Pulse_Gym_RetentionGym=
Retention Tech Gym

Pulse_Gym=
Retention

poem_Pulse_Gym_RetentionGym_A=
Retainer

pulse_retention_cgname=
Cornerglide

pulse_retention_gbrname=
Green Booster Retention

pulse_retention_rbrname=
Red Booster Retention

pulse_retention_ddname=
Dashless Dash

pulse_retention_ldrname=
Launch Dash Redirect

pulse_retention_srname=
Speed Reversal

pulse_retention_cdname=
Coyote Hyper

pulse_retention_glsrname=
Grounded Launch State Retention

pulse_retention_lsbname=
Lavender Speed Boost

pulse_retention_pbrname=
Purple Booster Retention

pulse_retention_luname=
Lavender Ungrab

pulse_retention_bbsname=
Blue Booster Stacking

pulse_retention_bbcname=
Boost Bumper Cancellation

pulse_retention_borname=
Badeline Orb Retention

pulse_retention_lbrname=
Lavender Booster Retention

pulse_retention_bdcname=
Booster Dash Cancel

pulse_retention_pabrname=
Patient Booster Retention

pulse_retention_pbcadbrname=
Patient Booster Clip

Dream Booster Retention

pulse_retention_hbrname=
Held Booster Retention

pulse_retention_bbuname=
Boosting Booster Ungrab

pulse_retention_ebrname=
Energy Booster Retention

pulse_retention_ebgbname=
Energy Booster Gravity Boost

pulse_retention_bcdbname=
Booster Cloning: Dream Booster

pulse_retention_wbrname=
Wormhole Booster Retention

pulse_retention_fbcbname=
Freeze Booster Corner Boost

pulse_retention_bcfbname=
Booster Cloning: Freeze Booster

pulse_retention_dgname=
Doornerglide

pulse_retention_ebddname=
Energy Booster Double Dash

pulse_retention_fobrname=
Follow Booster Redirect

pulse_retention_fbdname=
Follow Booster Delay

pulse_retention_cbrname=
Countdown Booster Reuse

pulse_retention_sbcname=
Spiral Booster Clip

pulse_retention_hmname=
Hitbox Manipulation

pulse_retention_icdname=
Item Crystal Displacement

pulse_retention_zbrname=
Zip Booster Retention

pulse_retention_sbmname=
Swap Booster Manipulation

pulse_retention_bcsbname=
Booster Cloning: Segment Booster

pulse_retention_bccbname=
Booster Cloning: Curved Booster

pulse_retention_bcspbname=
Booster Cloning: Spiral Booster

pulse_retention_chcrname=
Climbhop Cancel Retention

pulse_retention_bchbazbcname=
Booster Cloning: Held Booster

Zip Booster Clip

pulse_retention_dsrname=
Dash Speed Retention

pulse_retention_pabtname=
Patient Booster Teleportation

pulse_retention_ncname=
Necromancy

pulse_retention_cornerglide=
This is a cornerglide, the most basic form of retention, and what a decent amount of retention revolves around.
These are much easier when a booster is used, but in this case, its good to tutorialize the cornerglide itself.
This setup requires a full height jump into a wavedash, then buffer an upright demo, and you should glide right through that gap.
It should be noted that most other retention setups in this map are done via an extended hyper into an upright demo. A wavedash is just easier for boosterless cornerglides.
In case you didn't know, the red field here prevents you from dashing when you're in it. It'll be used a lot for enforcement later on.

pulse_retention_green_booster_retention1=
This is green booster retention, the retention that you'll see and use the most in maps with retention. 
This is done by preforming a cornerglide under the green booster, going straight through the green booster. 
You can then dash and keep the speed you had from the cornerglide.
A common misconception about retention is that it happens because you go under the booster. 
What really causes retention is the act of cornergliding itself, which can make certain things possible, which you'll see later on.

pulse_retention_green_booster_retention2=
Here, the speed you retain is used to do an ultra out of the booster.

