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Last Updated by ThunderAxe31 on 7/3/2023 4:20 PM
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%%TOC%%

!! Controls

!Basic controls
Left and Right: move horizontally%%%
Up and Down: climb ladders%%%
A: jump%%%
B: hammer pound%%%
Select: change hammer type%%%
Start: pause

!Special controls
Left or Right (against a block): push block%%%
B (in front of a block): hammer swing%%%
B (keep pressed after pounding): hold hammer in front, aka shielding%%%
B+Up: hold hammer high, aka Thor pose%%%
B+Down: pogo hammer%%%
A (while pogo touching floor): high jump, aka pogo jump%%%
A (while falling): parachute umbrella%%%
All directions in sequence, then B: tornado attack%%%

!Pause menu
もどる: resume game%%%
やりなおし: restart current room%%%
あきらめる: quit stage

!!Movement mechanics
Pixel positioning is stored as 2-byte values for both X and Y, with an additional 1 byte for subpixels. See below for a BizHawk .wch file:
 SystemID GB
 00CD9A	w	u	0	System Bus	X pixel
 00CD99	b	u	0	System Bus	X sub
 00CD9D	w	u	0	System Bus	Y pixel
 00CD9C	b	u	0	System Bus	Y sub
 00CDA1	w	s	0	System Bus	X speed
 00CDA3	w	s	0	System Bus	Y speed

!Horizontal movement
Max walking speed: 256 subpixels%%%
Walking acceleration: +256 subpixels%%%
Walking deceleration (reverse direction): -288 subpixels%%%
Walking deceleration (no input): -32 subpixels

Max floating speed: none%%%
Floating acceleration: +32 subpixels%%%
Floating deceleration (reverse direction): -32 subpixels%%%
Floating deceleration (no input): none

!Vertical movement
Jump: 491 subpixels%%%
Pogo rebound: 273%%%
Pogo jump: 525 subpixels%%%
Hammer pound (against wall): 107 subpixels%%%
Hammer pound (against floor): 331 subpixels%%%
Hammer swing: 107 subpixels (todo: needs to be investigated)%%%
Magnet pull: 256 subpixels

Max falling speed: 768 subpixels%%%
Umbrella Parachute max falling speed: 256 subpixels%%%
Falling acceleration: -21 subpixels

!Underwater mechanics
Jump speed (Wooden Hammer): 966 subpixels%%%
Jump speed (Iron Hammer): 491 subpixels%%%
Jump speed (Pico Hammer): 756 subpixels

!Icy Floor
Walking acceleration: 2 subpixels%%%
Walking deceleration (reverse direction): -6 subpixels%%%
Walking deceleration (no input): -2 subpixels

!!Environment objects

!Switch Ball
These circular shaped switches, when activated, trigger a timer which a nearby obstacle will be activated for. They can be triggered by a number of things: any form of hammer swing, harry himself, enemies, hammer blocks (generated by hitting an enemy with the wooden hammer), and rockets triggered from their respective blocks. Once activated you can not turn them off again until their designated timer runs out or you reset the room via start menu.

!Pressure Plate

!Switch Globe

!Blue Magnets

!Red Magnets

!Teleporters

!Bumpers

!Guided Block Sockets

!!Special Blocks
!Hammer Blocks
These blocks are generated by hitting various enemies with the wooden hammer. Once spawned they can be hammered in a left or right direction as long as there is open space (with the wooden and pico hammer only). If you have the metal hammer out instead, the block will be destroyed with a hammer pound.

!Rocket Blocks

!Reflecting Blocks

!Breakable Blocks

!Stopper Blocks

!!Enemies

!!Hazards

!Spikes

!Spike Walls

!Bubbles

!Steam

!Lightning Bolts

!Green Saws

!Underwater Currents

!Flame Walls

!Dripping Fire