Rules
- You go 1px/f walking, 1.5px/f with "speed" mode (select) and 2.0px/f on downward slopes (0.5px/f on upward slopes)
- Falling down right from the edge of a platform disables speed gain for 1 frame. You should always jump off from platforms.
- You can also fall down right on a dead enemy (while falling down), resulting in the same (no speed for 1 frame) effect. You can jump off of dead enemies after landing on them with no time loss with the right y positioning (depends on subpixel too). Useful in vertical stages sometimes.
- Game tracks subpixel positions. Only enemies has subpixel overcarry
(TODO, check between levels too!). The character's subpixels do not carry over from stage to stage or screen to screen.
- Fastest fire/rate is every 3rd frame (B, empty, empty).
- Number of lag frames on a level changes "cut scene" lag frames, you need to manually test the best lag route.
- The RPS RNG depends on the cutscene start's frame and it's advancing (A) frame. Additional rounds doesn't alter the time because of the final delay on these events.
- HP also resets between stages so you only have to worry about damage boosting in that particular stage. Shop items can be bought but the menuing takes so long that it isn't worth it. (items from shop can be stored into your pause menu for later use)
- You can toggle the sprint by pressing select anywhere even midair, which will still cue the sprint initiation sounds annoyingly. While standing still in sprint forming animation (stands with one leg lifted as though he's about to run), you can toggle it off again by pressing select.
- The RNG such as the ones that determines the rock paper scissors combinations still advances during lag frames.
Normal tricks
- B+U - vertically slower movement (flying).
- B+D - parasol bumping. You need to be above the enemy when colliding and a bit close to his hitbox horizontal wise to avoid taking damage.
- You also jump after killing an enemy or contacting with the platform after B+D, refereshing your (15 max) jump meter (the vertical length of the jump).
- You can clip into solid ledges by starting your dash on an awkward frame cycle. Since your dash alternates between 1 pixel and 2 pixels per frame, you can sometimes trick the game to starting your dash with a 2 pixel advancement. This causes you to be on a different x position cycle. Gaining 2 pixels the exact frame you contact a solid ledge will put you inside it briefly and if you are close to the top it will throw you up there instead. Useful for making otherwise impossible jumps.
- While ducking is disabled in the hardest difficulty (10-20 age) you can still press down while running on the ground and that will cause you to stop in place. Does not disrupt your sprint or it's cycle. (could be useful for waiting on enemies or rng maybe?)
Vertical movement
- Jump meter checks A for maximum 15 frames
- Smallest jump is A (= A,A,A,A,A), any more A buttons within 10 frames will delay the vertical (subpos) speed reduction towards the apex of the jump.
- When falling after a bump (D+B) parasol you actually fall faster by 32 subpixels/f meaning you gain 1 vertical pixel downwards after every 8 frames. This happens naturally after the first bump in the stage with the thorns. Unknown if you can get this small boost otherwise as opening the above parasol (U+B) will always cancel this gain.
While there's a maximum jump height, there are plenty variations for manipulating Y subpos through out a single jump.
Optimal lag reduction techniques
- "Rapid" ( > 1.5px/f) scrolling speed usually generates a lag frame (for drawing new objects and animating them). Depending on the scenario, you could manipulate it away with specific subposes (for enemies) or timing the killing of enemies/projectiles.
- Try to avoid drawing objects on the same row or column of other objects.
- Not killing enemies can be favoured when there's 3 or more enemies in the same horizontal/vertical plane.
- Grabbing coins and other objects to reduce on screen sprites seems to help, unconfirmed.
- While opening the above umbrella is great for subpixel management it often times causes lag, so should be used sparingly.
Rock Paper Scissors Boss fights
- There are a set number of variations you can get during rock paper scissors (seems to be frame by frame based, meaning each consecutive frame will get you a different pattern.) The variation with the pattern: S S R P R S will have the shortest load time for some reason, meaning it will allow inputs sooner. This only applies to the first instance. For the second instance, the fastest pattern is: SRPPSS.
- You can still win the game by only winning 1 of the 6 rounds. Guessing the same thing as shown will immediately move on to the next in the sequence. Every time you "win" a round you push your opponent in a long animation. Therefore the best method is to intentionally tie on 5/6 and only win on one of them.
- Animations are sometimes shorter or longer and appears to be random on whether or not the character pushes the opponent further (?). Still unknown why this occurs but the shortest one is chosen.
Face Match Boss
- In this stage you have to guess which of 6 tiles contains the correct facial features (eyes, nose, and mouth).
- The locations are rng dependent similar to the rock paper scissors game. The positions are like this:
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- Your cursor starts in the upper left box, so the frames required to choose each box are as follows:
Upper left: 1 frame (A)
Upper Right: 2 frames (R -> A)
Middle left: 2 frames (D -> A)
Middle Right: 3 frames (R -> D -> A) or (D -> R -> A)
Bottom Left: 4 frames (D -> - -> D -> A)
Bottom Right: 4 Frames (D -> R -> D -> A) Doing any others here would require a blank frame because of double down inputs and cost 5 frames instead.
- This game does not accept same frame inputs like the rock paper scissors game does, and the cursor doesnt wrap around the edges.