Cuphead Guide

The Bosses and You (A breakdown of everything) for Cuphead

The Bosses and You (A breakdown of everything)

Overview

Which move might a boss make next ?How many times will a boss use the same attack ?Can you outrun this attack ?How often and when will the boss’ behavior change ?When it comes to the numbers, chance is only a fraction of realityNote:This guide is significantly comprised of the values found within the code, if you are looking for tips, you won’t really find them here.This guide will constantly be in development, I only published it so I can constantly provide info to readers.

The to-do list

List of things and the order that I plan to write/add them in:

My primary focus will be on releasing Regular difficulty data first, and focus on the other difficulties once that has been completed.

1. Write out all the values and what values are associated with them for each boss, on regular difficulty
2. Turn the data into tables, rename accordingly for easier understanding, add definitions to explain what the values mean.

3. Weapon/Charm/Super data
4. Add Expert difficulty data
5. Add Simple difficulty data
6. Misc other stuff

6 Feb
Working on a few mods for the game, its currently my highest priority

Completion status for each section

(Indicates the last time I altered that boss data)

Everything should be completed:
– Good/Bad Parry explanation (28/12/17)

20. Chips Bettigan (17/12/17)
23. Hopus Pocus (20/12/17)
24. Pher Lap (23/12/17)

Data table and definitions completed, just needs more images:
1. The Root Pack (11/12/17)
2. Goopy Le Grande (13/12/17)
4. Cagney Carnation (13/12/17)
5. Ribby And Croaks (14/12/17)

Data tables completed, just needs term definitions and images:
3. Hilda Berg (13/12/17)
17. Phantom Express (13/12/17)
18. King Dice (21/12/17)
19. Tipsy Troop (13/12/17)
27. Mr. Chimes (13/12/17)

Data is labeled, just needs data tables, term definitions, and images:
6. Baroness Von Bon Bon (15/12/17)
7. Beppi The Clown (15/12/17)
9. Grim Matchstick (15/12/17)
10. Wally Warbles (15/12/17)
11. Rumor Honeybottoms (15/12/17)
12. Captain Brineybeard (15/12/17)
13. Sally Stageplay (15/12/17)
14. Werner Wermen (15/12/17)
15. Dr. Kahl’s Robot (15/12/17)
16. Cala Maria (15/12/17)
21. Mr. Wheezy (15/12/17)
22. Pip And Dot (15/12/17)
25. Pirouletta (15/12/17)
26. Mangosteen (15/12/17)

Some data isn’t labeled, this could be due to the code being mislabeled, belongs to a removed attack, or some other item that makes it hard to identify what exactly the value controls.
8. Djimmi The Great (10/12/17)
28. The Devil (10/12/17)

Limitations, scope, and warnings for this data

This guide will not give any detail regarding the Run and Gun levels, this is entirely written for the boss behaviors, including the min-max parameters to their attacks.

This guide is completely made of values from the game’s code itself, anything listed here is programmed to happen, any anomaly you might encounter in your game, will most likely be due to a bug in the game.

In addition, there may be instances where values are stated in the code, but changed at some point in the development cycle, this could be data being reassigned or named oddly (so the name doesn’t match up with what it actually does now), unused (attack or value’s use itself got cut, prior to the release), or the game uses a different method to generate this value.
Examples of Instances this occurs:
– Cagney’s face lunge attack is refereed to as “Laser” in the game code.

– Wally Warbles has pattern data associated with the feather attack, currently this data isn’t used to determine which feathers will be parryable, so every feather is non-parryable.

– Cala Maria has a data set for an attack called Spinner Fish, this attack got cut entirely.

– Captain Brineybeard has a pattern string for the squid peashots, to determine which order for the amount that will be shot, and which one will have the long delay before getting shot. Currently the game picks when the parry shot appears, at random.
NOTE: Max parryable/non-parryable shots are determined by a different value, and that value does get used.

If a value does exist for something in the boss behavior, but I can’t convey the data well enough to understand at this point in time, I will still list the data, and I will work towards a way to better explain/show how it works.
If a value is listed, but either a bug is causing the data to be useless (to a point that I can’t exactly determine what it should control), or it goes unused, I will not include the data in this guide (until it has been patched).
Data that I know is controlled by a specific value, but the update has caused it to be bugged, will still be listed.

Baseline Examples, and Misc info

To help you understand the data as best as I can, I will use this part to define a few terms and basic behaviors.

(P): This will mark when an object will be parryable
(R) (X) (G): These will mark objects that aren’t

Speed: How fast something will move.
The game code doesn’t really provide an easy way to show/explain how its used.
The simplest way I could express the speed difference:
800 = 1 second
-100 = +0.14
+100 = -0.14
(time it takes to get from their spawn, to the edge of the screen)

NOTES:
– These speeds are written as if the object was moving in a flat horizontal line from one side of the game window, to the other side.
– The baseline of 800 is used, to account for the average offset distance that bosses are from the edge of the screen. (Because each boss has a different offset, these values might vary during some fights, I will make an attempt to show these instances)
– Cuphead is around 400.
– If an object does start off-screen and moving in a flat horizontal line, baseline of 900 should be used instead. (This distance for cuphead ~2.5 – 2.63 seconds)
– The math isn’t perfect, but it gives you a general idea of how long you have before the object will reach you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EX:
For Ribby and Croaks, Ribby’s punch moves as such.
In this instance:
On Easy difficulty it takes about 1 second for the punch to move from its spawn location, to the edge of the screen. (800 speed) In the same distance It takes Cuphead takes about 1.6 seconds.

Even with the Normal difficulty shot delay of .65 seconds, the second punch can move fast enough to hit cuphead, before either reaches the screen’s edge.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Patterns: The order in which things will occur. Once a boss has picked where the sequence will begin in their pattern/sets, it will strictly follow the order that is written, this includes moving to the begging of the next set once they reach the end of their current set.
Patterns can only change when you retry, or replay the level.
(A limited number of patterns can also change when you trigger a new phase/subphase, I will make a note of it in the bosses that do this)

Regardless where something stops in a pattern, they will continue from that point the next time they call upon it.

Set: This is for instances in which multiple patterns are written, their lengths can change between multiple sets in a single pattern.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ex:
Boss pattern for __XX__ attack:
“X, P, X, X, X, P, P”

Boss pattern for __YY__ attack:
Set 1-> “X, P, X, X, X, P, P”
Set 2-> “P, X, X, P, X”
Set 3-> “X, X, P, X. P, x”

If they stop after [set 1] “X, P, P” they will resume with [set 2] “P, X, X”

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sequence: A non-specific location within a non-specific pattern/set. Despite where the sequence begins, it will follow what is written for the rest patterns and sets from left to right in a loop.

The terms I will use to identify them for attacks will be;

Basic: The pattern will always start with the very first value, even if there are multiple sets
Set Pattern: A random Set is picked, always starts with the first value
Sequence Pattern: Pattern can start anywhere
RNG: There is no way to predict the pattern
A * will indicate something unique about one of the patterns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ex:
Attack uses a Set Pattern:
“X, X, P, X, P”,
“P, X, P, P, X”,
“P, X, P, X, P”

In this case, it would mean that despite the set starting with the X is first, any of the three sets can be used first.
i.e. the first time the pattern is used, there is only the following possibilities:
1. “X, X, P, X, P”, “P, X, P, P, X”, “P, X, P, X, P”
2. “P, X, P, P, X”, “P, X, P, X, P”, “X, X, P, X, P”
3. “P, X, P, X, P”, “X, X, P, X, P”, “P, X, P, P, X”

Attack uses a Sequence Pattern:
“X, X, P, X, P”,
“X, P, X, X, P”

In this case, it would mean that despite the X being the first one listed in the first and second set, the boss can decide to start anywhere in either of the patterns.
i.e. the first time the pattern is used, there is the following possibilities:
1. “X, X, P, X, P, X, P, X, X, P”
2. “X, P, X, P, X, P, X, X, P, X”
3. “P, X, P, X, P, X, X, P, X, X”
4. “X, P, X, P, X, X, P, X, X, P”
5. “P, X, P, X, X, P, X, X, P, X”
6. “X, P, X, X, P, X, X, P, X, P”
7. “P, X, X, P, X, X, P, X, P, X”
8. “X, X, P, X, X, P, X, P, X, P”
9. “X, P, X, X, P, X, P, X, P, X”
10. “P, X, X, P, X, P, X, P, X, X”

In both of these examples, once the last value is reached, the pattern will start all over again.
i.e.
If they use the 3rd option (in either case for the set and sequence examples I wrote), once they reach the end, they will go back to the beginning of the pattern they used.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Phase: This refers to an instance where a boss will make a physical change or act to indicate their behavior is changing.

Subphase: This refers to an instance where a boss will change their behavior, without making it apparent that it has changed.

As needed, I will add screenshots in the actual boss section, to demonstrate or further provide information to the provided information.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EX:
Goopy on Simple
1000 HP
2 Phases
1 Subphase

1000 Health Phase 1 Goopy

Jump data:
– Ground delay: This is the time it will take before they will jump again.
– .35 seconds

– High Jump Vertical Speed: This is the speed at which they will move up during their high jump.
– 2300

– High Jump Horizontal Speed: This is the speed at which they will move side to side during their high jump.
– 700

– High Jump Gravity: This determines how fast they fall during a high jump.
– 6500

– Low Jump Vertical Speed: This is the speed at which they will move up during their low jump.
– 2200

– Low Jump Horizontal Speed: This is the speed at which they will move side to side during their low jump.
– 670

– Low Jump Gravity: This determines how fast they fall during a low jump.
– 6500

– Number of jumps: This is the range of how many jumps will occur before throwing a pumch
– 5-8

At 80% health(800 health left) Subphase 1

New Jump data:

– High Jump Vertical Speed:
– 2350

– High Jump Horizontal Speed:
– 750

– Low Jump Horizontal Speed:
– 700

– Number of jumps:
– 5-8

At 56% health(560 health left) Phase 2 will be triggered

Goopy will stop moving for a moment and eat a pill that will increase their size

New Jump data:
– Ground delay:
– .45 seconds

– High Jump Vertical Speed:
– 2850

– High Jump Horizontal Speed:
– 820

– High Jump Gravity:
– 7500

– Low Jump Vertical Speed:
– 2320

– Low Jump Horizontal Speed:
– 7850

– Low Jump Gravity:
– 7500
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Easy: This is interchangeable with Simple difficulty.

Normal: This is interchangeable with Regular difficulty.

Hard: This is interchangeable with Expert difficulty.

Any time a number appears in the upper left hand side of a screenshot in one of the following boss sections, that is in reference to whatever data the picture is posted under. Pictures posted next to each other will be the current time, not the difference of time between them (two pictures marked 1.8 s and 2.5 s would mean the second one is .7 seconds after the first picture.

If I am referencing the initial delay before the boss uses it’s first attack, that number will be the exact time from the moment that Cuphead can move at the start of a fight, with decimals to indicate milliseconds.
If that time says “1.3 s”, it means that Cuphead has been able to move for exactly 1 second and 3 milliseconds.

Equipment and Mechanics

Mechanics

Dash:
Duck:

Parry:

[Good parry, the object was within the circle when the button was pressed, or the object entered it before the top of cuphead’s head is at a 90 degree angle to the side)
A good parry can be performed if the player lets go of the jump and hits the button again when the parryable object’s hitbox is within the 200 pixel interaction circle
– Timing of the animation can extend the buffer so that the parry’s edge can hit objects that only briefly are within the hitbox
– Dedicated objects like the dots in the tutorial are smaller, mainly because the level itself is scaled down 2% in size, which is why it basically needs to be 1/2 way into the parry hitbox to work, this is different from boss fights, as those ones only need a portion of their hitbox in the player’s parry hitbox


[Bad parry, the object never entered the circle]
A bad parry is where the player lets go of the jump too early, or presses the jump again and parrys too quickly, so the object never enters the hitbox at all, or enters it too late




[Quicktapping a parry, the object does enter the circle, but its after the cutoff time]
Note: The player can quickly let go and tap/rehold the button to parry, and maintain the same upwards momentum that they would if they didn’t really let go, and more than if they had just not pressed the button again after letting go. This can create the illusion of the parry not working correctly, because the animation is too far along, before the object enters the circle, if at all.

Petrification (Cala Maria)
Moving or shooting during the gaze in Cala Maria’s second phase triggers the player turning to stone (this appears to extend into any button press besides shrinking).
[Note:]This doesn’t work for Cala’s final phase, and only works due to a bug, this is going to be patched out at some point in time.

Weapons

Charge:
Chaser:
Lobber:
Peashooter:
Roundabout:
Spread:

Charms

Coffee:
Heart:
P. Sugar:
Smoke Bomb:
Twin Heart:
Whetstone:

Supers

Super 1 (Energy Beam):
Super 2 (Invincibility):
Super 3 (Giant Ghost):

The Root Pack

Simple

To be filled in at a later date

Regular

Total Phases: 3
– Each boss is a phase.

Potato

Value ID
Potato
Health
360
Idle Time (s)
3
Series Delay (s)
1
Bullet Count
4
Bullet Delay (s)
1
Bullet Speed
700

IdleTime: Time between their last projectile spawning and the next attack

SeriesDelay: The delay before they will start their first attack
Note: This is the first frame of the wallop text zooming into the screen

BulletCount: How many projectiles will be fired. (Final shot is always parryable)

BulletDelay: The delay between the end of the last attack animation to the start of the next one (Whole animation lasts .8 seconds, but objects spawn at 0.36 seconds, though they can start the next firing animation immediately after that point).

(These pictures are to get an idea how far the first projectile is, before the boss can spawn the next one)

BulletSpeed: It takes the projectile 1.14 seconds to reach the screen’s border.

