Spinners: Difference between revisions

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* Rainbow: {{ch|9|lf=1}}
* Rainbow: {{ch|9|lf=1}}


Spinners work a bit different compared to regular spike, in which they will always hurt the player no matter how they're moving, as well as their hitboxes being larger. They often appear in large formations, connected with each other, forming deadly traps. Crystal Spinners can also be attached to moving entities, such as Move Blocks or falling blocks in the vanilla game.
Spinners work a bit different than regular spikes. Their hitboxes are larger, and they can hurt the player from all directions. They often appear in large formations, connected with each other, forming deadly traps. Crystal Spinners can also be attached to moving entities, such as Move Blocks or falling blocks in the vanilla game.


In the vanilla game, they are also usually placed on grid, where the hitboxes have 4 pixel wide gaps, allowing speedrunners or TAS runs to [[Demodashes|Demodash]] through them, although the timing is pixel perfect and difficult to do consistently without a setup. Certain rooms, such as the final falling room in {{ch|6b|lf=1}}, have slightly wider gaps, forming intentional speedrun paths.
In the vanilla game, they are also usually placed on grid, where the hitboxes have 4 pixel wide gaps, allowing speedrunners or TAS runs to [[Demodashes|Demodash]] through them, although the timing is pixel perfect and difficult to do consistently without a setup. Certain rooms, such as the final falling room in {{ch|6b|lf=1}}, have slightly wider gaps, forming intentional speedrun paths.