Levelhead

Levelhead

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Levelhead Tech List
By PureKnix
A list of all the awesome tech found in Levelhead.
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The Big Bad List
Welcome to the big bad list of Levelhead techniques! This is an ongoing list. Within a category, techniques are organized roughly from easiest to most difficult to perform with some grouping for like techniques. Happy learning!

The main and more frequently updated list is here:
Google Docs Tech List[docs.google.com]
GR-18
Just GR-18 doing his things.

Sprint Jump
While GR-18 is sprinting, jumps gain 1 extra tile of height. This allows GR-18 to reach a total of 5 tiles high.

Sprint Direction Change
(Fun Names, Alternate Names)
Normally when GR-18 changes lateral direction changes, sprint is lost. However, changing directions while in mid-air preserves the sprint. While sprinting, jump and move in the opposite direction of the current run direction to preserve sprint in the opposite direction.

Retro Go-Go
(7 Makes 8, Impossible Sprint)
Normally a sprint requires 8 tiles to activate. If you land just on the edge of a 7 length tileset GR-18 can gain sprint by the end. This is especially useful if you’re on a 7 tile length and gain this by jumping off and looping back on.

Tech demo level : s164p25 | "An Impossible Sprint Jump" by RetrophileTV @d29oze [lvlhd.co]
Entry Credit : Sleepy Doof[www.bscotch.net] ,Tim Conceivable[www.bscotch.net]
Package
The box, the tool, the goal!

Stiff Arm
(Package Bop)

Throw the package at enemies like a bully! Pushing them away or into the pit! This also breaks enemy attack actions, like a Swoopadoop’s swoop or a Flipwip’s tongue-out.
Entry Credit : Intuition!?[www.bscotch.net]

Jem Fishing
Throw the package at a jem to collect it. Combine this with various jumps to collect out of reach jems. Since the package can pass through objects that kill GR-18, jem fishing can also be used to grab jems behind hazards like Burny Whirlers. Similarly, the package can be used to grab jems that would be disabled by an eye switch. Since the package respawns, it can also be tossed at a jem and into the void to be picked up again at the spawn.

Package Jump
GR-18 can stand on the Package or a Throw Block and jump from it to reach 1 tile higher (5 total). The crate or package can also be picked up with a down grab immediately after jumping to bring it with GR-18.

Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Tech demo level : 2pz4zwb | "Learn To Package Jump" by Alpaca Raider @d8q4p5 [lvlhd.co]

Package Jump Panic
(PJP)
While the package is on a Spikeatron, GR-18 can safely stand on the package. Starting from that state, perform a Package Jump then throw the package down at the end of the jump. GR-18 can navigate a floor of Spikeatrons by repeating this technique. This also works with a Throw Block.

Tech demo level : 2njlkjk | "Package Jump Panic" by BscotchSeth @bscotch101[lvlhd.co]

Super Jump
Throw the Package upwards. While the package is in the air, press jump to leave the ground and press jump again just as GR-18’s feet pass the top of the Package. This allows GR-18 to reach a height of 9 tiles. Immediately after the jump off the Package, perform a down grab to take the package with GR-18. This can also be performed with a Throw Block.

Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan

Package Pounce
(Improbable Package Hop)
Throw the package down on an enemy and then perform a mid-air package jump. This allows GR-18 to traverse rows of cromblers or ‘bounce’ off a single crombler.

Tech demo level : cmld827 | "Improbable Package Hop" by Steek Hutsy @4w6xwp[lvlhd.co]
Tech demo video : Forward From - Trust Tower by Intuition?!
Entry Credit : Intuition!?[www.bscotch.net]

Package Hop
The Package Hop is a fast paced Package Jump Panic that allows for slipping under a clearance of 2 tiles high.

Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Entry Credit : Flan[www.bscotch.net]

Ceiling Slip
(Ceiling Sleep)
A 3 high and 2 wide Spiketron with a 1 ceiling gap above can be cleared by throwing the package down while traversing over it.