Onion
This boss is the only one with the least amount of actual usable data, so lengthy videos were used to analyze the fight frame by frame, combined with what usable behavior data was available

Value ID
Onion
Health
400
Initial delay (s)
6
Bullet Speed
N/A
Bullet Delay (s)
0.5 – 0.8
Hesitate After Attack (s)
1.3 – 1.7
Tear Parry Pattern
4-6

Initial delay: Time it takes before the crying will start (This is from the moment they finish their intro animation.
Note: A single tear will occasionally be spawned before this time

Bullet Speed: Falling speed of the teardrops
Note: Despite not having a specified speed, it takes them 0.8 – 1.1 seconds to hit the ground

Bullet Delay: Delay between each tear in a sequence
Note: This timer begins the moment you see the tear appear on screen

Hesitate After Attack: Time before the next attack begins
Note: Time stars the moment the last tear drop splashes, and end at the moment the next sequence’s first tear appears

Tear Parry Pattern: Number of regular tears appearing on one side, before a parryable one appears
Note: There is a chance the Onion will spawn a tear during it’s intro animation, this tear might not count towards the parry

Carrot

Value ID
Carrot
Health
475
Start Idle (s)
0
Idle Range (s)
6.8 – 8
Bullet Count
3
Bullet Delay (s)
1.5
Bullet Speed
800
Homing Speed
250
Homing HP
4
Homing Delay (s)
1.2
Homing BG Speed
550
Homing Carrot amount
4-6

Start Idle Time: Delay between the carrot first appearing, and its first attack

Idle Range: Time before they use their next attack

Bullet Count: How many series of the psychic rings will be used, before moving onto the next attack

Bullet Delay: Time between each series of rings
Note: The timer begins the moment the first ring series appears

Bullet Speed: How fast the rings move
Note: Takes about 0.4 to reach the player’s hit box, 0.6 seconds to hit the floor

Homing Speed: How fast the Carrots move

Homing HP: Health value for the carrots

Homing Delay: Time before the carrots start homing onto the player

Homing BG speed: How fast the carrots in the background are
Note: It takes about 0.6-0.7 seconds before they disappear off screen

Homing Carrot Amount: Number of homing carrots that should be spawned during the attack
Note: There is a chance if the first attack is the homing carrots, that less than 4 will appear

Expert

To be filled in at a later date

Goopy Le Grande

Simple

To be filled in at a later date

Regular

To be edited together better, at a later date

Normal:
3 Phases
Total health:
1200

Value ID
Small Slime
Big Slime
Health
288
540
Ground Delay (s)
0.2
0.3
High Jump Vertical Speed
2350
2850
High Jump Horizontal Speed
840
820
High Jump Gravity
6500
7500
Low Jump Vertical Speed
2000
2250
Low Jump Horizontal Speed
780
760
Low Jump Gravity
6500
7500
Number of Jumps
5 – 8
5 – 8
Punch Prehold (s)
0.65
0.65
Punch Hold (s)
0.4
0.4

Ground delay: This is the delay between jumping.

High Jump Vertical Speed: This is the speed at which they will move up during their high jump.

High Jump Horizontal Speed: This is the speed at which they will move side to side during their high jump.

High Jump Gravity: This determines how fast they fall during a high jump.

Low Jump Vertical Speed: This is the speed at which they will move up during their low jump.

Low Jump Horizontal Speed: This is the speed at which they will move side to side during their low jump.

Low Jump Gravity: This determines how fast they fall during a low jump.

Number of Jumps: This is the range of how many jumps will occur before throwing a punch

Value ID
Tombstone
Health
372
Move Speed
950
Attack Delay (s)
2 – 4
Anticipation Hold (s)
0.35

Move Speed: How fast the tombstone moves

Attack Delay: Delay between attacks

Anticipation Hold: Time before it starts falling

Expert

To be filled in at a later date

Hilda Berg

Simple

To be filled in at a later date

Regular

To be edited together better, at a later date

Normal:
Total Health 2600
Phases: 6

Value ID
Hilda (1)
Hilda (2)
Hilda (3)
Health
130
338
312
Attack Pattern:
Sequence Pattern
Laugh (L)
Tornado (T), L, L, L, T, L, L
L, T, L, L, T
Path Speed
5
5
5
Initial Attack Delay (s)
1.3 – 3
1.3 – 3
1.3 – 3
Dash Summon Hold (s)
1
1
1
Dash Summon Speed
2700
2700
2700
Reentry Delay (s)
0.1
0.1
0.1
Summon Speed
780
780
780
Summon Hesitate (s)
3
3
3
Laugh Speed
400 – 1600
400 – 1600
400 – 1600
Laugh Acceleration Time
1300
1300
1300
Hesitate After Laugh (s)
1.5 – 1.8
1.5 – 1.8
1.5 – 1.8
Tornado Move Speed
N/A
600
600
Tornado Homing Speed
N/A
0.9
0.9
Tornado Loop Duration (s)
N/A
1
1
Hesitate After Tornado (s)
N/A
1.5 – 1.8
1.5 – 1.8
Crazy A Hold (s)
N/A
N/A
0.4
Crazy B Hold (s)
N/A
N/A
2.3

Toy Blimps

Value ID
Hilda (1)
Taurus
Hilda (2)
Gemini
Sagittarius
Hilda (3)
Enemy HP
10
10
10
10
10
10
Enemy Speed
750
750
750
750
750
750
Enemy Shot Delay (s)
0.4
0.4
0.4
0.4
0.4
0.3
Enemy Stop Distance
10 – 80
10 – 70
10 – 70
70 – 100
70 – 100
10 – 70
Enemy String Delay (s)
4.2
4
3.8
4
4
5.6
Enemy A Type (Purple) Speed
525
525
525
525
525
525
Enemy B Type (Green) Speed
475
475
475
475
475
475
Enemy Spawn Type Pattern:
Basic Pattern
“A, A, B”
“A”
“A, B, A, A, B, B, A, A, A, B, A, A, B, A, B”
“A, A”
“A, A”
“A”
Enemy Spread Angle
0 – 90
0 – 90
0 – 90
0 – 90
0 – 90
0 – 90
Enemy Parry Occurance
1 – 1
1 – 2
1 – 2
1 – 2
1 – 2
1 – 2

Spawn pos pattern:
“50,250,450,150,550,100,300,500,200,600”

Enemy Spawn Pattern is basic as far as I can tell, I’ve never seen the first phase spawn the B type before two A type blimps.

Taurus

Value ID
Taurus
Phase 2
Sagittarius
Phase 4
Gemini
Phase 4
Health
468
468
468
Spawn Chance
N/A
50%
50%
Attack Delay Range (s)
2.6 – 5.5
3 – 6
2 – 3.5
Movement Speed
4
3
1
Arrow Initial Speed
N/A
450
N/A
Arrow Warning (s)
N/A
0.5
N/A
Homing Star HP
N/A
10
N/A
Homing Star Spread Angle
N/A
0 – 90
N/A
Homing Star Delay (s)
N/A
1
N/A
Homing Star Speed
N/A
447
N/A
Rotation Speed
N/A
2.3
0.22
Homing Star Duration Range (s)
N/A
3 – 5
N/A
Bullet Delay (s)
N/A
N/A
5
Bullet Speed
N/A
N/A
300

Spawn Chance: The chance that Hilda will transform into this form

Attack Delay Range: How long before they use an attack
– Taurus: Bull Charge
– Sagittarius: Arrow
– Gemini: Bullet Spawner

Movement Speed: How fast something moves
– Gemini: Bullet Spawner Speed

Rotation Speed: How fast something rotates
– Sagittarius: Star
– Gemini: Bullet Spawner

Phase 6

Value ID
Moon
Health
884
Star Speed X
300 – 800
Star Speed Y
5
Star Sine Size
5
Star Delay (s)
1.35
Star Type Pattern:
Sequence Pattern
A = Horizontal Spin
B/C = 360 Spin
P = Parry
“A,B,C,A,C,A,A,B,C,C,P,A,B,C,B,A,A”,
“C,B,A,C,A,A,B,C,A,B,A,P,C,C,B,A,A”
Star Position Pattern
“100,300,400,500,600,200,350,550,50,600”,
“200,400,600,50,300,550”
UFO Speed
330
UFO Proximity A (Yellow/Gold)
115
UFO Proximity B (Red/Brown)
385
UFO Beam Duration (s)
0.5
UFO Delay (s)
2
UFO Pattern:
Sequence Pattern
“A,B,A,A,B,B,A”,
“A,A,B,A,A,B,A”,
“B,A,B,A,A,A,B”,
“A,B,B,A,A,B,A”,
“B,A,A,B,A,A,B”
UFO Warning Beam Duration (s)
0.3
UFO Initial Delay (s)
0.5
Moon ATK Anticipation (s)
1.5
Moon ATK Duration (s)
9
Moon Hesitate After ATK (s)
2

Expert

To be filled in at a later date

Cagney Carnation

Simple

To be filled in at a later date

Regular

Total Health: 1300
Phase 2
Subphases 2

Phase 1 – Subphase 2
Small Flower

Value ID
Small Flower (1)
Small Flower (2)
Small Flower (3)
Health
143
273
286
Pattern:
Sequence Pattern
Lunge (L), Gatling Gun (G)
L, Podhands (P)
P, G
Lunge Antic Hold (s)
1
1
N/A
Lunge Attack Hold (s)
1
1
N/A
Lunge Pattern:
Sequence Pattern
“Top (T), Bottom (B), B, T, B, B, T, B, B”
“T, B, B, T, B, B, T, B, B”
N/A
Lunge Hesitate After Attack (s)
2
2
N/A
Gatling Loop Duration (s)
4.5
N/A
4.5
Gatling Initial Seed Delay (s)
0.5
N/A
0.5
Gatling Hesitate After Attack (s)
3
N/A
3
Gatling Falling Seed Delay (s)
0.9
N/A
0.9
Gatling Seed Spawn Pattern:
Set Pattern
A = Blue Seed/Green Chompers
B = Purple Seed/Black Chompers
C = Pink Seed/Orange Flower
“A0,B300,A500,C400,A700”,
“B50,C650,A450,A150,A550”,
“A700,A300,C600,B400,A0”,
“B700,A0,A600,C350,B500”,
“A550,A150,C650,B100,A0”,
“A0,B250,A400,A650,C100”,
“B350,B650,A0,C200,A700”,
“A100,A200,C700,B200,A350”,
“A500,A200,A700,B600,C0”,
“A550,B150,A0,C300,A700”
N/A
“A0,B300,A500,C400,A700”,
“B50,C650,A450,A150,A550”,
“A700,A300,C600,B400,A0”,
“B700,A0,A600,C350,B500”,
“A550,A150,C650,B100,A0”,
“A0,B250,A400,A650,C100”,
“B350,B650,A0,C200,A700”,
“A100,A200,C700,B200,A350”,
“A500,A200,A700,B600,C0”,
“A550,B150,A0,C300,A700”
Falling Seed Speed
320
N/A
320
Chomper Plant (Black) HP
5
N/A
5
Venus Plant (Green) HP
4
N/A
4
Venus Turning Speed
4
N/A
4
Venus Turning Delay (s)
0.9
N/A
0.9
Venus Moving Speed
120
N/A
120
Mini Flower (Orange) HP
4
N/A
4
Mini Flower Movement Speed
4
N/A
4
Mini Flower Shoot Delay (s)
5 – 7
N/A
5 – 7
Mini Flower Projectile Speed
400
N/A
400
PodHands Attack Delay (s)
N/A
1
1
PodHands Attack Hold (s)
N/A
1
1
PodHands Hesitate After Attack (s)
N/A
3
3
PodHands Attack Amount Pattern:
Sequence Pattern
N/A
“3, 2, 3, 2, 2, 2, 3, 3, 2, 3, 2, 2, 2, 2, 3, 3, 3, 2”
“3, 2, 3, 2, 2, 2, 3, 3, 2, 3, 2, 2, 2, 2, 3, 3, 3, 2”
PodHands Attack Pattern:
Sequence Pattern
N/A
“Boomerang (B), Seeds (S), S, B, S, B, S, S, S, B, S, B, S”
“B, S, S, B, S, B, S, S, S, B, S, B, S”
Boomerang Speed
N/A
720
720
Boomerang Off Screen Delay (s)
N/A
0.7
0.7
Boomerang Hold Delay (s)
N/A
1.5
1.5
Boomerang Initial Movement Delay (s)
N/A
0.4
0.4
Seeds Delay Next Shot (s)
N/A
0.4
0.4
Seeds Speed
N/A
100 – 680
100 – 680
Seeds Acceleration
N/A
2
2
Seeds Hold Delay (s)
N/A
0
0
Seeds Amount
N/A
3
3

Antic Hold: This should be the length of the animation prior to using the attack

Attack Hold: This is how long the attack animation will linger

Hesitate After Attack: The delay between the end of the last attack and the beginning of a new one

Gatling Loop Duration: This refers to the looping of the animation

Initial Seed Delay: Delay before the first seed falls

Falling Seed Delay: The delay between each seed falling

Gattling Seed Spawn Pattern: Letter signifies which seed type, the number refers to the location where it will fall

Turning Speed: How fast something can turn

Turning Delay: The delay before they can fully line up with the player again

PodHands Attack Amount Pattern: This refers to consecutive attacks, at a minimum, they will always use two attacks from their Attack Pattern

Off screen Delay: How long the Boomerang will stay off screen before appearing on the bottom row

Phase 2
Large Flower

Value ID
Large Flower
Health
598
Vine Hands First Position Hold (s)
0.75
Vine Hands Second Position Hold (s)
0.2
Vine Hands Attack Delay (s)
3.9 – 6.3
Vine Hands Attack Pattern:
Sequence Pattern
Left, Middle, Right, Middle, Left, Right
Pollen Spit Consecutive Attack Hold (s)
2.1
Pollen Spit Pattern:
Sequence Pattern
“R, R, P, R, P”
Pollen Spit Delay (s)
3.3
Pollen Spit Speed
360

___ Position Hold: How long the warning animation will be on alternating vine attacks

Expert

To be filled in at a later date

Ribby and Croaks

Simple

To be filled in at a later date

Regular

Total HP 1700
Phases 3

Phase 1

Value ID
Frogs
Fireflies
Punches
Roll
Health
408
4
N/A
N/A
Pattern:
Set Pattern*
“Punch”,
“Fireflies”
“D:1, S:2, D:1, S:2, D:1, S:1, D:1, S:2”,
“D:1, S:2, D:1, S:2, D:1, S:2”,
“D:1, S:2, D:1, S:1, D:1, S:2, D:1, S:2”,
“D:1, S:2, D:1, S:2, D:1, S:1”
“R R P”,
“P R R”,
“R P R”
N/A
Speed
N/A
1000
900
N/A
Hesitate (s)
N/A
2
1
0.1
Delay (s)
N/A
1.3
0.65
2
Follow Time (s)
N/A
0.4
N/A
N/A
Follow Distance
N/A
210
N/A
N/A
Invincibility Duration (s)
N/A
0.15
N/A
N/A
Anticipation Delay(s)
N/A
N/A
1
N/A
Punch Amount
N/A
N/A
9
N/A
Time (s)
N/A
N/A
N/A
1.7
Return Delay (s)
N/A
N/A
N/A
0.8

Pattern: Which order the attacks will be in
– Frogs: Punches or the Fireflies have an equal chance of happening first, but will alternate between each
– Fireflies: D indicates the delay before spawning flies, S indicates how many flies should be spawned each time. The sets differ in size, so amount of flies can be 7, 6, 7, 5.
– Punches: R indicates Regular punches, P are Parryable.
*The punch attack is one of a few instances in which the set repeats itself for the whole duration of that attack, and changes to a new one the next time the attack is used.*

Return Delay: How long it takes after rolling off screen, before Ribby reappears.

