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|4aAr2RgyT64|550}}&lt;br /&gt;
[[File:Cv1-Stage02 pixel.png|thumb|right|frame|400px||This is the pixel you need to stay at to manipulate an item drop. You can use Simon's front foot in relation to the bricks in the background as a visual cue.]]&lt;br /&gt;
*Stand on a pixel perfect location. This will force the bat to force an item as soon as it hits Simon. If no other item drops have occurred yet, this item will be a Stopwatch.&lt;br /&gt;
**If you fail the Stopwatch manipulation or you get another item drop, it's recommended to not retry it and continue with the setup instead. Fall back on the backup Axe strats for stage 03 if you leave this stage without a Stopwatch.&lt;br /&gt;
***If you happen to have collected a Stopwatch from stage 01 already, you should stand on a pixel left or right of this one to avoid getting another item drop. Taking the knockback is not necessary to perform the bat boost, but it will allow you to execute this pseudo-buffer strat.&lt;br /&gt;
*As soon as Simon lands back on his feet from the knockback, whip while still in the crouched position and start holding right. Perform the jump and the other whip stall where shown in the video to manipulate the bat's Y position and be able to boost over.&lt;br /&gt;
&lt;br /&gt;
=== Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|kwwpOo6ZuCE|550}}&lt;br /&gt;
*The first bat will spawn on the second frame of the room. Thus, by activating the Stopwatch on the first frame of control, it's possible to delay its spawn and make the boost with the first bat. This saves ~4 seconds.&lt;br /&gt;
**While the bat will spawn on the second frame of the room, its visual model will spawn on the third frame. This means that if the Stopwatch is used on the second frame, it will look like the bat is not present, while in reality it has already spawned in the top right. It's not possible to boost over using this bat spawn.&lt;br /&gt;
***By holding left+up and pushing B at the start of the room, it's possible to tell early if the Stopwatch has been activated on the first or second frame. If Simon keeps facing right after the activation, it means that it was done on the first frame, while if Simon faces left, that means it was done on the second frame, making the boost impossible. Switch to right ASAP after activating the Stopwatch (in the middle of the whip animation).&lt;br /&gt;
*Perform the whip stalls and the jump where shown in the video to manipulate the bat's Y position in order to boost over.&lt;br /&gt;
**You can jump over the big heart if you intend on resetting for a missed crit in in stage 03, otherwise feel free to take it. The jump does not help manipulate the bat's Y position so you can skip it if you want to pick up the big heart.&lt;br /&gt;
&lt;br /&gt;
=== Optimal Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|37B6l3-KqMI|550}}&lt;br /&gt;
*Same principle as the other Early Boost method shown above, but the movements are slightly different so that an additional framerule may be saved. This is significantly more difficult.&lt;br /&gt;
*Two grounded whip stalls are made and then one on jump landing to lose a few more frames. The timing for this whip is a bit specific. Whip too early and you will break the candle, potentially getting a heart drop, and the bat will likely spawn too low. Whip too late, ad the bat will likely spawn too high.&lt;br /&gt;
**This landing whip can also be replaced with a simple stutter.&lt;br /&gt;
*Jump immediately as soon as you drop off the block. The earlier, the lower the bat will spawn and usually the easier the boost will be.&lt;br /&gt;
*You can do small stutter before jumping in for the boost to make it a little easier to hit the back of the bat and boost forward. As long as the stutter is kept tiny, you will still make the framerule.&lt;br /&gt;
**One side effect of doing this stutter is that it increases the chances of getting the bat to drop an item after boosting, which will advance the item chart.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Manual Bat Boost ====&lt;br /&gt;
{{#ev:youtube|5WNKWypGBMc|550}}&lt;br /&gt;
*To be used if the standard bat boost fails.&lt;br /&gt;
*Walking off the ledge and going back up seems to increase the chances of getting a higher bat spawn, which makes the boost easier.&lt;br /&gt;
*Wait at the ledge, then as soon as you see the bat appear on screen go back a little, then jump forward.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 03/Bat Boss ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple Crit attempt + backup Stopwatch kill ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cv1-Successful Crit.gif|right|frame||Successful Crit, killing the bat in a single whip strike.]]&lt;br /&gt;
{{#ev:youtube|xmF1ImWb92U|550}}&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|320px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
*The boss pattern is dependent on how many frames have elapsed since the start of this room (so to clarify, this excludes stage 01 and stage 02). This means that by always holding right, and performing consistent actions, it's possible to always get the same pattern on the boss.&lt;br /&gt;
*To achieve this, got through the room taking special care to never let go of right, take the invincibility potion, and simply walk off the big ledge, taking a clunk. This will consistently lose exactly 18 frames, providing a good pattern on the boss.&lt;br /&gt;
*Once you're at the boss, position Simon on the middle step. Once the bat starts to move, move to the top step and wait. When the bat approaches you, there is a 1-frame window where you can whip and kill the boss in one hit. This is known as the [[Cv1/tricks#Critical_Hit_Glitch | Critical Hit Glitch]]&lt;br /&gt;
**A general visual cue designed for people running on original console with a low display monitor (CRT or low delay LCD) in mind is depicted in this picture. This changes from person to person depending on reaction time and input delay, so experiment with your visual cue and try to create your own line a little earlier or later if you feel like it works better.&lt;br /&gt;
**Some people count the number of wing flaps from the bat as a visual cue ('''Needs amounts''').&lt;br /&gt;
***If you fail the crit, there's an easy way to tell if you were late or early. If you were late, Simon will hit the boss for 2 bars of HP, and a red sparkle will appear around the bat, indicating a hit. If you were early, SImon will not hit the boss instead and it will stay at full health.&lt;br /&gt;
*As a backup, activate the stopwatch and kill the bat there. You need to press either up+B on the same frame, or B 1 frame after pressing up, to avoid climbing the step.&lt;br /&gt;
*The simplest way to grab the end-stage orb is to let it fall on Simon. You might be tempted to jump towards the orb to collect it sooner, but you risk losing time that way. Read [[Cv1/tricks#Orb_Grabs | here]] if you're interested in the full details.&lt;br /&gt;
&lt;br /&gt;
=== Simple Stopwatch kill ===&lt;br /&gt;
{{#ev:youtube|QU1c3xGGcuQ|550}}&lt;br /&gt;
*This is an easier alternative to the Stopwatch kill with the Crit attempt listed above. This will require 10 hearts, grab the big heart from the candle as shown in the video if you still need hearts.&lt;br /&gt;
*Perform the same movements to manipulate the boss to swoop down, but as soon as it gets close to Simon, instead of attempting the Crit, activate the stopwatch and fully climb the stairs. Then turn around and start whipping down the bat. Activate the Stopwatch a second time as soon as it runs out.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Crit (Optimal) ===&lt;br /&gt;
*The boss pattern is dependent on how many frames have elapsed since the start of this room (so to clarify, this excludes stage 01 and stage 02). If you never release right through this room, the only spot that has time variance is the whip cancel off the big ledge. Depending on exactly how good the whip cancel is, a different amount of frames will be lost and the boss will have a different pattern. You will have to be able to tell exactly how many frames have been lost and perform different movements to make the bat swoop down quickly. The following videos illustrate what to do on every relevant scenario. If you lose more than 3 frames (or do some other kind of mistake), just do the same movement that the 2-frame and the 3-frame videos do and patiently wait for the bat to swoop down (it will likely take a lot longer).&lt;br /&gt;
*Breaking the candle that contains the invincibility potion can cause some lag, so you can skip it and get away with it most of the time. But there are certain zombie patterns that will hit you if you don't get the potion, so do this at your own risk.&lt;br /&gt;
*By jumping from a specific spot on the platform, you can have a chance at destroying the candle that cointains the Axe. If you jump from this spot, you can use this candle as an aid in telling what kind of whip cancel you just got: if you don't destroy the candle or clunk, it means the whip landing lost you no less than 2 frames. If you do destroy the candle, you will only have to recognize between a 1-frame landing and a 0-frame landing.&lt;br /&gt;
**If you do use this axe candle as a visual cue, it is recommended that you pick up the invincibility potion, as breaking the candle without being invincible has a chance of causing some lag as well, and it will make it harder to tell what kind of whip landing you just got.&lt;br /&gt;
***If you want to be fully optimal, you should skip both the invincibility potion and the axe candle by jumping from as far out as possible on the platform. This also means you can jump, whip too early and get a clunk, without having the Axe drop on Simon during the clunk.&lt;br /&gt;
*Read [[Cv1/tricks#Orb_Grabs | here]] for information on how to grab the end-stage orb optimally.&lt;br /&gt;
&lt;br /&gt;
==== 3-frame pattern ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|7ySRArdJeTA|450}}&lt;br /&gt;
*Wait on the middle step, wait for the bat to move, then move to the top step and go for the crit.&lt;br /&gt;
&lt;br /&gt;
==== 2-frame pattern ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|4p2VNLmUxxA|450}}&lt;br /&gt;
*Same movement as the 3-frame pattern. Wait on the middle step, wait for the bat to move, then move to the top step and go for the crit. This saves about 0.5s over the 3-frame pattern, as the boss will swoop down more quickly.&lt;br /&gt;
&lt;br /&gt;
==== 1-frame pattern ====&lt;br /&gt;
[[File:Cv1-TopBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|ZUnYMJceZ8I|450}}&lt;br /&gt;
*Wait on the top step right from the start and go for the crit. This crit is exactly same speed as the 2-frame pattern, down to the frame.&lt;br /&gt;
&lt;br /&gt;
==== 0-frame pattern (TASCrit) (Fastest!) ====&lt;br /&gt;
[[File:TASBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&lt;br /&gt;
[[File:Cv1-TASCrit failed backward.PNG|thumb|right|frame|210px||If you fail the backward jump, strike a bit later.]]&lt;br /&gt;
*This is the fastest possible kill, it saves a little over 0.4s over the 2-frame and the 1-frame patterns (26 frames at most).&lt;br /&gt;
*To do this setup, climb two steps of the stairs and then go immediately down. Make sure that every movement so far is buffered. At this point, wait a split second and aim to do a backward jump up the top platform. There is a 4-frame window to perform a backward jump and get a usable swoop from the boss. Immediately start going down a step (buffer this action as well) and go for the crit.&lt;br /&gt;
**If you jump up to the top platform too early, the bat will swoop down too high and it won't hit Simon. If you jump too late, it will move from its original position, making the rest of the setup not work (there is a backup for this, check the Backups section below).&lt;br /&gt;
**The last 2 frames of the 4-frame window on the backward jump will require you to whip 1 frame later, shifting your visual cue slightly. In other words, if you jump to the top platform later rather than sooner, you will have to whip 1 frame later.&lt;br /&gt;
**If you fail to get a backward jump (you start facing right during the jump instead), you will have to whip a bit later.&lt;br /&gt;
**There is no good backup if you miss the Crit, so it's recommended to only go for this if you intend on resetting after missing it.&lt;br /&gt;
&lt;br /&gt;
==== Clunk pattern ====&lt;br /&gt;
[[File:TASBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|e-9QD0wywk8|450}}&lt;br /&gt;
*Getting a clunk just provides the 0-frame pattern. Refer to the above section for instructions.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
{{#ev:youtube|W8PrhtSIgAU|550}}&lt;br /&gt;
*Rarely, two zombies will spawn at the start of the room. If this happens, take knockback from the zombie on the back, then perform a jump-clunk off the platform to get the same pattern that the Simple Stopwatch Kills and the 2-frame landing from the Advanced section get from the boss.&lt;br /&gt;