pulse_retention_red_booster_retention=
This is red booster retention, which is much less versatile than other forms of retention, but still has its uses. 
Here, cornerglide under the booster, and then the booster will fail to send you back to its original position due to the sideways platform in the way. 
Then, you can hold up and the booster will send you upwards to the berry.
Just make sure to hold right once you exit the booster, so you don't fall back down into spikes.

pulse_retention_dashless_dash1=
This is a dashless dash, also known as booster state retention. This lets you dash without technically dashing, as it counts as dashing out of a booster. 
In this case here, you hit the spring, retaining the booster state. You can then dash through the gap, and the swap block wont move, as it still counts as dashing out of the booster. 
The act of retaining the booster makes the red booster act more like a normal dash, just because of the nature of booster state retention.
This tech also works with green boosters, and it acts the same way.
The green barrier here only allows you to dash through it with a green booster dash. This will be used a few times later on. 
And yes, a dashless dash with a red booster counts as a green booster dash according to this barrier.


pulse_retention_dashless_dash2=
You can also retain booster state via pufferfish, which you will see a lot in retention maps. 
Here, cornerglide under the booster, and then get hit by the puffer, and go through the portal.
Getting hit by the puffer causes you to retain booster state, so you can then break the dash block without activating the swap block.

pulse_retention_launch_dash_redirect1=
This is a launch dash redirect. This tech offsets a dashless dash's path via puffer boosts.
Here, dash under the corner to retain the booster, then puffer boost. Then, buffer an up demo, and you should be able to pass the booster barrier and wallbounce on the corner.
Keep in mind this only happens due to hitting the wall after the puffer boost.

pulse_retention_launch_dash_redirect2=
This tech can also be used to retain another booster.
This is done by doing the launch dash redirect, but once you buffer an up demo, you will retain the green booster, and ultra to make it to the end.

pulse_retention_speed_reversal=
Boosters normally retain speed in the direction you entered them. 
However, if you change your direction via portals before you dash out, you can reverse the speed you get from retention.

pulse_retention_coyote_hyper=
As you might know, coyote time allows you to jump up to 5 frames after you leave the ground, allowing for leniency in timing.
This can be used here where once you land on this crumble block, you can hyper. 
Since you get sent back to the green booster once you dash, you end up hypering from the boosters position instead of where you hypered.
Another important thing here is that holding upwards inside a booster makes you move upwards a few pixels, making it much easier to land on this block here.
Also, the no dash field used here doesn't count for booster dashes, including retention. 

pulse_retention_coyote_hyper2=
This tech also works while upside-down. Hitting an upside-down field before you dash out still keeps your upside-down state after you dash out. 
This allows you to do this coyote hyper upside-down with no trouble. 

pulse_retention_grounded_launch_state_retention1=
This is Grounded Launch State Retention. This tech can do a lot of different things, but the most simple version of it doesn't even require a booster.
This tech is caused by StLaunch, or just launch state. The 2 vanilla entities that give this state are pufferfish and bumpers.
Bumpers are coded for this tech not to work, due to how easily you can get launched into the ground with them. 
However, puffers can't launch you downwards in normal circumstances, and a situation like seen in this room is never possible in vanilla, meaning puffers allow this tech to work.
This tech causes many things. It causes a retained crouch state without a crouched sprite, strange subpixel nonsense, and makes it impossible to jump.
In this case here, just demo dash up against the wall and puffer boost, you should go to the other side of the tunnel.
I should say, though, that the ceiling here is a tile entity moved upward by one pixel to make this a gap that you can go through.


pulse_retention_grounded_launch_state_retention2=
Here, the tech is done via a launch state booster, there are 5 boosters that can be launch state boosters. Lavender boosters, Purple boosters, Boom boosters, Boost bumpers, and Freeze boosters. 
Here, we use a lavender booster.
In this case, you retain the state of the lavender booster using the pufferfish. Then, you dash downright into the gap.
Something you must do here is called a Lavender Boost. 
It is tutorialized in this gym separately, but if you haven't done that yet, simply hold left after you do the downright dash, and you'll go far enough to pass the gap.

