Sairaan

Momo 3 - Big Pause Jump in Garden

Apr 10th, 2022 (edited)
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  1. TLDR: A pause must occur at the moment of transition to the upper room. I could not find a fast way to make this consistent.
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  3. Positional coordinates were tracked using Cheat Engine. Much thanks to Ladnok for their Cheat Engine tables for Momodora 3.
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  7. This trick consist of pause jumping off the spring in the first room of Garden in order to fly over and skip the platforming of the second room.
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  9. I initially suggested that this trick may have worked because of different horizontal alignments, possibly caused by pausing, which resulted in different end points. This is false. As long as you're constantly holding right from the transition of the previous room, your horizontal alignment is constant and you'll always reach the upper transition at X position=321, regardless of pausing or not.
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  11. However transitioning at X=321 is what leads this trick to fail as this will cause you to be within the solid grounds of the third room and be pushed back down into the second room.
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  13. It seems what determines whether the trick succeeds or not is the timing of pausing. If the game is paused exactly upon reaching X=321, the transition is delayed and you will move further to X=324 before the transition occurs, bypassing the solid grounds of the third room and allowing you to enter. Note that you advance by 3 units per interval at max speed.
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  15. Furthermore with holding pause, it's possible for the pausing to occur on X=321 and then again on X=324, causing you to transition at X=327.
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  17. While your horizontal positional alignment is fixed if you always maintain max speed from the previous room, this can change if you slow down and reaccelerate within the second room. From my testing with this, X=323 is the latest position where the transition will fail while X=324 is the earliest position where the transition will succeed.
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  19. Vertical momentum doesn't seem to matter when reaching the upper transition. You can be reaching the transition while visibly falling on screen, and will still be propelled upward into the third room.
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  21. I was able to replicate triggering death with this trick but only when I moved left after a failed transition at X=321.
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  23. Unfortunately I do not think I can find a consistent fast method for this trick. If the rate of pausing is consistent, then in theory you can manually pause and stop at any point throughout the second room, and evaluate if your current position can succeed if you were to resume holding pause from that point. However, my prior investigation into pause jumping frame by frame years ago concluded there's slight inconsistent outcomes to the pause rate. Even if this was consistent and brief, any time spent to assess the situation will likely not be worth losing given how short the run is. Also if a hypothetical setup is done early in the room, then even further time would be wasted on pausing throughout the entire room.
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  27. Misc note: in most cases your horizontal position is measured in actual integers. Running against a wall will result in a static X position. However, if you were to clip into a wall and become slowly ejected from it, your positional value will gain many decimal places. I do not know if these miniscule changes to your positioning/alignment can influence anything else in the game.
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