Difference between revisions of "Cv1/tricks"

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(added link to useful page on TASVideos.org)
 
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Some useful game mechanics explained on [http://tasvideos.org/GameResources/NES/Castlevania.html TASVideos.org]
 
Some useful game mechanics explained on [http://tasvideos.org/GameResources/NES/Castlevania.html TASVideos.org]
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=== Movement ===
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Simon moves at a consistent 1 pixel per frame. Walking is the same speed as jumping. While traveling on stairs, he moves more slowly.
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A damage boost has Simon travel at 1 pixel per frame, but loses 22 frames to hit and recovery frames.
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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.
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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.
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=== Staircases ===
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To be added.
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=== Backward Jump ===
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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 "backward jump", 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.
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=== Critical Hit Glitch ===
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To be added.
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=== Clips ===
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To be added.
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=== Framerules ===
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To be added.
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=== Enemy Patterns ===
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To be added.

Revision as of 00:42, 23 March 2021

Some useful game mechanics explained on TASVideos.org


Movement

Simon moves at a consistent 1 pixel per frame. Walking is the same speed as jumping. While traveling on stairs, he moves more slowly. A damage boost has Simon travel at 1 pixel per frame, but loses 22 frames to hit and recovery frames. Whipping or using a subweapon takes 23 frames on the gorund or 22 frames while in the air. If landing with an attack, Simon will not be able to move until the attack animation is over. 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.

Staircases

To be added.

Backward Jump

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 "backward jump", 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.

Critical Hit Glitch

To be added.

Clips

To be added.

Framerules

To be added.

Enemy Patterns

To be added.