Uploaded September 2022 | Updated September 2026, 1 week ago
Bumped into this by complete accident the other day. Haven't found practical uses for it though. I spent a long time experimenting with the bug in various locations, but it's still likely I missed things.
As is stated in the video, it only works on west ascending staircases. East ascending staircases, downward staircases are impossible due to different trigger positioning.
"True" downward staircases are surprisingly rare, as after a while, most downward staircases start using a generic screen fade instead. To elaborate, note the difference in transitions on the downward staircase at 0:45 and the downward staircase at 1:15. The 0:45 variant is the rare one.
Feel free to stop reading now. The rest is part speculation, part experimentation.
*The Push*
The way the game deals with handrail pushing is slightly different, causing a very minor collision misalignment. This is what allows your character move a single pixel deeper into the north handrail than you normally could.
*The Sidesteps*
It takes one extra frame for the character to update their angle after receiving movement input, if you trigger the staircase sequence on the first frame, the game doesn't update the angle.
*The Combo*
Combining these two small oddities, you miss the trigger by a hair's breadth. Missing the trigger requires you to be misaligned by 18 pixels. Facing north while going up the stairs is 17 pixels' worth of misalignment, and the push provides the final necessary pixel.
*Limitations*
Why can't you do this with other staircases? Well, you would need two additional pixels of misalignment to miss the east trigger. This, however, is impossible, as two more pixels of misalignment would move you too far from the staircase to activate the sequence. Hypothetically, if you were to gain these two pixels *during* the stair sequence, you would miss the east trigger. Downward staircases require 5px extra for west descending, 4px extra for east descending -- also very impossible. There are some unique staircases on the Goddess' island which would require horizontal misalignment.
All the pixel stuff comes from crude hex manipulation. I also spent way too much time doing this.
Battles will not trigger, even if you were to move right over one. In certain (largely impossible) instances, you might regain control of your character, but you will only be able to walk in a very small rectangular radius, unable to do anything else.
Chapters
0:00 Explanation
0:24 Second example
0:41 Third example
0:58 Fourth example
Bumped into this by complete accident the other day. Haven't found practical uses for it though. I spent a long time experimenting with the bug in various locations, but it's still likely I missed things.
As is stated in the video, it only works on west ascending staircases. East ascending staircases, downward staircases are impossible due to different trigger positioning.
"True" downward staircases are surprisingly rare, as after a while, most downward staircases start using a generic screen fade instead. To elaborate, note the difference in transitions on the downward staircase at 0:45 and the downward staircase at 1:15. The 0:45 variant is the rare one.
Feel free to stop reading now. The rest is part speculation, part experimentation.
*The Push*
The way the game deals with handrail pushing is slightly different, causing a very minor collision misalignment. This is what allows your character move a single pixel deeper into the north handrail than you normally could.
*The Sidesteps*
It takes one extra frame for the character to update their angle after receiving movement input, if you trigger the staircase sequence on the first frame, the game doesn't update the angle.
*The Combo*
Combining these two small oddities, you miss the trigger by a hair's breadth. Missing the trigger requires you to be misaligned by 18 pixels. Facing north while going up the stairs is 17 pixels' worth of misalignment, and the push provides the final necessary pixel.
*Limitations*
Why can't you do this with other staircases? Well, you would need two additional pixels of misalignment to miss the east trigger. This, however, is impossible, as two more pixels of misalignment would move you too far from the staircase to activate the sequence. Hypothetically, if you were to gain these two pixels *during* the stair sequence, you would miss the east trigger. Downward staircases require 5px extra for west descending, 4px extra for east descending -- also very impossible. There are some unique staircases on the Goddess' island which would require horizontal misalignment.
All the pixel stuff comes from crude hex manipulation. I also spent way too much time doing this.
Battles will not trigger, even if you were to move right over one. In certain (largely impossible) instances, you might regain control of your character, but you will only be able to walk in a very small rectangular radius, unable to do anything else.
Chapters
0:00 Explanation
0:24 Second example
0:41 Third example
0:58 Fourth example

![Castlevania: Circle of the Moon [Advance Collection] - Vampire Killer Playthrough (*Archive)
*NOTE: This is an unedited archive of a live no-commentary playthrough originally streamed on Twitch (https://www.twitch.tv/bippoernesti), which means there may be deaths, restarts or intermissions/interruptions.
For the viewers sake, I have implemented chapters that skip the grind portions, hopefully to ease anyone who wants to watch it.
Ive been wanting to do this for years, but Im no Gladstone Gander so I knew the farming was going to eat up a lot of time. The farming alone totals almost an hour. In hindsight, since I lucked out on the Strength Ring, farming the Intelligence Ring was unnecessary, and the time saved by using the Double Hearts from Venus + Manticore was probably more than undone by the time spent farming for Manticore, which I only wanted for that purpose.
The stream title became accidentally funnier when I figured out secula is an actual word and it measures time sort of. Its the plural form of seculum/saeculum, which apparently means a length of time roughly equal to the potential lifetime of a human being or, equivalently, the complete renewal of a human population, which is perfect.
The couple times the Advance Collection menu popped up was when my PS4 controller disconnected, which is happening annoyingly often. The D-pad has gotten pretty bad, registering Up inputs when my thumb is nowhere near the upper half of the D-pad, so I was throwing some unnecessary subweapons around.
Stream Date: 2023-02-21
Stream Title: Gimme a secula, Dracula, I need some cards first
Live Notification: Spawncamping the Count.
Stream Description: Normal (Vampire Killer) Circle of the Moon playthrough. There will be some farming in a couple spots for some items/cards and its all up to luck on how long each will take. As for the DSS bug, Ill probably do it at least once just to show it off, but I shouldnt need it otherwise.
This is on the Advance Collection, so if the menu pops up, my controller probably disconnected. Freezing might happen too.
Barring any unexpected interruptions, bad luck or colossal blunders, I would estimate the stream to be about 4-5 hours.
0:00:00 Game
0:07:50 Grind Chapter: Earth Demon - Serpent (C)
0:10:50 Game
0:23:05 Grind Chapter: Slime - Venus (C), Axe Armor - Mandragora (C)
0:27:30 Game
0:45:38 Grind Chapter: Zombie Thief - Luck Ring
0:48:15 Game
0:50:31 Grind Chapter: Heat Shade - Jupiter (C)
0:50:46 Game
0:59:30 Grind Chapter: Thunder Demon - Manticore (C)
1:06:08 Game
1:15:38 Grind Chapter: Evil Hand - Intelligence Ring
1:23:30 Game
1:36:23 Grind Chapter: Were-Panther - Thunderbird (C)
1:48:38 Game
1:59:07 Grind Chapter: Poison Armor - Rainbow Robe
2:07:10 Game
2:18:19 Grind Chapter: Scary Candle - Uranus (C)
2:22:25 Game
2:26:41 Grind Chapter: Arch Demon - Apollo (C)
2:28:30 Game
2:53:27 Grind Chapter: Ice Armor - Neptune (C)
2:57:06 Game
3:44:50 Mini-Grind Chapter: Alraune - Sage Robe (Gave Up)
3:46:42 Game
3:59:42 Final Boss & Ending
4:09:15 Title & Attract Mode Castlevania: Circle of the Moon [Advance Collection] - Vampire Killer Playthrough (*Archive)](https://i.ytimg.com/vi/w3VNr-RN_2M/mqdefault.jpg)