&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|8EtSD9AaRF0|550}}&lt;br /&gt;
*If you jump too late on the top platform during a TASCrit attempt, the bat will move slightly from its original position and won't swoop down for a while. To get him to move quickly, go down two steps and then move back up one step. This will allow you to go for a Crit, and it loses about 1 second over the standard TASCrit. The crit has a similar visual cue to the 2-frame pattern.&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
{{#ev:youtube|E1U3fPZutuY|550}}&lt;br /&gt;
*This is recommended to be used as a backup if the stopwatch manipulation failed in stage 02, though it can be used in alternative to the stopwatch kills and some people may find this more simple.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*The number of frames that have elapsed since the start of the room doesn't really matter with this strat.&lt;br /&gt;
*Make sure you have enough hearts for this kill, you can break the candle shown in the video for an extra Big Heart if you need it.&lt;br /&gt;
*Position Simon against the bottom platform to the right and wait. There's a breakable block that contains a Double Shot there, you can break this in advance but wait until the boss has moved down before walking in to collect it.&lt;br /&gt;
*As soon as you've collected the Double Shot, simply fire off Axes from safety until the boss is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|25oLuFsUdCg|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=2268</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=2268"/>
				<updated>2022-08-11T16:44:25Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level1.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 1&lt;br /&gt;
| level_sections = Stage 1, Stage 2, Stage 3&lt;br /&gt;
| previous = None&lt;br /&gt;
| next = [[cv1/level2 | Level 2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 01 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|WytD-jPacY0|550}}&lt;br /&gt;
[[File:Cv1-Zombie DBoost.gif|right|frame||If two or three zombies spawn clumped up together, take a damage boost.]]&lt;br /&gt;
*Jumping into the gate as shown is faster. This is because as soon as Simon touches the castle entrance, the game automatically moves him at a slower speed, so you want to jump to preserve normal speed.&lt;br /&gt;
*Right at the start of the castle, there could be one, two or three zombie spawning next to each other. If it's only one, you can simply jump over it and whip the one trailing a bit behind it, if there is one. If there's two or three zombies grouped up together, you might want to take a damage boost on one of them.&lt;br /&gt;
*Get the first whip upgrade from one of the high candles. Try to not get it from one of the low candles, especially if close to a zombie since it'll make timing your subsequent jump difficult.&lt;br /&gt;
**Try to hold off on collecting the final whip upgrade, as having the short whip will make Cave Skip in level 4 easier.&lt;br /&gt;
*On the second wave on zombies, there will never be two zombies next to each other. Feel free to jump and whip on landing for these guys.&lt;br /&gt;
*Don't be afraid to start climbing the staircase to avoid taking knockback from a zombie behind it.&lt;br /&gt;
&lt;br /&gt;
=== Stopwatch Manipulation (Optimal) ===&lt;br /&gt;
{{#ev:youtube|a1-C85VCv5A|550}}&lt;br /&gt;
[[File:Cv1-stage01 double drop.gif|right|frame||Money Bag dropping from the first Zombie, advancing the item chart.]]&lt;br /&gt;
*The optimal frame to jump into the gate is the one shown in the video, where Simon turns around for a very brief moment before going into the castle.&lt;br /&gt;
*Aim to get the Stopwatch off the first zombie. Break the first candle to get the whip upgrade, then jump and whip the zombie on landing. Whipping to get the Stopwatch is a 1-frame window.&lt;br /&gt;
**Pay attention if there's two or more zombies at the start, as the additional zombie will also generate a Money Bag if the Stopwatch drops and it'll advance the item chart to Slot 2 (this would be the Holy Water but it gets turned into a money bag due to the Important Item Rule). This needs to be taken into consideration later for a more optimal Level 3.&lt;br /&gt;
*If you successfully got the stopwatch already, go through the second wave of zombies as shown in the video to make it less likely to collect additional item drops.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Jump visual cue for second wave'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cv1-Stage01 jump cue.jpg]]&lt;br /&gt;
*Jump when Simon's front foot overlaps this spot in the background pillar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't have a Stopwatch by the second wave, use this strat:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|Y6TNwlSusLY|400}}&lt;br /&gt;
*You should aim to get the stopwatch on these two zombies showcased. The exact timing of the whips to get the stopwatch depends on how much time has already been lost whipping previous zombies: the more time has been lost, the earlier your whip will have to be to get the stopwatch.&lt;br /&gt;
**If the first zombie in this wave doesn't spawn, you should delay the whip on the second zombie by a lot.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Watch Manip Strats ===&lt;br /&gt;
{{#ev:youtube|e1Nh3a_JmWA|550}}&lt;br /&gt;
*This watch manipulation is a lot more complex as the actions are different from pattern to pattern, but it can always avoid a second item drop from happening in this stage, and some people may find the timing a little less awkward on some of these patterns.&lt;br /&gt;
*In order, the patterns shown are the Space Zombies (one zombie, a space, one zombie), the Couple (two zombies), the Triplet (three zombies), the Triplet with heart drops, and the Solo pattern (one unusable zombie and no more trailing zombies).&lt;br /&gt;
**On the Solo pattern, you will have to get the Stopwatch on the second wave. It is recommended to lose a few frames before the second wave with a stutter to help with the timing.&lt;br /&gt;
**Remember that if you don't get the Stopwatch on the first wave, you will have to adjust the whip timing for second wave depending on exactly how many frames have been lost whipping these first zombies. Usually, the Space zombies will lose fewer frames and demand a later timing, while the Couple and Triplet will lose more and demand an earlier timing.&lt;br /&gt;
&lt;br /&gt;
=== TAS Framerule ===&lt;br /&gt;
https://clips.twitch.tv/SwissPlumpAnteaterDendiFace-PgXOHhKl-4LZtjPW&lt;br /&gt;
*As of the date of this writing (April 27th 2021), this framerule has only been hit once in real time. To hit it, it is required to only whip a single zombie on the earliest possible frame, get the stopwatch off of it, pray that there's no zombies coming from the back of the stairs at the end, and get an optimal [[Cv1/tricks#Staircases | Stairs Grab]]. The chances of this happening are obviously extremely unlikely, and actively attempting this kind of strategy makes consistency greatly suffer. As such, it is not recommended to try to hit this framerule.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 02 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Easier Bat Boost ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|4aAr2RgyT64|550}}&lt;br /&gt;
[[File:Cv1-Stage02 pixel.png|thumb|right|frame|400px||This is the pixel you need to stay at to manipulate an item drop. You can use Simon's front foot in relation to the bricks in the background as a visual cue.]]&lt;br /&gt;
*Stand on a pixel perfect location. This will force the bat to force an item as soon as it hits Simon. If no other item drops have occurred yet, this item will be a Stopwatch.&lt;br /&gt;
**If you fail the Stopwatch manipulation or you get another item drop, it's recommended to not retry it and continue with the setup instead. Fall back on the backup Axe strats for stage 03 if you leave this stage without a Stopwatch.&lt;br /&gt;
***If you happen to have collected a Stopwatch from stage 01 already, you should stand on a pixel left or right of this one to avoid getting another item drop. Taking the knockback is not necessary to perform the bat boost, but it will allow you to execute this pseudo-buffer strat.&lt;br /&gt;
*As soon as Simon lands back on his feet from the knockback, whip while still in the crouched position and start holding right. Perform the jump and the other whip stall where shown in the video to manipulate the bat's Y position and be able to boost over.&lt;br /&gt;
&lt;br /&gt;
=== Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|kwwpOo6ZuCE|550}}&lt;br /&gt;
*The first bat will spawn on the second frame of the room. Thus, by activating the Stopwatch on the first frame of control, it's possible to delay its spawn and make the boost with the first bat. This saves ~4 seconds.&lt;br /&gt;
**While the bat will spawn on the second frame of the room, its visual model will spawn on the third frame. This means that if the Stopwatch is used on the second frame, it will look like the bat is not present, while in reality it has already spawned in the top right. It's not possible to boost over using this bat spawn.&lt;br /&gt;
***By holding left+up and pushing B at the start of the room, it's possible to tell early if the Stopwatch has been activated on the first or second frame. If Simon keeps facing right after the activation, it means that it was done on the first frame, while if Simon faces left, that means it was done on the second frame, making the boost impossible. Switch to right ASAP after activating the Stopwatch (in the middle of the whip animation).&lt;br /&gt;
*Perform the whip stalls and the jump where shown in the video to manipulate the bat's Y position in order to boost over.&lt;br /&gt;
**You can jump over the big heart if you intend on resetting for a missed crit in in stage 03, otherwise feel free to take it. The jump does not help manipulate the bat's Y position so you can skip it if you want to pick up the big heart.&lt;br /&gt;
&lt;br /&gt;
=== Optimal Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|37B6l3-KqMI|550}}&lt;br /&gt;
*Same principle as the other Early Boost method shown above, but the movements are slightly different so that an additional framerule may be saved. This is significantly more difficult.&lt;br /&gt;
*Two grounded whip stalls are made and then one on jump landing to lose a few more frames. The timing for this whip is a bit specific. Whip too early and you will break the candle, potentially getting a heart drop, and the bat will likely spawn too low. Whip too late, ad the bat will likely spawn too high.&lt;br /&gt;
**This landing whip can also be replaced with a simple stutter.&lt;br /&gt;
*Jump immediately as soon as you drop off the block. The earlier, the lower the bat will spawn and usually the easier the boost will be.&lt;br /&gt;
*You can do small stutter before jumping in for the boost to make it a little easier to hit the back of the bat and boost forward. As long as the stutter is kept tiny, you will still make the framerule.&lt;br /&gt;
**One side effect of doing this stutter is that it increases the chances of getting the bat to drop an item after boosting, which will advance the item chart.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Manual Bat Boost ====&lt;br /&gt;
{{#ev:youtube|5WNKWypGBMc|550}}&lt;br /&gt;
*To be used if the standard bat boost fails.&lt;br /&gt;
*Walking off the ledge and going back up seems to increase the chances of getting a higher bat spawn, which makes the boost easier.&lt;br /&gt;
*Wait at the ledge, then as soon as you see the bat appear on screen go back a little, then jump forward.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 03/Bat Boss ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple Crit attempt + backup Stopwatch kill ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cv1-Successful Crit.gif|right|frame||Successful Crit, killing the bat in a single whip strike.]]&lt;br /&gt;
{{#ev:youtube|xmF1ImWb92U|550}}&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|320px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
*The boss pattern is dependent on how many frames have elapsed since the start of this room (so to clarify, this excludes stage 01 and stage 02). This means that by always holding right, and performing consistent actions, it's possible to always get the same pattern on the boss.&lt;br /&gt;
*To achieve this, got through the room taking special care to never let go of right, take the invincibility potion, and simply walk off the big ledge, taking a clunk. This will consistently lose exactly 18 frames, providing a good pattern on the boss.&lt;br /&gt;
