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== Appearance and functionality ==
== Appearance and functionality ==
Crystal Spinners are introduced in [[Golden Ridge]] and are apparent through the rest of the chapters, with them being a different color depending on the chapter:
Crystal Spinners are introduced in {{ch|4|lf=1}} and are apparent through the rest of the chapters, with them being a different color depending on the chapter:


* Blue: Golden Ridge, [[The Summit]] and [[Core]] (ice mode)
* Blue: Golden Ridge, {{ch|7|lf=1}} (3000m) and {{ch|8|lf=1}} (ice mode)
* Red: [[Mirror Temple]] and Core (fire mode)
* Red: {{ch|5|lf=1}} and Core (fire mode)
* Purple: [[Reflection]]
* Purple: {{ch|6|lf=1}}
* Rainbow: [[Farewell]]
* 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 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.


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 [[6B|Reflection B-Side]], 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.


Although static dust bunnies in [[Celestial Resort|Chapter 3]] are technically considered Spinners, according to the vanilla game files, they are often considered different entities due to their vastly different appearance.
Although static dust bunnies in {{ch|3|lf=1}} are technically considered Spinners, according to the vanilla game files, they are often considered different entities due to their vastly different appearance. They may also be demodashed through.