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		<id>https://castlevaniaspeedruns.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SBDWolf</id>
		<title>Castlevania Speedrunning - User contributions [en]</title>
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		<updated>2026-05-24T11:57:54Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2661</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2661"/>
				<updated>2024-01-01T20:43:00Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: fix typo&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 left. 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 left, 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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2660</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=2660"/>
				<updated>2024-01-01T20:30:03Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: fix typo&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 left. 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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2571</id>
		<title>Cv1/tricks</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2571"/>
				<updated>2023-11-01T13:12:33Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &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 ground 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;
=== RNG ===&lt;br /&gt;
==== In Summary ====&lt;br /&gt;
Some 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 and the Mummies.&lt;br /&gt;
Other enemies patterns instead, on top of Simon's current position on screen, depend on RNG.&amp;lt;br /&amp;gt;&lt;br /&gt;
The RNG algorithm is a factor of the previous RNG value, as well as how many frames have elapsed since the start of the screen. On certain frames, the RNG value can be very predictable. This allows for a smaller extent of manipulation, for example on white skeletons, by simply losing a certain amount of frames before ancountering said enemies. This can force them into a limited set of patterns chosen at random, or sometimes even a single possible pattern. &lt;br /&gt;
&lt;br /&gt;
==== The Technical Version ====&lt;br /&gt;
In Castlevania, whenever the code is finished doing everything it needed to do for the current frame, it enters an idle loop while waiting for the NMI interrupt to occur, signaling the start of the next frame. During this idle loop, the RNG value gets advanced over and over. Here's the code of the idle loop (taken from [https://github.com/josephstevenspgh/Castlevania-Labelled-Disassembly this public disassembly]):&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Legend:&lt;br /&gt;
 CurrentRandomBonusId = $6F&lt;br /&gt;
 FrameCounter = $1A&lt;br /&gt;
 BonusTable = $C03F&lt;br /&gt;
&lt;br /&gt;
 MainLoop&lt;br /&gt;
	$C030  A5 6F:       lda CurrentRandomBonusId&lt;br /&gt;
	$C032  05 1A:       ora FrameCounter&lt;br /&gt;
	$C034  29 0F:       and #$0F&lt;br /&gt;
	$C036  A8:          tay &lt;br /&gt;
	$C037  B9 3F C0:    lda BonusTable,y&lt;br /&gt;
	$C03A  85 6F:       sta CurrentRandomBonusId&lt;br /&gt;
	$C03C  4C 30 C0:    jmp MainLoop&lt;br /&gt;
&lt;br /&gt;
 BonusTable&lt;br /&gt;
	$C03F               .byte $33,$BB,$3F,$80,$2E,$A9,$61,$87,$AD,$C3,$B2,$C8,$7C,$25,$48,$7A&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On one hand, the fact that the RNG algorithm is placed in the idle loop can make it very hard to manipulate its value, because the length of this loop will be affected by how many things the game has already processed on that frames, where in the loop the NMI interrupt happened on the previous frame (since it will resume exactly where it left off on the next frame), as well as CPU/PPU sync (which is deterministic on most emulators but random on a real console).&amp;lt;br /&amp;gt;&lt;br /&gt;
On the other hand, this RNG algorithm is extremely prone to getting stuck on either a single value, or a very limited set of values. In other words, the idle loop will pretty much always loop over a limited set of values. There are even values from the BonusTable array that are never going to get picked.&amp;lt;br /&amp;gt;&lt;br /&gt;
On top of that, the RNG value will always reset every 16 frames (to value 0x7A). This gives the value that the RNG will assume a degree of predictability.&lt;br /&gt;
&lt;br /&gt;
Assuming the loop runs for at least a few interations (which it pretty much always does, outside of laggy areas), here is a list of all the possible value that the RNG can contain on any of the 16 values of the room's frame counter:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Legend:&lt;br /&gt;
 The value on the left represents the value of the current room's frame counter, modulo 16 (since that's what the RNG algorithm uses), as well as the conditions that have to be met for the values stated on the right to potentially  occur (which is essentially a specific value from the previous frame).&lt;br /&gt;
 The value(s) on the right represent the set of possible values that the RNG could contain at the end of the idle loop, on the specific frame and conditions specified.&lt;br /&gt;
 &lt;br /&gt;
 * = Regardless of previous value&lt;br /&gt;
 if 0xXX = If the value from the previous frame was 0xXX&lt;br /&gt;
&lt;br /&gt;
 0x0: 0x7A, 0x3F, 0xB2&lt;br /&gt;
&lt;br /&gt;
 0x1, *: 0xC8, 0xC3, 0x80, 0xBB&lt;br /&gt;
&lt;br /&gt;
 0x2, *: 0xB2, 0x3F, 0x7A&lt;br /&gt;
&lt;br /&gt;
 0x3, if 0xB2: 0x80&lt;br /&gt;
 0x3, if 0x3F: 0xC8&lt;br /&gt;
 0x3, if 0x7A: 0xC8&lt;br /&gt;
&lt;br /&gt;
 0x4, *: 0x7C&lt;br /&gt;
&lt;br /&gt;
 0x5, *: 0x25, 0xA9&lt;br /&gt;
&lt;br /&gt;
 0x6, if 0x25: 0x87&lt;br /&gt;
 0x6, if 0xA9: 0x48&lt;br /&gt;
&lt;br /&gt;
 0x7, if 0x87: 0x87&lt;br /&gt;
 0x7, if 0x48: 0x7A&lt;br /&gt;
&lt;br /&gt;
 0x8, *: 0xB2&lt;br /&gt;
&lt;br /&gt;
 0x9, *: 0xC8, 0xC3&lt;br /&gt;
&lt;br /&gt;
 0xA, *: 0xB2&lt;br /&gt;
&lt;br /&gt;
 0xB, *: 0xC8&lt;br /&gt;
&lt;br /&gt;
 0xC, *: 0x7C&lt;br /&gt;
&lt;br /&gt;
 0xD, *: 0x25&lt;br /&gt;
&lt;br /&gt;
 0xE, *: 0x48&lt;br /&gt;
&lt;br /&gt;
 0xF, *: 0x7A&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These values will then be read on demand by an enemy, which will determine their pattern (interpreted in a unique way for every enemy). Note that this RNG read will not additionally advance the RNG.&amp;lt;br /&amp;gt;&lt;br /&gt;
For a practical example, with the standard strat of entering Dracula's room without losing any frames, Dracula's pattern will be determined with the frame counter reading 0xC7.&amp;lt;br /&amp;gt;&lt;br /&gt;
On this frame, the possible values are either 0x87 or 0x7A. If it reads 0x87, this will make Dracula do the fast fireball pattern, while if it reads 0x7A, this will make Dracula do the slow fireball pattern. This essentially makes either pattern a 50% chance that is impossible to control in an RTA setting.&lt;br /&gt;
&lt;br /&gt;
=== Score Management ===&lt;br /&gt;
In some games, having certain scores can cause more lag due to the game having to spend more computations to display it on screen.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Castlevania, this is not the case. The current score is stored in memory in a &amp;quot;decimal&amp;quot; format, which makes it fairly quick for the game to then display it on screen and also makes it the same speed for any combination of digits.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the other hand, the moment points are acquired, there could be a little bit of variance in the amount of computations performed depending on the current score and the score added, but this is usually just a handful of CPU cycles in total, which is pretty negligible.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom line is, score doesn't really matter for lag in Castlevania.&lt;br /&gt;
&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2569</id>
		<title>Cv1/tricks</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2569"/>
				<updated>2023-10-03T19:23:23Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: Score mechanics in relation to lag&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 ground 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;
=== RNG ===&lt;br /&gt;
==== In Summary ====&lt;br /&gt;
Some 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 and the Mummies.&lt;br /&gt;