*Once you're at the boss, position Simon on the middle step. Once the bat starts to move, move to the top step and wait. When the bat approaches you, there is a 1-frame window where you can whip and kill the boss in one hit. This is known as the [[Cv1/tricks#Critical_Hit_Glitch | Critical Hit Glitch]]&lt;br /&gt;
**A general visual cue designed for people running on original console with a low display monitor (CRT or low delay LCD) in mind is depicted in this picture. This changes from person to person depending on reaction time and input delay, so experiment with your visual cue and try to create your own line a little earlier or later if you feel like it works better.&lt;br /&gt;
**Some people count the number of wing flaps from the bat as a visual cue ('''Needs amounts''').&lt;br /&gt;
***If you fail the crit, there's an easy way to tell if you were late or early. If you were late, Simon will hit the boss for 2 bars of HP, and a red sparkle will appear around the bat, indicating a hit. If you were early, SImon will not hit the boss instead and it will stay at full health.&lt;br /&gt;
*As a backup, activate the stopwatch and kill the bat there. You need to press either up+B on the same frame, or B 1 frame after pressing up, to avoid climbing the step.&lt;br /&gt;
*The simplest way to grab the end-stage orb is to let it fall on Simon. You might be tempted to jump towards the orb to collect it sooner, but you risk losing time that way. Read [[Cv1/tricks#Orb_Grabs | here]] if you're interested in the full details.&lt;br /&gt;
&lt;br /&gt;
=== Simple Stopwatch kill ===&lt;br /&gt;
{{#ev:youtube|QU1c3xGGcuQ|550}}&lt;br /&gt;
*This is an easier alternative to the Stopwatch kill with the Crit attempt listed above. This will require 10 hearts, grab the big heart from the candle as shown in the video if you still need hearts.&lt;br /&gt;
*Perform the same movements to manipulate the boss to swoop down, but as soon as it gets close to Simon, instead of attempting the Crit, activate the stopwatch and fully climb the stairs. Then turn around and start whipping down the bat. Activate the Stopwatch a second time as soon as it runs out.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Crit (Optimal) ===&lt;br /&gt;
*The boss pattern is dependent on how many frames have elapsed since the start of this room (so to clarify, this excludes stage 01 and stage 02). If you never release right through this room, the only spot that has time variance is the whip cancel off the big ledge. Depending on exactly how good the whip cancel is, a different amount of frames will be lost and the boss will have a different pattern. You will have to be able to tell exactly how many frames have been lost and perform different movements to make the bat swoop down quickly. The following videos illustrate what to do on every relevant scenario. If you lose more than 3 frames (or do some other kind of mistake), just do the same movement that the 2-frame and the 3-frame videos do and patiently wait for the bat to swoop down (it will likely take a lot longer).&lt;br /&gt;
*Breaking the candle that contains the invincibility potion can cause some lag, so you can skip it and get away with it most of the time. But there are certain zombie patterns that will hit you if you don't get the potion, so do this at your own risk.&lt;br /&gt;
*By jumping from a specific spot on the platform, you can have a chance at destroying the candle that cointains the Axe. If you jump from this spot, you can use this candle as an aid in telling what kind of whip cancel you just got: if you don't destroy the candle or clunk, it means the whip landing lost you no less than 2 frames. If you do destroy the candle, you will only have to recognize between a 1-frame landing and a 0-frame landing.&lt;br /&gt;
**If you do use this axe candle as a visual cue, it is recommended that you pick up the invincibility potion, as breaking the candle without being invincible has a chance of causing some lag as well, and it will make it harder to tell what kind of whip landing you just got.&lt;br /&gt;
***If you want to be fully optimal, you should skip both the invincibility potion and the axe candle by jumping from as far out as possible on the platform. This also means you can jump, whip too early and get a clunk, without having the Axe drop on Simon during the clunk.&lt;br /&gt;
*Read [[Cv1/tricks#Orb_Grabs | here]] for information on how to grab the end-stage orb optimally.&lt;br /&gt;
&lt;br /&gt;
==== 3-frame pattern ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|7ySRArdJeTA|450}}&lt;br /&gt;
*Wait on the middle step, wait for the bat to move, then move to the top step and go for the crit.&lt;br /&gt;
&lt;br /&gt;
==== 2-frame pattern ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|4p2VNLmUxxA|450}}&lt;br /&gt;
*Same movement as the 3-frame pattern. Wait on the middle step, wait for the bat to move, then move to the top step and go for the crit. This saves about 0.5s over the 3-frame pattern, as the boss will swoop down more quickly.&lt;br /&gt;
&lt;br /&gt;
==== 1-frame pattern ====&lt;br /&gt;
[[File:Cv1-TopBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|ZUnYMJceZ8I|450}}&lt;br /&gt;
*Wait on the top step right from the start and go for the crit. This crit is exactly same speed as the 2-frame pattern, down to the frame.&lt;br /&gt;
&lt;br /&gt;
==== 0-frame pattern (TASCrit) (Fastest!) ====&lt;br /&gt;
[[File:TASBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&lt;br /&gt;
[[File:Cv1-TASCrit failed backward.PNG|thumb|right|frame|210px||If you fail the backward jump, strike a bit later.]]&lt;br /&gt;
*This is the fastest possible kill, it saves a little over 0.4s over the 2-frame and the 1-frame patterns (26 frames at most).&lt;br /&gt;
*To do this setup, climb two steps of the stairs and then go immediately down. Make sure that every movement so far is buffered. At this point, wait a split second and aim to do a backward jump up the top platform. There is a 4-frame window to perform a backward jump and get a usable swoop from the boss. Immediately start going down a step (buffer this action as well) and go for the crit.&lt;br /&gt;
**If you jump up to the top platform too early, the bat will swoop down too high and it won't hit Simon. If you jump too late, it will move from its original position, making the rest of the setup not work (there is a backup for this, check the Backups section below).&lt;br /&gt;
**The last 2 frames of the 4-frame window on the backward jump will require you to whip 1 frame later, shifting your visual cue slightly. In other words, if you jump to the top platform later rather than sooner, you will have to whip 1 frame later.&lt;br /&gt;
**If you fail to get a backward jump (you start facing right during the jump instead), you will have to whip a bit later.&lt;br /&gt;
**There is no good backup if you miss the Crit, so it's recommended to only go for this if you intend on resetting after missing it.&lt;br /&gt;
&lt;br /&gt;
==== Clunk pattern ====&lt;br /&gt;
[[File:TASBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|e-9QD0wywk8|450}}&lt;br /&gt;
*Getting a clunk just provides the 0-frame pattern. Refer to the above section for instructions.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
{{#ev:youtube|W8PrhtSIgAU|550}}&lt;br /&gt;
*Rarely, two zombies will spawn at the start of the room. If this happens, take knockback from the zombie on the back, then perform a jump-clunk off the platform to get the same pattern that the Simple Stopwatch Kills and the 2-frame landing from the Advanced section get from the boss.&lt;br /&gt;
&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|8EtSD9AaRF0|550}}&lt;br /&gt;
*If you jump too late on the top platform during a TASCrit attempt, the bat will move slightly from its original position and won't swoop down for a while. To get him to move quickly, go down two steps and then move back up one step. This will allow you to go for a Crit, and it loses about 1 second over the standard TASCrit. The crit has a similar visual cue to the 2-frame pattern.&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
{{#ev:youtube|E1U3fPZutuY|550}}&lt;br /&gt;
*This is recommended to be used as a backup if the stopwatch manipulation failed in stage 02, though it can be used in alternative to the stopwatch kills and some people may find this more simple.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*The number of frames that have elapsed since the start of the room doesn't really matter with this strat.&lt;br /&gt;
*Make sure you have enough hearts for this kill, you can break the candle shown in the video for an extra Big Heart if you need it.&lt;br /&gt;
*Position Simon against the bottom platform to the right and wait. There's a breakable block that contains a Double Shot there, you can break this in advance but wait until the boss has moved down before walking in to collect it.&lt;br /&gt;
*As soon as you've collected the Double Shot, simply fire off Axes from safety until the boss is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|25oLuFsUdCg|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2267</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2267"/>
				<updated>2022-08-11T16:40:46Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* [Show/Hide] Stage 06/Medusa Boss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level2.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 2&lt;br /&gt;
| level_sections = Stage 4, Stage 5, Stage 6/Medusa Boss&lt;br /&gt;
| previous = [[cv1/level1 | Level 1]]&lt;br /&gt;
| next = [[cv1/level3 | Level 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 04 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WfmgpQEv6yI|550}}&lt;br /&gt;
=== Standard ===&lt;br /&gt;
*Once you gain control of Simon either walk or jump to the base of the stairs, climb the stairs and then jump to the next platform. Either when jumping (or after landing on the top platform) jump and activate the stop watch. Walk past the frozen knight and bat. The difference between activation during the jump from the first platform to the second is just comfort.&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs after the bat and knight. Once at the top of the stairs jump to the platform. Jump up so your head at the peak of the jump is at the candle, once you land take a step or two and jump again to jump over the bat and land on the lower small platform after the knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage4 BatJumpStart.png|550px]]&lt;br /&gt;
&lt;br /&gt;
If you do this correctly you will not touch the edge of the next platform, if you do not bump into that edge then you should be able to hit the framerule at the door.&lt;br /&gt;
&lt;br /&gt;
*After jumping to the next platform, jump over the knight and onto the moving platform get to the door. You can optionally whip the candle before the door mid jump.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Axe Backup ===&lt;br /&gt;
*If you have the axe instead you can immediately throw an axe to hit the knight from below this will collect the cross from the first candle. Then throw a cross when jumping to the upper platform to kill both the knight and the bat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uzc_okzIhac|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 05 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*Watch for control of Simon (I usually look at the candles) after the door. Jump immediately to have the medusa hit spawn above Simon's head level so you can just walk to the right. You need to collect 6 hearts (5 to use the watch and 6th for a holy water throw in stage 6) - you can either collect one from a candle and then get the big heart after the knight. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|d5DQsvkB6Qg|550}}&lt;br /&gt;
&lt;br /&gt;
*Otherwise you can do the candle lottery. Similar jump immediately after the door but whip as well, collecting hearts from the higher candles. If you are not at 4 by the time you hit the raised platform it might be best to just grab the big heart.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|YBW1UOnO3wE|550}}&lt;br /&gt;
&lt;br /&gt;
*Once you go up the stairs do a whip buffer then jump over the two pits. Attempt to land as far to the left as you can on the second platform, pause and when the second medusa spawns jump backwards out over the pit taking a boost from the medusa to the upper platform. From there walk to the left and jump when your foot hits the following area:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage5 DoorJump.png|550px]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*You can make the frame rule at this door but it is tight. You need to not do a whip buffer, walk as far to edge of the first platform as you can without falling, then jump, move to the second block on the middle platform, do a jump to have the medusa head spawn higher, hesitate, jump to the next platform, then jump up and backwards to get boosted to the upper platform. Then walk right, and jump to the lowered platform at the door. Keep in mind this saves not a huge amount of time and if you miss you will fall into the pit. Credit evadecpatcha's pb video&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CKzZM5mKg4g|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 06/Medusa Boss==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: there is now an RTA viable Scroll Glitch in 6 - please see [[Cv1/ScrollGlitch | Scroll Glitch]] for more info. &lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ua2rLsdhSUM|550}}&lt;br /&gt;