Tech demo level : mfj4ctj | "Ceiling Slip Tutorial" by SleepyDoof @zchv6z [lvlhd.co]
Tech demo video : Sleepy Slipping the Ceiling - SleepyDoof[cdn.discordapp.com]
Entry Credit : Sleepy Doof[www.bscotch.net]

Long Package Throw
When standing just under the edge of a ceiling and making a throw, the package is thrown an extended distance.

Super Wall Jump
Sometimes, a normal Super Jump won't help GR-18 ascend high enough because of some Obstacle! So why not be creative and use the Wall to help to reach the peak?! Sprint jump near a wall, throw the package against the wall while ascending, then jump again on the package after the package bounces off the wall.

Tech demo video : Super Wall Jump - Intuition
Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Entry Credit : Intuition!?[www.bscotch.net]

Super Ceiling Jump
No Ground but got a Ceiling to work with? Fear not! With this awesome Technique GR-18 will climb even the worst Cliffs! As GR-18 approaches a ceiling from a jump, toss the package upwards, quickly turn back to line up with the rebounding package, then jump again on the package after the package bounces off the ceiling.

Tech demo level : 8127mmq | "Ceiling Super Jump" by HighChair @nvb68d[lvlhd.co]
Tech demo video : Super Ceiling Jump - Intuition
Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Entry Credit : Intuition!?[www.bscotch.net]

Double Super Jump
With the use of a package and a crate (or two crates), GR-18 can Super Jump twice. Toss the first crate and immediately pick up the second crate. Toss the second crate just before super jumping off the first.

Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Entry Credit : Flan[www.bscotch.net]

ISJ2.0
(Infinite Super Jump 2, Flantastic Flight, ISJ 2: Back from the Dead)
The Double Super Jump technique can be chained by grabbing the jumped off packages. This allows for infinite vertical or diagonal distances.

Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Entry Credit : Clumsy Jeff[www.bscotch.net], The Fallen Legend[www.bscotch.net]
Tiptow
Climb, hang and slide to coolness.

Tiptow Slide-Up
(Tow Slide)
When contacting a wall with vertical momentum from a jump, hold jump to retain that momentum up against the wall. This allows slipping past 1 tile width gaps by pressing against the wall. This technique does not seem to work from non-jumping momentum sources (e.g. Sky Wigglers). From a regular jump this technique can be used between walls to bypass a 3 high spiketron wall.

Tech demo level : jvp1p6s | "Tiptow Slide Up" by PureKnickers @ref0kg[lvlhd.co]

Bush Sliding
(Bush slide)
After contacting a wall and beginning the slide animation, use tiptow’s special ability to turn into a bush while still sliding on the wall. Tech will not work if GR-18 turns into a bush before sliding.

Tech demo video : Steek Hutsy[giphy.com]
Entry Credit : Steek Hutsy[www.bscotch.net]
Waylay
Charge, bash and glare to victory.

Bullet Stopper
The Waylay charge can destroy bullets, even when they would normally have priority over GR-18.

Traversal Charge
Charging along the ground prevents GR-18 from contacting hazards on the same level. GR-18 still needs to finish the charge on a standable block.

Tech demo level : jsgn9tc | "Rough Waylay Tutorial!" by Intuition @g3204t [lvlhd.co](first challenge)

Sprint Dash
Charging while sprinting increases the Waylay ground charge distance to allow clearance of 12 tiles.

Bounceless Smash
GR-18 will NOT rebound up and backwards if you smash into a wall/brick/bristle block that is 6 (5.5) tiles away when making a ground charge!

Tech demo level : jsgn9tc | "Rough Waylay Tutorial!" by Intuition @g3204t[lvlhd.co] (second challenge)

Waylay Nullifier Blast
Air charging through a power-up purge gate or new power-up causes cancels the Waylay charge, but keeps the momentum. The result is a huge maintaining of speed and jump distance without the slowdown of the Waylay charge deceleration. (needed : jump distance/height)

Tech demo video : Steek Hutsy[giphy.com]
Entry Credit : Steek Hutsy[www.bscotch.net]

Waylay Fade-away
Perform a diagonal ariel charge into a wall. GR-18 will bounce back up to 3 tiles from the contact point. This can be used to access gaps up to 9 tiles high.