Other enemies patterns instead, on top of Simon's current position on screen, depend on RNG.&amp;lt;br /&amp;gt;&lt;br /&gt;
The RNG algorithm is a factor of the previous RNG value, as well as how many frames have elapsed since the start of the screen. On certain frames, the RNG value can be very predictable. This allows for a smaller extent of manipulation, for example on white skeletons, by simply losing a certain amount of frames before ancountering said enemies. This can force them into a limited set of patterns chosen at random, or sometimes even a single possible pattern. &lt;br /&gt;
&lt;br /&gt;
==== The Technical Version ====&lt;br /&gt;
In Castlevania, whenever the code is finished doing everything it needed to do for the current frame, it enters an idle loop while waiting for the NMI interrupt to occur, signaling the start of the next frame. During this idle loop, the RNG value gets advanced over and over. Here's the code of the idle loop (taken from [https://github.com/josephstevenspgh/Castlevania-Labelled-Disassembly this public disassembly]):&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Legend:&lt;br /&gt;
 CurrentRandomBonusId = $6F&lt;br /&gt;
 FrameCounter = $1A&lt;br /&gt;
 BonusTable = $C03F&lt;br /&gt;
&lt;br /&gt;
 MainLoop&lt;br /&gt;
	$C030  A5 6F:       lda CurrentRandomBonusId&lt;br /&gt;
	$C032  05 1A:       ora FrameCounter&lt;br /&gt;
	$C034  29 0F:       and #$0F&lt;br /&gt;
	$C036  A8:          tay &lt;br /&gt;
	$C037  B9 3F C0:    lda BonusTable,y&lt;br /&gt;
	$C03A  85 6F:       sta CurrentRandomBonusId&lt;br /&gt;
	$C03C  4C 30 C0:    jmp MainLoop&lt;br /&gt;
&lt;br /&gt;
 BonusTable&lt;br /&gt;
	$C03F               .byte $33,$BB,$3F,$80,$2E,$A9,$61,$87,$AD,$C3,$B2,$C8,$7C,$25,$48,$7A&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On one hand, the fact that the RNG algorithm is placed in the idle loop can make it very hard to manipulate its value, because the length of this loop will be affected by how many things the game has already processed on that frames, where in the loop the NMI interrupt happened on the previous frame (since it will resume exactly where it left off on the next frame), as well as CPU/PPU sync (which is deterministic on most emulators but random on a real console).&amp;lt;br /&amp;gt;&lt;br /&gt;
On the other hand, this RNG algorithm is extremely prone to getting stuck on either a single value, or a very limited set of values. In other words, the idle loop will pretty much always loop over a limited set of value. There are even values from the BonusTable array that are never going to get picked.&amp;lt;br /&amp;gt;&lt;br /&gt;
On top of that, the RNG value will always reset every 16 frames (to value 0x7A). This gives the value that the RNG will assume a degree of predictability.&lt;br /&gt;
&lt;br /&gt;
Assuming the loop runs for at least a few interations (which it pretty much always does, outside of laggy areas), here is a list of all the possible value that the RNG can contain on any of the 16 values of the room's frame counter:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Legend:&lt;br /&gt;
 The value on the left represents the value of the current room's frame counter, modulo 16 (since that's what the RNG algorithm uses), as well as the conditions that have to be met for the values stated on the right to potentially  occur (which is essentially a specific value from the previous frame).&lt;br /&gt;
 The value(s) on the right represent the set of possible values that the RNG could contain at the end of the idle loop, on the specific frame and conditions specified.&lt;br /&gt;
 &lt;br /&gt;
 * = Regardless of previous value&lt;br /&gt;
 if 0xXX = If the value from the previous frame was 0xXX&lt;br /&gt;
&lt;br /&gt;
 0x0: 0x7A, 0x3F, 0xB2&lt;br /&gt;
&lt;br /&gt;
 0x1, *: 0xC8, 0xC3, 0x80, 0xBB&lt;br /&gt;
&lt;br /&gt;
 0x2, *: 0xB2, 0x3F, 0x7A&lt;br /&gt;
&lt;br /&gt;
 0x3, if 0xB2: 0x80&lt;br /&gt;
 0x3, if 0x3F: 0xC8&lt;br /&gt;
 0x3, if 0x7A: 0xC8&lt;br /&gt;
&lt;br /&gt;
 0x4, *: 0x7C&lt;br /&gt;
&lt;br /&gt;
 0x5, *: 0x25, 0xA9&lt;br /&gt;
&lt;br /&gt;
 0x6, if 0x25: 0x87&lt;br /&gt;
 0x6, if 0xA9: 0x48&lt;br /&gt;
&lt;br /&gt;
 0x7, if 0x87: 0x87&lt;br /&gt;
 0x7, if 0x48: 0x7A&lt;br /&gt;
&lt;br /&gt;
 0x8, *: 0xB2&lt;br /&gt;
&lt;br /&gt;
 0x9, *: 0xC8, 0xC3&lt;br /&gt;
&lt;br /&gt;
 0xA, *: 0xB2&lt;br /&gt;
&lt;br /&gt;
 0xB, *: 0xC8&lt;br /&gt;
&lt;br /&gt;
 0xC, *: 0x7C&lt;br /&gt;
&lt;br /&gt;
 0xD, *: 0x25&lt;br /&gt;
&lt;br /&gt;
 0xE, *: 0x48&lt;br /&gt;
&lt;br /&gt;
 0xF, *: 0x7A&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These values will then be read on demand by an enemy, which will determine their pattern (interpreted in a unique way for every enemy). Note that this RNG read will not additionally advance the RNG.&amp;lt;br /&amp;gt;&lt;br /&gt;
For a practical example, with the standard strat of entering Dracula's room without losing any frames, Dracula's pattern will be determined with the frame counter reading 0xC7.&amp;lt;br /&amp;gt;&lt;br /&gt;
On this frame, the possible values are either 0x87 or 0x7A. If it reads 0x87, this will make Dracula do the fast fireball pattern, while if it reads 0x7A, this will make Dracula do the slow fireball pattern. This essentially makes either pattern a 50% chance that is impossible to control in an RTA setting.&lt;br /&gt;
&lt;br /&gt;
=== Score Management ===&lt;br /&gt;
In some games, having certain scores can cause more lag due to the game having to spend more computations to display it on screen.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Castlevania, this is not the case. The current score is stored in memory in a &amp;quot;decimal&amp;quot; format, which makes it fairly quick for the game to then display it on screen and also makes it the same speed for any combination of digits.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the other hand, the moment points are acquired, there could be a little bit of variance in the amount of computations performed depending on the current score and the score added, but this is usually just a handful of CPU cycles in total, which is pretty negligible.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom line is, score doesn't really matter for lag in Castlevania.&lt;br /&gt;
&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2568</id>
		<title>Cv1/tricks</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2568"/>
				<updated>2023-10-03T12:36:38Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: RNG write-up&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 ground 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;
=== RNG ===&lt;br /&gt;
==== In Summary ====&lt;br /&gt;
Some 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 and the Mummies.&lt;br /&gt;
Other enemies patterns instead, on top of Simon's current position on screen, depend on RNG.&amp;lt;br /&amp;gt;&lt;br /&gt;
The RNG algorithm is a factor of the previous RNG value, as well as how many frames have elapsed since the start of the screen. On certain frames, the RNG value can be very predictable. This allows for a smaller extent of manipulation, for example on white skeletons, by simply losing a certain amount of frames before ancountering said enemies. This can force them into a limited set of patterns chosen at random, or sometimes even a single possible pattern. &lt;br /&gt;
&lt;br /&gt;
==== The Technical Version ====&lt;br /&gt;
In Castlevania, whenever the code is finished doing everything it needed to do for the current frame, it enters an idle loop while waiting for the NMI interrupt to occur, signaling the start of the next frame. During this idle loop, the RNG value gets advanced over and over. Here's the code of the idle loop (taken from [https://github.com/josephstevenspgh/Castlevania-Labelled-Disassembly this public disassembly]):&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Legend:&lt;br /&gt;
 CurrentRandomBonusId = $6F&lt;br /&gt;
 FrameCounter = $1A&lt;br /&gt;
 BonusTable = $C03F&lt;br /&gt;
&lt;br /&gt;
 MainLoop&lt;br /&gt;
	$C030  A5 6F:       lda CurrentRandomBonusId&lt;br /&gt;
	$C032  05 1A:       ora FrameCounter&lt;br /&gt;
	$C034  29 0F:       and #$0F&lt;br /&gt;
	$C036  A8:          tay &lt;br /&gt;