&lt;br /&gt;
*Walk off the very first ledge, then jump off the next one. Activate the watch when you go to jump up to the crushers platform and collect the Holy Water from the first candle. Walk under them and while holding left jump up to call the bat down, immediately jump again to boost up to the bone pillar platform. With the remaining heart, jump and throw a holy water at the next bone pillar. This allows you to walk through it but also hits the enemy enough times to get a 2x multiplier off of the next candle you break. IF the 2x multiplier falls in the bone pillar keep moving the candle at the top of the stairs should give you give you one as well. &lt;br /&gt;
&lt;br /&gt;
*You can grab the rosary from the third candle in the hallway to Medusa. Grab the big heart from the candle last before Medusa's room, jump and throw two waters so you have 3 waters left.&lt;br /&gt;
&lt;br /&gt;
===Lag Reduction===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TbDskup7FYY|550}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively when under the crushers and after collecting the water from the first candle jump and whip the remaining candles on the way to the bat boost. This should help reduce the lag in this area due to the number of sprites on the screen. The crushers won't kill you when frozen but once they become un-frozen it is instant death.&lt;br /&gt;
&lt;br /&gt;
===Without Stopwatch===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uMw1digj2lE|550}}&lt;br /&gt;
&lt;br /&gt;
*If you have been using Axe strats from Level 1, have lost the stopwatch by this point, or are attempting a category that doesn't employ subweapons, you can manipulate the crushers so that you can proceed quickly without dying. It requires one whip buffer before the third crusher has loaded (ideally between the second and third candles on the screen) then wait for the first crusher to hit the ground and jump up and forward after the second &amp;quot;tick&amp;quot; of movement up from the crusher. Be sure to whip while jumping so that you can get the holy water.&lt;br /&gt;
&lt;br /&gt;
===Item Table Considerations===&lt;br /&gt;
&lt;br /&gt;
*IF when boosting off of the bat up to the bone pillar platform you get a money bag you have just moved the item table. This means the first drop you get in the next level will be the money bag as well. If you want to again move the item table value you are on you can toss a holy water through two candles (after the rosary candle) and hit one of the medusa heads in the hallway to Medusa. This will Drop the cross and you will then be on the first rosary for level 3. Credit 2snek pb video&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|S5AeS9GScjg|550}}&lt;br /&gt;
&lt;br /&gt;
*Also if you see either a cross or triple multiplier drop during the Medusa fight - in the case of the cross you have moved the item table - in the case of the multiplier you may or may not have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medusa Boss===&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*When entering Medusa's room have 3 hearts (3 Holy Waters) and walk all the way to the door on the other side of the room. Turn around and immediately walk till Simon's front foot is here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage6 MedusaStandardKillStart.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Throw a Holy Water and whip 3 times, throw another water and whip 3 times, then throw your last water and whip 3 times you should kill Medusa without too much if any, movement from her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9MoSSOfl8S8|550}}&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*Below is the video from Shockra Tease on the different pixel set ups to crit Medusa.&lt;br /&gt;
&lt;br /&gt;
=== Medusa Crit Setups by Shockra ===&lt;br /&gt;
{{#ev:youtube|2UF1ogovioQ|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2266</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2266"/>
				<updated>2022-08-11T16:39:58Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level2.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 2&lt;br /&gt;
| level_sections = Stage 4, Stage 5, Stage 6/Medusa Boss&lt;br /&gt;
| previous = [[cv1/level1 | Level 1]]&lt;br /&gt;
| next = [[cv1/level3 | Level 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 04 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WfmgpQEv6yI|550}}&lt;br /&gt;
=== Standard ===&lt;br /&gt;
*Once you gain control of Simon either walk or jump to the base of the stairs, climb the stairs and then jump to the next platform. Either when jumping (or after landing on the top platform) jump and activate the stop watch. Walk past the frozen knight and bat. The difference between activation during the jump from the first platform to the second is just comfort.&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs after the bat and knight. Once at the top of the stairs jump to the platform. Jump up so your head at the peak of the jump is at the candle, once you land take a step or two and jump again to jump over the bat and land on the lower small platform after the knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage4 BatJumpStart.png|550px]]&lt;br /&gt;
&lt;br /&gt;
If you do this correctly you will not touch the edge of the next platform, if you do not bump into that edge then you should be able to hit the framerule at the door.&lt;br /&gt;
&lt;br /&gt;
*After jumping to the next platform, jump over the knight and onto the moving platform get to the door. You can optionally whip the candle before the door mid jump.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Axe Backup ===&lt;br /&gt;
*If you have the axe instead you can immediately throw an axe to hit the knight from below this will collect the cross from the first candle. Then throw a cross when jumping to the upper platform to kill both the knight and the bat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uzc_okzIhac|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 05 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*Watch for control of Simon (I usually look at the candles) after the door. Jump immediately to have the medusa hit spawn above Simon's head level so you can just walk to the right. You need to collect 6 hearts (5 to use the watch and 6th for a holy water throw in stage 6) - you can either collect one from a candle and then get the big heart after the knight. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|d5DQsvkB6Qg|550}}&lt;br /&gt;
&lt;br /&gt;
*Otherwise you can do the candle lottery. Similar jump immediately after the door but whip as well, collecting hearts from the higher candles. If you are not at 4 by the time you hit the raised platform it might be best to just grab the big heart.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|YBW1UOnO3wE|550}}&lt;br /&gt;
&lt;br /&gt;
*Once you go up the stairs do a whip buffer then jump over the two pits. Attempt to land as far to the left as you can on the second platform, pause and when the second medusa spawns jump backwards out over the pit taking a boost from the medusa to the upper platform. From there walk to the left and jump when your foot hits the following area:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage5 DoorJump.png|550px]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*You can make the frame rule at this door but it is tight. You need to not do a whip buffer, walk as far to edge of the first platform as you can without falling, then jump, move to the second block on the middle platform, do a jump to have the medusa head spawn higher, hesitate, jump to the next platform, then jump up and backwards to get boosted to the upper platform. Then walk right, and jump to the lowered platform at the door. Keep in mind this saves not a huge amount of time and if you miss you will fall into the pit. Credit evadecpatcha's pb video&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CKzZM5mKg4g|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 06/Medusa Boss==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: there is now an RTA viable Scroll Glitch in 6 - please see note in level 5 about this. &lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ua2rLsdhSUM|550}}&lt;br /&gt;
&lt;br /&gt;
*Walk off the very first ledge, then jump off the next one. Activate the watch when you go to jump up to the crushers platform and collect the Holy Water from the first candle. Walk under them and while holding left jump up to call the bat down, immediately jump again to boost up to the bone pillar platform. With the remaining heart, jump and throw a holy water at the next bone pillar. This allows you to walk through it but also hits the enemy enough times to get a 2x multiplier off of the next candle you break. IF the 2x multiplier falls in the bone pillar keep moving the candle at the top of the stairs should give you give you one as well. &lt;br /&gt;
&lt;br /&gt;
*You can grab the rosary from the third candle in the hallway to Medusa. Grab the big heart from the candle last before Medusa's room, jump and throw two waters so you have 3 waters left.&lt;br /&gt;
&lt;br /&gt;
===Lag Reduction===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TbDskup7FYY|550}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively when under the crushers and after collecting the water from the first candle jump and whip the remaining candles on the way to the bat boost. This should help reduce the lag in this area due to the number of sprites on the screen. The crushers won't kill you when frozen but once they become un-frozen it is instant death.&lt;br /&gt;
&lt;br /&gt;
===Without Stopwatch===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uMw1digj2lE|550}}&lt;br /&gt;
&lt;br /&gt;
*If you have been using Axe strats from Level 1, have lost the stopwatch by this point, or are attempting a category that doesn't employ subweapons, you can manipulate the crushers so that you can proceed quickly without dying. It requires one whip buffer before the third crusher has loaded (ideally between the second and third candles on the screen) then wait for the first crusher to hit the ground and jump up and forward after the second &amp;quot;tick&amp;quot; of movement up from the crusher. Be sure to whip while jumping so that you can get the holy water.&lt;br /&gt;
&lt;br /&gt;
===Item Table Considerations===&lt;br /&gt;
&lt;br /&gt;
*IF when boosting off of the bat up to the bone pillar platform you get a money bag you have just moved the item table. This means the first drop you get in the next level will be the money bag as well. If you want to again move the item table value you are on you can toss a holy water through two candles (after the rosary candle) and hit one of the medusa heads in the hallway to Medusa. This will Drop the cross and you will then be on the first rosary for level 3. Credit 2snek pb video&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|S5AeS9GScjg|550}}&lt;br /&gt;
&lt;br /&gt;
*Also if you see either a cross or triple multiplier drop during the Medusa fight - in the case of the cross you have moved the item table - in the case of the multiplier you may or may not have.&lt;br /&gt;
&lt;br /&gt;
===Scroll Glitch===&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moved to [[Cv1/ScrollGlitch | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
===Medusa Boss===&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*When entering Medusa's room have 3 hearts (3 Holy Waters) and walk all the way to the door on the other side of the room. Turn around and immediately walk till Simon's front foot is here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage6 MedusaStandardKillStart.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Throw a Holy Water and whip 3 times, throw another water and whip 3 times, then throw your last water and whip 3 times you should kill Medusa without too much if any, movement from her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9MoSSOfl8S8|550}}&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*Below is the video from Shockra Tease on the different pixel set ups to crit Medusa.&lt;br /&gt;
&lt;br /&gt;
=== Medusa Crit Setups by Shockra ===&lt;br /&gt;
{{#ev:youtube|2UF1ogovioQ|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2265</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2265"/>