Waylay Speed Jump
(Coyote Charge Jump)
Charging and then jumping from just over the edge allows GR-18 to make a lengthy jump. (needed : jump distance/height)

Tech demo level : lvn0dcp | "Waylay Speed Jump Test" by SleepyDoof @zchv6z[lvlhd.co]

Floating Rebound
(Waylay Coyote-Punch)
Stand beside a wall, dash into it and press jump as GR-18 rises from the rebound. GR-18 will perform a coyote jump off the rebound. Even though you "stood" beside the wall, GR-18 can jump as high as if you were sprinting (5 tiles)! This can be performed from afar, however a closer start makes the jump timing easier.

Tech demo level : jsgn9tc | "Rough Waylay Tutorial!" by Intuition @g3204t[lvlhd.co] (second last challenge)
Tech demo video : Levelhead Coyote Punch by Intuition
Entry Credit : Intuition!?[www.bscotch.net]

Waylay Walljump
GR-18 can make a frame perfect jump when charging into a wall that’s at most 3 tiles (run-dash) or 9 tiles (sprint dash) away. Charge into a wall and press jump just as GR-18 touches the wall.

Tech demo level : 5vpm0jn | "Wall Jump!" by Intuition @g3204t[lvlhd.co]
Tech demo video : Intuition - Waylay Walljump
Entry Credit : Intuition!?[www.bscotch.net]
Zipper
Zip, zap, zoop

Zip-Up
Zipping preserves any vertical momentum, allowing GR-18 to reach platforms above the final zip height. This applies to momentum from jumping, bombs, wigglers or any vertical momentum.

Tech Demo Video : Levelhead Zip-Up Example - TripleB36 (jumping)
Tech Demo Video : Levelhead Zip-Up Example Extended - TripleB36 (from movement devices)
Entry Credit : TripleB36[www.bscotch.net]

Standing Zip-Up
A Zip-Up can be performed from a standing position by jumping and zipping simultaneously. This allows GR-18 to zip from a spot with no clearance and still reach regular jump height after the zip.

Tech Demo Video : Levelhead Zip-Up Example - TripleB36
Entry Credit : TripleB36[www.bscotch.net]


Zipper Squeeze-In
Zipper’s teleport can get you into spaces you might not expect, such as between spiketrons and cromblers

Tech Demo Level: qps2ml3 | "Zipper Spiketron Box" by That Guy @34g48f [lvlhd.co]
Entry Credit : Sleepy Doof[www.bscotch.net]

Death Zip
If a zip is buffered during a respawn at a Budd-E the following zip can be shortened around spiketrons. The zip will treat spiketrons like walls due to being invincible. A jump can also be buffered with the Blip Zip.

Tech demo level : bxpkftx | "The Short Zipper" by PureKnickers @ref0kg [lvlhd.co]
Items
Things, stuff, and throwables.

Kick Boost
While in the air, throw any item downwards. This provides GR-18 with an extra tile of height.

Tech demo video : Levelhead Item Hopping Example - TripleB36 (Opening section)
Entry Credit : TripleB36[www.bscotch.net]

Item Hop
Item hopping allows GR-18 to traverse a row of Spiketrons using throwable items. While holding down and a lateral direction, repeatedly press grab. GR-18 will alternate throwing the item down and picking the item up. The kick boost from throwing the item down prevents GR-18 from touching the ground. This tech can be done with any item that rolls.

Tech demo level : 3jq0l84 | "Vacsteak Hop" by tripleB36 @1nv7rl[lvlhd.co]
Tech demo video : Levelhead Item Hopping Example - TripleB36
Entry Credit : TripleB36[www.bscotch.net]
Bomb
Kaboom!