	$C037  B9 3F C0:    lda BonusTable,y&lt;br /&gt;
	$C03A  85 6F:       sta CurrentRandomBonusId&lt;br /&gt;
	$C03C  4C 30 C0:    jmp MainLoop&lt;br /&gt;
&lt;br /&gt;
 BonusTable&lt;br /&gt;
	$C03F               .byte $33,$BB,$3F,$80,$2E,$A9,$61,$87,$AD,$C3,$B2,$C8,$7C,$25,$48,$7A&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On one hand, the fact that the RNG algorithm is placed in the idle loop can make it very hard to manipulate its value, because the length of this loop will be affected by how many things the game has already processed on that frames, where in the loop the NMI interrupt happened on the previous frame (since it will resume exactly where it left off on the next frame), as well as CPU/PPU sync (which is deterministic on most emulators but random on a real console).&amp;lt;br /&amp;gt;&lt;br /&gt;
On the other hand, this RNG algorithm is extremely prone to getting stuck on either a single value, or a very limited set of values. In other words, the idle loop will pretty much always loop over a limited set of value. There are even values from the BonusTable array that are never going to get picked.&amp;lt;br /&amp;gt;&lt;br /&gt;
On top of that, the RNG value will always reset every 16 frames (to value 0x7A). This gives the value that the RNG will assume a degree of predictability.&lt;br /&gt;
&lt;br /&gt;
Assuming the loop runs for at least a few interations (which it pretty much always does, outside of laggy areas), here is a list of all the possible value that the RNG can contain on any of the 16 values of the room's frame counter:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Legend:&lt;br /&gt;
 The value on the left represents the value of the current room's frame counter, modulo 16 (since that's what the RNG algorithm uses), as well as the conditions that have to be met for the values stated on the right to potentially  occur (which is essentially a specific value from the previous frame).&lt;br /&gt;
 The value(s) on the right represent the set of possible values that the RNG could contain at the end of the idle loop, on the specific frame and conditions specified.&lt;br /&gt;
 &lt;br /&gt;
 * = Regardless of previous value&lt;br /&gt;
 if 0xXX = If the value from the previous frame was 0xXX&lt;br /&gt;
&lt;br /&gt;
 0x0: 0x7A, 0x3F, 0xB2&lt;br /&gt;
&lt;br /&gt;
 0x1, *: 0xC8, 0xC3, 0x80, 0xBB&lt;br /&gt;
&lt;br /&gt;
 0x2, *: 0xB2, 0x3F, 0x7A&lt;br /&gt;
&lt;br /&gt;
 0x3, if 0xB2: 0x80&lt;br /&gt;
 0x3, if 0x3F: 0xC8&lt;br /&gt;
 0x3, if 0x7A: 0xC8&lt;br /&gt;
&lt;br /&gt;
 0x4, *: 0x7C&lt;br /&gt;
&lt;br /&gt;
 0x5, *: 0x25, 0xA9&lt;br /&gt;
&lt;br /&gt;
 0x6, if 0x25: 0x87&lt;br /&gt;
 0x6, if 0xA9: 0x48&lt;br /&gt;
&lt;br /&gt;
 0x7, if 0x87: 0x87&lt;br /&gt;
 0x7, if 0x48: 0x7A&lt;br /&gt;
&lt;br /&gt;
 0x8, *: 0xB2&lt;br /&gt;
&lt;br /&gt;
 0x9, *: 0xC8, 0xC3&lt;br /&gt;
&lt;br /&gt;
 0xA, *: 0xB2&lt;br /&gt;
&lt;br /&gt;
 0xB, *: 0xC8&lt;br /&gt;
&lt;br /&gt;
 0xC, *: 0x7C&lt;br /&gt;
&lt;br /&gt;
 0xD, *: 0x25&lt;br /&gt;
&lt;br /&gt;
 0xE, *: 0x48&lt;br /&gt;
&lt;br /&gt;
 0xF, *: 0x7A&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These values will then be read on demand by an enemy, which will determine their pattern (interpreted in a unique way for every enemy). Note that this RNG read will not additionally advance the RNG.&amp;lt;br /&amp;gt;&lt;br /&gt;
For a practical example, with the standard strat of entering Dracula's room without losing any frames, Dracula's pattern will be determined with the frame counter reading 0xC7.&amp;lt;br /&amp;gt;&lt;br /&gt;
On this frame, the possible values are either 0x87 or 0x7A. If it reads 0x87, this will make Dracula do the fast fireball pattern, while if it reads 0x7A, this will make Dracula do the slow fireball pattern. This essentially makes either pattern a 50% chance that is impossible to control in an RTA setting.&lt;br /&gt;
&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2437</id>
		<title>Cv1/tricks</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=2437"/>
				<updated>2023-05-05T13:15:41Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: fix typo&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 ground 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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2436</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2436"/>
				<updated>2023-04-29T06:21:34Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &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 7 || 255 &amp;amp; 1F9&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 or 43D&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;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Touching pixel 2B9 is needed before turning around&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2435</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2435"/>
				<updated>2023-03-21T22:00:36Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: Added more info on Stage 14 advanced pixel&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 or 43D&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;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Touching pixel 2B9 is needed before turning around&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2434</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2434"/>
				<updated>2023-03-21T20:37:21Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &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 or 43D&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3&amp;diff=1647</id>
		<title>Cv3</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3&amp;diff=1647"/>
				<updated>2021-06-07T16:24:15Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Castlevania III: Dracula's Curse =&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/general| General Information]]'''&lt;br /&gt;
:* '''[[cv3/tricks| Tricks and Tutorials]]'''&lt;br /&gt;
:* '''[[cv3/glitches_softlocks | Glitches and Softlocks]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/cv3dc Leaderboards]'''&lt;br /&gt;
:* '''[[cv3/hacking | Hacking]]'''&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
Unlike Super Castlevania IV, categories for this game are different not just by character choice, but also by regional differences, as the Japanese version of this game is very different from its American counterpart.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[[cv3/regional_differences| Click here to see a list of differences (work in progress).]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Any% ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Any%| Any%]]'''&lt;br /&gt;
&lt;br /&gt;
=== American version ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Trevor_US| Trevor - US]]'''&lt;br /&gt;
:* '''[[cv3/Grant_US| Grant - US]]'''&lt;br /&gt;
:* '''[[cv3/Sypha_US| Sypha - US]]'''&lt;br /&gt;
:* '''[[cv3/Alucard_US| Alucard - US]]'''&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Trevor_US_SQ| Trevor Second Quest - US]]'''&lt;br /&gt;
:* '''[[cv3/Grant_US_SQ| Grant Second Quest - US]]'''&lt;br /&gt;
:* '''[[cv3/Sypha_US_SQ| Sypha Second Quest - US]]'''&lt;br /&gt;
:* '''[[cv3/Alucard_US_SQ| Alucard Second Quest - US]]'''&lt;br /&gt;
&lt;br /&gt;
=== American version TAS / Theory TAS Videos===&lt;br /&gt;
&lt;br /&gt;
*[https://youtu.be/T2RpK4bSEbg Any% TAS by Scrimpeh (14:29.418)] (notes are documented at tasvideos.org)&lt;br /&gt;
*[https://youtu.be/ekAPsWfSnhI Grant Second Quest Tool Assisted Let's Play by Burb(23:40)]&lt;br /&gt;
*[https://www.twitch.tv/videos/465677717 Alucard Theory TAS by Kutsu Shita (25:29.1)]&lt;br /&gt;
&lt;br /&gt;
=== Japanese version ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Ralph_JP| Ralph - JP]]'''&lt;br /&gt;
:* '''[[cv3/Grant_JP| Grant - JP]]'''&lt;br /&gt;
:* '''[[cv3/Sypha_JP| Sypha - JP]]'''&lt;br /&gt;
:* '''[[cv3/Alucard_JP| Alucard - JP]]'''&lt;br /&gt;
&lt;br /&gt;
=== Japanese 2nd Quest ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Ralph_JP_SQ| Ralph Only 2nd Quest - JP]]'''&lt;br /&gt;
:* '''[[cv3/Grant_JP_SQ| Grant 2nd Quest - JP]]'''&lt;br /&gt;
:* '''[[cv3/Sypha_JP_SQ| Sypha 2nd Quest - JP]]'''&lt;br /&gt;
:* '''[[cv3/Alucard_JP_SQ| Alucard 2nd Quest - JP]]'''&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3&amp;diff=1645</id>