Phase 2

Value ID
Frogs
Tall Fan
Spheres
Health
714
N/A
N/A
Power / Speed
N/A
300
950
Acceleration Time (s)
N/A
2
N/A
Duration (s)
N/A
3 – 4
N/A
Pattern:
Set Pattern
N/A
N/A
“S:1, D:1.5, S:1, D:1.7, S:1”,
“S:1, D:1.7, S:1, D:1.5, S:1”,
“S:1, D:1.6, S:1, D:1.6, S:1”
Angle Pattern:
Sequence Pattern
N/A
N/A
72, 68, 70, 69, 66, 71, 68, 70, 67
Shot Delay(s)
N/A
N/A
0.8
Hesitate (s)
N/A
N/A
2

Pattern: Similar to the Punches above, S represents how many spheres will get shot, D represents the delay before a spheres get shot. Ribby will only shoot 3 spheres, though the delay between them can differ.
Angle Pattern: Which angle each of the spheres will be shot at

Phase 3 Slot Machine

Value ID
Slot Machine
Coin
Snake
Bison
Tiger
Health
578
N/A
N/A
N/A
N/A
Speed
N/A
700 – 950
600 – 900
500 – 700
478
Delay (s)
3
0.9 – 1.3
0.3 – 0.6
0.8 – 1.2
0.8 – 1.3
Min/Max Time (s)
N/A
7
5
5
5
Duration (s)
0.7
N/A
10
10
10

The Slot Machine’s pattern for the slots is RNG.

Speed: How Fast the object will move

Delay:
– Slot Machine: Time between the end of the last attack, before the Machine’s arm becomes parryable
– Projectiles: Time between the objects spawning

Min/Max Time:

Duration:
– Slot Machine: How long it takes for the slots to stop spinning
– Slot Attack: How long the attack will last, from the moment the first one spawns

Expert

To be filled in at a later date

Baroness Von Bon Bon

Simple

To be filled in at a later date

Regular

To edited together better at a later date

Normal:
health = 430f;

BaronessVonBonbon
HP:
430

Miniboss start:
3 seconds

Time string:
“6,5,7,5.5,7.5,6,6,5”,
“5,8,5.5,7,5,6,8”

Attack delay:
(4f, 6.5f)

Attack count:
(1f, 1f)

Projectile HP:
3

Projectile rotation speed:
100f

Projectile speed:
250

Final projectile speed:
565f

Final projectile move duration:
0.7f

Final projectile redirect delay:
0.5f

Final projectile redirect count:
5f

Final Projectile Attack delay range:
(7.5f, 8.1f)

Final projectile initial delay:
0.2f

Final projectile head toss:
“H,H,D:2,H,H,D:2.5,H,H,D:1.5”

Open
Miniboss amount:
3

Miniboss string:
“1,2,3,4,5”,
“1,3,5,2,4”,
“5,4,2,3,1”

Jellybeans
HP:
7

Movement speed:
300f

Height default:
60f

Jump speed:
550f

Jump height:
(-101f, -100f)

After jump duration:
1f

Type Array:
“R,R,P,R,P,R,P,P”,
“P,R,P,R,R,P,R,P”

Spawn delay:
(4.8f, 6.6f)

Starting point:
2f

Spawn delay change percentage:
5f

Gumball
HP:
270

gumballMovementSpeed:
2.3f

gumballDeathSpeed:
500f

gumballAttackDurationOffRange:
(2f, 3.5f)

gumballAttackDurationOnRange:
(3.5f, 5f)

gravity:
950f

velocityX:
(-255f, 450f)

rateOfFire:
0.23f

velocityY:
(600f, 800f)

offsetX:
(330f, 600f)

Waffle
HP:
250

movementSpeed:
1.8f

anticipation:
1f

attackDelayRange:
(2f, 5f)

explodeSpeed:
3f

explodeTwoDuration:
0.001f

explodeDistance:
425f

explodeReturnSpeed:
4f

XAxisSpeed:
110f

pivotPointMoveAmount:
380f

CandyCorn
HP:
225

movementSpeed:
465f

changeLevelString:
“Y,N,Y,Y,N,Y,N,Y,Y,N,N,Y,N,Y,Y”

centerPosition:
-150f

deathMoveSpeed:
600f

deathAcceleration:
2f

miniCornSpawnDelay:
(1.5f, 2.3f)

miniCornHP:
10

miniCornMovementSpeed:
80f

spawnMinis:
true

Cupcake
HP:
185

XSpeedString:
“1000, 1200, 1500, 1300,1100,1050,1400”,
“1150,1400,1300,1000,1200,1100”

hold:
1.25f

splashOriginalOffset:
200f

splashOffset:
75f

projectileOn:
true

Jawbreaker
jawbreakerMinis:
1

jawbreakerMiniSpace:
245f

jawbreakerHomeDuration:
5f

jawbreakerHomingHP:
180

jawbreakerHomingSpeed:
265f

jawbreakerHomingRotation:
2.1f

Peppermint
peppermintSpeed:
325f

peppermintSpawnDurationRange:
(4f, 7.7f)

Platform
LeftBoundaryOffset:
180f

RightBoundaryOffset:
400f

YPosition:
15f

Expert

To be filled in at a later date

Beppi The Clown

Simple

To be filled in at a later date

Regular

4 Phases
1550 Health

Phase 1

Value ID
Bumper Car
Phase 1
Health
263.5
Movement Pattern:
Sequence Pattern
“Forward (F), F, Backwards (B), B, F, B, F, B, B, F, B, F, F, B, F, B”
Movement Speed
500
Movement Duration (s)
0.6
Movement Delay (s)
0.3
Attack Delay Pattern (s):
Sequence Pattern
“3.3, 2.4, 3.5, 3, 1.5, 3.5, 3, 3.8, 2, 1.5”
Dash Speed
1300
Dash Warning (s)
1

Movement Pattern: Which direction they will move the bumper car in, regardless of the direction they are facing, forward will always be towards the center, and backwards will be away.

Movement Duration: How long they will move forwards or backwards before stopping.

Movement Delay: The delay before they move forwards or backward.

Attack Delay: How long before they can use their dash attack again.

Dash Warning: How long they will hold the pre-dash animation before attacking.

Duck

Value ID
Duck
Delay (s)
2.8
Type Pattern:
Sequence Pattern
“Regular (R), Bomb (B), R, R, R, B, R, Parryable (P)”,
“R, R, B, P, R, R, B, R”
Y Height Range
110 – 160
Y Start % Pattern:
Sequence Pattern
“0,10,20,30,40,50”
Y Movement Speed
420
X Movement Speed
210
Bomb Speed
350
Spin Duration (s)
12

Delay: The delay before the next duck will spawn

Y Height Range: The minimum and maximum height the ducks can be

Y Start %: What percentage of the max height they will be at, when they spawn.

__ Movement Speed: How fast they move right to left (X speed) or up and down (Y speed)
It takes them about 6.83 seconds to move from the right side of the screen, to the left side of the screen.

Bomb Speed: How fast the lightbulb bomb will fall
It takes about 0.73 seconds for the bulb to hit the ground, if dropped from the duck’s highest possible position

Spin Duration: How long they will spin before stopping. Due to their movement speed, the spinning will always last longer than how long they will remain on screen.

Phase 2
Balloon Beppi

Value ID
Balloon Beppi
Dog Balloon
Health
310
5.3
Speed
200
300
Acceleration
15
N/A
Delay Pattern (s):
Sequence Pattern
N/A
“0.7, 1, 0.9, 2, 1.4, 0.8, 1.3, 1.5, 0.9, 1.4, 1.2”
Type Pattern:
Sequence Pattern
N/A
“R, R, R, R, P, R, R, R, R, R, P”
Spawn Position Pattern:
Sequence Pattern
N/A
“1, 3, 5, 6, 4, 3, 1, 6, 2, 4, 1, 5, 6, 2, 1, 3, 6, 1, 4, 2, 6, 4, 3, 5, 2”,
“1, 2, 4, 3, 5, 6, 3, 4, 1, 3, 2, 5, 6, 1, 3, 4, 2, 1, 3, 5, 2, 6”

Speed:
– Beppi: This value seems to control how fast Beppi will move during the Phase 2 intro animation
– Dog: How fast the dog balloons will move

Acceleration:
– Beppi: This value seems to control the acceleration rate of Beppi’s movement during the Phase 2 intro animation

Delay:
– Dog: How long after a balloon is spawned, before another one will appear

Type:
– Dog: This is the pattern, in which the parryable balloons will spawn

Spawn Position:
– Dog: This refers to which pipe will spawn the next dog balloon.
The order of the pipes go from left to right

Note: Dog balloons die automatically when they hit an obstacle, such as the ground or roller coaster

Phase 3
CarouselHorse 63%
279

Horse
Horse Speed:
375f

Horse String:
“W,D,D,W,D,W,W,D”

Horse X Pos offset:
200f

Wave Bullet count:
2

Wave Bullet speed:
320f

Wave Bullet Amount:
30f

Wave Bullet Wave Speed:
4f

Wave Bullet Delay:
0.3f

Wave ATK delay:
3f

Wave ATK Repeat:
2f

Wave Pos String:
“105,115,110”,
“100,110,105”

Wave Pink String:
“P,R”,
“R,R”,
“R,P”,
“R,R”

Wave Hesitate:
1f

Drop Bullet Initial Speed:
1600f

Drop Bullet Delay:
1.1f

Drop Bullet One Delay:
(0.1f, 0.2f)

Drop Bullet Two Delay:
(0.1f, 0.2f)

Drop Bullet Speed Down:
1000f

Drop ATK Delay:
2.5f

Drop Horse Position String:
“75”

Drop Bullet Position String:
“400-800-900-1000-1100-1200-1300”,
“400-500-600-700-800-1200-1300”,
“400-500-600-1000-1100-1200-1300”,
“400-500-600-700-800-900-1300”,
“400-500-900-1000-1100-1200-1300”,
“400-500-600-700-1100-1200-1300”,
“400-500-600-700-800-900-1300”,
“400-800-900-1000-1100-1200-1300”,
“400-500-600-700-1100-1200-1300”

Drop Hesitate:
1f

Drop ATK Repeat:
1f

Drop Bullet Return Delay:
0.5f

Phase 4
45%
Swing 45%
697.5

Swing
Swing Speed:
300f

Swing Spacing:
200f

Swing Drop Warning Duration:
0.5f

Swing Dull Drop Duration:
0.7f

Swing Drop On:
false

Bullet Speed:
500f,

Attack Delay Range:
(2.4f, 4.8f)

Clowns HP
13f

Clowns Movement Speed:
700f

Clowns Position String:
“0,400,800,1200”,
“1150-775-375-50”,
“100-500-1100”,
“0,150,1050,1200”,
“50,500,700,1150”,
“1200,800,400,0”,
“1100-700-100”,
“0,200,1000,1200”

Clowns Spawn Delay:
0.8f

ClownsInitial Attack Delay:
0.01f

Roller Coaster

Value ID
Balloon Beppi
Phase 2
Carousel Horse
Phase 3
Swing
Phase 4
Initial Delay (s)
4 – 6
1.5 – 3
0.01 – 0.1
Speed
425
475
1050
Back Speed Multiplier
1.25
1.75
2.25
Main Loop Delay (s)
1 – 2
1 – 2
6 – 8
Passenger Pattern:
Basic Pattern
“Empty (E), E, E, Full (F), E, E, E, F, E, E”
“E, E, E, F, E, E, E, F, E”
“E, F, E, F, E, F, E, F, E, F”
Back to Front Delay (s)
1
0.8
0.3

Initial Delay:

Back Speed Multiplier:

Main Loop Delay:

Passenger Pattern: This determines which roller coaster segment will have passengers or not.