Bomb Jump
By standing on the same tile as exploding bomb, GR-18 launches 12 tiles into the air.

Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Entry Credit : Flan[www.bscotch.net]

Extended Bomb Jump
By standing on the same tile as exploding bomb and holding jump as the bomb explodes, GR-18 launches 23 tiles into the air.

Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Entry Credit : Flan[www.bscotch.net]

Bomb Jump Momentum Cancel
GR-18 can cancel the momentum from a bomb jump. I don’t know how, but Flan will reveal his secret eventually.

Tech demo video : Levelhead - Glossary of Advanced Techniques - Flan
Entry Credit : Flan[www.bscotch.net]
Bumper
Lose control accurately.

Bumper Jump
While sprinting, jump as you hit the bumper. GR-18 will launch about 16 tiles upwards.

Tech demo level : d0q9w69 | "Bumper Jump Lesson" by BscotchKarl @bscotch042[www.bscotch.net]

Entry Credit : BscotchKarl[www.bscotch.net]


Flyblock
Flying for robots without wings or jetpacks.

Flyboost
Flyblocks transfer their momentum to GR-18’s jump, providing higher and further jumps. Jumps can reach a height of 8.

Tech demo level : 0m4xh00 | "Moment Uh Jump Lesson" by BscotchKarl @bscotch042[levelhead.io]
Entry Credit : BScotchKarl[www.bscotch.net]
Sky Wiggler
Wiggle through the molecules.

Wiggle Walk
Hold down while on a wiggler to descend down the wiggler. Once stable on the wiggler, hold down-right or down-left to walk along the wiggler.

Basic Wiggler Launch
Hold down on a sky wiggler until GR-18’s feet are touching the wiggler, then release. The wiggler will launch GR-18 8 tiles upwards.

Tech demo level : 1ptzc9k | "No Down Sky Wiggler Jump" by PureKnickers @ref0kg[lvlhd.co]

Wiggler Jump Launch
Hold down on a sky wiggler until GR-18’s feet are touching the wiggler and then press jump to launch GR-18 14 tiles upwards.

Tech demo level : 1ptzc9k | "No Down Sky Wiggler Jump" by PureKnickers @ref0kg[lvlhd.co]

Wiggler Toe Touch Launch
Hold down on a sky wiggler until GR-18’s feet almost touch the wiggler, let go of all directions while pressing jump to launch GR-18 17 tiles upwards. The technique was successful if the jump sound and animation do not play.

Tech demo level : 1ptzc9k | "No Down Sky Wiggler Jump" by PureKnickers @ref0kg[lvlhd.co]

Stable Drift
Without vertical momentum, enter a series of wigglers about 4 tiles above the wigglers to traverse the wigglers with minimal vertical movement. Entering at the peak of GR-18’s normal jump works for this tech.

Tech demo level : g0p15t4 | "Leap With The Sky Wiggler" by Spekio @3719xx[lvlhd.co] (after the 3rd checkpoint)
Prize Blocks
Invisible Prizeblock Jump
(Secret Keeper Jump)
GR-18 can buffer his jump off Invisible Upside-Down Prizeblocks so that they stay invisible and unused!

Tech demo level : ztjjfl1 | "Prize Block?" by JewCraft42 @b9xpnn[lvlhd.co]
Tech demo video : Levelhead - ??? Jump - Intuition
Entry Credit : Intuition!?
Powered Gate
Powered by GR-18

Closing Gate Jump
If a door closes on GR-18 and he is inside of the block, but only enough to be pushed out and not crushed, he can perform another jump off of the gate itself. A full jump can be made from the top of the gate, adding 2 tiles to whichever jump you can perform off the gate.

Tech Demo Level: b7r0ws7 | "Powered Gate Flingo" by Toxin King @b2p7k7[lvlhd.co]
Entry Credit : Sleepy Doof[www.bscotch.net]
Spiketrons
One-toe Ledging
(Ledge Jumping)
Using the properties of the circular hazard hitbox, it is possible to stand GR-18 on the very edge of a solid block that has a Spiketron above it. This also applies to Spike Traps and Whizblades. This does not apply to 1x scale Cromblers (confirmation needed).

