Cv1/tricks
Some useful game mechanics explained on TASVideos.org
Contents
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
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. There are multiple kinds of Crits:
- Normal Crit - This one occurs when a hit is taken in normal conditions. The whip hits for 5 or 6 frames.
- Stairs Crit - Crit while Simon is on a staircase. This hits for a lot more damage.
- 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.
- 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.
Clips
If Simon gets hit just below a standable platform during the ascent of his jump, he will clip through it.
Framerules
A Framerule is a mechanic that only allows the player to progress in increments of x amount of frames. Imagine a bus stop, where every bus leaves every x amount of frames: it doesn't matter whether you arrive early, or just before the bus leaves, you will always catch the same bus and leave the bus stop at always the same time. That is, unless you miss the bus and have to wait for the next one to arrive. This means that to get a perfect time you don't need to play perfectly, but just well enough to catch the same bus as someone who played perfectly.
Screens that end with a door are affected by a 16-frame Framerule. Note that any other screen in NOT affected by Framerules, nor does it influence the screens that are. Screens that are affected by Framerules have their own timer that stars from the last black screen transition, and those rooms and those rooms alone can only be completed in increments of 16 frames. Any frames gained or lost in other rooms are truly gained or lost.
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.
Lag frames are truly lost and don't count towards the Framerule timer.
Screens that are affected by framerules are:
- Stage 01-2
- Stage 02
- Stage 04-2
- Stage 05-2
- Stage 07-2
- Stage 08-2
- Stage 11
- Stage 13-2
- Stage 14-2
Enemy Patterns
A lot of enemy patterns are only a function of how many frames have elapsed since the start of the screen and Simon's current position on screen. This allows for pattern manipulation on enemies such as the Bat Boss, Birds, and the Mummies. White Skeletons are also affected by RNG on top of the factors mentioned above. Notably, they have a set amount of patterns (sometimes a single possible pattern) depending on those two factors. The exact pattern gets chosen at random. This allows for a smaller extent of manipulation.