		<title>Cv3</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3&amp;diff=1645"/>
				<updated>2021-06-07T16:23:42Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Castlevania III: Dracula's Curse =&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/general| General Information]]'''&lt;br /&gt;
:* '''[[cv3/tricks| Tricks and Tutorials]]'''&lt;br /&gt;
:* '''[[cv3/glitches_softlocks | Glitches and Softlocks]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/cv3dc Leaderboards]'''&lt;br /&gt;
:* '''[[cv3/hacking | Hacking]]'''&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
Unlike Super Castlevania IV, categories for this game are different not just by character choice, but also by regional differences, as the Japanese version of this game is very different from its American counterpart.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[[cv3/regional_differences| Click here to see a list of differences (work in progress).]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Any% ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Any%| Any%]]'''&lt;br /&gt;
&lt;br /&gt;
=== American version ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Trevor_US| Trevor - US]]'''&lt;br /&gt;
:* '''[[cv3/Grant_US| Grant - US]]'''&lt;br /&gt;
:* '''[[cv3/Sypha_US| Sypha - US]]'''&lt;br /&gt;
:* '''[[cv3/Alucard_US| Alucard - US]]'''&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Trevor_US_SQ| Trevor Second Quest - US]]'''&lt;br /&gt;
:* '''[[cv3/Grant_US_SQ| Grant Second Quest - US]]'''&lt;br /&gt;
:* '''[[cv3/Sypha_US_SQ| Sypha Second Quest - US]]'''&lt;br /&gt;
:* '''[[cv3/Alucard_US_SQ| Alucard Second Quest - US]]'''&lt;br /&gt;
&lt;br /&gt;
=== American version TAS / Theory TAS Videos===&lt;br /&gt;
&lt;br /&gt;
*[https://youtu.be/T2RpK4bSEbg Any% TAS by Scrimpeh (14:29.418)] (notes are documented at tasvideos.org)&lt;br /&gt;
*[https://youtu.be/ekAPsWfSnhI Grant Second Quest Tool Assisted Let's Play by Burb(23:40)]&lt;br /&gt;
*[https://www.twitch.tv/videos/465677717 Alucard Theory TAS by Kutsu Shita (25:29.1)]&lt;br /&gt;
&lt;br /&gt;
=== Japanese version ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Trevor_JP| Trevor - JP]]'''&lt;br /&gt;
:* '''[[cv3/Grant_JP| Grant - JP]]'''&lt;br /&gt;
:* '''[[cv3/Sypha_JP| Sypha - JP]]'''&lt;br /&gt;
:* '''[[cv3/Alucard_JP| Alucard - JP]]'''&lt;br /&gt;
&lt;br /&gt;
=== Japanese 2nd Quest ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv3/Ralph_JP_SQ| Ralph Only 2nd Quest - JP]]'''&lt;br /&gt;
:* '''[[cv3/Grant_JP_SQ| Grant 2nd Quest - JP]]'''&lt;br /&gt;
:* '''[[cv3/Sypha_JP_SQ| Sypha 2nd Quest - JP]]'''&lt;br /&gt;
:* '''[[cv3/Alucard_JP_SQ| Alucard 2nd Quest - JP]]'''&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3/Ralph_JP_SQ&amp;diff=1643</id>
		<title>Cv3/Ralph JP SQ</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3/Ralph_JP_SQ&amp;diff=1643"/>
				<updated>2021-06-07T16:22:41Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: SBDWolf moved page Cv3/Trevor JP SQ to Cv3/Ralph JP SQ: Fixing Trevor's name to reflect his Japanese name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the standard password. Note that any password that starts you in stage 1 will also work. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:2nd_loop_TREVOR_only.PNG|200px|thumb|left|On the name entry add a blank name, then enter the password as shown above.]]&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3/Trevor_JP_SQ&amp;diff=1644</id>
		<title>Cv3/Trevor JP SQ</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3/Trevor_JP_SQ&amp;diff=1644"/>
				<updated>2021-06-07T16:22:41Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: SBDWolf moved page Cv3/Trevor JP SQ to Cv3/Ralph JP SQ: Fixing Trevor's name to reflect his Japanese name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cv3/Ralph JP SQ]]&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3/Ralph_JP_SQ&amp;diff=1640</id>
		<title>Cv3/Ralph JP SQ</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv3/Ralph_JP_SQ&amp;diff=1640"/>
				<updated>2021-06-07T16:13:37Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the standard password. Note that any password that starts you in stage 1 will also work. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:2nd_loop_TREVOR_only.PNG|200px|thumb|left|On the name entry add a blank name, then enter the password as shown above.]]&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1628</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1628"/>
				<updated>2021-05-25T09:08:32Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level1.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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=1585</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=1585"/>
				<updated>2021-05-07T23:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level6.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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=1584</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=1584"/>
				<updated>2021-05-07T23:02:47Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level6.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;
(Video Link)&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;
(Video Link)&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;
(Video Link)&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;
(Video Link)&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
(Video Link)&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;
&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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=1583</id>
		<title>Castlevania (NES)</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=1583"/>
				<updated>2021-05-07T22:49:27Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &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/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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level6&amp;diff=1582</id>
		<title>Cv1/level6</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level6&amp;diff=1582"/>
				<updated>2021-05-07T22:49:09Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level6.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Stage 16, Stage 17, Stage 18&lt;br /&gt;
| previous = [[cv1/level5 | Level 5]]&lt;br /&gt;
| next = [[cv1/dracula | Dracula]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bat Bridge ==&lt;br /&gt;
=== Optimal/Safe strategy ===&lt;br /&gt;
Tutorial by CLChambers00&lt;br /&gt;
{{#ev:youtube|I2u5wXY1XEo|560}}&lt;br /&gt;
&lt;br /&gt;
== Dracula ==&lt;br /&gt;
=== First phase ===&lt;br /&gt;
Tutorial on Janthe's strategy (by CLChambers00)&lt;br /&gt;
{{#ev:youtube|7VCBhyhk51I|560}}&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level4&amp;diff=1581</id>
		<title>Cv1/level4</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level4&amp;diff=1581"/>
				<updated>2021-05-07T22:43:51Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level3.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;
=== 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;lt;/div&amp;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;
=== 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;lt;/div&amp;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;
=== 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;lt;/div&amp;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;
&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;lt;/div&amp;gt;&lt;br /&gt;
&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;
'''Will delete this collapsible once this page is fully done, this video is in the tutorials page anyway'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Cave Skip ==&lt;br /&gt;
Tutorial by 2snek&lt;br /&gt;
{{#ev:youtube|eA8cERKiVVQ|560}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=1579</id>
		<title>Cv1/tricks</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=1579"/>
				<updated>2021-05-07T16:25:24Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &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;
----&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=1578</id>
		<title>Cv1/tricks</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=1578"/>
				<updated>2021-05-07T15:13:37Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &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;