pulse_retention_grounded_launch_state_retention3=
This tech can also be done with theo. In this case, you do this by retaining the boom booster, grab theo, do a freeze frame ungrab, make sure not to regrab theo, then downright dash into the gap. 
Make sure to keep holding downwards so theo goes into the gap at the end. 
A boom booster is practically a puffer boost done by dashing out of a booster. And since puffers give launch state, so do boom boosters.
The way theo gets the touch switch here is that when you drop theo when theo is inside of a block, it will move theo to the nearest downwards area that has enough room for theo to be in.
This is why you have to hold down to drop theo at the right time to get the touch switch.

pulse_retention_grounded_launch_state_retention4=
Purple boosters in certain circumstances can also give grounded launch state retention. However, they do not give crouched state.
Another thing about this tech is that you can buffer a jump out of launch state. This can make super tight gaps consistent. 
This can also be done with theo and forced crouch versions of this tech, which will cause the jump to also be forced crouch. 
This is one of if not the only way to crouch jump with theo outside of extended variants.
Here, dash left with the purple booster, and it will give you grounded launch state retention. Then, you can buffer a jump to go through that gap. Make sure you're holding crouch so the jump will be crouched.

pulse_retention_lavender_boost=
This is a lavender boost. You may know a bit about this already if you did the Grounded Launch State Retention section, but this is here to elaborate more on how it works.
The way lavender boosters are coded causes you to go faster if you are holding towards the booster as it boosts you. In most cases, this means holding the opposite direction of where you're going. 
Here, dash right, then hold left. This will let you make it through the gap.

pulse_retention_purple_booster_retention1=
This is purple booster retention. There are many forms of purple booster reteniton that are possible, but this one here is the simplest one.
Purple boosters don't retain like normal boosters. They exit you from the booster once you try to retain them. State retention is also impossible. 
Despite this, normal retention does still retain speed from exiting the booster. 
An interesting quirk of this is that the booster does still retain in a way. If you enter another purple booster, you will dash out of it, and it tries to launch you like normal.
However, you will instead enter the booster again, and this stacks for every time you retain a purple booster.
Another interesting thing is that attempting to do state retention by overlapping the booster with a puffer will cause something I call booster cooldown.
This is when a booster acts as if it has been used, and you have to wait for it to respawn, but it's sprite is still there. 
This causes you to visually go straight through the booster. There are other cases where this is possible as well.
These 2 things don't have their own sections here due to them not necessarily being too useful in gameplay or being funny enough to make it worth making sections over, so you just get the explanations here.
In this case, though, you can just retain the booster and buffer a jump to make it to the end.

pulse_retention_purple_booster_retention2=
There are other ways purple boosters can retain speed. 
If you dash in the purple booster before it exits you from it, then if you dash before it launches you, that dash will have retained speed in the direction you retained the booster in. 
Here, just retain the booster, buffer an up dash, then dash to the right and you'll go fast enough to make it to the end.

pulse_retention_purple_booster_retention3=
There are other ways purple booster dashes can be cancelled besides naturally.
If you hit a ceiling after buffering a dash out of a purple booster, you will be exited out of the booster and retain speed. This can be sped up by holding jump when you hit the ceiling.
Here, retain the booster and buffer an up dash. Then, hold right and jump, to get the speed boost and slowfall through the gap.

pulse_retention_purple_booster_retention4=
This one is a bit complicated, but can be really funny when it works.
Purple boosters used to break when gravity was inverted, making you go up at absurd speeds.
This was patched, but an option in the fixed purple booster allows you to make this tech work again.
To make this specific case work, retain the booster, then buffer a downleft dash. 
This will teleport you through the spinners onto the ground at the top. Then, you can just jump out of the booster's launch and ultra to the end.
Make sure to not demo when retaining boosters upside-down.

pulse_retention_lavender_ungrab=
As you may know, lavender boosters give launch state. As you also may know, holdable ungrabs are caused by launch state.
These 2 things can be combined.
If you look at what a lavender booster dash looks like, you'll see that the launch is after you already dash out of the booster a bit.
If you grab theo during this time, you can do a holdable ungrab via a lavender boost.
The reason this isn't that hard is that the timer for when to launch still goes while you're in the holdable pickup animation. 
If you are in the pickup animation, the game doesn't check for whether you're grabbing the holdable until the pickup animation is over. 
So if you ungrab theo during the pickup animation, you can do this tech without any timing at all.