Tech Demo Level : j00xml0 | "The Tree Of Legend" by RetrophileTV @d29oze[lvlhd.co]
Entry Credit : Sleepy Doof[www.bscotch.net]
Enemies
Kill Jump
When destroying an enemy by landing on it, hold the jump button. GR-18 will ascend 4 tiles above the top of the enemy.

Kill Launch
When destroying an enemy by landing on it, press the jump button immediately after destroying the enemy. GR-18 will ascend 5 tiles above the top of the enemy.
Blopfush
Mostly harmless floaties.

Flying Waylay

When holding a Blopsack with Waylay, GR-18 can ascend infinitely by using the aerial charge.

Tech Demo Video : Intuition
Tech Demo Level : zz0w31r | "Waylay Can Fly" by Steek Hutsy @4w6xwp[levelhead.io]

Entry Credit : Beekie Boppaboop[www.bscotch.net]
Popjaw
Telechompers

Popjump
(Popjaw Pop)
GR-18 usually ‘pops’ up 1 tile after a medallion teleport. This can be increased to a height of 5 by pressing jump just as the teleportation activates.

Tech demo video : Levelhead Popjaw Pop Example - TripleB36

Entry Credit : TripleB36[www.bscotch.net]
R.I.P.
Sometimes updates make tech obsolete or impossible. Here lies old tech. Many of the levels will still work since mechanic updates are often not retroactive to published levels.

Toe Slide Assisted Waylay Fade-away
Jumping straight up off of a toe slider followed by an ariel charge into a wall causes the rebound to extend 5 tiles away from the wall. Does not seem to be affected by toe slider speed.

Tech demo level : jsgn9tc | "Rough Waylay Tutorial!" by Intuition @g3204t[lvlhd.co] (challenge after the 3rd checkpoint)

^Patch 0.9.8^
You no longer decelerate if you are pressing a direction key that is the same direction as your inherited Xspeed from a treadmill or a platform. You will only decelerate the inherited speed if you push *against* it.

Quirky Lizumi Restart
(Lizumi quirky behavior)
Lizumi usually always starts walking to the left. However, if GR-18 stands on the right side of any Lizumi and you pause the game. You'll notice that it "turns" towards GR-18. "Restart" the level now. The Lizumi that's supposed to walk to the left after "starting" the level - will now be going to the right! The same applies to reaching the Goal & restarting from there!

Tech demo level : s0kckqq | "Impossible!?!" by Intuition @g3204t [lvlhd.co]
Tech demo video : Quirky Behaviour by Intuition
Entry Credit : Intuition!?[www.bscotch.net]

^Patch 0.14.?^
Enemies would sometimes start facing different directions depending on whether you restarted the level or were starting for the first time. This has been fixed, but will only be applied to levels published during or after this version.
5 Comments
PureKnix  [author] 21 Nov, 2024 @ 9:25pm 
@your mother
Nice find :D This tech list is a bit old. I HIGHLY recommend joining the offiicial Butterscoth Discord. Lots of tech to discuss and share!
✪dumbass 18 Nov, 2024 @ 9:41am 
i found out that if you get launched by something as gr 18 and spam jump you'll keep all of your momentum (alot like bunnyhopping)
Mable 25 Jul, 2020 @ 2:50pm 
Love how detailed the guide is, it's a shame that some of the gifs and vids don't work, it's so much easier to see how the tech is done properly rather than being forced to do it when you've never seen it before
Monopanda 30 Apr, 2020 @ 1:52pm 
Since you did miss it i think: You can jump up from a crate, pick up the crate and then throw it down to gain another one tile height boost :)
WaddlesTNT 22 Oct, 2019 @ 12:06pm 
when enemies spawn from prize or brittle blocks they face the side that gr hit them from