&lt;br /&gt;
&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/general&amp;diff=1577</id>
		<title>Cv1/general</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/general&amp;diff=1577"/>
				<updated>2021-05-07T15:11:20Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Versions List ===&lt;br /&gt;
*'''US PRG0''': Saves 1 frame on most loading screens over US PRG1, for a total of about a third of a second over the course of an Any% run. Unfortunately, this version is very prone to random crashes, particularly in areas with a lot of sprites on screen such as stage 15.&lt;br /&gt;
*'''US PRG1''': As outlined above, loading times are slightly slower than PRG0 but it's not subject to random crashes.&lt;br /&gt;
*'''1993 FC Re-Release''': Loading times are nearly the same as US PRG1, but it saves 6 frames after each orb grab, for a total of half a second throughout an Any% run. Additionally, hearts count down faster at the end of a stage (2 frames per heart vs. 8 frame per heart on US PRG1). This is the fastest version available.&lt;br /&gt;
*'''Original FDS Releases''': As they are on FDS, they present very long loading times.&lt;br /&gt;
The 2019 Anniversary Collection contains versions US PRG0 and the 1993 FC Re-Release.&lt;br /&gt;
&lt;br /&gt;
To distinguish between a PRG0 and a PRG1 cartridge, look on the back and see what the sticker says. If it says REV-A, it's PRG1, otherwise it's PRG0. Other identicators are the Nintendo Seal of Quality on the front sticker (If black it's PRG0, if white it's PRG1) and the circuit board itself:&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;
'''PRG0 board'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PRG0 pcb.jpg | 300px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;
'''PRG1 board'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PRG1 pcb.png | 300px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
Time starts upon gaining control of Simon, and ends upon grabbing the orb at the end of level 6.&lt;br /&gt;
*The exact starting frame is the frame Simon touches the ground in stage 01, or the second non-black frame after the intro scene.&lt;br /&gt;
**The offset to be used from the start press on title screen is -9.517 (572 frames @60.098Hz)&lt;br /&gt;
*The exact ending frame is the second consecutive frame the orb disappears if grabbed as soon as it spawns, or the frame the orb disappears if grabbed after it spawns.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
&lt;br /&gt;
*''Any%'' - Beats the game as fast as possible.&lt;br /&gt;
*''Whip Only'' - Beats the game without the use of subweapons.&lt;br /&gt;
*''Low%'' - Beats the game without the use of subweapons, whip upgrades, or special items such as potions, rosaries, or pork chops.&lt;br /&gt;
*''Easy Mode'' - Beats the game on The FC version's Easy Mode.&lt;br /&gt;
*''2-loop'' - Beats the game, then beats the Second Loop (Hard Mode).&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level6&amp;diff=1576</id>
		<title>Cv1/level6</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level6&amp;diff=1576"/>
				<updated>2021-05-07T14:03:52Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level6.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;
== Bat Bridge ==&lt;br /&gt;
=== Optimal/Safe strategy ===&lt;br /&gt;
Tutorial by CLChambers00&lt;br /&gt;
{{#ev:youtube|I2u5wXY1XEo|560}}&lt;br /&gt;
&lt;br /&gt;
== Dracula ==&lt;br /&gt;
=== First phase ===&lt;br /&gt;
Tutorial on Janthe's strategy (by CLChambers00)&lt;br /&gt;
{{#ev:youtube|7VCBhyhk51I|560}}&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=1575</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=1575"/>
				<updated>2021-05-07T12:54:05Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level6.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;
(Video Link)&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;
(Video Link)&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;
(Video Link)&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;
(Video Link)&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1574</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1574"/>
				<updated>2021-05-06T21:02:22Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level1.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 seconds 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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=1573</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=1573"/>
				<updated>2021-05-06T20:49:29Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: Created page with &amp;quot;This article is a heavy WIP    == &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;/sp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
(Video Link)&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;
(Video Link)&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;
(Video Link)&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;
(Video Link)&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=1572</id>
		<title>Castlevania (NES)</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=1572"/>
				<updated>2021-05-06T19:04:13Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &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/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 16-17]]''' &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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=1571</id>
		<title>Castlevania (NES)</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=1571"/>
				<updated>2021-05-06T18:47:18Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &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/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;
&lt;br /&gt;
== Other Categories ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[Any%, Easy Mode]]'''&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1570</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1570"/>
				<updated>2021-05-06T11:13:37Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level1.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 ==&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 seconds 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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1568</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1568"/>
				<updated>2021-04-28T00:16:01Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level1.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]]&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 ==&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;
('''Needs video''')&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;
==== 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 seconds 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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1567</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1567"/>
				<updated>2021-04-28T00:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level1.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]]&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 ==&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 ('''Mention that some people use the wing flaps''').&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;
('''Needs video''')&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;
==== 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 seconds 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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-Successful_Crit.gif&amp;diff=1566</id>
		<title>File:Cv1-Successful Crit.gif</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-Successful_Crit.gif&amp;diff=1566"/>
				<updated>2021-04-27T23:56:27Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-Zombie_DBoost.gif&amp;diff=1565</id>
		<title>File:Cv1-Zombie DBoost.gif</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-Zombie_DBoost.gif&amp;diff=1565"/>
				<updated>2021-04-27T23:39:33Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1564</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1564"/>
				<updated>2021-04-27T23:32:26Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a heavy WIP.&lt;br /&gt;
&lt;br /&gt;
{{Infobox level&lt;br /&gt;