pulse_retention_boost_bumper_cancellation=
Boost bumpers are usually no different from boom boosters. There is one exception in their interaction with pufferfish.
If you try to demo upwards without the puffer being there, you will go too high. So, what else could you do to make it up there?
Well, the 2 boosts from the boost bumper and puffer seem to clash strangely if they happen at the same time.
If you dash into the boost bumper, then buffer a demo in any direction, you will always go upwards dur to the puffer launch. 
This gives slightly less height than the regular up demo in the booster, though, which means you can reach the gap here.

pulse_retention_badeline_orb_retention=
Badeline orbs don't usually have much to offer for interesting tech, but this is the exception to that. 
Retaining a booster and then entering a badeline orb can have some strange effects.
Before I explain this, you should know that the gap to the left of you shows you what the full section looks like, since most of it isn't in view.
Badeline orbs really want you to be actually near them when you get boosted. 
They teleport you to the nearest x and y position to the entity that you can access from your position. 
So, entering the red portal teleports you through the spinners into the gap above them. 
But, there is a breakable block inbetween that gap and the end of the room.
You can actually dash during the badeline boost due to retaining the booster at the beginning. 
This allows you to break the block and be teleported through the spinners again to bring you to the end.
Keep in mind that you have to dash pretty quick to get the teleport at the end. Pretty much as soon as you enter the red portal you have to dash to break the block.

pulse_retention_lavender_retention=
Lavender boosters have yet another strange quirk, this time involving retaining other boosters.
Dashing into another booster with a lavender booster will immediately cause state retention.
Here, you can retain the boom booster by dashing into it, then dash up and right to make it to the end.

pulse_retention_booster_dash_cancel=
Certain boosters, mainly launch state boosters, allow you to dash out of them early. This is either done using a buffer or with a tight timing.

pulse_retention_patient_booster_retention=
Patient boosters are very difficult to get them to do anything but what they're supposed to, but there are ways to do crazy stuff with them.
Patient boosters are required fastbubbles, otherwise you'll stay inside the booster for all of eternity. 
Patient boosters lock your position, which can cause some extremely funny things possible later on, but for now, its pretty simple.
Patient boosters do retain speed, but you stay inside the booster until you dash out of it. You can go through portals in a patient booster if they're close enough to it. 
This means you can retain the booster, go through the portal, then dash to the end.

pulse_retention_blue_booster_stacking=
Blue boosters usually just don't retain your dash, but they have another strange property that can cause some funny gameplay.
Blue boosters can stack on top of other boosters and you will dash with the blue booster and your next dash will be the booster under it. 
You can also add multiple blue boosters and you'll do a dashless dash for every booster there.
Here you can only see the green booster, but there is a blue booster there, and if you dash out of it, the blue booster dash comes first.

pulse_retention_patient_booster_clip=
Patient boosters have another strange property. They kinda just let you activate things that are entirely inside of spinners.
Here, you retain the booster to enter that portal, and you'll be teleported up to a pufferfish that is inside of spinners. You can see what that looks like in the gap to the left.
Hitting the pufferfish cancels the patient booster state, so it teleports you back to the bottom. You can then use the pufferfish to make it to the end.

pulse_retention_dream_booster_retention=
Dream boosters allow you to go through walls. They don't usually retain much different than red boosters, but there is something else that you can do with red-like boosters.
Using a feather shield, you can retain a booster and it changes the booster's path and can give it more speed.
Here, just retain the booster and then dash right. Make sure to dash out of it before you go through the other wall and die.

pulse_retention_held_booster_retention=
Held boosters act as red boosters that go for however long you hold the dash button.
However, pressing demo causes you to immediately exit the booster, which makes this tech easier.
This is a good time to explain a strange property retaining any booster causes.
If you retain a booster and hit a wall, you will alternate between being 1 pixel away from the wall and being against the wall.
This causes this tech to be quite annoying to do. This tech only works when you are against the wall, making this only work every other frame.