				<updated>2022-08-11T16:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* [Show/Hide] Stage 06/Medusa Boss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level2.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 2&lt;br /&gt;
| level_sections = Stage 4, Stage 5, Stage 6/Medusa Boss&lt;br /&gt;
| previous = [[cv1/level1 | Level 1]]&lt;br /&gt;
| next = [[cv1/level3 | Level 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 04 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WfmgpQEv6yI|550}}&lt;br /&gt;
=== Standard ===&lt;br /&gt;
*Once you gain control of Simon either walk or jump to the base of the stairs, climb the stairs and then jump to the next platform. Either when jumping (or after landing on the top platform) jump and activate the stop watch. Walk past the frozen knight and bat. The difference between activation during the jump from the first platform to the second is just comfort.&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs after the bat and knight. Once at the top of the stairs jump to the platform. Jump up so your head at the peak of the jump is at the candle, once you land take a step or two and jump again to jump over the bat and land on the lower small platform after the knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage4 BatJumpStart.png|550px]]&lt;br /&gt;
&lt;br /&gt;
If you do this correctly you will not touch the edge of the next platform, if you do not bump into that edge then you should be able to hit the framerule at the door.&lt;br /&gt;
&lt;br /&gt;
*After jumping to the next platform, jump over the knight and onto the moving platform get to the door. You can optionally whip the candle before the door mid jump.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Axe Backup ===&lt;br /&gt;
*If you have the axe instead you can immediately throw an axe to hit the knight from below this will collect the cross from the first candle. Then throw a cross when jumping to the upper platform to kill both the knight and the bat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uzc_okzIhac|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 05 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*Watch for control of Simon (I usually look at the candles) after the door. Jump immediately to have the medusa hit spawn above Simon's head level so you can just walk to the right. You need to collect 6 hearts (5 to use the watch and 6th for a holy water throw in stage 6) - you can either collect one from a candle and then get the big heart after the knight. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|d5DQsvkB6Qg|550}}&lt;br /&gt;
&lt;br /&gt;
*Otherwise you can do the candle lottery. Similar jump immediately after the door but whip as well, collecting hearts from the higher candles. If you are not at 4 by the time you hit the raised platform it might be best to just grab the big heart.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|YBW1UOnO3wE|550}}&lt;br /&gt;
&lt;br /&gt;
*Once you go up the stairs do a whip buffer then jump over the two pits. Attempt to land as far to the left as you can on the second platform, pause and when the second medusa spawns jump backwards out over the pit taking a boost from the medusa to the upper platform. From there walk to the left and jump when your foot hits the following area:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage5 DoorJump.png|550px]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*You can make the frame rule at this door but it is tight. You need to not do a whip buffer, walk as far to edge of the first platform as you can without falling, then jump, move to the second block on the middle platform, do a jump to have the medusa head spawn higher, hesitate, jump to the next platform, then jump up and backwards to get boosted to the upper platform. Then walk right, and jump to the lowered platform at the door. Keep in mind this saves not a huge amount of time and if you miss you will fall into the pit. Credit evadecpatcha's pb video&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CKzZM5mKg4g|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 06/Medusa Boss==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: there is now an RTA viable Scroll Glitch in 6 - please see note in level 5 about this. &lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ua2rLsdhSUM|550}}&lt;br /&gt;
&lt;br /&gt;
*Walk off the very first ledge, then jump off the next one. Activate the watch when you go to jump up to the crushers platform and collect the Holy Water from the first candle. Walk under them and while holding left jump up to call the bat down, immediately jump again to boost up to the bone pillar platform. With the remaining heart, jump and throw a holy water at the next bone pillar. This allows you to walk through it but also hits the enemy enough times to get a 2x multiplier off of the next candle you break. IF the 2x multiplier falls in the bone pillar keep moving the candle at the top of the stairs should give you give you one as well. &lt;br /&gt;
&lt;br /&gt;
*You can grab the rosary from the third candle in the hallway to Medusa. Grab the big heart from the candle last before Medusa's room, jump and throw two waters so you have 3 waters left.&lt;br /&gt;
&lt;br /&gt;
===Lag Reduction===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TbDskup7FYY|550}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively when under the crushers and after collecting the water from the first candle jump and whip the remaining candles on the way to the bat boost. This should help reduce the lag in this area due to the number of sprites on the screen. The crushers won't kill you when frozen but once they become un-frozen it is instant death.&lt;br /&gt;
&lt;br /&gt;
===Without Stopwatch===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uMw1digj2lE|550}}&lt;br /&gt;
&lt;br /&gt;
*If you have been using Axe strats from Level 1, have lost the stopwatch by this point, or are attempting a category that doesn't employ subweapons, you can manipulate the crushers so that you can proceed quickly without dying. It requires one whip buffer before the third crusher has loaded (ideally between the second and third candles on the screen) then wait for the first crusher to hit the ground and jump up and forward after the second &amp;quot;tick&amp;quot; of movement up from the crusher. Be sure to whip while jumping so that you can get the holy water.&lt;br /&gt;
&lt;br /&gt;
===Item Table Considerations===&lt;br /&gt;
&lt;br /&gt;
*IF when boosting off of the bat up to the bone pillar platform you get a money bag you have just moved the item table. This means the first drop you get in the next level will be the money bag as well. If you want to again move the item table value you are on you can toss a holy water through two candles (after the rosary candle) and hit one of the medusa heads in the hallway to Medusa. This will Drop the cross and you will then be on the first rosary for level 3. Credit 2snek pb video&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|S5AeS9GScjg|550}}&lt;br /&gt;
&lt;br /&gt;
*Also if you see either a cross or triple multiplier drop during the Medusa fight - in the case of the cross you have moved the item table - in the case of the multiplier you may or may not have.&lt;br /&gt;
&lt;br /&gt;
===Medusa Boss===&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*When entering Medusa's room have 3 hearts (3 Holy Waters) and walk all the way to the door on the other side of the room. Turn around and immediately walk till Simon's front foot is here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage6 MedusaStandardKillStart.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Throw a Holy Water and whip 3 times, throw another water and whip 3 times, then throw your last water and whip 3 times you should kill Medusa without too much if any, movement from her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9MoSSOfl8S8|550}}&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*Below is the video from Shockra Tease on the different pixel set ups to crit Medusa.&lt;br /&gt;
&lt;br /&gt;
=== Medusa Crit Setups by Shockra ===&lt;br /&gt;
{{#ev:youtube|2UF1ogovioQ|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Scroll Glitch ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moved to [[Cv1/ScrollGlitch | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2264</id>
		<title>Cv1/level5</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2264"/>
				<updated>2022-08-11T16:37:47Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1level5.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 5&lt;br /&gt;
| level_sections = Stage 13, Stage 14, Stage 15&lt;br /&gt;
| previous = [[cv1/level4 | Level 4]]&lt;br /&gt;
| next = [[cv1/level6 | Level 6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 13 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Simple ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7cl74qWHTr0|550}}&lt;br /&gt;
&lt;br /&gt;
Upon gaining control of Simon walk forward, jump and throw a water to land on the first flea man, continue forward and the second flea man should jump over Simon and jump into the holy water fire. Next you will have to react to first skeleton's action. He can might walk towards Simon and not attack, in which case you can jump and whip him - be aware this skeleton has a habit of dropping a sub weapon - luckily there is a backup holy water in the last candle on this lower level. The other pattern the skeleton may give you is to hang back and throw bones at Simon. You'll have to hesitate to dodge the bones and then jump and whip him.&lt;br /&gt;
&lt;br /&gt;
Once you have the Skeleton taken care of you can use the flea man to boost up to the next platform - stand here for that boost:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1SafeFleaManBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The upper skeleton will have either jumped down onto the same platform as Simon and should be to your right, in which case you can jump to the next higher platform and proceed left. Otherwise if the skeleton is still to the left of Simon you will have to whip him.&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 BTP ====&lt;br /&gt;
&lt;br /&gt;
For the Burn the Past Strat which manipulates the lower skeleton, start by walking forward and doing a falling whip to hit the first flea man and the candle. Then jump and whip the second flea man, this should result in the skeleton coming towards you and not most of the time not throwing any bones. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|550}}&lt;br /&gt;
&lt;br /&gt;
==== Fast Flea Man Boost ====&lt;br /&gt;
&lt;br /&gt;
Instead of stopping (see above) and waiting for the flea man to come to Simon you can walk forward and get a faster boost like so:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| QHtCRDllAbE|550}}&lt;br /&gt;
&lt;br /&gt;
[[File:CV1FastFleaManBoost1.png|250px]] [[File:CV1FastFleaManBoost2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Shemmy Boost ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1_xpJXro6Do|550}}&lt;br /&gt;
&lt;br /&gt;
This was a faster flea man boost and manipulation that was being done pre-scroll glitch. &lt;br /&gt;
&lt;br /&gt;
==== 13-2 Simple ====&lt;br /&gt;
&lt;br /&gt;
Once you go up the stairs, jump onto the platform and whip the lower skeleton, then wait for the upper skeleton to throw a bone, jump in the air and boost to the upper platform off of the bone. Whip that skeleton but beware this skeleton is very prone to being the correct pixel for a subweapn drop. Walk to your right and go down the stairs. If needed there is a breakable block here for a multiplier:&lt;br /&gt;
&lt;br /&gt;
Once you come down the stairs, jump off of the platform and immediately jump over the red skeleton that will reassemble itself from the ground. Walking right, walk under the two flea men who will hop over Simon if you continue to hold right, and then jump and throw a holy water here:&lt;br /&gt;
&lt;br /&gt;
This will hit the next red skeleton but also the flea men will follow Simon and get hit by the flames. Continue to the right and then jump and throw another holy water here:&lt;br /&gt;
&lt;br /&gt;
Walk under the flea man who will jump into the holy water flames then  stop and whip here to get the meat. Continue to the door. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CCs23c6OwE|550}}&lt;br /&gt;
&lt;br /&gt;
==== 13-2 Different Bones ====&lt;br /&gt;
&lt;br /&gt;
You can read and respond to the skeletons and do faster boosts than the simple method.&lt;br /&gt;
&lt;br /&gt;
Fast Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| _QxZe3j9dMk|550}}&lt;br /&gt;
&lt;br /&gt;
TAS Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6EddJ27X7gA|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E7ojqpVRSMs|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 14 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Stage 14 - Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ltllWo-ECGY|550}}&lt;br /&gt;