| image = cv1level1.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;
*WIP&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. ('''Needs gif''')&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;
*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]]&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 ==&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;
{{#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 ('''Mention that some people use the wing flaps''').&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 ('''SBDWolf: I think the video should be replaced with a successful crit, and then a video showcasing the backup activation should be appended here''')&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.&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;
('''Needs video''')&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;
==== 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 seconds 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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-TASCrit_failed_backward.PNG&amp;diff=1563</id>
		<title>File:Cv1-TASCrit failed backward.PNG</title>
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				<updated>2021-04-27T22:53:49Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:TASBat.PNG&amp;diff=1562</id>
		<title>File:TASBat.PNG</title>
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				<updated>2021-04-27T22:51:07Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-TopBat.PNG&amp;diff=1561</id>
		<title>File:Cv1-TopBat.PNG</title>
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				<updated>2021-04-27T22:50:31Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-MidBat.PNG&amp;diff=1560</id>
		<title>File:Cv1-MidBat.PNG</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-MidBat.PNG&amp;diff=1560"/>
				<updated>2021-04-27T22:49:16Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-Stage02_pixel.png&amp;diff=1559</id>
		<title>File:Cv1-Stage02 pixel.png</title>
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				<updated>2021-04-27T21:26:38Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-stage02_pixel_cue.png&amp;diff=1558</id>
		<title>File:Cv1-stage02 pixel cue.png</title>
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				<updated>2021-04-27T21:20:10Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-Stage01_jump_cue.jpg&amp;diff=1557</id>
		<title>File:Cv1-Stage01 jump cue.jpg</title>
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				<updated>2021-04-27T20:46:43Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=1556</id>
		<title>Cv1/tricks</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/tricks&amp;diff=1556"/>
				<updated>2021-04-26T23:52:00Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1555</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1555"/>
				<updated>2021-04-26T23:42:11Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a heavy WIP.&lt;br /&gt;
&lt;br /&gt;
{{Infobox level&lt;br /&gt;
| image = cv1level1.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;
*WIP&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;
*How to deal with zombies.&lt;br /&gt;
*When to get the whip (don't get it off the first low candle).&lt;br /&gt;
*Dealing with zombies at the end.&lt;br /&gt;
*To deal with the triple zombie pattern, damage boost (gif)&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 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 ('''Add picture with visual cue for first jump''')&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;
('''Needs evadecaptcha's clip''')&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;
*Stand on a pixel perfect location. ('''Add picture''') 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;
*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 ==&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;
{{#ev:youtube|xmF1ImWb92U|550}}&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 ('''Picture needed''').&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 ('''SBDWolf: I think the video should be replaced with a successful crit, and then a video showcasing the backup activation should be appended here''')&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;
{{#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;
{{#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;
{{#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. ('''Needs picture with visual cue)&lt;br /&gt;
&lt;br /&gt;
==== 0-frame pattern (TASCrit) (Fastest!) ====&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&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.&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. ('''Needs picture with visual cue''')&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 significantly later. ('''Needs picture with visual cue''')&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;
{{#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;
('''Needs video''')&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;
==== Late jump on TASCrit ====&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 seconds over the standard TASCrit. The crit has a similar visual cue to the 2-frame pattern. ('''Needs picture with visual cue''')&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;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1554</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1554"/>
				<updated>2021-04-26T19:46:03Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a heavy WIP.&lt;br /&gt;
&lt;br /&gt;
{{Infobox level&lt;br /&gt;
| image = cv1level1.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;
*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;
*How to deal with zombies.&lt;br /&gt;
*When to get the whip (don't get it off the first low candle).&lt;br /&gt;
*Dealing with zombies at the end.&lt;br /&gt;
*To deal with the triple zombie pattern, damage boost (gif)&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 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 ('''Add picture with visual cue for first jump''')&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;
(Captcha's clip)&lt;br /&gt;
*It's stupid.&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;
*Stand on a pixel perfect location. ('''Add picture''') 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;
*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 ==&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;
{{#ev:youtube|xmF1ImWb92U|550}}&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 ('''Picture needed''').&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 ('''SBDWolf: I think the video should be replaced with a successful crit, and then a video showcasing the backup activation should be appended here''')&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;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Whip cancel landing off ledge, possibly skip potion.&lt;br /&gt;
{{#ev:youtube|7ySRArdJeTA|450}}&lt;br /&gt;
(LInk to video of 3-frame pattern)&lt;br /&gt;
*Slower, but but acceptable. Explanation.&lt;br /&gt;
{{#ev:youtube|4p2VNLmUxxA|450}}&lt;br /&gt;
(Link to video of 2-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|ZUnYMJceZ8I|450}}&lt;br /&gt;
(Link to video of 1-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&lt;br /&gt;
(Link to video of 0-frame pattern (TASCrit))&lt;br /&gt;
*Explanation, point out that this is best pattern&lt;br /&gt;
{{#ev:youtube|e-9QD0wywk8|450}}&lt;br /&gt;
(Link to video of clunk (Also TASCrit))&lt;br /&gt;
*Just to point out that a clunk gives you TASCrit)&lt;br /&gt;
(LInk to video of more patterns possibly? We just do the 2-frame movement for those anyway. Point this out in some way)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*For Stopwatch/Crit users&lt;br /&gt;
*Take the boost, jump clunk.&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
{{#ev:youtube|8EtSD9AaRF0|550}}&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Explanation&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
{{#ev:youtube|E1U3fPZutuY|550}}&lt;br /&gt;
*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 kill if really struggling with the up+B press.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*Get potion.&lt;br /&gt;
*Position Simon in correct spot for Axe kill on boss.&lt;br /&gt;