Back to Front Delay:

Expert

To be filled in at a later date

Djimmi The Great

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
health = 2600f

Swords
Sword Speed:
600f

Appear Delay:
1f

Spawn Delay:
1f

Attack Delay:
2f

Pattern Position String:
“50-50,250-50,450-50,650-50”,
“50-650,50-500,50-300,50-50”,
“50-650,250-650,450-650,650-650”,
“50-50,50-300,50-500,50-650”,
“650-50,450-50,250-50,50-50”,
“50-650,50-500,50-300,50-50”,
“650-650,450-650,250-650,50-650”,
“50-50,50-300,50-500,50-650”

Repeat Delay:
2.4f

Hesitate:
0f

Sword Pink String:
“P,R,R,R,R,P,R,R,R,R,R”

Gems
Gem Small Speed:
550f

Gem Big Speed:
350f

Gem Small Delay Range:
0.17 – 0.3 seconds

Gem Big Delay Range:
(1.8f, 2.7f)

Gem Small Aim Offset: “50,150,-100,0,300,0,-300,-50,15,100,400,0,-200,250,0,-400,175,0,-45,0,300,-75,15,50,-200,30,350”,
“0,200,-100,400,-100,0,45,100,-400,0,250,-175,45,-60,0,225,-100,15,450,165,-40,0,-450,80,150,-225,-68”,
“0,200,-150,25,300,45,400,0,100,-350,-150,25,200,-200,0,400,-50,-400,0,50,-100,15,300,-300,0,-100,0,-400,25,-100,-250,0,50,-400,150,0,350”

Gem Big Aim Offset:
“0,100,25,125,-40,0,50,-50,150”,
“50,0,-50,200,150,-100,0,-150”

Gem Small Attack Duration:
8f

Gem Big Attack Duration:
7f

Hesitate:
0f

Repeat Delay:
3f

Gem Pink String:
“P,R,R,R,R,R,R,R,R,R,R,R,R”

Sphinx
Sphinx Speed:
400f

Sphinx Split Speed:
330f

Sphinx Count:
“2,3,3,2,4”

Split Delay:
1f

Mini Spawn Delay:
0.65f

Sphinx Main Delay:
3.3f

Sphinx Aim X:
“0,255,145,160,360,200”,
“400,50,300,188,340,110”

Sphinx Aim Y:
“100,600,350,477”,
“75,550,255,435”,
“400,300,500,125”,
“325,525,115,425”

Sphinx Spawn Num:
4f

Mini HP:
20f

Mini Homing Duration Range:
(2.5f, 3.4f)

Hesitate:
0f

Die On Collision Player:
false

Repeat Delay:
4.3f

Mini Initial Spawn Delay:
0.1

Homing Speed:
200f

Homing Rotation:
2.4f

Scarab Pink String:
“P,R,R,R,R,R,P,R,R,R,R,R,R,R”

Main
Intro Hesitate:
1f

Skull
Skull Delay Range:
(1f, 2f)

Skull Speed:
575f

Skull Count:
1

“Disappear”
85% HP

Coffin
Heart Movement:
200f

Heart Shot Delay Range:
(1.3f, 2.3f)

Attack Duration:
8.3f

Heart Shot X Speed:
300f

Heart Shot Y Speed:
4.5f

Heart Loop Y Size:
30f

Hesitate:
1f

Mummy Genie Delay:
1.25f

Mummy Genie HP:
16f

Mummy Appear String:
“0,100,250,-100,250,200,-200,250,50,-150,0,250,50,-150,250,-250”,
“0,-250,100,250,50,-150,0,250,-150,250,50,200,0,-100,250,-250,50,-200,100,250,0,-150”

Mummy Genie Direction:
“0,3,0,5,3,-4,0,-4,1,0,0,-5,2,-2,0,-4,3,-3”,
“1,3,-3,0,2,0,-5,4,-1,2,-2,-5,0,1,2,-1,3,-4,2,-3,0,1,-1”

Mummy Type String:
“A,B,C,A,C,B,C,A,B,C,B”,
“A,B,C,B,A,B,C,A,B,C,A,C”,
“A,B,A,B,C,A,B,C,B,A,C”

Mummy A Speed:
400f

Mummy B Speed:
600f

Mummy C Speed:
500f

Mummy A Sin Wave:
true

Mummy C Slowdown:
false

Obelisk
Obelisk Movement Speed:
265f

Obelisk Count:
6

Obelisk Appear Delay:
2.95f

Obelisk Genie Position:
“1,4,2,5,1-4,5,1,3,2-5”,
“3,1,2-5,4,2,3,1-4,2,5”,
“4,1,2,1-4,3,5,1,3,2-5”

Obelisk Genie HP:
20f

Obelisk Shoot Delay:
3f

Obelisk Shoot Speed:
300f

Obelisk Shot Direction:
“40,300”

Obelisk Pink String:
“R,R,P,R,R,R,P”

Bouncer Speed:
435f

Bouncer Pink String:
“R,P,R,R,P”

Bouncer Angle String:
“45,300,40,290,50,310”,
“295,40,310,50,305,45”

Bounce Shot on:
true

Normal Shot on:
false

Hesitate:
5f

“Marionette”
60%

Scan(1f, 0f, 0f, new string[]
{
“9999-9999”
}, 0f, new string[]
{
“1”
}, “R,R,R,P,R,R,R,R,P,R,R,R,R,R,P”, 1f, true)

Bomb(200f, 1f, 1f, 1.5f, 1.2f, new string[]
{
“R:200-400,D:400-550,P:100-300”,
“R:600-600,R:200-350,R:300-500”
}, 5f)

Main(1f)

Bullets(590f, new string[]
{
“3,5”,
“4,4”,
“5,3”,
“4,4”,
“3,5”,
“5,3”
}, 0.7f, 275f, 44f, 4, 0.75f, 300f, (4f, 6f), 1.75f, 3, 0.8f, 200f, (2.75f, 2.75f), “R,R,R,P”, 125f, 100f)))

“Giant”, 0.25f
State(0.25f

GemStone
Bullet speed:
350f

Warning Duration:
1f

Attack Delay String
“5.5,4.8,4.6,5.2,4.9,4,5.5,4.7,5.2,5.8,4.4”

Ring amount:
1

Pink String:
“R”

Pyramids(0.9f, 1f, 0.85f, new string[]
{
“3,4,2.5,4.3,3,2,3.4”,
“3.2,2.6,4,2,3,4.5,2.8”
}, new string[]
{
“2,3,1,2,1,3,1,2,3”,
“1,2,3,2,1,3,2,3,1,3”
}, 320f)

Scan(1f, 0f, 0f, new string[]
{
“9999-9999”
}, 0f, new string[]
{
“1”
}, “R,R,R,P,R,R,R,R,P,R,R,R,R,R,P”, 1f, true)

Bomb(200f, 1f, 1f, 1.5f, 1.2f, new string[]
{
“R:200-400,D:400-550,P:100-300”,
“R:600-600,R:200-350,R:300-500”
}, 5f)

Main(1f)

Bullets(590f, new string[]
{
“3,5”,
“4,4”,
“5,3”,
“4,4”,
“3,5”,
“5,3”
}, 0.7f, 275f, 44f, 4, 0.75f, 300f, (4f, 6f), 1.75f, 3, 0.8f, 200f, (2.75f, 2.75f), “R,R,R,P”, 125f, 100f)

Expert

To be filled in at a later date

Grim Matchstick

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
health = 1700f;
“Generic”, 0.92f
“Generic”, 0.82f
“FireMarchers”, 0.63f
“ThreeHeads”, 0.33f

Pattern
{ Peashot }

Peashot
Pattern:
{
“0.5,P,0.8,P,1,P”,
“0.5,P,1,P”,
“0.5,P,0.8,P”
}

Shot Delay:
0.2

Speed:
650

Color Pattern:
“OBP”

Hesitate:
2

Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}

Cloud Speed:
210

Moving Right:
false

Cloud Delay:
0.37

State(0.92f
Pattern
{ Meteor }

Meteor
Pattern:
{
“UDUD”,
“DUD”,
“DUDU”,
“UDU”
}

Speed X:
400

Time Y:
1

Shot Delay:
1.5

Hesitate:
2

Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}

Cloud Speed:
210

Moving Right:
false

Cloud Delay:
0.37

State(0.82f
Pattern
{ Meteor, Peashot }

Meteor
Pattern:
{
“UB”,
“BD”,
“DB”,
“BU”
}

Speed X:
500

Time Y:
1

Shot Delay:
1.5

Hesitate:
2

Tail
Active:
true

Warning Time:
1.5

In Time:
0.15

Out Time:
1

Hold Time:
0.5

Attack Delay:
3.5 – 5.5

Peashot
Pattern:
“1,P,1,P”,
“1,P”,
“1,P”

Shot Delay:
0.15

Speed:
750

Color Pattern:
“OBOP”

Hesitate:
1.5

Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}

Cloud Speed:
210

Moving Right:
false

Cloud Delay:
0.37

State(0.63f

FireAndSmoke
Pattern:
“F,S,F,F,S,F,S,F,F,F,S,F,S,F,S,F,F,S”

FireMarchers
Move Speed:
350

Spawn Delay:
0.5

Jump Delay:
1.3 – 2.4

Crouch TIme:
0.5

Gravity:
2100

Jump Speed:
0 – 1650

Jump Angle:
45 – 70

Jump X:
150 – 650

Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}

Cloud Speed:
210

Moving Right:
false

Cloud Delay:
0.37

State(0.33f
Potions
Potion Speed:
400

Spit Bullet Speed:
580

Potion HP:
5

Potion Type Pattern:
“X”

Shot Position Pattern:
“T:A,T:C,B:A,B:C,T:A,T:C”,
“T:A,B:A,T:C,B:C,T:A,B:A”,
“B:C,B:A,T:C,T:A,B:C,B:A”,
“B:A,T:A,B:C,T:C,B:A,T:A”

Potion Scale:
0.7

Explosion Bullet Scale:
0.6

Attack Count:
“6,8,8,6,10,8,6,6,8,10”

Repeat Delay:
0

Attack Main Delay:
1.8

Player Aim Count:
3

Blowtorch
Attack Delay Pattern:
“10,14,8,13,11,10,15,10,8,13,12,15”

Warning Duration One:
12

Warning Duration Two:
20

Fire On Duration:
1.5

Repeat Delay:
2

Fire Size:
0.8

Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}

Cloud Speed:
210

Moving Right:
false

Cloud Delay:
0.37

Expert

To be filled in at a later date

Wally Warbles

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
health = 2400f;
“Generic”, 0.9f));
“Whistle”, 0.75f));
“HouseDeath”, 0.52f));
“BirdRevival”, 0.29f));

Phase 1
hp = 2400
Pattern:
Eggs, Lasers

Floating
Time:
2.4

Top:
360

Bottom:
-120

Attack Initial Delay Range:
0.5 – 1.5

Eggs
Pattern:
“D:1,P:1,D:1,P:2,D:1,P:1”,
“P:1,D:1,P:1,D:1,P:2”,
“D:1,P:2,D:1,P:1,D:1,P:1”

Speed:
540

Shot Delay:
1.2

Hesitate:
3

Lasers
Speed:
900

Hesitate:
1

Subphase 1
90%
Pattern:
Eggs, Eggs, Eggs, Lasers, Eggs, Eggs, Eggs, Eggs, Lasers

Floating
Time:
2.4

Top:
360

Bottom:
-120

Attack Initial Delay Range:
0.5 – 1.5

Eggs
Pattern:
“D:0.1,P:1”,
“D:0.6,P:2”,
“D:0.5,P:1”,
“D:0.2,P:2”

Speed:
540

Shot Delay:
1.3

Hesitate:
1

Enemies
Active:
true

Count:
4

Delay:
0.8

Health:
8

Speed:
300

Float Range:
100

Float time:
2

Projectile Height:
600

Projectile Fall time:
1

Projectile Delay:
10

Group Delay:
4.5

Initial Group Delay:
1.5

Aim:
false

Lasers
Speed:
900

Hesitate:
1

BigBird
Speed X Time:
7.4

State(0.75f Whistle

Whistle

Floating
Time:
2.6

Top:
250

Bottom:
-120

Attack Initial Delay Range:
1.2 – 2.2f

Feathers
Pattern:
“P:30”

Count:
9

Speed:
750

Offset:
23

Shot Delay:
0.25

Initial Shot Delay:
0.25

Hesitate:
3.4

Eggs
Pattern:
{
“P:1”,
“D:0.5,P:1”
}

Speed:
540

Shot Delay:
1.5

Hesitate:
1

Enemies
Active:
true

Count:
4

Delay:
1

Health:
8

Speed:
270

Float Range:
100

Float Time:
2

Projectile Height:
600

Projectile Fall Time:
1

Projectile Delay:
10

Group Delay:
4.5

Initial Group Delay:
4

Aim:
false

Lasers
Speed:
900

Hesitate:
1

BigBird
Speed X Time:
7.4

State(0.52f
Baby

Floating
Time:
2.6

Top:
250

Bottom:
-120

Attack Initial Delay Range:
1.2 – 2.2

Lasers
Speed:
900

Hesitate:
1

SmallBird
Time X:
4.5

Time Y:
2.3

Min X:
-300

Egg Count:
5

Egg Range:
100 – 470

Egg Rotation Speed:
80

Egg Move Time:
3.7

Shot Delay:
7

Shot Speed:
700

Leave Time:
2f

BigBird
Speed X Time:
7.4

State(0.29f
Stretcher

Pattern
Garbage, Heart

Floating
Time:
2.6

Top:
250

Bottom:
-120

Attack Initial Delay Range:
1.2 – 2.2

BigBird
Speed X Time:
7.4

Nurses
Bullet Speed:
500

Pill Speed:
450

Pill Max Height:
150

Pill Explode Delay:
0.8

Parry Pattern:
“R,R,R,P,R,R,R,R,P”

Attack Repeat Delay:
3

Attack Count:
“6,2,4,2,4,2”

Attack Main Delay:
4

Garbage
Max Height:
210

Speed Y:
1020

Speed X:
160

Speed X Increaser:
200

Shot Count:
4 – 5

Shot Delay:
0.5

Shot Size:
1

Hesitate:
1.5 – 3.3

Garbage Type Pattern:
{
“F,B,P,F,A,B”,
“P,F,B,A,A,F”,
“B,F,A,P,F,A”,
“F,P,B,F,A,B”
}