pulse_retention_boosting_booster_ungrab=
Boosting boosters act as a sort of mix between boom boosters and lavender boosters.
They give a pufferfish launch, but unlike boom boosters, there's a delay between when you dash out of it, and when you get the boost.
If you remember the grounded launch state retention section from earlier, you'd know that boom booster launches allow ungrabs, and the delay from the boosting booster makes this much easier to do. 
Just dash into theo with the boosting booster, then ungrab once you get launched, and you'll do a holdable ungrab.

pulse_retention_energy_booster_retention=
Energy boosters are one of the most insane boosters to use and they can do a lot of absurd stuff, but let's begin with some simpler stuff.
Energy boosters are just boosters that retain speed when you enter them, but they have tons of other strange properties that we'll explore later.
Here, you can grounded ultra into the energy booster to get speed, then retain it using the pufferfish, and enter the green booster.
Entering the green booster with the energy booster state retained allows both the retained dash and green booster dash to have retained speed, allowing you to make it through the barrier.
Also, it's good to note that energy booster dashless dashes don't go through booster barriers in normal circumstances.

pulse_retention_hahafunny=
Wow, nice job! You figured out how to break the map!
You get... Nothing! :D

pulse_retention_energy_booster_gravity_boost=
This is yet another strange property of energy boosters.
If your gravity changes during an energy booster dash, it will launch you in your gravity's version of upwards.
In this case, it'd launch you down, due you the gravity field you dash into causing you to go upside-down.
Here, just grounded ultra into the energy booster, and dash upright into the gravity field. You will then be launched into the regular gravity field and you can ultra to the end.

pulse_retention_booster_cloning_dream_booster1=
This is the first instance of booster cloning. Booster cloning is when energy boosters copy the attributes of other boosters, causing some absurd things to happen.
Dream boosters are a bit more tame instance of this, but still very crazy.
In this first section, you can grounded ultra into the energy booster, and enter the dream booster. Then, fastbubble to the end. 
You will get tons of speed from the energy booster and still be able to go through the wall.

pulse_retention_booster_cloning_dream_booster2=
Here, you can actually perform booster cloning without using a dream booster.
As long as the last non-energy booster you entered was a dream booster, you can do booster cloning as long as you slowbubble the energy booster.
Just hyper into upright into the booster to have speed, then dream jump and ultra out of the booster to make it to the end.
This will cancel if you die, which is why there is no checkpoint here.

pulse_retention_wormhole_booster_retention=
Retention also works with wormhole boosters, letting you get speed out of the booster you teleport to, not the booster you actually retain.

pulse_retention_freeze_booster_corner_boost=
Despite the name of this tech, this is not actually a cornerboost.
Freeze boosters act sort of like feather barriers that break when you dash into them, meaning you can also bounce off of them.
If you upright demo under the freeze booster, you can get this bounce, giving you speed. Then, you can jump and buffer an ultra out of the no dash zone.
Make sure you hold crouch when you get bounced.

pulse_retention_booster_cloning_freeze_booster=
This is the one and only instance of booster cloning that doesn't involve energy boosters.
Freeze boosters usually disappear when you dash into them. This changes if the last booster you entered was a lavender booster.
Lavender boosters cause freeze boosters to launch you, similar to the boost lavender boosters themselves give.
This can be used with theo to do an ungrab with freeze boosters.

pulse_retention_doornerglide=
All the way back in the green booster retention section of this gym, I mentioned how retention is caused by the act of cornergliding, not going under the booster like many people think.
This is a result of that. Cornerglides happen in a similar way to cornerboosts. All it requires is to hit a wall, then stop hitting a wall. 
That's how you can cornerboost on doors when it's set up right.
You can do the same thing with cornerglides, which means you can use this for retention tech.
Here, just wavedash on the button, then upright into the door. Then, ultra to the end.

