Tech: Difference between revisions

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(added move notice, corrected grammar, moved Liftboost to Mechanics)
(entirely rewrite the spinner stunning section, minor edits to the rest of the other tech section)
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=== Pause Buffering ===
=== Pause Buffering ===
When unpausing the game, there is a short window (~10 frames) in which the game has not started yet. Inputting anything in this window will make the input processed in the first frame of the game running. This allows you to input a movement command as well as another pause command, effectively making the game run one frame at a time making frame-perfect techs (like [[Demodashes]]) significantly easier to perform.
When unpausing the game, there is a short window in which the game has not started yet. Inputting during this period up to 6 frames (notably longer than the standard 5 frame buffer window) before the game starts will make the input occur on the first frame of the game running. This allows you to input a movement command as well as another pause command, effectively making the game run one frame at a time making frame-perfect techs significantly easier to perform.


=== Spinner Stunning ===
=== Spinner Stunning ===
Information: [https://youtu.be/ptFniiXj2f4?t=396 Msushi (YouTube)]
Information: [https://youtu.be/ptFniiXj2f4?t=396 Msushi (YouTube)]


Spinners only gain collision when within a certain distance of Madeline, and they check every third frame whether they are in this distance. By pausing on the frame this check occurs, the check is skipped, keeping the spinner uncollidable. This can be chained to keep spinners uncollidable for arbitrarily long periods of time. Critically that this check has a pseudo-random offset on each spinner, in effect separating all spinners into three groups, only one of which may be stunned a time. While spinner stunning has been performed by humans, it is generally considered a TAS-only tech as each pause is frame perfect, and without using hitboxes it is impossible to tell which group is being stunned. Lightning can also be stunned in the same manner as described above.
To reduce lag, the game splits spinners into three randomly assigned groups and only checks one group each frame. By pausing the game every third gameplay frame, you can prevent one group of spinners from ever being loaded and pass through them without dying. This tech has been executed RTA, but is generally not considered human-viable because every pause is a frame-perfect input, and which spinner group you end up deloading would be pseudorandom for humans.

(Note that spinners are made uncollidable rather than unloaded - they are still loaded as usual, just unable to be interacted with by Madeline.)


==== Spinner Freeze ====
==== Spinner Freeze ====
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* The [[bird]] will teach the player multiple techs throughout the game: climbing and dashing in {{ch|Pr|lf=1}}, Dream Jumps in {{ch|2B|lf=1}}, Wallbounces in {{ch|7B|lf=1}}, and Hyperdashes in {{ch|8C|lf=1}}.
* The [[bird]] will teach the player multiple techs throughout the game: climbing and dashing in {{ch|Pr|lf=1}}, Dream Jumps in {{ch|2B|lf=1}}, Wallbounces in {{ch|7B|lf=1}}, and Hyperdashes in {{ch|8C|lf=1}}.
* The game will teach [[Wavedashes]] to the player in {{ch|9|lf=1}} right after passing the [[Crystal Heart Gate]] in Event Horizon. The bird is also mentioned in that tutorial.
* The game will teach [[Wavedashes]] to the player in {{ch|9|lf=1}} right after passing the [[Crystal Heart Gate]] in Event Horizon. The bird is also mentioned in that tutorial.
* The Demodash was discovered by the player DemoJameson on October 14, 2018, and was subsequently named after him.
* The Demodash is named after the player DemoJameson, who discovered the tech on October 14, 2018.


[[Category:Techniques| ]]
[[Category:Techniques| ]]