*Orb grab&lt;br /&gt;
&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;
'''Truefalse's tutorial on Bat Crit'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Can probably remove this once the page is done, this video is already in the Tutorials page anyway.&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Critical hit glitch (optimal) ===&lt;br /&gt;
Tutorial by Truefalse&lt;br /&gt;
{{#ev:youtube|PgT7T7GantQ|560}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1553</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1553"/>
				<updated>2021-04-26T19:42:18Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a heavy WIP.&lt;br /&gt;
&lt;br /&gt;
{{Infobox level&lt;br /&gt;
| image = cv1level1.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;
*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;
*How to deal with zombies.&lt;br /&gt;
*When to get the whip (don't get it off the first low candle).&lt;br /&gt;
*Dealing with zombies at the end.&lt;br /&gt;
*To deal with the triple zombie pattern, damage boost (gif)&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 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 ('''Add picture with visual cue for first jump''')&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;
(Captcha's clip)&lt;br /&gt;
*It's stupid.&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;
*Stand on a pixel perfect location. ('''Add picture''') 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;
*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 ==&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;
{{#ev:youtube|xmF1ImWb92U|550}}&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 ('''Picture needed''').&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 ('''gif''')&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;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Whip cancel landing off ledge, possibly skip potion.&lt;br /&gt;
{{#ev:youtube|7ySRArdJeTA|450}}&lt;br /&gt;
(LInk to video of 3-frame pattern)&lt;br /&gt;
*Slower, but but acceptable. Explanation.&lt;br /&gt;
{{#ev:youtube|4p2VNLmUxxA|450}}&lt;br /&gt;
(Link to video of 2-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|ZUnYMJceZ8I|450}}&lt;br /&gt;
(Link to video of 1-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&lt;br /&gt;
(Link to video of 0-frame pattern (TASCrit))&lt;br /&gt;
*Explanation, point out that this is best pattern&lt;br /&gt;
{{#ev:youtube|e-9QD0wywk8|450}}&lt;br /&gt;
(Link to video of clunk (Also TASCrit))&lt;br /&gt;
*Just to point out that a clunk gives you TASCrit)&lt;br /&gt;
(LInk to video of more patterns possibly? We just do the 2-frame movement for those anyway. Point this out in some way)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*For Stopwatch/Crit users&lt;br /&gt;
*Take the boost, jump clunk.&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
{{#ev:youtube|8EtSD9AaRF0|550}}&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Explanation&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
{{#ev:youtube|E1U3fPZutuY|550}}&lt;br /&gt;
*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 kill if really struggling with the up+B press.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*Get potion.&lt;br /&gt;
*Position Simon in correct spot for Axe kill on boss.&lt;br /&gt;
*Orb grab&lt;br /&gt;
&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;
'''Truefalse's tutorial on Bat Crit'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Can probably remove this once the page is done, this video is already in the Tutorials page anyway.&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Critical hit glitch (optimal) ===&lt;br /&gt;
Tutorial by Truefalse&lt;br /&gt;
{{#ev:youtube|PgT7T7GantQ|560}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1552</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1552"/>
				<updated>2021-04-26T17:14:39Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a heavy WIP.&lt;br /&gt;
&lt;br /&gt;
{{Infobox level&lt;br /&gt;
| image = cv1level1.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;
*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;
*How to deal with zombies.&lt;br /&gt;
*When to get the whip (don't get it off the first low candle).&lt;br /&gt;
*Dealing with zombies at the end.&lt;br /&gt;
*To deal with the triple zombie pattern, damage boost (gif)&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 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 ('''Add picture with visual cue for first jump''')&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;
(Captcha's clip)&lt;br /&gt;
*It's stupid.&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;
*Stand on a pixel perfect location. ('''Add picture''') 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;
*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 ==&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 Stopwatch kill ===&lt;br /&gt;
{{#ev:youtube|QU1c3xGGcuQ|550}}&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Get potion, clunk off the ledge.&lt;br /&gt;
*Get into position, let Bat go through Simon, activate Stopwatch, go ham.&lt;br /&gt;
*Orb Grab.&lt;br /&gt;
*This can also be used as a backup for the Crit strat.&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;
{{#ev:youtube|xmF1ImWb92U|550}}&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Clunk, get consistent pattern.&lt;br /&gt;
*Crit.&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 (Can point to the simple stopwatch kill, append a gif, or just show it in the video) ('''Add picture with visual cues, for this crit and for the others''').&lt;br /&gt;
&lt;br /&gt;
=== Advanced Crit (Optimal) ===&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Whip cancel landing off ledge, possibly skip potion.&lt;br /&gt;
{{#ev:youtube|7ySRArdJeTA|450}}&lt;br /&gt;
(LInk to video of 3-frame pattern)&lt;br /&gt;
*Slower, but but acceptable. Explanation.&lt;br /&gt;
{{#ev:youtube|4p2VNLmUxxA|450}}&lt;br /&gt;
(Link to video of 2-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|ZUnYMJceZ8I|450}}&lt;br /&gt;
(Link to video of 1-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&lt;br /&gt;
(Link to video of 0-frame pattern (TASCrit))&lt;br /&gt;
*Explanation, point out that this is best pattern&lt;br /&gt;
{{#ev:youtube|e-9QD0wywk8|450}}&lt;br /&gt;
(Link to video of clunk (Also TASCrit))&lt;br /&gt;
*Just to point out that a clunk gives you TASCrit)&lt;br /&gt;
(LInk to video of more patterns possibly? We just do the 2-frame movement for those anyway. Point this out in some way)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*For Stopwatch/Crit users&lt;br /&gt;
*Take the boost, jump clunk.&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
{{#ev:youtube|8EtSD9AaRF0|550}}&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Explanation&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
{{#ev:youtube|E1U3fPZutuY|550}}&lt;br /&gt;
*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 kill if really struggling with the up+B press.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*Get potion.&lt;br /&gt;
*Position Simon in correct spot for Axe kill on boss.&lt;br /&gt;
*Orb grab&lt;br /&gt;
&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;
'''Truefalse's tutorial on Bat Crit'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Can probably remove this once the page is done, this video is already in the Tutorials page anyway.&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Critical hit glitch (optimal) ===&lt;br /&gt;
Tutorial by Truefalse&lt;br /&gt;
{{#ev:youtube|PgT7T7GantQ|560}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1551</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1551"/>
				<updated>2021-04-26T00:20:32Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a heavy WIP.&lt;br /&gt;
&lt;br /&gt;
{{Infobox level&lt;br /&gt;
| image = cv1level1.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;
*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;
*How to deal with zombies.&lt;br /&gt;
*When to get the whip (don't get it off the first low candle).&lt;br /&gt;
*Dealing with zombies at the end.&lt;br /&gt;