Heart
Movement Speed:
425

Shot Count:
1

Hesitate:
1.8 – 3.4

Spread Angle:
0 – 60

Projectile Speed:
450

Heart Height:
500

Shoot Pattern:
{
“0.6”,
“1.1”,
“0.5”,
“1.5”,
“0.7”,
“1.6”,
“0.8”,
“1.4”
}

Projectile Amount:
“3”

Expert

To be filled in at a later date

Rumor Honeybottoms

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
health = 1200f;
“Generic”, 0.78f
“Airplane”, 0.42f

State(10f
Guard / Grunts

Movement
Moving:
true

Speed:
100

Missing Platforms:
1

Grunts
Active:
true

Health:
8

Entrance Points:
“0, 1, 2, 3, 2, 1”

Speed:
320

Delay:
4

SecurityGuard
Speed:
300

Attack Delay:
1.8 – 3

Idle Time:
1

Warning Time:
2

Child Speed:
450

Child Count:
6

General
Screen Scroll Speed:
150

Movement Speed:
100

Movement Offset:
500

State(0.78f
Pattern:
Follower, Triangle, Chain

Movement
Moving:
true

Speed:
100

Missing Platforms:
1

Triangle
Count:
2

Charge Time:
2.7

Attack Time:
1.5

Intro Time:
1

Speed:
160

Rotation Speed:
50

Health:
10000

Hesitate:
3.5

Child Speed:
550

Child Delay:
1.4

Child Health:
1

Child Count:
3

Damageable:
false

Follower
Count:
2

Charge Time:
2.7

Attack Time:
1.5

Intro Time:
1

Homing Speed:
250

Homing Rotation:
1.5

Homing Time:
2.6

Health:
10000

Hesitate:
3

Child Delay:
1

Child Health:
2

Damageable:
false

Parryable:
true

Chain
Count:
6

Delay:
1.5

Time X:
0.6

Time Y:
0.06

Speed:
620

Hesitate:
1

Chain Forever:
false

General
Screen Scroll Speed:
150

Movement Speed:
100

Movement Offset:
500

State(0.42f
Pattern
Wing, Turbine

Movement
Moving:
true

Speed:
100

Missing Platforms:
1

General
Screen Scroll Speed:
150

Movement Speed:
100

Movement Offset:
500

WingSwipe
Movement Speed:
435

Attack Count Pattern:
“1, 2, 1, 1, 2, 1, 1, 2, 1, 1, 1, 2, 1, 1, 2”

Attack Duration:
0.5

Max Distance:
300

Warning Duration:
0.9

Warning Movement Speed:
345

Warning Max Distance:
400

Hesitate Range:
1.5 – 3.5

TurbineBlasters
Bullet Speed:
500

Bullet Circle Time:
1.5

Attack Direction Pattern:
“L,R,L”,
“R,L,R,L”,
“L,R”,
“L,R,L,R”,
“R,L,R”,
“R,L”

Repeat Delay:
3.3

Hesitate Range:
1 – 2

Expert

To be filled in at a later date

Captain Brineybeard

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
health = 1200
“Generic”, 0.87
“Generic”, 0.51
“Boat”, 0.22

State(10f
Pattern:
Peashot

Peashot
Start Delay:
2

End Delay:
3

Patterns:
“D:1, P:3, D:1, P:1”,
“D:1, P:2, D:1.5, P:2”,
“D:1, P:1, D:1, P:3”

Damage:
1

Speed:
550

Shot Delay:
0.65

Shot Type:
“P, P, P, R”

Barrel
Damage:
1

Move Time:
3.6

Fall Time:
0.9

Rise Time:
1

Safe Time:
3

Ground Hold:
0.8

State(0.87f
Pattern
Peashot, Shark, Peashot, Squid, Peashot, DogFish
Squid, Peashot, Shark, Peashot, DogFish, Peashot

Squid
Start Delay:
2

End Delay:
1

HP
31 – 61

Max Time:
5.5

X Pos:
-200 – -60

Opacity Add:
0.4

Opacity Add Time:
0.4

Dark Hold Time:
3.3

Dark Fade Time:
5

Blob Delay:
0.12

Blob Gravity:
1000

Blob Velocity X:
-300 – 300

Blob Velocity Y
500 – 800

Shark
Start Delay:
1

End Delay:
1

Fin Time:
2

Exit Speed:
240

Shot Exit Speed:
310

Attack Delay:
1.5

x:
50

DogFish
Start Delay:
2

End Delay:
1

Start Speed:
700

End Speed:
500

Speed Fall Off Time:
2

HP:
3

Count:
4

Next Fish Delay:
1.3 – 2

Death Speed:
400

Peashot
Start Delay:
1

End Delay:
3

Patterns:
“D:1, P:1, D:.5, P:1, D:2, P:2”,
“D:1. P:2. D:2, P:1, D:.5, P:1”

Damage:
1

Speed:
550

Shot Delay:
0.65

Shot Type:
“P, P, P, R”

Barrel
Damage:
1

Move Time:
3.6

Fall Time:
0.9

Rise Time:
1

Safe Time:
3

Ground Hold:
0.8

State(0.51
Pattern
Peashot, Shark, Peashot, Squid, Peashot, DogFish
DogFish, Peashot, Squid, Peashot, Shark, Peashot

Squid
Start Delay:
2

End Delay:
1

HP
31 – 61

Max Time:
5.5

X Pos:
-200 – -60

Opacity Add:
0.4

Opacity Add Time:
0.4

Dark Hold Time:
3.3

Dark Fade Time:
5

Blob Delay:
0.12

Blob Gravity:
1000

Blob Velocity X:
-300 – 300

Blob Velocity Y
500 – 800

Shark
Start Delay:
1

End Delay:
1

Fin Time:
2

Exit Speed:
240

Shot Exit Speed:
310

Attack Delay:
1.5

x:
50

DogFish
Start Delay:
2

End Delay:
1

Start Speed:
800

End Speed:
600

Speed Fall Off Time:
2

HP:
3

Count:
4

Next Fish Delay:
1.3 – 2

Death Speed:
400

Peashot
Start Delay:
1

End Delay:
3

Patterns:
“D:1, P:2, D:1, P:1”,
“D:1, P:1, D:1, P:2”

Damage:
1

Speed:
550

Shot Delay:
0.65

Shot Type:
“P, P, R”

Barrel
Damage:
1

Move Time:
3.6

Fall Time:
0.9

Rise Time:
1

Safe Time:
3

Ground Hold:
0.8

Cannon
Firing:
true

Damage:
1

Speed:
850

Delay Range:
3.4 – 4.5

State(0.22f
Pattern
Boat

Barrel
Damage:
1

Move Time:
3.6

Fall Time:
0.9

Rise Time:
1

Safe Time:
3

Ground Hold:
0.8

Cannon
Firing:
true

Damage:
1

Speed:
850

Delay Range:
3.4 – 4.5

Boat
Pirate Fall Delay:
3

Pirate Fall Time:
0.7

Wince Duration:
2

Attack Delay:
2

Bullet Speed:
300

Bullet Rotation Speed:
360

Bullet Delay:
0.7

Bullet Count:
3

Bullet Post Wait:
2

Beam Delay:
1

Beam Duration:
3

Beam Post Wait:
2

Expert

To be filled in at a later date

Sally Stageplay

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
health = 1400f;
“House”, 0.72
“Angel”, 0.43
“Final”, 0.14

Pattern[
{ Jump, Kiss, Teleport, Jump, Kiss, Jump, Teleport }

Jump
Jump Attack Pattern:
“1, 1, 2, 1, 2, 1, 1, 1, 2”

Jump Attack Amount Pattern:
“1, 3, 2, 3, 1, 2, 3, 2, 2, 3”

Jump Hesitate:
0 – 0.5

Jump Delay:
0.3

DiveKick
Dive Speed:
600

Dive Angle Range:
25 – 35

Dive Attack Height:
360 – 440

JumpRoll
Roll Jump Vertical Movement:
100

Roll Jump Horizontal Movement:
50 – 100

Jump Height:
200 – 300

Jump Attack Pattern:
“B”

Jump Roll Duration:
0.3

Roll Shot Delay Range:
0 – 0.3

Shuriken
Initial Movement Speed:
800

Arc One Gravity:
20

Arc One Vertical Velocity:
675

Arc One Horizontal Velocity:
175

Arc Two Gravity:
20

Arc Two Vertical Velocity:
625

Arc Two Horizontal Velocity:
125

Number of Child Spawns:
1

Projectile
Projectile Speed:
750

Ground Duration:
6

Ground Size:
2

Kiss
Heart Speed:
150

Heart Pattern Type:
“P, P”

Sine Wave Speed:
5

Sine Wave Strength:
175

Hesitate:
1

Teleport
Appear Offset Pattern:
“0,100,-100,0,200,-200,50,-200,0,150”

Falling Speed:
300 – 600

Acceleration:
5

Hesitate:
0.1

Off Screen Delay:
0.2

Saw Attack Duration:
1

General
Attack Pattern:
“L,L,M,L,T,L,M,T,L,L,M,T”,
“L,M,T,L,M,L,T,L,M,T,L,L,M,L,T”

Attack Delay Range:
1.3 – 2

Final Movement Speed:
3.5

Cupid Drop Max Y:
400

Cupid Move Speed:
80

House
PHASE 2
Jump
Jump Attack Pattern:
“1, 1, 2, 1, 1, 2, 1, 1, 1, 2”

Jump Attack Amount Pattern:
“1, 3, 2, 3, 1, 2, 2, 3, 1, 2, 3, 2”

Jump Hesitate:
0 – 0.5

Jump Delay:
0.3

DiveKick
Dive Speed:
600

Dive Angle Range:
25 – 35

Dive Attack Height:
360 – 440

JumpRoll
Roll Jump Vertical Movement:
100

Roll Jump Horizontal Movement:
50 – 100

Jump Height:
200 – 300

Jump Attack Pattern:
“B”

Jump Roll Duration:
0.3

Roll Shot Delay Range:
0 – 0.3

Shuriken
Initial Movement Speed:
800

Arc One Gravity:
20

Arc One Vertical Velocity:
675

Arc One Horizontal Velocity:
175

Arc Two Gravity:
20

Arc Two Vertical Velocity:
625

Arc Two Horizontal Velocity:
125

Number of Child Spawns:
1

Projectile
Projectile Speed:
750

Ground Duration:
6

Ground Size:
2

Kiss
Heart Speed:
150

Heart Pattern Type:
“P, P”

Sine Wave Speed:
5

Sine Wave Strength:
175

Hesitate:
1

Teleport
Appear Offset Pattern:
“0,100,-100,0,200,-200,50,-200,0,150”

Falling Speed:
300 – 600

Acceleration:
5

Hesitate:
0.1

Off Screen Delay:
0.2

Saw Attack Duration:
1

Baby
Bottle Speed:
380

Attack Delay:
1.5

HP:
20

Reappear Delay Range:
2 – 3

Position Pattern:
“1,5,4,6,2,9,3,7,8,1,7,4,6,2,9,3,5,8”,
“3,9,7,1,4,2,5,8,6,3,2,7,1,4,9,5,8,6”,
“5,6,9,3,1,7,4,2,8,5,6,9,3,8,7,4,2,1”,
“1,3,5,7,8,2,4,6,9,1,5,7,8,3,2,4,6,9”

Hesitate:
0.1

General
Attack Pattern:
“L,L,M,L,T,L,M,T,L,L,M,T”,
“L,M,T,L,M,L,T,L,M,T,L,L,M,L,T”

Attack Delay Range:
1.3 – 2

Final Movement Speed:
3.5

Cupid Drop Max Y:
400

Cupid Move Speed:
80

State(0.43f
Angel

General
Attack Pattern:
“L,L,M,L,T,L,M,T,L,L,M,T”,
“L,M,T,L,M,L,T,L,M,T,L,L,M,L,T”

Attack Delay Range:
1.3 – 2

Final Movement Speed:
3.5

Cupid Drop Max Y:
400

Cupid Move Speed:
80

Lightning
Lightning Speed:
650

Lightning Angle Pattern:
“140,190,165,150,130,180,145,165,140,175,155,160”

Lightning Direct Aim Range:
4 – 6

Lightning Shot Amount Pattern:
“3, 2, 4, 2, 3, 4, 2, 3, 4, 3, 3, 4, 4, 3”

Lightning Delay Range:
0.5 – 0.9

Lightning Spawn Pattern:
“1000,560,320,450,605,877,344,966,606,1050,1200,350,750,1100,400,844,590”

Meteor
Meteor Speed:
405

Meteor HP:
35

Hook Speed:
100

Hook Max Height:
200

Hook Reveal Exit Delay:
1

Hook Parry Exit Delay:
2

Meteor Size:
1

Meteor Position Pattern:
“1000,750,950,800,1100,850,750,900,1200,950,750,900,1150”

Tidal
Tidal Speed:
400

Tidal Size:
1.2

Tidal Hesitate:
0.1

State(0.14f

Umbrella
Initial Attack Delay:
0.5

Object Speed:
430

Object Drop Speed:
265

Object Count:
2

Object Delay:
1.35

Hesitate:
2

Homing Max Speed:
685

Homing Acceleration:
1200

Homing Bounce Ratio:
0.6

Homing Until Switch Player:
10

Roses
Fall Speed:
300 – 550

Fall Acceleration:
2

Ground Duration:
0

Position Pattern:
“100,500,200,1100,800,600,400,1000,700,100,900,300,600,1000”

Spawn Delay Range:
3 – 4.5

Player Aim Range:
4 – 7

Expert

To be filled in at a later date

Werner Werman

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
health = 2000
“BrokenCan”, 0.73
“Cat”, 0.37

State(10
Pattern
CherryBomb, Dash, Catapult, Dash, CherryBomb, Catapult, Dash, CherryBomb, Catapult, CherryBomb, Dash, CherryBomb, Catapult, Dash