pulse_retention_energy_booster_double_dash=
Energy boosters and super dashing combine to do some strange things.
Super dashes extend your dash, making it longer and possible to curve.
Energy boosters do not handle this like other boosters do, allowing you to dash twice inside the energy booster due to the prolonged dash.
Due to the way energy boosters work, this lets you redirect your speed and/or prolong your dash even further. 
There is a super dash crystal inside of the energy booster here, allowing this to work.
Here, you can enter the energy booster with speed, curve an upright dash into a right dash, then right dash again before the super dash ends to keep going all the way to the end.

pulse_retention_follow_booster_redirect=
Follow boosters usually move in the direction you dash. This does not account for redirecting your dash.
This means that if you begin your dash to the right, then redirect into a downdash so you don't go into the spikes, the booster will still move right, allowing you to make it to the end.

pulse_retention_follow_booster_delay=
Follow boosters pause their movement when you are inside of a different booster. 
This means you can set it up to be in a specific position by entering other boosters and then going back into the follow booster.
Here, the booster furthest to the left is the follow booster. Enter that one, and slowbubble to the booster furthest to the right. 
Then, dash left to enter the follow booster again, and it will be set up so you can dash upwards to the end.

pulse_retention_countdown_booster_reuse=
Countdown boosters have a strange property that makes them infinitely reusable if the countdown setting is set to 0.
This acts strangely, causing the booster to never disappear, allowing you to re-enter it with no cooldown required.

pulse_retention_spiral_booster_clip=
Spiral boosters behave strangely while you are upside-down. 
Similar to purple boosters, they sort of just teleport you upwards instead of doing what they're supposed to do.

pulse_retention_hitbox_manipulation1=
This section is much easier to understand using Show Hitboxes from the CelesteTAS mod.
Certain boosters, mainly pink and orange boosters, affect Madeline's hitbox in a strange way. 
Pink boosters, when inside them, make Madeline's hitbox 1 pixel taller than normal. 
This allows you to easily get the touch switch hidden at the top pixel of this gap.

pulse_retention_hitbox_manipulation2=
This is quite possibly one of the dumbest and most obscure things in this gym, so good luck understanding this.
You may have never seen these boosters, as they are only placable via copy and paste or using ahorn.
These boosters act similarly to pink boosters, but they change direction sharply via dashing while in them.
This means the only way to exit them is being on the ground and doing a super or hyper while in them.
These also do the same thing as pink boosters where your hitbox is 1 pixel taller than usual while inside them.
Holdables and hitbox manipulation act quite strangely together, which you will see here.
The orange booster on the ground here has a holdable container on top of it, meaning you can hold the booster as if it's a holdable.
Holding this orange booster messes up it's hitbox, because its not intended to be held.
The booster's messed up hitbox affects how your hitbox changes when entering it. It will cause your hitbox to be changed both vertically and horizontally.
The strange thing about this is that the horizontal hitbox change is not reverted after leaving the booster, meaning Madeline has a square hitbox until she dies and it gets set back to normal.
This allows you to go up from the dream booster and hit a touch switch in the wall that you can only get with a horizontally manipulated hitbox.

pulse_retention_booster_cloning_segment_booster=
This is another instance of booster cloning. Segment boosters usually go on a set path to a specific location, but they can't go through walls.
Booster cloning, however, does allow them to go through walls.
After entering and leaving the segment booster, if you enter the energy booster and slowbubble to the left, you'll teleport to the end of the path of the segment booster.
This happens because the energy booster has no path restrictions, while the booster cloning causes it to still go to the same end point of the segment booster.
This means you just teleport to the end point, despite never even going in that direction.

pulse_retention_item_crystal_displacement=
Item crystals with boosters in them act quite strangely, and this is the best example of that.
You can displace the booster using a swap block right before the booster spawns.
This is a tight timing, however, because it will teleport back to the pedestal after a certain amount of time being pushed.
The best way to time this in this scenario is to dash as the item crystal is above the tile that is further up, as that should move the swap block at the right time so the item crystal doesn't teleport back to the pedestal

pulse_retention_zip_booster_retention1=
A strange combination of entities allows for some of the most cursed movement and interactions in the whole game.
Dash increment boosters have a strange property where they bypass forced position in zip and patient boosters.
This, for some reason, only happens while upside-down though.
This causes you to practically teleport upwards, due to the strange interactions between upside-down dash increment boosters and force position boosters.
Just make sure you don't hold up while doing this tech.