*To deal with the triple zombie pattern, damage boost (gif)&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 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 ('''Add picture with visual cue for first jump''')&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;
(Captcha's clip)&lt;br /&gt;
*It's stupid.&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;
*Stand on a pixel perfect location. ('''Add picture''') 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;
*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;
*(Waiting at the ledge)&lt;br /&gt;
*Mainly to be used as a backup if the Bat Boost failed.&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 ==&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 Stopwatch kill ===&lt;br /&gt;
{{#ev:youtube|QU1c3xGGcuQ|550}}&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Get potion, clunk off the ledge.&lt;br /&gt;
*Get into position, let Bat go through Simon, activate Stopwatch, go ham.&lt;br /&gt;
*Orb Grab.&lt;br /&gt;
*This can also be used as a backup for the Crit strat.&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;
{{#ev:youtube|xmF1ImWb92U|550}}&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Clunk, get consistent pattern.&lt;br /&gt;
*Crit.&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 (Can point to the simple stopwatch kill, append a gif, or just show it in the video) ('''Add picture with visual cues, for this crit and for the others''').&lt;br /&gt;
&lt;br /&gt;
=== Advanced Crit (Optimal) ===&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Whip cancel landing off ledge, possibly skip potion.&lt;br /&gt;
{{#ev:youtube|7ySRArdJeTA|450}}&lt;br /&gt;
(LInk to video of 3-frame pattern)&lt;br /&gt;
*Slower, but but acceptable. Explanation.&lt;br /&gt;
{{#ev:youtube|4p2VNLmUxxA|450}}&lt;br /&gt;
(Link to video of 2-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|ZUnYMJceZ8I|450}}&lt;br /&gt;
(Link to video of 1-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&lt;br /&gt;
(Link to video of 0-frame pattern (TASCrit))&lt;br /&gt;
*Explanation, point out that this is best pattern&lt;br /&gt;
{{#ev:youtube|e-9QD0wywk8|450}}&lt;br /&gt;
(Link to video of clunk (Also TASCrit))&lt;br /&gt;
*Just to point out that a clunk gives you TASCrit)&lt;br /&gt;
(LInk to video of more patterns possibly? We just do the 2-frame movement for those anyway. Point this out in some way)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*For Stopwatch/Crit users&lt;br /&gt;
*Take the boost, jump clunk.&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
{{#ev:youtube|8EtSD9AaRF0|550}}&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Explanation&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
{{#ev:youtube|E1U3fPZutuY|550}}&lt;br /&gt;
*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 kill if really struggling with the up+B press.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*Get potion.&lt;br /&gt;
*Position Simon in correct spot for Axe kill on boss.&lt;br /&gt;
*Orb grab&lt;br /&gt;
&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;
'''Truefalse's tutorial on Bat Crit'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Can probably remove this once the page is done, this video is already in the Tutorials page anyway.&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Critical hit glitch (optimal) ===&lt;br /&gt;
Tutorial by Truefalse&lt;br /&gt;
{{#ev:youtube|PgT7T7GantQ|560}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1550</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1550"/>
				<updated>2021-04-25T23:09:57Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a heavy WIP.&lt;br /&gt;
&lt;br /&gt;
{{Infobox level&lt;br /&gt;
| image = cv1level1.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;
*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;
*How to deal with zombies.&lt;br /&gt;
*When to get the whip (don't get it off the first low candle).&lt;br /&gt;
*Dealing with zombies at the end.&lt;br /&gt;
*To deal with the triple zombie pattern, damage boost (gif)&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 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 (possibly add picture with visual cue for first jump)&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;
(Captcha's clip)&lt;br /&gt;
*It's stupid.&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;
*Kmac buffer, don't retry pixel if watch manipulation failed.&lt;br /&gt;
&lt;br /&gt;
=== Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|kwwpOo6ZuCE|550}}&lt;br /&gt;
*Easier buffer&lt;br /&gt;
&lt;br /&gt;
=== Optimal Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|37B6l3-KqMI|550}}&lt;br /&gt;
*How to save a Framerule.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Manual Bat Boost ====&lt;br /&gt;
{{#ev:youtube|5WNKWypGBMc|550}}&lt;br /&gt;
*(Waiting at the ledge)&lt;br /&gt;
*Mainly to be used as a backup if the Bat Boost failed.&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 ==&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 Stopwatch kill ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Should this be recommended to newcomers or should this be categorized as an alternative strat/backup?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|QU1c3xGGcuQ|550}}&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Get potion, clunk off the ledge.&lt;br /&gt;
*Get into position, let Bat go through Simon, activate Stopwatch, go ham.&lt;br /&gt;
*Orb Grab.&lt;br /&gt;
*This can also be used as a backup for the Crit strat.&lt;br /&gt;
&lt;br /&gt;
=== Simple Crit ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;This could be recommended to newcomers alternatively&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|xmF1ImWb92U|550}}&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Clunk, get consistent pattern.&lt;br /&gt;
*Crit.&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 (Can point to the simple stopwatch kill, append a gif, or just show it in the video).&lt;br /&gt;
&lt;br /&gt;
=== Advanced Crit (Optimal) ===&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Whip cancel landing off ledge, possibly skip potion.&lt;br /&gt;
{{#ev:youtube|7ySRArdJeTA|450}}&lt;br /&gt;
(LInk to video of 3-frame pattern)&lt;br /&gt;
*Slower, but but acceptable. Explanation.&lt;br /&gt;
{{#ev:youtube|4p2VNLmUxxA|450}}&lt;br /&gt;
(Link to video of 2-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|ZUnYMJceZ8I|450}}&lt;br /&gt;
(Link to video of 1-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&lt;br /&gt;
(Link to video of 0-frame pattern (TASCrit))&lt;br /&gt;
*Explanation, point out that this is best pattern&lt;br /&gt;
{{#ev:youtube|e-9QD0wywk8|450}}&lt;br /&gt;
(Link to video of clunk (Also TASCrit))&lt;br /&gt;
*Just to point out that a clunk gives you TASCrit)&lt;br /&gt;
(LInk to video of more patterns possibly? We just do the 2-frame movement for those anyway. Point this out in some way)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*For Stopwatch/Crit users&lt;br /&gt;
*Take the boost, jump clunk.&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
{{#ev:youtube|8EtSD9AaRF0|550}}&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Explanation&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
{{#ev:youtube|E1U3fPZutuY|550}}&lt;br /&gt;
*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 kill if really struggling with the up+B press.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*Get potion.&lt;br /&gt;
*Position Simon in correct spot for Axe kill on boss.&lt;br /&gt;
*Orb grab&lt;br /&gt;
&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;
'''Truefalse's tutorial on Bat Crit'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Can probably remove this once the page is done, this video is already in the Tutorials page anyway.&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Critical hit glitch (optimal) ===&lt;br /&gt;
Tutorial by Truefalse&lt;br /&gt;
{{#ev:youtube|PgT7T7GantQ|560}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-stage01_double_drop.gif&amp;diff=1549</id>
		<title>File:Cv1-stage01 double drop.gif</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Cv1-stage01_double_drop.gif&amp;diff=1549"/>
				<updated>2021-04-25T22:52:17Z</updated>
		
		<summary type="html">&lt;p&gt;SBDWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SBDWolf</name></author>	</entry>

	</feed>