Probably could be done on Jason if you get hit by his projectiles, Jason itself is too high for the trick. Could probably hit Jason with two knifes as you fall.
Found two random glitches while TASing the game a bit.
If you do a 1 frame jump while having a specific Y subpixel value, you clip through platforms that have a 1 pixel wide collision, the arena of Jason Vorhees for example, probably it could happen with any jump height if the subpixel value happens to hit 0 at the right time. Probably not useful for the speedrun, since controlling for Y subpixels seems impossible RTA.
You can jump right after jumping again and gain a bit more height, the most you can do is jump for three frames, stop holding jump for one frame, then jump again.
Well, wether thats done or not, I could just do a run from world 2 ig
Then I could just cut world 1 off my run and it would be WR? Doesn't make sense.
If that's the case tho, all previous runs maybe should be retimed to start from world 2.
No world 1? Without World 1 my run starts at second 56 and would still be WR btw.
Also, the sketchless pit skip could be done RTA by first jumping on the moving platform at the start of the level, tho jumping into it is hard, this gives you a slightly higher jump that then makes the pit skip manageable RTA.
Tho the leap can be extended by attacking, its still slightly faster to just spam leap, unless the extra distance lines up better with where you are going.
The cooldown of the charge morph can be cancelled by just pressing l, which makes it possible to spam charge and move way faster.
To do the cutscene override, you don't actually need to time it, just by holding l it happens, tho you won't be able to move until you stop pressing l.
Some more stuff I found.
Found a way to clip by moving into those orange robot enemies when on a higher platform, the kind of height you can jump with the basic jump. This just makes you fall off the floor and into the void, but you wrap around after a bit and appear at the top, and the fall damage can be cancelled with an attack. Maybe there's some case where this can be useful as a way to get to a higher platform, but it takes a while so you'd have to be skipping a lot for it to be worth it.
The Leap morph can be used to move faster, its not a lot faster, maybe you save about 20 frames each leap, but it is faster. The leap can also be extended a bit by attacking near the end of the leap, and makes it slightly faster.
When you do a cutscene override, you can jump at the next frame, even when midair, this could be useful in some cases.
Found two glitches in this game that should be useful in the run.
One is, if you jump and attack, there's one specific frame where you can jump after the attack animation is done, if you chain these up you can gain height indefinitely. You need to chain a few to get anywhere tho so probably not useful, being so precise.
Second one is a way to clip through those force field walls, basically, those walls don't hurt you if you look in the opposite direction, so if you jump into them and look back, then let your momentum carry you through, you just phase through them. Clipping fully through is kind of precise, but its easy if all you need is going in and out, like on the one surrounding the Vault morph.
I'm trying to TAS this game, so if anything else comes up I'll share it here.
I had an idea a while back that using libtas on the scratch desktop app could maybe make it possible to tas scratch games, I don't know how that would work, and I've never used libtas, but might be something to consider.
A TAS would be fun, but you'd need to create tools for the joystick controls, which I don't think are supported yet.
It's the wall cling, you need to hold the joystick at a very specific angle and mash jump
Thank you.
A few tricks look deceptively simple, since they require some very precise optimizations. Some need a long jump, for example, which require you to hold jump frame perfectly, just before you'd start flapping, stop pressing jump for a few frames, and then hold it again to start flapping. This is done because flapping sets your fall speed to a value that is higher than the initial falling speed.
The rules don't say you can't do it without the skip.
Probably the category names should be changed so there's one where you have to take the skip and one where you do whatever, it is kind of silly to have a category that bans a route that is slower.
Maybe Holonomy? There's 12 records, but from only 2 runners so not sure how interesting that would be.
Games from the Mini series could work, like Mini Bubbles or Mini Jumps.
There's also Black Resin, there's no runs for the full game but there's 9 on Stage 1 plus one that the mod keeps rejecting apparently because I already hold the record.
I'm not submitting any runs because I'm bad at this and the game lags, but I found that if you click again right after your last shot, it will skip the slow mo animation, should be useful, and it's very easy to do.