AE1/tricks: Difference between revisions
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The timing is also affected by lag, as in: the more it lags the slower you need to do the inputs. | The timing is also affected by lag, as in: the more it lags the slower you need to do the inputs. | ||
Note that if you try to push up towards a wall right in front of you as you ij, spike will start to "hug it" which stops the IJ. | |||
You can use this as a back up for [[AE1/Dexter's Island#Dexter Skip|Dexter Skip]] because you can jump out of the push up animation, meaning that you can start ij'ing from it. | |||
==== Inputs ==== | ==== Inputs ==== |
Revision as of 14:54, 3 April 2025
Mechanics
Here is a list of good to know mechanics in the game.
- 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).
Tricks
Gadget Cancel
You do this one a lot. Whenever you use a gadget you are stuck in its animation and cannot move until it completes.
You can cancel this animation by simply switching to another gadget.
This should be done after every monkey catch, if you miss a monkey catch, if you swing the club (either hit or miss your target) and basically whenever you use a gadget.
Neutral Double Jump
The most basic trick and one of the most used ones too.
If you hold a direction as you do a double jump, your speed is set to a certain value which is lower than your running speed.
In the neutral double jump you let go of the left stick before you do the double jump. When done like this, you only lose minimal speed.
The longer you have the left stick neutral, the more speed you lose. Optimally you would hold a direction right until the double jump and then start holding the direction again right after the double.
Inputs
Forward (Hold) --> Jump --> Forward (Release) --> Double Jump --> Forward
Video(s)
Boost Jump
Another way to preserve your speed.
If you are running with the hoop active and try to jump, you lose the hoop speed.
You can cirumvent this by simply cancelling the hoop by pressing the face button it's on right before you jump.
The timing is very lenient but note that the more it lags the longer you want to wait before pressing jump.
combine with the neutral double for maximum distance.
Inputs
(Assuming you have hoop on X and you are currently running with the hoop active.)
X --> Jump
Video(s)
Fall Damage Cancel
You can negate all fall damage you would receive by simply using a gadget.
Gadgets you can use are the net and the club
Inputs
Hold right stick to any direction before hitting the floor.
Slope Jumps
There are effectively two types of slope jumps but they are called the same.
You can slightly run up any slope and then jump off before you start sliding or you can run at a slope and then let the left stick go neutral before you hit the slope.
This makes spike go up the slope but in a "Standing" state so he can jump out whenever he wants. This can be done out of water (Primordial Ooze) or made easier with the hoop (Frosty Retreat No IJ) by cancelling it before hitting the slope.
Glitches
Infinite Jump
The main glitch of the game which allows you to go as high as you want.
When you jump and pull the slingshot back in the air with a flick of the right stick, the game allows spike to jump for a short period of time.
This can be then chained to go up infinitely.
Depending on how quickly or slowly you do the inputs you can either go more vertically or more horizontally.
The optimal timing for most distance is by timing the jump to each note in a 120BPM metronome.
Generally new runners do the inputs way too fast, essentially spamming the inputs which makes it easy to drop it.
The inputs can be done way slower than you first might think.
The timing is also affected by lag, as in: the more it lags the slower you need to do the inputs.
Note that if you try to push up towards a wall right in front of you as you ij, spike will start to "hug it" which stops the IJ.
You can use this as a back up for Dexter Skip because you can jump out of the push up animation, meaning that you can start ij'ing from it.
Inputs
Jump (big jump) --> Flick right stick (do not hold) --> repeat
If spike ends up shooting a pellet, you held the right stick for too long.
if spike just falls, then you were too late on the second jump.
Video(s)
Boost Jump to Infinite Jump
While not a separate glitch/trick from boost jumping or infinite jumping the two can be combined for even more horizontal distance and speed to your IJs.
This trick is why some runners have the hoop on the X button so that they can easily slide their thumb from X to square.
The timing is tough at first but thankfully this one isn't required in a run.
Inputs
(Assuming you have slingshot on square and hoop on X and that you are running with the hoop active.)
X --> Jump --> Square (really fast) --> Flick right stick --> Repeat IJ inputs
Super Fly
This is a big one for the no infinite jump categories.
With the first usage of the sky flyer in a stage you may perform this glitch.
It is quite simple, all you need to do is: jump and use a gadget (net,club or sling) at the sametime, then quickly (nearly immediately) hit select to open the gadget menu.
In the gadget menu you want to equip the sky flyer over the button the gadget is that you just used, start spinning the right stick and hit select to unpause the game.
Depending on your what part of the gadget use you switched to the flier you get more or less height.
Why it happens?
The sky flyer and the animation of spike entering a level use the same internal value.
When you enter a stage, this value goes from 30 down to 0 after the animation ends.
The sky flyer really doesn't like the value 0 and it causes you to fly super high.
Ultra Fly
This glitch isn't useful in any situation sadly.
The Ultra Fly is just a 16 bit integer overflow of the value the sky flyer uses.
If you use the flyer so that you gain height, an internal value starts from 1 and increases by 1 every frame you keep hovering down.
If this value goes over 32768, it wraps around to -32767 and this completely destroys the sky flyer.
If you now spin the flyer you will keep going up with high speed as long as this value is below 1.