AE1/Mechanics
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Mechanics
Here is a list of good to know mechanics in the game. Some the game won't tell you about.
- You can hit Start to immediately close a mailbox.
- Hitting R1 or L1 in the level select will move one era over.
- Both R3 and the button your gadget is on can active the alternate effect (like changing pellets or summoning the car).
- Select opens the pause menu straight into the gadget screen.
- You can use swingable gadgets (net/club) to quickly turn yourself around in place or midair! very useful for changing your angle midair to grab onto a ledge.
- The Net can interact with objects through walls. Example: The specter coin in the big open room in TV Tower can be gotten without breaking the box. same for the inside dexter coin beneath the slide.
- The Magic Punch and the net shot from the Water Net can collect energy chips (very important in time trial ILs).
- Spinning the right stick while already running with hoop speed, will extend the duration of the hoop slightly.
Movement Speeds
Note that you run slightly faster when going at a small angle rather than straight.
The difference is so minimal you do not need to worry about it unless you're doing a TAS. Hornlitz estimated on discord that it saves at max 4 frames when walking over to Ill Catch.
Action | Speed | Note |
---|---|---|
Running | 30 | The steepness of the ground (going up or down) decreases this. |
Hooping | 62 | The steepness of the ground (going up or down) decreases this. |
Landing a jump | 28 | Landing from a jump dips your speed to 28. |
Air | 30 | If greater than 30, it'll decelerate down to 30. |
Swim | 20 | Depth doesn't matter. |
Swim (Boost) | 31 | Slightly faster than running. Depth doesn't matter. |
Double Jump | 15 | If a direction is held, Spike's speed is set to 15. Where it accelerates to air speed. |
Jumping from hoop | 30 | Speed is set to running speed. |
35:55 in the video