pulse_retention_zip_booster_retention2=
As I mentioned before, holding upwards sort of messes up this tech, and instead allows for an entirely different funny interaction.
Holding upwards delayed the upwards teleportation until you dash out of the dash increment booster. This is less of a teleport and more of just a fast upwards dash, as it does not allow you to go through spinners.
This also allows you to go through booster filters, due to it being a booster dash, despite it being very fast.
Another strange property with this is that you will still horizontally follow the position of the zip booster, meaning you will also move horizontally quite quickly as you dash up.
This means you can make it to the end here through all the booster filters in one dash. This is set up well by just slowbubbling the dash increment booster.

pulse_retention_zip_booster_retention3=
This is one of the weirdest things I've ever discovered, and I found it completely on accident.
This orange zone here is a level reset zone, and it will reset certain things about the player's state. This allows for some super funny things when done with certain kinds of boosters.
If you hold up after retaining the zip booster, you will go downwards into the green portal on the wall, due to not dashing yet. 
This will teleport you into the level reset zone, which will then teleport you back into the green portal on the wall due to the level reset zone disabling the portal's cooldown. 
You will then be teleported to and stay in the regular position you would be in if the zip booster was still active.
However, due to entering the dash increment booster, you will soon be forced into a dash via a slowbubble. 
Due to the level reset zone, it sort of messes up the slowbubble into a dash out of the zip booster instead, which will be a puffer launch because that's what a dash at the end of a zip booster's path looks like.
Make sure to begin holding right directly after entering the green portal, so you puffer launch to the right instead of upwards.

pulse_retention_swap_booster_manipulation=
Swap boosters can act very strange in general, but this is all I really found that's worth noting.
If you dash into the swap booster while it's at it's higher position and slowbubble out of it, it will move back to it's higher position.
However, it still thinks that it's in the lower position, meaning that if you dash, it'll move even higher up, allowing you to get to the end.

pulse_retention_booster_cloning_curved_booster=
This is quite similar to segment booster cloning, but allows for some pretty weird things.
First, the red field here requires a red booster or red booster-like booster to go through, and the blue field is for any kind of booster.
If you retain a curved booster and enter an energy booster before leaving the curved booster, you will go through the curved booster's path with the speed you enter the energy booster with.
You then do a reverse hyper into an ultra on the jumpthrough, then grounded ultra through the spikes to make it to the touch switch. 
Then, go through the portal and slowbubble the energy booster. It will return you to the last position you were in on the curved booster's path.

pulse_retention_patient_booster_teleportation=
This is another instance of upside-down dash increment boosters breaking everything.
This room is almost 12000 tiles tall, and this tech allows you to make it to the top of it in under 15 frames.
Like I mentioned in the zip booster retention section, upside-down dash increment boosters also break patient boosters in a similar way.
If you retain the patient booster and enter the dash increment booster and hold down, you will be teleported up to the top of the room.
This happens because being forced out of a force position booster in this way causes you to exponentially gain speed every frame, allowing you to go absurdly fast.
Make sure to hold a horizontal direction as well so you don't slowbubble back down to the bottom

pulse_retention_booster_cloning_spiral_booster=
This is probably one of the more tame versions of booster cloning, but can still be used for some crazy gameplay.
If you retain a spiral booster, then enter and slowbubble out of an energy booster before leaving the spiral booster, you will go on the spiral booster's path in the energy booster.
The interesting part of this is that if you slowbubble in a different direction, you will be launched in that direction with speed after the path is over.
This allows you to reverse your speed pretty easily with this tech.

pulse_retention_booster_cloning_held_booster=
Held boosters usually allow you to stay in them as long as you want before dashing out of them. This carries over to energy boosters when you do booster cloning.
Hitting the ceiling does cancel speed, so you have to do this tech pretty fast.
If you retain the held booster and enter the energy booster, the loop block will send you up enough to be able to dash through the gap with speed from entering the energy booster.

