Sundown Sprint

Dusky carries a lantern home as the sun goes down, across 11 worlds and 44 levels. Real-time light and layered hills sit on top of frame-exact NES movement physics.

Controls

←→
Walk (or A / D)
ZSpace
Jump. Hold for height. Tap to swim
XShift
Run · tap to throw an ember (with the fire blossom)
SC
Fire: hold to keep throwing embers
Enter
Start and pause
Esc
Pause, then back to level select
F
Full screen
M H G
Music, physics readout, assists

Gamepads work. Stomp mossbugs, duskmoths and pebblesnails (kick the shell!). Avoid thornlings. The ember crate makes Dusky glow: bricks shatter and one hit is forgiven. Hit another ember crate while glowing for the fire blossom, then tap Run to throw a bouncing ember, or hold Fire (S, a gamepad shoulder button, or ✹ on touch) to keep throwing, up to five at a time. Four embers cost a boss one heart.

Test mode

  • Every level unlocked in the level select, and a jump-to menu next to the buttons.
  • Infinite lanterns. Dying restarts the level. Progress isn’t saved.
  • Keys in game: [ ] previous and next level, R restart.
  • Links: ?test turns it on, ?level=2-3 starts a level straight away.
  • Watch the bot: the button, V on the level select, or ?watch=2-1. It plays through every built level from there. Esc stops.

Modern feel, classic core

  • Coyote time. 6 frames to jump after running off a ledge.
  • Jump buffer. A press up to 6 frames before landing still counts.
  • Hit-stop and shake. Stomps freeze for 4 frames. Bricks jolt the camera.
  • Look-ahead camera. Leads your facing and speed, and lets you backtrack.
  • Squash and stretch. Visual only. Hitboxes never change.

Turn assists off for the strict 1985 rules. Acceleration, gravity and jump tables are the same either way.

Physics table

ConstantHexpx / frame

Units are 1/4096 px. Positions are integers and the sim ticks at a fixed 60 Hz regardless of display refresh.