&lt;br /&gt;
After walking through the door, walk to the right while watching the top axe knight - once he changes direction whip once that will trigger the hunchback to come towards you. You then boost off of the hunchback to the first platform. Turn, walk to the left and jump to the next platform. Simon will still be invincible - walk through the axe and the knight to proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
Continue up the next set of stairs, turn to the left and jump over the red skeleton coming towards Simon. Continue left and jump over the next red skeleton and go down the next stairs.&lt;br /&gt;
&lt;br /&gt;
When you reach the right edge of the pillar in the background jump and throw a holy water at the axe knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_Water_Throw.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Jump immediately again and throw another water this should take care of the red skeleton. Before the platform for the next set of stairs grab the big heart in the candle and proceed up the stairs. At the top of the stairs jump and throw a water at the axe knight: &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_AxeKnight_Water.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Proceed down the stairs and head to the door to 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 15 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ARTgvrOuYuM|550}}&lt;br /&gt;
&lt;br /&gt;
After the door closes start walking to the left, the bone pillar will fire two fireballs your direction. Once you just past the first candle you jump and throw a holy water (which will land on the bone pillar) and then jump again over the second fireball. Once past the pillar jump and throw a holy water at the base of the stairs to take care of the red skeleton.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Fireball_Jump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Walk up the stairs until Simon's knee almost touches the bone pillar and throw a holy water while holding up. Simon should throw the water and pass through the pillar. Your other options are to take the damage (if you have the health) or to whip down the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Statue_Skip.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mP9pKuxj7Hs|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|c9uNQ1YkLK0|550}}&lt;br /&gt;
&lt;br /&gt;
Walking to the right you'll encounter two red skeletons, whip or jump over them, if you need health there is meat in the walk after the stairs to the next screen.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The hallway before death is one of the hardest in the game without holy water but with the water there is a pattern of moving to left and then jumping and throwing the water so it lands on the axe knights, stunning them in place, allowing Simon to walk through them and also killing them. The only thing to worry about then is the medusa heads and as long and you keep moving right you should be able to jump over them without any issue.&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Lag Reduction ====&lt;br /&gt;
&lt;br /&gt;
An alternate strategy to take of the fireballs from the first bone pillar is to jump them both:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kB3ydhfofgE|550}}&lt;br /&gt;
&lt;br /&gt;
====Stage 15-2 Death's Hallway ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pPLeBlk-hhI|550}}&lt;br /&gt;
&lt;br /&gt;
As long as you keep moving left the knights and medusa heads should line up so you can jump and throw a water here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_15-2_First_Axe_Knight.png|250px]] [[File:CV1_15-2_Second_Axe_Knight.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Scroll Glitch ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moved to [[Cv1/ScrollGlitch | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Death Fight ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Fights ===&lt;br /&gt;
&lt;br /&gt;
==== Easy Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fOTyQ7WBFVU|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walk to the center of the death platform and immediately turn back around, you want to line up with Simon's front foot off of the edge of the platform. Whip once for a buffer then throw a water onto the raised platform on the right. Death comes down jump and whip him once he is stun locked in the holy water flames. Once Simon lands throw another water then jump up and whip Death again. Repeat this until you've defeated Death. 6 hearts is the minimum to do it this way but you can use more by throwing waters instead of whipping.&lt;br /&gt;
&lt;br /&gt;
==== 6 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bJ0j0IQDM7o|550}}&lt;br /&gt;
&lt;br /&gt;
This is basically the same as above but the difference is you throw a water on the way down from the jump, this allows you to jump right back up to whip again. This is a good way to learn the rhythm for the machine gun cookie monster fight.&lt;br /&gt;
&lt;br /&gt;
==== 5 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3AltIp1XnNQ|550}}&lt;br /&gt;
&lt;br /&gt;
Same start as the 6 water kill but after you've thrown the 5 water jump up onto the Death platform and whip 3 times quickly. If your whip rhythm is correct you will kill death prior to him being able to hit you.&lt;br /&gt;
&lt;br /&gt;
==== 4 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RWsggePx11Q|550}}&lt;br /&gt;
&lt;br /&gt;
Same start but different pattern. Throw a water, jump and whip, throw a water on the way down, jump and whip, as you land jump-whip again, coming down throw a water, jump-whip, throw water then jump onto the platform and whip death 3 times.&lt;br /&gt;
&lt;br /&gt;
==== Death Crit ====&lt;br /&gt;
&lt;br /&gt;
You can crit Death but usually the current routing does not have enough health to make it possible. This is the turn left Burn The Past OKC set up:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LU4bevik2fI|550}}&lt;br /&gt;
&lt;br /&gt;
This is the short whip right turn crit:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|k1g5ATkuLNM|550}}&lt;br /&gt;
&lt;br /&gt;
==== Death Cross Kill Backup ====&lt;br /&gt;
&lt;br /&gt;
IF you die at death you'll start at the door for stage 15 - there is a cross subweapon located in the candle under the stairs going to the upper level. Get this cross and start throwing it at as many enemies as possible, we're trying to get a double and triple shot before death. Grab the meat before going to the final hallway to death. The hallway strategy is keep throwing crosses/whipping the knights while trying to stay on the same plane so that you can jump over the medusa heads. This hallway without the water will require practice!&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Cross.png|250px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Eu7npZGAGog|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2263</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2263"/>
				<updated>2022-08-11T16:36:51Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Training Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.jpg|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks at: https://castlevaniaspeedruns.com/Cv1/level5&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2262</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2262"/>
				<updated>2022-08-11T16:36:36Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Videos and Screenshots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.jpg|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks at: https://castlevaniaspeedruns.com/Cv1/level5&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2261</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2261"/>
				<updated>2022-08-11T16:35:44Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.jpg|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks at: https://castlevaniaspeedruns.com/Cv1/level5&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos and Screenshots ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;br /&gt;
&lt;br /&gt;
Pixel notes for the Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2260</id>
		<title>Cv1/level5</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2260"/>
				<updated>2022-08-11T16:22:50Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* [Show/Hide] Scroll Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1level5.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 5&lt;br /&gt;
| level_sections = Stage 13, Stage 14, Stage 15&lt;br /&gt;
| previous = [[cv1/level4 | Level 4]]&lt;br /&gt;
| next = [[cv1/level6 | Level 6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 13 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Simple ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7cl74qWHTr0|550}}&lt;br /&gt;
&lt;br /&gt;
Upon gaining control of Simon walk forward, jump and throw a water to land on the first flea man, continue forward and the second flea man should jump over Simon and jump into the holy water fire. Next you will have to react to first skeleton's action. He can might walk towards Simon and not attack, in which case you can jump and whip him - be aware this skeleton has a habit of dropping a sub weapon - luckily there is a backup holy water in the last candle on this lower level. The other pattern the skeleton may give you is to hang back and throw bones at Simon. You'll have to hesitate to dodge the bones and then jump and whip him.&lt;br /&gt;
&lt;br /&gt;
Once you have the Skeleton taken care of you can use the flea man to boost up to the next platform - stand here for that boost:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1SafeFleaManBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The upper skeleton will have either jumped down onto the same platform as Simon and should be to your right, in which case you can jump to the next higher platform and proceed left. Otherwise if the skeleton is still to the left of Simon you will have to whip him.&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 BTP ====&lt;br /&gt;
&lt;br /&gt;
For the Burn the Past Strat which manipulates the lower skeleton, start by walking forward and doing a falling whip to hit the first flea man and the candle. Then jump and whip the second flea man, this should result in the skeleton coming towards you and not most of the time not throwing any bones. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|550}}&lt;br /&gt;
&lt;br /&gt;
==== Fast Flea Man Boost ====&lt;br /&gt;
&lt;br /&gt;
Instead of stopping (see above) and waiting for the flea man to come to Simon you can walk forward and get a faster boost like so:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| QHtCRDllAbE|550}}&lt;br /&gt;
&lt;br /&gt;
[[File:CV1FastFleaManBoost1.png|250px]] [[File:CV1FastFleaManBoost2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Shemmy Boost ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1_xpJXro6Do|550}}&lt;br /&gt;
&lt;br /&gt;
This was a faster flea man boost and manipulation that was being done pre-scroll glitch. &lt;br /&gt;
&lt;br /&gt;
==== 13-2 Simple ====&lt;br /&gt;
&lt;br /&gt;
Once you go up the stairs, jump onto the platform and whip the lower skeleton, then wait for the upper skeleton to throw a bone, jump in the air and boost to the upper platform off of the bone. Whip that skeleton but beware this skeleton is very prone to being the correct pixel for a subweapn drop. Walk to your right and go down the stairs. If needed there is a breakable block here for a multiplier:&lt;br /&gt;
&lt;br /&gt;
Once you come down the stairs, jump off of the platform and immediately jump over the red skeleton that will reassemble itself from the ground. Walking right, walk under the two flea men who will hop over Simon if you continue to hold right, and then jump and throw a holy water here:&lt;br /&gt;
&lt;br /&gt;
This will hit the next red skeleton but also the flea men will follow Simon and get hit by the flames. Continue to the right and then jump and throw another holy water here:&lt;br /&gt;
&lt;br /&gt;
Walk under the flea man who will jump into the holy water flames then  stop and whip here to get the meat. Continue to the door. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CCs23c6OwE|550}}&lt;br /&gt;
&lt;br /&gt;
==== 13-2 Different Bones ====&lt;br /&gt;
&lt;br /&gt;
You can read and respond to the skeletons and do faster boosts than the simple method.&lt;br /&gt;
&lt;br /&gt;
Fast Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| _QxZe3j9dMk|550}}&lt;br /&gt;
&lt;br /&gt;
TAS Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6EddJ27X7gA|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E7ojqpVRSMs|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 14 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Stage 14 - Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ltllWo-ECGY|550}}&lt;br /&gt;
