AE1/Mechanics

From Ape Escape Speedruns
Jump to navigation Jump to search

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