CanMove
Speed:
280

Max X Position Range:
230 – 425

Stop Time:
0

Initial Hesitate:
1

CanDash
Time:
1.1

Hesitate:
0.5

Spring Velocity X:
-280 – -330
-360 – -400

Spring Velocity Y:
600 – 650
750 – 790

Spring Gravity:
900

CanCherryBomb
Patterns:
“D:0.4, P:2,D:1.3,P:2,D:0.6,P:2”,
“D:0.5,P:3,D:0.7,P:2”,
“D:0.4, P:2,D:0.6,P:2,D:1.3,P:2”,
“D:0.5,P:2,D:0.7,P:3”

Delay:
0.8

X Velocity:
-150 – -450

Y Velocity:
400 – 700

Gravity:
1000

Child Speed:
850

Hesitate:
1

CanCatapult
Patterns:
“BNGCG”,
“CGPGC”,
“PGGCN”,
“BPGGN”

Time In:
0.7

Time Out:
0.7

Pump Delay:
1

Repeat Delay:
1

Projectile Speed:
670

Angle Offset:
15

Spread Angle:
75

Count:
2

Hesitate:
1

CanRomanCandle
Count:
2 – 4

Repeat Delay:
1

Speed:
600

Rotation Speed:
4

Times Before Homing:
1

Hesitate:
1

State(0.73f,
Pattern
Flame

BrokenCanSawBlades
Pattern:
“1,6,3,2,4,5”,
“1,2,5,3,6,4”,
“3,5,1,4,6,2”,
“5,1,3,6,4,2”,
“6,3,1,5,2,4”

Entry Speed:
45

Delay Before Attack:
2.2

Delay Before Next Saw:
2.6

Speed:
280

Full Attack Time:
10 – 15

BrokenCanFlame
Attack Pattern:
“F”

Delay Before Shoot:
1

Delay After Shoot:
1.5

Shot Speed:
400

Charge Time:
1.3

Loop Time:
0.75

BrokenCanMove
Speed:
100

Max X Position Range:
20 – 50

Stop Time:
0.25

State(0.37f
Pattern
LeftClaw, RightClaw, GhostMouse, RightClaw, LeftClaw, GhostMouse, LeftClaw, RightClaw, GhostMouse

Claw
Attack Delay:
1

Move Speed:
1500

Hold Ground Time:
0.083

Leave Speed:
500

Falling Object Pattern:
“50,250,450,650,850,1050,1250”
“1200,1000,800,600,400,200,0”

Object Starting Fall Speed:
30

Object Gravity:
740

Object Spawn Delay:
0.65

Hesitate After Attack:
1

GhostMouse
Four Mice:
false

HP:
34

Jail Duration:
2

Attack Delay Range:
2.5 – 4

Attack Anticipation:
0.5

Ball Speed:
630

Split Speed:
800

Pink Ball Range:
1 – 2

Hesitate After Attack:
1

Expert

To be filled in at a later date

Dr Kahl’s Robot

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
1400 HP
“HeliHead”, 0.9f
“Inventor”, 0.8f

Phase 1

Hose
Health:
150

Warning Duration:
1.5

Beam Duration:
2

Attack Delay Range:
0.01 – 0.011

Aim Angle Parameter
90 – 170

Delay Minus:
1

ShotBot
Hatch Gate Health:
150

Shotbot Health:
7

Bullet Speed:
200

Shotbot Flight Speed:
380

Parry Bullet Count:
0 – 2

Shotbot Count:
4

Shotbot Delay:
1

Initial Spawn Delay:
1 – 2.5

Shotbot Wave Delay:
3 – 5.5

Shotbot Shoot Delay:
100

Shotbot Spawn Delay Minus:
0.4

Cannon
Attack Delay:
2.2

Spread Pattern:
{
“S300,N6,120-240”,
“S300,N5,134-226”,
“S300,N7,120-240”,
“S300,N6,125-245”,
“S300,N5,139-259”,
“S300,N7,125-245”
}

Shoot Pattern:
{
“S1,S2,S1”,
“S4,S5,S4”,
“S1,S2,S3”,
“S2,S1,S2”,
“S5,S4,S5”,
“S4,S5,S6”
}

Attack Delay Range:
3 – 5.5

Orb
Chest HP:
150

Orb HP:
9999

Orb Movement Speed:
125

Orb Initial Laser Delay:
1.2

Orb Initial Spawn Delay:
2 – 4

Orb Spawn Delay:
6.5

Orb Delay Minus:
1

Orb Shield Active:
true

Orb Initial Open Delay:
1

Arms
Attack Delay Range:
3 – 5

Attack Pattern:
“T, M”

MagnetArms
Magnet Start Delay:
1

Magnet Stay Delay:
3

Magnet Force:
-1050

TwistyArms
Warning Arms Move Amount:
210

Warning Duration:
1.3

Twisty Move Speed:
350

Twisty Arms Stay Duration:
0.5

Twisty Position Pattern:
“350, 355, 345”

Bullet Speed:
200

Shoot Twice Per Cycle:
false

BombBot
Bomb HP:
16

Initial Bomb Movement Speed:
250

Bomb Delay:
6.5

Bomb Initial Movement Duration:
1 – 2

Bomb Boss Damage:
25

Bomb Homing Speed:
325

Bomb Rotation Speed:
2.3

Bomb Life Time:
2000

Heart
Heart HP:
225

Heart Damage Change Percentage:
35

State(0.9f
HeliHead

BombBot
Bomb HP:
16

Initial Bomb Movement Speed:
250

Bomb Delay:
6.5

Bomb Initial Movement Duration:
1 – 2

Bomb Boss Damage:
25

Bomb Homing Speed:
325

Bomb Rotation Speed:
2.3

Bomb Life Time:
2000

HeliHead
Heli Head Movement Speed:
800

Off screen Delay:
0.5

Attack Delay:
0.1

Position Pattern:
“250,300,350,400,450,400,350,300”

State(0.8f
Inventor

BlueGem
Robot Rotation Speed:
656

Robot Vertical Movement Speed:
250

Bullet Speed:
150 – 500

Bullet Speed Acceleration:
30

Bullet Spawn Delay:
0.4

Bullet Sine Wave Strength:
0

Bullet Wave Speed Multiplier:
0.1

Bullet Life Time:
2.5

Spawn Point Amount:
6

Gem Wave Rotation:
false

Gem Rotation Range:
0 – 359

Type Pattern:
“R,R,R,R,R,R,R,R,R,R,R,R,P”

RedGem
Robot Rotation Speed:
1214

Robot Vertical Movement Speed:
350

Bullet Speed:
100 – 450

Bullet Speed Acceleration:
40

Bullet Spawn Delay:
0.45

Bullet Sine Wave Strength:
0

Bullet Wave Speed Multiplier:
0.1

Bullet Life Time:
2.5

Spawn Point Amount:
8

Gem Wave Rotation:
True

Gem Rotation Range:
0 – 359

Type Pattern:
“R,R,R,R,R,R,R,R,R,R,R,R,P”

Inventor
Inventor Idle Speed Multiplier:
0.5

Initial Attack Delay:
1

Attack Duration:
8 – 12

Attack Delay:
1 – 2

Gem Color Pattern:
“R, B”

Blockage Horizontal Spawn Offset:
0

Blockage Horizontal Speed:
250

Blockade Vertical Speed:
100

Blockade Group Delay:
5

Blockage Individual Delay:
4

Blockade Segment Length:
8

Blockade Group Size:
3

Expert

To be filled in at a later date

Cala Maria

Simple

To be filled in at a later date

Regular

To be edited better at a later date

Normal:
health = 2500f;
“Merdusa”, 0.55f
“Head”, 0.3f

State(10f
Pattern
{ Yell, Summon, Fish, Summon }

Yell
Pattern:
“Y1,D0.6,Y1,D0.6,Y1”

Anticipation Initial Hold:
0.5

Mouth Hold:
0.5

Spread Angle:
140 – 240

Amount:
3

Speed:
1300

Anticipation Hold:
0.25

Hesitate After Attack:
0

Summon
Hold Before Creature:
0.25

Hold After Creature:
1

Hesitate After Attack:
0

Seahorse
HP:
90

Max Speed:
700

Acceleration:
1100

Bounce Ratio:
0.7

Water Force:
435

Homing Duration:
6.2

Pufferfish
HP:
10

Float Speed:
300

Delay:
1

Spawn Duration:
8

Spawn Pattern:
“50-400-750,150-500-850,100-450-800”,
“50-750,150-650,250-550,350-450,250-550,150-650”,
“50-750-400,250-600,100-800-450,250-600”

Parry Pufferfish Spawn Range:
6 – 8

Turtle
HP:
150

Appear Position:
925 – 1100

Speed:
200

Bullet Speed:
850

Time Until Shoot:
0.9 – 1.7

Bullet Time To Explode:
0.3 – 0.55

Spread Shot Bullet Speed:
415

Explode Shot Pattern:
“350-35-80-125-180-225-260-305,D0.6,350-35-80-125-180-225-260-305,D0.6,350-35-80-125-180-225-260-305”,
“350-35-80-125-180-225-260-305,D0.7,350-35-80-125-180-225-260-305,D0.6,350-35-80-125-180-225-260-305”,
“350-35-80-125-180-225-260-305,D0.6,350-35-80-125-180-225-260-305,D0.5,350-35-80-125-180-225-260-305”

Spiral Rate:
0

Fish
Delay Before First Attack:
1

Delay Before Fly:
2.1

Flying Speed:
1000

Flying Up Speed:
300

Flying Gravity:
3200

Hesitate After Attack:
0

SpreadshotFish
Attack Delay:
0.4

Spread Variable Pattern:
“S600,N6,100-210”,
“S600,N6,110-220”,
“S600,N6,120-230”,
“S550,N6,90-200”,
“S550,N6,100-210”,
“S550,N6,110-220”

Shoot Pattern:
“S1,S2,S3”,
“S4,S5,S6”,
“S3,S2,S1”,
“S6,S5,S4”

Type Pattern:
“R,R,R,R,P,R,R,R,R,P,R,R,R,R,R,P”

HomerFish
Initial Speed:
900

Time Before Homing:
0.78

Bullet Speed:
440

Rotation Speed:
3.1

Time Before Death:
5.2

Attack Delay:
0.4

Shoot Pattern:
“S”

State(0.55f
Pattern
{ Eel, Zap }

Eel
HP:
45

Attack Amount:
0 – 0

Idle Time:
1.2 – 2.7

Appear Delay:
3 – 8

Spread Angle:
110 – 215

Bullet Amount:
5

Bullet Speed:
500

Hesitate After Attack:
0.1

Bullet Type Pattern:
“R,R,R,R,R,R,R,R,R,R,R,R,P”

Zap
Attack Time:
0.5

Hesitate After Attack:
4 – 8

Stone Time:
2.3

State(0.3f
Pattern
{ Bubble, HeadBlast, Bubble, BubbleHeadBlast, Bubble, Bubble, BubbleHeadBlast, Bubble, BubbleHeadBlast, Bubble, Bubble, BubbleHeadBlast }

Bubbles
Movement Speed:
205

Wave Speed:
3

Wave Amount:
5

HP:
1

Attack Delay Range:
1.5 – 2.3

HeadBlast
Movement Speed:
745

Attack Delay Range:
3.9 – 4.5

Coral
Coral Move Speed:
335

Yellow Dot Position Pattern:
“0,60,120”,
“-60,-120”,
“0,60”,
“60,120”,
“0,-60,-120”,
“0,-60”,
“-60,-120”

Yellow Spawn Delay Range:
3 – 4.5

Bubble Eye Wave Spawn Delay Range:
4 – 5

Expert

To be filled in at a later date

Phantom Express

Simple

To be filled in at a later date

Regular
Value ID
Blind Specter
Phase 1
Health
425
Attack Loop (s)
2
Height
60 – 220
Time X (s)
3.9 – 4.8
Time Y (s)
0.5 – 0.7
Hesitate (s)
1.4
Eye Health
3.5
Value ID
Skeleton
Phase 2
Health
325
Attack Delay (s)
0.5 – 2.5
Appear Delay (s)
2
Slap Hold Time (s)
2
Value ID
Blaze Brothers
Phase 3
Health (Each)
200
Initial Delay (s)
2
Main Delay (s)
1.25
Warning Time (s)
1
Move Time (s)
2.6
Move Distance
700
Cannon Delay (s)
3.4
Ghost Delay (s)
1
Ghost Speed
250
Ghost Animation Speed
1.35
Ghost Health
5
Skull Speed
900
Value ID
Engine
Phase 4
Health
200
Forward Time (s)
3.3
Back Time (s)
5
Door Time (s)
4.5 – 6
Tail Delay (s)
1
Max Distance
300
Min Distance
-425
Fire Delay (s)
0.45
Fire Gravity
800
Fire Velocity X
-350 – 350
Fire Velocity Y
350 – 600
Projectile Delay (s)
4.2
Projectile Up Speed
650
Projectile X Speed
750
Projectile Gravity
1000
Value ID
Pumpkins
Health
4
Boss Phase Appearance
1, 2
Speed
200
Fall Time (s)
1.5
Delay (s)
5

Expert

To be filled in at a later date

King Dice

Regular:

Non-fight Related Data

Value ID
Dice Roll
Movement Speed
1.5
Dice Start Position One X
-300
Dice Start Position One Y
1000
Dice Start Position Two X
300
Dice Start Position Two Y
50
Roll Frame Count
8
Pause When Rolled
1
Reveal Delay
2
Heart Placement
33%

Movement Speed: How fast the dice turns

Dice Start Position One/Two X / Y: Seemingly appears to refer to where the dice is centered around, one of the value sets is used for the moment when KD spawns the dice on the board, and the other is for the instances where the dice isn’t on screen.

Roll Frame Count:

Pause When Rolled:

Reveal Delay:

Heart Placement: Each of the three hearts can spawn equally in the 3 spots that make up their respective sections (1-3, 4-6, and 7-9). Hearts can’t spawn in another heart section, so the maximum spaces between two hearts will be 5 (if they are on 1 and 6 / 4 and 9) and the minimum will be 1 (if they are on 3 and 4 / 6 and 7).