&lt;br /&gt;
After walking through the door, walk to the right while watching the top axe knight - once he changes direction whip once that will trigger the hunchback to come towards you. You then boost off of the hunchback to the first platform. Turn, walk to the left and jump to the next platform. Simon will still be invincible - walk through the axe and the knight to proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
Continue up the next set of stairs, turn to the left and jump over the red skeleton coming towards Simon. Continue left and jump over the next red skeleton and go down the next stairs.&lt;br /&gt;
&lt;br /&gt;
When you reach the right edge of the pillar in the background jump and throw a holy water at the axe knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_Water_Throw.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Jump immediately again and throw another water this should take care of the red skeleton. Before the platform for the next set of stairs grab the big heart in the candle and proceed up the stairs. At the top of the stairs jump and throw a water at the axe knight: &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_AxeKnight_Water.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Proceed down the stairs and head to the door to 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 15 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ARTgvrOuYuM|550}}&lt;br /&gt;
&lt;br /&gt;
After the door closes start walking to the left, the bone pillar will fire two fireballs your direction. Once you just past the first candle you jump and throw a holy water (which will land on the bone pillar) and then jump again over the second fireball. Once past the pillar jump and throw a holy water at the base of the stairs to take care of the red skeleton.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Fireball_Jump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Walk up the stairs until Simon's knee almost touches the bone pillar and throw a holy water while holding up. Simon should throw the water and pass through the pillar. Your other options are to take the damage (if you have the health) or to whip down the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Statue_Skip.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mP9pKuxj7Hs|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|c9uNQ1YkLK0|550}}&lt;br /&gt;
&lt;br /&gt;
Walking to the right you'll encounter two red skeletons, whip or jump over them, if you need health there is meat in the walk after the stairs to the next screen.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The hallway before death is one of the hardest in the game without holy water but with the water there is a pattern of moving to left and then jumping and throwing the water so it lands on the axe knights, stunning them in place, allowing Simon to walk through them and also killing them. The only thing to worry about then is the medusa heads and as long and you keep moving right you should be able to jump over them without any issue.&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Lag Reduction ====&lt;br /&gt;
&lt;br /&gt;
An alternate strategy to take of the fireballs from the first bone pillar is to jump them both:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kB3ydhfofgE|550}}&lt;br /&gt;
&lt;br /&gt;
====Stage 15-2 Death's Hallway ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pPLeBlk-hhI|550}}&lt;br /&gt;
&lt;br /&gt;
As long as you keep moving left the knights and medusa heads should line up so you can jump and throw a water here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_15-2_First_Axe_Knight.png|250px]] [[File:CV1_15-2_Second_Axe_Knight.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Scroll Glitch ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moving to [[Cv1/ScrollGlitch | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
The Scroll Glitches are a new strategy found August 15th 2020 by InfoManiac by alternating left and right inputs every other frame via TAS. This allowed the player to change the tiles loaded into the game scene, adding/removing blocks from the level. This strategy was then added to the Challenger TAS thought to be non-RTA viable. However, in early 2021 runner NatGoesFast accidentally pulled off a scroll glitch in stage 7 which caused the glitch to be re-examined with SBDWolf adding two scroll glitches via 2 frame turnarounds to the world record (as of this writing) and Shockra Tease adding it to his PB as well. Currently two runners are working on faster sets up (1 to 4 frame turn around set ups that are very fast) and adding in more of the glitches from the TAS. Currently (again of this writing) Jay_Cee and tr1sklion have pulled off glitches in stages 5, 6, 13, 14 (with 3 glitches on one screen), 15 and 17. This is a fast moving subject at the moment so below are the two glitches with their set ups that are in the current world record. Once full guides are available for the rest of the glitches they will be added here, until then tr1sklion, SBDWolf, Jay_Cee, Shockra Tease, 2snek are the runners I am currently aware of with a good understanding of the mechanics of the glitches.  &lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;br /&gt;
&lt;br /&gt;
Pixel notes for the Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Death Fight ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Fights ===&lt;br /&gt;
&lt;br /&gt;
==== Easy Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fOTyQ7WBFVU|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walk to the center of the death platform and immediately turn back around, you want to line up with Simon's front foot off of the edge of the platform. Whip once for a buffer then throw a water onto the raised platform on the right. Death comes down jump and whip him once he is stun locked in the holy water flames. Once Simon lands throw another water then jump up and whip Death again. Repeat this until you've defeated Death. 6 hearts is the minimum to do it this way but you can use more by throwing waters instead of whipping.&lt;br /&gt;
&lt;br /&gt;
==== 6 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bJ0j0IQDM7o|550}}&lt;br /&gt;
&lt;br /&gt;
This is basically the same as above but the difference is you throw a water on the way down from the jump, this allows you to jump right back up to whip again. This is a good way to learn the rhythm for the machine gun cookie monster fight.&lt;br /&gt;
&lt;br /&gt;
==== 5 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3AltIp1XnNQ|550}}&lt;br /&gt;
&lt;br /&gt;
Same start as the 6 water kill but after you've thrown the 5 water jump up onto the Death platform and whip 3 times quickly. If your whip rhythm is correct you will kill death prior to him being able to hit you.&lt;br /&gt;
&lt;br /&gt;
==== 4 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RWsggePx11Q|550}}&lt;br /&gt;
&lt;br /&gt;
Same start but different pattern. Throw a water, jump and whip, throw a water on the way down, jump and whip, as you land jump-whip again, coming down throw a water, jump-whip, throw water then jump onto the platform and whip death 3 times.&lt;br /&gt;
&lt;br /&gt;
==== Death Crit ====&lt;br /&gt;
&lt;br /&gt;
You can crit Death but usually the current routing does not have enough health to make it possible. This is the turn left Burn The Past OKC set up:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LU4bevik2fI|550}}&lt;br /&gt;
&lt;br /&gt;
This is the short whip right turn crit:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|k1g5ATkuLNM|550}}&lt;br /&gt;
&lt;br /&gt;
==== Death Cross Kill Backup ====&lt;br /&gt;
&lt;br /&gt;
IF you die at death you'll start at the door for stage 15 - there is a cross subweapon located in the candle under the stairs going to the upper level. Get this cross and start throwing it at as many enemies as possible, we're trying to get a double and triple shot before death. Grab the meat before going to the final hallway to death. The hallway strategy is keep throwing crosses/whipping the knights while trying to stay on the same plane so that you can jump over the medusa heads. This hallway without the water will require practice!&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Cross.png|250px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Eu7npZGAGog|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2259</id>
		<title>Cv1/level5</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2259"/>
				<updated>2022-08-11T16:22:21Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1level5.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 5&lt;br /&gt;
| level_sections = Stage 13, Stage 14, Stage 15&lt;br /&gt;
| previous = [[cv1/level4 | Level 4]]&lt;br /&gt;
| next = [[cv1/level6 | Level 6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 13 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Simple ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7cl74qWHTr0|550}}&lt;br /&gt;
&lt;br /&gt;
Upon gaining control of Simon walk forward, jump and throw a water to land on the first flea man, continue forward and the second flea man should jump over Simon and jump into the holy water fire. Next you will have to react to first skeleton's action. He can might walk towards Simon and not attack, in which case you can jump and whip him - be aware this skeleton has a habit of dropping a sub weapon - luckily there is a backup holy water in the last candle on this lower level. The other pattern the skeleton may give you is to hang back and throw bones at Simon. You'll have to hesitate to dodge the bones and then jump and whip him.&lt;br /&gt;
&lt;br /&gt;
Once you have the Skeleton taken care of you can use the flea man to boost up to the next platform - stand here for that boost:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1SafeFleaManBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The upper skeleton will have either jumped down onto the same platform as Simon and should be to your right, in which case you can jump to the next higher platform and proceed left. Otherwise if the skeleton is still to the left of Simon you will have to whip him.&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 BTP ====&lt;br /&gt;
&lt;br /&gt;
For the Burn the Past Strat which manipulates the lower skeleton, start by walking forward and doing a falling whip to hit the first flea man and the candle. Then jump and whip the second flea man, this should result in the skeleton coming towards you and not most of the time not throwing any bones. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|550}}&lt;br /&gt;
&lt;br /&gt;
==== Fast Flea Man Boost ====&lt;br /&gt;
&lt;br /&gt;
Instead of stopping (see above) and waiting for the flea man to come to Simon you can walk forward and get a faster boost like so:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| QHtCRDllAbE|550}}&lt;br /&gt;
&lt;br /&gt;
[[File:CV1FastFleaManBoost1.png|250px]] [[File:CV1FastFleaManBoost2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Shemmy Boost ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1_xpJXro6Do|550}}&lt;br /&gt;
&lt;br /&gt;
This was a faster flea man boost and manipulation that was being done pre-scroll glitch. &lt;br /&gt;
&lt;br /&gt;
==== 13-2 Simple ====&lt;br /&gt;
&lt;br /&gt;
Once you go up the stairs, jump onto the platform and whip the lower skeleton, then wait for the upper skeleton to throw a bone, jump in the air and boost to the upper platform off of the bone. Whip that skeleton but beware this skeleton is very prone to being the correct pixel for a subweapn drop. Walk to your right and go down the stairs. If needed there is a breakable block here for a multiplier:&lt;br /&gt;
&lt;br /&gt;
Once you come down the stairs, jump off of the platform and immediately jump over the red skeleton that will reassemble itself from the ground. Walking right, walk under the two flea men who will hop over Simon if you continue to hold right, and then jump and throw a holy water here:&lt;br /&gt;
&lt;br /&gt;
This will hit the next red skeleton but also the flea men will follow Simon and get hit by the flames. Continue to the right and then jump and throw another holy water here:&lt;br /&gt;
&lt;br /&gt;
Walk under the flea man who will jump into the holy water flames then  stop and whip here to get the meat. Continue to the door. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CCs23c6OwE|550}}&lt;br /&gt;
&lt;br /&gt;
==== 13-2 Different Bones ====&lt;br /&gt;
&lt;br /&gt;
You can read and respond to the skeletons and do faster boosts than the simple method.&lt;br /&gt;
&lt;br /&gt;
Fast Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| _QxZe3j9dMk|550}}&lt;br /&gt;
&lt;br /&gt;
TAS Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6EddJ27X7gA|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E7ojqpVRSMs|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 14 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Stage 14 - Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ltllWo-ECGY|550}}&lt;br /&gt;
&lt;br /&gt;
After walking through the door, walk to the right while watching the top axe knight - once he changes direction whip once that will trigger the hunchback to come towards you. You then boost off of the hunchback to the first platform. Turn, walk to the left and jump to the next platform. Simon will still be invincible - walk through the axe and the knight to proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
Continue up the next set of stairs, turn to the left and jump over the red skeleton coming towards Simon. Continue left and jump over the next red skeleton and go down the next stairs.&lt;br /&gt;
&lt;br /&gt;
When you reach the right edge of the pillar in the background jump and throw a holy water at the axe knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_Water_Throw.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Jump immediately again and throw another water this should take care of the red skeleton. Before the platform for the next set of stairs grab the big heart in the candle and proceed up the stairs. At the top of the stairs jump and throw a water at the axe knight: &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_AxeKnight_Water.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Proceed down the stairs and head to the door to 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 15 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ARTgvrOuYuM|550}}&lt;br /&gt;
&lt;br /&gt;
After the door closes start walking to the left, the bone pillar will fire two fireballs your direction. Once you just past the first candle you jump and throw a holy water (which will land on the bone pillar) and then jump again over the second fireball. Once past the pillar jump and throw a holy water at the base of the stairs to take care of the red skeleton.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Fireball_Jump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Walk up the stairs until Simon's knee almost touches the bone pillar and throw a holy water while holding up. Simon should throw the water and pass through the pillar. Your other options are to take the damage (if you have the health) or to whip down the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Statue_Skip.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mP9pKuxj7Hs|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|c9uNQ1YkLK0|550}}&lt;br /&gt;
&lt;br /&gt;
Walking to the right you'll encounter two red skeletons, whip or jump over them, if you need health there is meat in the walk after the stairs to the next screen.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
The hallway before death is one of the hardest in the game without holy water but with the water there is a pattern of moving to left and then jumping and throwing the water so it lands on the axe knights, stunning them in place, allowing Simon to walk through them and also killing them. The only thing to worry about then is the medusa heads and as long and you keep moving right you should be able to jump over them without any issue.&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Lag Reduction ====&lt;br /&gt;
&lt;br /&gt;
An alternate strategy to take of the fireballs from the first bone pillar is to jump them both:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kB3ydhfofgE|550}}&lt;br /&gt;
&lt;br /&gt;
====Stage 15-2 Death's Hallway ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pPLeBlk-hhI|550}}&lt;br /&gt;
&lt;br /&gt;
As long as you keep moving left the knights and medusa heads should line up so you can jump and throw a water here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_15-2_First_Axe_Knight.png|250px]] [[File:CV1_15-2_Second_Axe_Knight.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Scroll Glitch ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moving to [[Cv1/ScrollGltich | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
The Scroll Glitches are a new strategy found August 15th 2020 by InfoManiac by alternating left and right inputs every other frame via TAS. This allowed the player to change the tiles loaded into the game scene, adding/removing blocks from the level. This strategy was then added to the Challenger TAS thought to be non-RTA viable. However, in early 2021 runner NatGoesFast accidentally pulled off a scroll glitch in stage 7 which caused the glitch to be re-examined with SBDWolf adding two scroll glitches via 2 frame turnarounds to the world record (as of this writing) and Shockra Tease adding it to his PB as well. Currently two runners are working on faster sets up (1 to 4 frame turn around set ups that are very fast) and adding in more of the glitches from the TAS. Currently (again of this writing) Jay_Cee and tr1sklion have pulled off glitches in stages 5, 6, 13, 14 (with 3 glitches on one screen), 15 and 17. This is a fast moving subject at the moment so below are the two glitches with their set ups that are in the current world record. Once full guides are available for the rest of the glitches they will be added here, until then tr1sklion, SBDWolf, Jay_Cee, Shockra Tease, 2snek are the runners I am currently aware of with a good understanding of the mechanics of the glitches.  &lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;br /&gt;
&lt;br /&gt;
Pixel notes for the Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Death Fight ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Fights ===&lt;br /&gt;
&lt;br /&gt;
==== Easy Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fOTyQ7WBFVU|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walk to the center of the death platform and immediately turn back around, you want to line up with Simon's front foot off of the edge of the platform. Whip once for a buffer then throw a water onto the raised platform on the right. Death comes down jump and whip him once he is stun locked in the holy water flames. Once Simon lands throw another water then jump up and whip Death again. Repeat this until you've defeated Death. 6 hearts is the minimum to do it this way but you can use more by throwing waters instead of whipping.&lt;br /&gt;
&lt;br /&gt;
==== 6 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bJ0j0IQDM7o|550}}&lt;br /&gt;
&lt;br /&gt;
This is basically the same as above but the difference is you throw a water on the way down from the jump, this allows you to jump right back up to whip again. This is a good way to learn the rhythm for the machine gun cookie monster fight.&lt;br /&gt;
&lt;br /&gt;
==== 5 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3AltIp1XnNQ|550}}&lt;br /&gt;
&lt;br /&gt;
Same start as the 6 water kill but after you've thrown the 5 water jump up onto the Death platform and whip 3 times quickly. If your whip rhythm is correct you will kill death prior to him being able to hit you.&lt;br /&gt;
&lt;br /&gt;
==== 4 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RWsggePx11Q|550}}&lt;br /&gt;
&lt;br /&gt;
Same start but different pattern. Throw a water, jump and whip, throw a water on the way down, jump and whip, as you land jump-whip again, coming down throw a water, jump-whip, throw water then jump onto the platform and whip death 3 times.&lt;br /&gt;
&lt;br /&gt;
==== Death Crit ====&lt;br /&gt;
&lt;br /&gt;
You can crit Death but usually the current routing does not have enough health to make it possible. This is the turn left Burn The Past OKC set up:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LU4bevik2fI|550}}&lt;br /&gt;
&lt;br /&gt;
This is the short whip right turn crit:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|k1g5ATkuLNM|550}}&lt;br /&gt;
&lt;br /&gt;
==== Death Cross Kill Backup ====&lt;br /&gt;
&lt;br /&gt;
IF you die at death you'll start at the door for stage 15 - there is a cross subweapon located in the candle under the stairs going to the upper level. Get this cross and start throwing it at as many enemies as possible, we're trying to get a double and triple shot before death. Grab the meat before going to the final hallway to death. The hallway strategy is keep throwing crosses/whipping the knights while trying to stay on the same plane so that you can jump over the medusa heads. This hallway without the water will require practice!&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Cross.png|250px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Eu7npZGAGog|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2258</id>
		<title>Castlevania (NES)</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2258"/>
				<updated>2022-08-11T16:20:42Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Cv1.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/general| General Information]]'''&lt;br /&gt;
:* '''[[cv1/tricks| Tricks and Game Mechanics]]'''&lt;br /&gt;
:* '''[[cv1/ScrollGlitch| Scroll Glitch Technical Information]]'''&lt;br /&gt;
:* '''[[cv1/glitches_softlocks | Glitches and Softlocks]]'''&lt;br /&gt;
:* '''[[cv1/tutorials | Video Tutorials]]'''&lt;br /&gt;
:* '''[http://www.speedrun.com/cv1 Leaderboards]'''&lt;br /&gt;
:* '''[[cv1/hacking | Hacking]]'''&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/level1 | Level 1: Stage 1-3]]'''&lt;br /&gt;
:* '''[[cv1/level2 | Level 2: Stage 4-6]]'''&lt;br /&gt;
:* '''[[cv1/level3 | Level 3: Stage 7-9]]''' &lt;br /&gt;
:* '''[[cv1/level4 | Level 4: Stage 10-12]]''' &lt;br /&gt;
:* '''[[cv1/level5 | Level 5: Stage 13-15]]''' &lt;br /&gt;
:* '''[[cv1/level6 | Level 6: Stage 16-18]]''' &lt;br /&gt;
:* '''[[cv1/dracula | Dracula]]''' &lt;br /&gt;
&lt;br /&gt;
== Other Categories ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[Any%, Easy Mode]]'''&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2257</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2257"/>
				<updated>2022-08-11T16:17:47Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Training Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.jpg|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks at: https://castlevaniaspeedruns.com/Cv1/level5&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2256</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2256"/>
				<updated>2022-08-11T16:15:29Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.jpg|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks at: https://castlevaniaspeedruns.com/Cv1/level5&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Header text &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2255</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2255"/>
				<updated>2022-08-11T16:03:16Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.jpg|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2254</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2254"/>
				<updated>2022-08-11T16:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* Breaking Dracula’s Castle 101 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.jpeg|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2253</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2253"/>
				<updated>2022-08-11T16:00:35Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch2.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
: If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
## Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
: If the counter is 0 or 7, this does nothing.&lt;br /&gt;
### Increment the block counter by 1&lt;br /&gt;
#### If the block counter &amp;gt; 7, set the block counter to 0&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2252</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2252"/>
				<updated>2022-08-11T15:57:34Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 ScrollGlitch2.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
1. Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
      a. If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
2. Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
      a. If the counter is 0 or 7, this does nothing.&lt;br /&gt;
3. Increment the block counter by 1&lt;br /&gt;
4. If the block counter &amp;gt; 7, set the block counter to 0&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:CV1_ScrollGlitch2.jpg&amp;diff=2251</id>
		<title>File:CV1 ScrollGlitch2.jpg</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:CV1_ScrollGlitch2.jpg&amp;diff=2251"/>
				<updated>2022-08-11T15:55:21Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2250</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2250"/>
				<updated>2022-08-11T15:53:09Z</updated>
		
		<summary type="html">&lt;p&gt;KidCharlemagneReturns: /* How are background tiles updated? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;/div&gt;</summary>
		<author><name>KidCharlemagneReturns</name></author>	</entry>

	</feed>