King Dice Fight

Value ID
King Dice
Health
600
Card Speed
410
Card Pattern:
Set Pattern
“R, R, P, R, P, R, R, R, P, R, R, P”,
“R, R, R, P, R, P, R, R, P, R, R, P”,
“R, R, P, R, R, P, R, P, R, R, P, R”,
“R, R, R, P, R, R, P, R, R, P, R, P”,
“R, P, R, R, R, P, R, P, R, R, P, R”,
“R, R, P, R, R, R, P, R, P, R, R, P”,
“R, R, R, P, R, P, R, R, P, R, P, R”,
“R, P, R, R, P, R, P, R, R, P, R, R”,
“R, R, R, P, R, R, P, R, R, P, R, P”,
“R, P, R, R, R, P, R, P, R, R, P, R”,
“R, R, P, R, R, P, R, R, R, P, R, R”
Card Side Pattern :
Sequence Pattern
“Left (L), Right (R), L, R, L, L, R, L, R, L, R, R”
Hesitate
3
Card Delay
0.3
Expert

To be filled in at a later date

Tipsy Troop (King Dice Slot 1)

Regular:

Normal:

Value ID
Decanter
Tumbler
Martini
Olive
Health
215
215
215
8
Speed
730
~500
500
350
Attack Delay Pattern (s):
Sequence Pattern
“2.9, 3.5, 4.2, 3.4, 2.8, 4.2, 3, 3.4”
“4.6, 5, 5.4, 5.8, 4.1, 5.5, 5.6”
3.6
1
Warning Duration (s)
0.9 – 1.2
0.75
N/A
N/A
Duration (s)
N/A
0.5
N/A
N/A
Move Pattern:
Sequence Pattern*
N/A
N/A
N/A
“3, 5, 4, 3, 3, 4”
Position Pattern Y:
Sequence Pattern
N/A
N/A
N/A
“400,650,375,500”,
“600,475,550,450”
Position Pattern X:
Sequence Pattern
N/A
N/A
N/A
“0,500,700,300,725,150,500”,
“100,400,600,250,450”
Parry Pattern:
Sequence Pattern
N/A
N/A
N/A
“1, 2”
Hesitate After Shooting (s)
N/A
N/A
N/A
1
Delay Subtract Amount (s)
0.3
0.3
0.3
N/A

Decanter is the drink glass that launches alcohol into the air, and falls on the player
Tumbler is the drink glass that tips over to shoot a wave of alcohol at the player
Martini is the drink glass that summons the flying olives

Speed:
– Decanter: How fast the alcohol waterfall falls
– Tumbler: How fast the alcohol wave moves
– Martini: How fast the olive moves
– Olive: How fast the olive pit moves

Attack Delay Pattern:
– Decanter: This is the time delay between launching alcohol into the air
– Tumbler: This is the time delay between falling over
– Martini: This is the delay between launching olives, the timer pauses if there are 2 olives flying around. Once at least one of them dies, this timer will start counting
– Olive: This is the amount of time the olive will stay somewhere, before moving to it’s next position

Warning Duration
– Decanter: This is the delay between the attack going off screen, and reappearing
– Tumbler: This is how long they will hold the tipping animation, before actually falling over

Duration:
– Tumbler: How long they stay tipped over, which determines how long the alcohol wave will be (if this was a full second, the beam would be the length of the level)

Move pattern:
– Olive: How many times the olive will move, before shooting the olive pit. The first time each one spawns, it should be 1 less than the pattern they will use
*This amount is static for the entire fight, and each olive will pick which pattern to use (Its possible that both can use the 5 movement pattern).
Even if you kill the first olive that spawns, it will alternate to the second one, picking which pattern to use, and shooting 1 less than what they picked.
The pattern won’t change, unless you replay/retry the level.
A max of two olives can be on screen at once, both have an ID number, and killing them in the middle of the pattern will save how many times they already moved, to it (killing one with a 5 pattern, after moving 4 times, will mean the next time it spawns, it only has to move 1 time).
There can’t be more than one of each ID, if you maintain 2 on screen, and kill ID 1, the next one spawned will be ID 1, killing that one will respawn ID 1.
If you kill both ID 1 and ID 2, they should be respawned in the same order they died.

Position Pattern: Where each olive will fly towards, these values are picked separately. Y refers to up/down, X refers to left/right

Parry Pattern: This determines if the olive’s first full movement will have a parryable olive pit, or if it takes 2. (The initial movement doesn’t count towards this, so the parry will appear on the 2nd attack or the third. Both olives can’t pick the same pattern)

Delay Subtract Amount: This is how many seconds are subtracted from the initial attack delay
(3.6 seconds would be 0.6 seconds before the Martini spawns an olive)
(The Decanter’s 2.9 seconds doesn’t get the full effect of this, it won’t attack at -0.1 seconds)

Expert:

Chips Bettigan (King Dice Slot 2)

Regular:

Value ID
Chips Bettigan
Health
450
Initial Attack Delay (s):
3
Attack Cycle Delay (s)
2 – 3
Attack Delay (s)
1
Chip Speed
600
Spacing
1.2
1st Wave
2nd Wave
3rd Wave
Chip Attack Pattern:
Sequence Pattern
“1-2-3-4”
“1-8”
“3-4-5”
“5-6-7-8”
“5-6-7”
“1-2-3-4-5-6”
“1-2-8”
“2-3-4-5”
“8-5”
“1-8”
“3-4-5”
“6-7-8”
“5-6-7”
“1-2-7-8”
“5-6-7-8”
“2-7”
“1-2-6-7-8”
“1-2-3-4”
“1-2-8”
“7-8”
“7-6”
“1-6-7-8”
“2-3-4”
“2-3-4-5”
“1-6-7”
“3-4-5”
“1-8”
“3-4-5-6”

“3-4-5-6”


“3-4”

3-4-5″

“1-6-7”
“6-7”
“2-8”
“1-2”
“2-3-4”

Initial Attack Delay: The time before they split apart, for their first attack. (When the Wallop Text disappears, you have ~2 and 1/2 seconds left)

Attack Cycle Delay: The time between splitting apart to attack, following the initial attack.

Attack Delay: The delay between each chip group, before sending the next group across the level.

Chip Speed: It takes ~1.27 seconds for the chips to move from one side to the other.

Spacing: This should be the space between each chip during their attack

Chip Attack Pattern: This represents the order the chips will move and which ones are grouped together. I divided the groups into waves, so that its easier to see which ones will move together.


1 is the topmost chip (their head), and 8 is the bottom chip
Based on the image above, we can determine that attack instance is using the last pattern listed

Expert:

Mr. Wheezy (King Dice Slot 3)

Regular:

Normal:
health = 700f;

Cigar
Warning Delay:
1.4

Platform Width Multiplier:
1

Platform Height:
150

SpiralSmoke
Horizontal Speed:
145

Circle Speed:
2.8

Rotation Direction Pattern:
“1,1,2,1,1,2,2,2”

Attack Delay:
3.3

Attack Amount:
“0,1,0,1,1,2,0,1”

Spiral Smoke Circle Size:
160

Hesitate Before Attack Delay:
1

CigaretteGhost
Vertical Speed:
220

Horizontal Speed:
3.1

Attack Delay Pattern:
“2,2.5,2.6,2.2,2.7,2.1,2,2.5”

Horizontal Spacing:
130

Spawn Position Pattern:
“0,50,-50,0,25,-25”

Expert:

Pip and Dot (King Dice Slot 4)

Regular:

Normal:
health = 600f;

Pattern
{ BouncyBall, BouncyBall, Boomerang, BouncyBall, BouncyBall, BouncyBall, Boomerang }

Domino
Health:
500

Swing Speed:
1.3

Swing Distance:
80

Swing Position Y:
440

Floor Speed:
300

Floor Color Pattern:
“R,G,B,Y,R,R,G,B,Y,R,G,B,B,Y,R,G,G,B,Y,R,G,B,Y,Y”

Floor Tile Scale:
1

Spikes Warning Duration:
0.8

Main Pattern:
“B,B,B,S,S,B”)

BouncyBall
Speed:
575

Angle Pattern:
“70,72,68,66,68,65,70,67,65,69,66”

Up/Down Pattern:
“U,U,D,U,D,D,D,U,D,U,U,D,U,D,D”

Attack Delay:
1 – 1.5

Type Pattern:
“R,R,P,R,P,R,R,P”

Initial Attack Delay:
2

Boomerang
Speed:
350

Attack Delay:
1 – 1.5

Boomerang Type Pattern:
“R”

Initial Attack Delay:
2

Health:
20

Expert:

Hopus Pocus (King Dice Slot 5)

Regular:

Value ID
Hopus Pocus
Health
700
Pattern
Rotating Skulls (R), Card Suits (C), R, R, C, R, R, C, R, C, R, C, R, R, C, R, R, R, C, R, R, C

Value ID
Rotating Skulls
Card Suits
Pattern:
Sequence Pattern (RS)
Basic Pattern (CS)
“6, 7, 8, 1, 2, 3, 4, 5, 7, 3, 8, 5, 2, 4, 1, 6, 1, 8, 4, 7, 5, 1, 3, 6, 2, 7, 4, 1, 5, 6, 2, 3, 1”
“1-6, 5-9, 4-7, 4-8, 2-8, 1-5, 3-9, 2-9, 1-5, 3-7, 4-8, 5-9, 2-6, 4-6, 1-7, 3-9, 2-7, 1-5, 6-9, 2-8, 1-4, 5-9, 1-9, 3-7, 2-6, 1-5, 2-8”
Initial Attack Delay (s)
2
1
Hesitate (s)
1
0
Attack Delay (s)
1.5 – 2.5
2 – 2.8
Speed
175
405
Spin Speed
500
N/A
Circle Diameter
530
N/A
Position Pattern:
Basic Pattern
N/A
25, 135, 245, 355, 465, 575, 685, 795, 905
Y Offset
N/A
100

Pattern:

– Rotating Skulls: This is the order for which skull will be missing, when they stop spinning. The skull numbering starts at the top and moves clockwise.

– Card Suits: This determines where the parryable heart suit will appear. The hyphen indicates that there will be a heart in both of those locations. The numbering starts on the left side and moves right. The first time the attack gets used, the game will randomly pick between the top and bottom, following the initial use, they will alternate between them.

Expert:

Pher Lap (King Dice Slot 6)

Regular:

Value ID
Pher Lap
Mini Jockey
Health
1000
999
Speed
300
270 – 450
Delay Pattern (s):
Sequence Pattern
3
“1, 1.4, 1.6, 1, 1.8, 1.4, 1, 1, 1.5, 1.2, 1, 1.3, 1.4”,
“1, 1, 1.5, 1.5, 1.2, 1.3, 1, 1.8, 1.6, 1.4, 1.6, 1.3”
Position Pattern X:
Sequence Pattern
“100, 600, 350, 477, 100, 285, 600, 100, 550, 300, 100, 480, 600”
N/A
Position Pattern Y:
Sequence Pattern
“100, 360, 245, 160, 360, 200, 100, 345, 150, 275, 360, 100, 255, 180”
N/A
Spread Angles
“0, 45, 90, 135, 180, 225, 270, 315”
N/A
Explosion Speed
200
N/A
Explosion Time (s)
1
N/A
Pattern:
Sequence Pattern
N/A
“Regular (R), R, R, Ghost (G), R, R, R, R, G, R, R, R, R, G, R, R, R, R, R, G”,
“R, R, R, R, R, G, R, R, G, R, R, R, R, R, G, R, R, R, R, G”
Ghost Speed
N/A
600
Proximity Pattern:
Sequence Pattern
N/A
“0, 100, 50, 0, 120, 0, -50, 0, 80, -20, 0, 50”

Speed:
– Pher Lap: This is how fast the gifts will move
– Mini Jockey: This is how fast the Mini horses move across the bottom of the level

Delay: This is the delay between the gifts/jockey spawns

Position Pattern X/Y: This is the pattern for the position the gift packages will travel to
X = left/right
Y = up/down

Spread Angles: This is the positions the horseshoes spawn, it never changes so there is always 8 that spawn

Explosion Speed: How fast the horseshoes move

Explosion Time: How long of a delay from the point the gift reaches its destination, before exploding

Pattern: This is the order that the mini jockey will spawn in, the colors can vary, but the ghost is the only one that will attack the player.

Ghost Speed: How fast the ghosts will fly up

Proximity Pattern: Minimum distance the player has to be, before the ghost will fly at the player.

Expert:

Pirouletta (King Dice Slot 7)

Regular:

Normal:
health = 650f;

Pattern
Twirl, Marble

Platform
Platform Height Row:
0

Platform Width:
30

Platform Count:
4

Platform Open Duration:
2.2

Twirl
Movement Speed:
800

Move Delay Range:
0.0001

Hesitate:
1

Twirl Amount:
“4,5,3,6,4,5,4,3,4,6,4,3”,
“5,3,4,4,3,5,4,3,6,4,3,3”

Scale:
1

MarbleDrop
Speed:
990

Marble Position Pattern:
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,700,650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400,450,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350,400,450-650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400-700,650,600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400-700,450-650,500”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,750,700,450-650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350,400,450-650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,700,650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400,450,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350,400,450-650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,700,650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400-700,450,500,550”

Marble Delay:
0.27

Marble Initial Delay:
1.3

Hesitate:
2

Expert:

Mangosteen (King Dice Slot 8)

Regular:

Normal:
health = 600f;

General
Shoot Speed:
550

Shot Type Pattern:
“R,R”

Shoot Delay:
3.3

Idle Loop Amount:
2

Attack Duration:
2

PoolBalls
Side Pattern:
“L,R”

Spawn Delay:
3.8

One Ground Delay:
0.5

One Jump Vertical Speed:
2000

One Jump Horizontal Speed:
580

One Jump Gravity:
7000

Two Ground Delay:
0.7

Two Jump Vertical Speed:
2200

Two Jump Horizontal Speed:
780

Two Jump Gravity:
7000

Three Ground Delay:
0.6

Three Jump Vertical Speed:
2100

Three Jump Horizontal Speed:
680

Three Jump Gravity:
7000

Four Ground Delay:
0.4

Four Jump Vertical Speed:
2200

Four Jump Horizontal Speed:
400

Four Jump Gravity:
7000

Five Ground Delay:
0.6

Five Jump Vertical Speed:
2100

Five Jump Horizontal Speed:
800

Five Jump Gravity:
7000

Expert:

Mr. Chimes (King Dice Slot 9)

Regular:

Value ID
Mr. Chimes
Health
800
Card Initial Reveal Duration (s)
2.1
Angle Patterns
“220, 45, 125, 325, 37, 140, 305, 55, 135, 235, 40, 140”,
“215, 40, 120, 320, 36, 135, 300, 50, 130, 230, 35, 135”,
“225, 50, 130, 330, 42, 145, 310, 60, 140, 240, 44, 145”
Bounce Count
2, 4
Bounce Speed
530
Incorrect Match Speed
730
Incorrect Match Duration (s)
6
Direction Change Delay (s)
1.3
Attack Anticipation (s)
0.5
Attack Delay (s)
1.8 – 3.3
Attack Type
2
Increment Speed Increase
5
Additional Attack Angle Pattern
0
Regular Speed
500
Spread Speed
500
Spread Angle
0 – 300
Spread Bullets
6
Spiral Speed
100
Spiral Movement Rate
0.6
Music Death Timer (s)
0.4

Initial reveal duration: This is how long the cards will be revealed to the player, before they flip over.

Location
Pattern 1
Pattern 2
Pattern 3
Pattern 4
Pattern 5
Pattern 6
Row 1
1A, 3B, 2B, 3B
3B, 1B, 2B, 1B
2B, 2A, 1A, 1A
3B, 2B, 1B, 1A
3A, 2A, 3A, 1A
1B, 1A, 3B, 1B
Row 2
1B, 3A, 1B, 2A
2A, 3A, 1A, 3B
3B, 3A, 2B, 1B
2B, 3A, 1B, 2A
1A, 2B, 3B, 2A
3A, 2A, 2B, 1A
Row 3
1A, 2A, 3A, 2B
2B, 2A, 1A, 3A
1B, 3B, 2A, 3A
1A, 2A, 3A, 3B
2B, 3B, 1B, 1B
2B, 2A, 3A, 3B
Location
Pattern 7
Pattern 8
Pattern 9
Pattern 10
Pattern 11
Pattern 12
Row 1
2A, 3B, 1A, 1A
1A, 2B, 3B, 3A
3A, 2A, 1A, 2B
2A, 1A, 1B, 3B
1B, 3A, 3A, 3B
2B, 3A, 3B, 2A
Row 2
2B, 3A, 3B, 1B
3B, 1A, 1B, 2A
1A, 3B, 1B, 2A
1B, 3A, 2A, 2B
2A, 2B, 1B, 1A
2A, 2B, 1A, 1A
Row 3
1B, 3A, 2A, 2B
2A, 2B, 3A, 1B
2B, 1B, 3B, 3A
1A, 3B, 2B, 3A
3B, 1A, 2B, 2A
1B, 3B, 3A, 1B

The leftmost number in the pattern will always be the leftmost card, I divided the pattern into rows to make it easier to interpret.


This is the corresponding card to the pattern ID number:
Top Cards: 1A, 2A, 3A
Bottom Cards: 1B, 2B, 3B

Expert:

The Devil

Regular

Normal:
health = 1900f;
“GiantHead”, 0.65f
“Hands”, 0.35f
“Tears”, 0.1f

State(10f
Pattern
Head, Clap, Pitchfork, Clap, Head, Clap, Pitchfork
Head = Dragon or Spider
Clap = Goat Clap
Pitchfork = 4 Bouncing spheres, 5 Flames in a wheel, 6 Homing Flames

SplitDevilWall
XRange:
-350 – 350

Speed:
275 – 315

Hesitate After Attack (s):
2 – 2.5

SplitDevilProjectiles
Projectile Amount:
3 – 6

Delay Between Projectiles (s):
0.55 – 0.65

Projectile Speed:
586

Hesitate After Attack (s):
0.5 – 1.5

Demons
Health:
4.5

Speed:
550

Delay (s):
4.5

Clap
Delay (s):
0.1 – 0.5

Warning (s):
0.5

Speed:
0.2

Hesitate (s):
1.5

Spider
Downspeed:
805

Upspeed:
1050

Position Pattern Offset:
“-150, 50, -50, 300, -200, 50, 150, -300, 0, 100, -50, 200, 50, 0, 100, -150, 50, -250, 200, 0”

Attack Amount:
3 – 6

Entrance Delay (s):
0.3 – 0.7

Hesitate (s):
1.5

Dragon
Speed:
1

Sin Height:
300

Sin Speed:
6

Position Offset Pattern:
“0, 150, 50, 200, 0, 100, 200, 50”

Return Speed:
1600

Return Delay (s):
0.5

Hesitate (s):
1.5

Pitchfork
Pattern:
“4, 6, 5”,
“5, 4, 6, 4”,
“4, 5, 6”

Spawn Center Y:
50

Spawn Radius:
300

Dormant Duration (s):
1

PitchforkFourFlameBouncer
Angle Offset Spawn Position:
“55, 30, 35, 60, 40, 70, 20, 35, 50, 100, 200”

Initial Attack Delay (s):
1 – 1.5

Speed:
725

Bounce Amount:
6

Hesitate (s):
1.5

PitchforkFiveFlameSpinner
Angle Offset Spawn Position:
“0, 10, -10, 0, 5, -5, -20, 20, 0, 30, -30”

Rotation Speed:
85

Max Speed:
275

Acceleration:
350

Attack Duration (s):
5

Hesitate (s):
1.5

PitchforkSixFlameRing
Angle Offset Spawn Position:
“0, 10, -10, 25, 5, 30, -25, 15, 35, 20, -20”

Initial Attack Delay (s):
1 – 1.5

Attack Delay (s):
0.7

Speed:
565

Ground Duration:
0

Hesitate (s):
1.5

Firewall
Speed:
300

State(0.65
Pattern
BombEye, SkullEye, BombEye, SkullEye, BombEye, SkullEye, SkullEye, BombEye, SkullEye, SkullEye, SkullEye, BombEye, SkullEye, BombEye, SkullEye, BombEye, SkullEye, SkullEye
BombEye = Parryable Bombs
SkullEye = Axes

GiantHeadPlatforms(185f, 115f, “1,3,2,5,4,1,5,4,2,3,1,3,5,4,2”, 165f, 1f, new MinMax(2f, 3.5f), 200f, false)

Fireballs(2f, 215f, 515f, 3.5f, 220f)

BombEye(200f, 100f, 2f, 5f, 2.2f, new MinMax(6.5f, 8f))

SkullEye(0.75f, 315f, 165f, 198f, new MinMax(5f, 6.5f))

State(0.35

GiantHeadPlatforms(185f, 115f, “1,3,2,5,4,1,5,4,2,3,1,3,5,4,2”, 165f, 1f, new MinMax(2f, 3.5f), 200f, false)

Fireballs(2f, 215f, 515f, 3.5f, 220f)

Hands(42f, new MinMax(-180f, 100f), 175f, new MinMax(2.75f, 4.25f), 415f, new MinMax(1f, 2f), new MinMax(6.5f, 7.8f), “R,R,P”)

Swoopers(“0,300,600,200,800,1000,500,1100,100,900,400,700,1200”, new MinMax(3f, 4f), 5, 3.5f, new MinMax(1.8f, 2.9f), new MinMax(45f, 90f), new MinMax(1200f, 800f), 1000f, new MinMax(2f, 3f), new MinMax(6f, 8f), new MinMax(220f, 300f))

State(0.1

GiantHeadPlatforms(185f, 115f, “1,3,2,5,4,1,5,4,2,3,1,3,5,4,2”, 165f, 1f,new MinMax(2f, 3.5f), 200f, false)

Fireballs(2f, 215f, 515f, 3.5f, 220f)

Hands(42f, new MinMax(-180f, 100f), 175f, new MinMax(2.75f, 4.25f), 415f, new MinMax(1f, 2f), new MinMax(6.5f, 7.8f), “R,R,P”)

Tears(465f, 1f)

Expert

To be filled in at a later date

RNG

RNG can be used to determine specific aspects during a level, this usually means that the player can’t really predict it until it has begun. (Like which of the three attacks Djimmi use for their treasure chest attack in the first phase, or if Hilda will turn into the Gemini twins or the Sagittarius centaur).

While the game does use RNG to control specific aspects, most cases its done in a more controlled manner, which over a short period of time in the fight, players can start predicting these aspects indefinitely. Nearly all of the attacks will use RNG, but its only done the first time an that attack is used, used only to determine where they will start within a set pattern. (In fights like Ribby and Croak’s first phase, the game will use RNG to determine which one attacks first, and then alternates them until you reach phase two, retry, or replay the level).

Referring to the attack pattern itself (not the values used for aspects of that attack):

Set: The pattern will always be the same, regardless of how many times you play the level.
– Bosses with only one attack will always be a set attack pattern (I won’t bother writing them, unless multiple RNG pattern types are used)
– 100% predictable

Once: RNG is only used once, picking where to begin within a set pattern
– Each sequential time will be the next value (Sometimes alternating if there is only two options)
– Sometimes used again, after a phase/subphase transitions
– Mildly predictable, it has to be used a few times before players can determine the pattern

Pure: This is unpredictable, either because it only occurs once during a fight, or because RNG is used each time
– 100% unpredictable

Root Pack
Carrot: Once (Order of attack)

Hilda Berg: Set (Phase 1), Once (order of the attacks, while they are in unicycle form)
Transformation: Pure (2nd transformation on Regular), Set (for all other transformations)
UFO: Once (Order of appearance/type)
Toy blimps: Once (Order of appearance/type)
Final phase Star: Once (Order of appearance/type)

Cagney: Once (Where and which seeds will fall for the gattling attack, how many and the order of projectiles used in the pod hands attack, where the face attack will be used, order of their attacks that change for each subphase, regular/parry order for the fuzzy attack, and the order of the platforms the vines attack in the final phase)

Ribby and Croaks: Once (Which one will attack first, order of which punches will be parryable)
Slot Machine: Pure (which attack will be used after pulling the lever)

Baroness Von Bon Bon: Once (pattern of how many and when she throws her head)
Minibosses: Pure (Not enough minibosses to determine the pattern)
Jellybeans: Once (Order of appearance/type)
Candy Corn: Once (If they decide to move up/down when they are between the two platforms)

Beppi Bumper Car: Once (Order in which they move forwards or backwards)
Ducks: Once (Order of appearance/type)
Balloon Dogs: Once (Order of appearance/type, and which tube they span from)
Horses: Once (Order of the Green and Yellow horses)

Djimmi’s Treasure Chest: Pure
Gems: Once (Order of appearance/type)
Sphinx Cats: Once (Order of amount/type)
Swords: Once (Order of appearance/type)
Totem: Once (Order of which ones have his face)
Mummy Ghosts: Once (Where they will appear from/type)
Pyramids: Once (Order of which one attacks)

Grim Matchstick: Set, Once (some subphases have more than one attack)
Clouds: Once (where and when each one appears)
Fire and Smoke (Phase 2): Once
Flame Marchers: Pure
Three headed Grim: Once (Order of which attack is used first, which head will shoot the orb, how many orbs will be shot, and where the orb will be shot from)

Wally Warbles: Once (Which attack is used first
Minions: Once (Where they will appear from)
Final Phase: Once (If the nurses or heart attack is used first, which capsules appear, and the type of trash that appears)

Rumor Honeybottoms: Once
Missing Platforms: Pure

Captain Brineybeard: Once
Minions: Once
Ship: Once

Sally Stageplay: Once
Children: Once
Roses: Once

Werner Werman: Once (Order of the attacks, and which garbage is catapulted)
Bottle Caps: Once (attack order, both sides are independent from one another)
Cat: Once (Order of the Left/Right claw attacks, and the ghost mice)

Dr. Kahl’s Robot
Hands: Once (If the twisty arms appear first, or the magnet)
Dr Kahl’s Gems: Once (which gem is used first)
Wall: Once (Where the wall will spawn from)

Cala Maria: Once (Order of summons, ghost yell, and fish attack in phase 1, order of gaze and eel attacks in phase 2, order and delay of the orbs and gaze in the final phase, the path for the coral tunnel, and where the spiked walls appear)

Phantom Express
Skeleton: Pure (Where the head and hands appear)
Blaze Brothers: Once (Order of which side attacks)

King Dice: Once (Order of the side the hand appears at, order and type for each set of cards)

Tipsy Troop: Once (Attacking order)
Olives: Once (Which olives are parryable, each olive is independent from one another)

Chips Bettigan: Once (Order of which chips will move)

Mr Wheezy: Once (Order of the amount of fireballs, before moving to the other side)

Pip and Dot: Once (Order of attacks)

Hopus Pocus: Once (Order of the attacks, where the heart card suit appears, which spot is empty for the rotating skulls)
RNG (If the card suits appear at the top of the screen, or the bottom)

Pher Lap: Once (Where the present stops, which horseshoe is parryable)
Mini Jockey: Once (Order of appearance)

Pirouletta: Once (Order of attack)

Mangosteen
Chalk Minions: Once (If they appear on the left or right side)

Mr Chimes
Cards: Once (Location for each card’s match)

The Devil: Once (Order of attacks, where the spider head falls from, which pitchfork attack is used, where the pitchfork’s bouncing orbs move)
Phase 2 Devil: Once (Order of attacks)
RNG (Which side the dragon form appears)
Minions: Once (Where they appear)

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