pulse_retention_zip_booster_clip=
This is a different version of the dash increment booster tech with zip boosters, now with black holes!
Black holes do a similar thing to dash increment boosters, except much weirder and harder to understand.
Basically, your normal hitbox will stay in the same place, but something called your one-frame hitbox will move. This is why your camera moves, and if you stay in the booster long enough, you die to spinners.
Now, I'll be honest, I don't know much about how this works myself, so this explanation may not be great.
Basically, your speed will increase exponentially for every frame you are being pulled by the black hole while in the zip booster. 
Due to the forced position of the zip booster, you do not appear to be moving, though.
However, you are still gaining speed, and this causes your one-frame hitbox (whatever that means, idk, someone else told me this), to be moving, which is how you can die to spinners while inside the zip booster.
If you dash out of the zip booster before this happens, you can utilize this speed to go absurdly fast.
This speed is not infinite, though. 
It is capped by the length of the room you are in, because your one-frame hitbox eventually reaches the end of the room, resetting your speed.
The best way to time this input is by dashing right soon after the booster start's retracting, but before you die from the spinners.

pulse_retention_climbhop_cancel_retention=
This tech is pretty tame, but is the catalyst for what is most definitely the most cursed retention tech of all time.
Basically, climbhop cancels are a tech where if you climbhop on a moving block and dash as you are still climbhopping, your dash is affected by the movement of the block you were grabbing.
This can be combined with retention to affect the dash of a booster, or just to do normal retention, due to climbhops causing force move.
Here, you can upleft dash after climbhopping into the energy booster, and the movement of the zipper causes part of your upleft dash to be moving upright instead.

pulse_retention_dash_speed_retention=
I briefly mentioned level reset zones in the zip booster retention section of this gym, but this is the main use of them in retention tech.
Level reset zones reset parts of the player's state, and keeps others, causing some quite funny stuff to happen.
If you dash into a level reset zone with an energy booster, your dashes will be that speed until you die or enter another energy booster.
This allows you to make it through gaps you normally couldn't, and is also just really funny.
Here, you can grounded ultra into the energy booster and dash up into the level reset zone. This allows you to dash through the gap at the end.

pulse_retention_necromancy1=
This is necromancy, my magnum opus of absurd retention tech. The way this is set up is by using forcemove to enter a wormhole booster and then a portal into a different room.
The reason this does insane things is because entering a wormhole booster with no other wormhole boosters in the room causes you to die.
So the wormhole booster preps you for death by putting you in a similar state as you would be if you were dead.
However, entering a different room cancels this, but keeps you in this semi-death state, which is why it's called necromancy.

pulse_retention_necromancy2=
Welcome to necromancy. As you can see, core blocks don't work. This is because your red hitbox (the one for solid blocks) is semi-disabled, causing certain entities to not work at all. 
These entities include core blocks and pufferfish.
This allows you to make it through this section with no trouble at all.

pulse_retention_necromancy3=
Another strange thing about necromancy is that it expands your hitbox by 1 pixel both vertically and horizontally.
Something I didn't mention in the hitbox manipulation section of the gym is that any extra part of your hitbox is able to clip into tiles by 1 pixel.
This always happens with priority in up/left, so you usually only clip into left walls and ceilings, not the floor or right walls.
This allows you to go right through these jump throughs if you align yourself with the wall/ceiling first.

pulse_retention_necromancy4=
As I mentioned, you are able to clip through left walls by 1 pixel, but only if they are tiles. Tile entities do not work with this, and they do entirely different absurd stuff.
Despite you not clipping into the wall, that 1 extra pixel of width still isn't supposed to be there, so if you try to climb up the wall, you infinitely climbhop, consuming no stamina, allowing for infinite climbing.
I have no idea why this works, but I have a theory
If you have no idea what I'm saying here, don't worry, this gets a bit technical.
Madeline has 2 position values. Pixel position and Subpixel position. In programming terms, pixel position would be an integer, which means it's only whole numbers, no decimals.
Subpixel position would be a float, meaning it can have decimals. The amount of decimal digits allowed varies from different programming languages, but that's not important right now.
If you were to set Madeline's pixel position to a float value, the game gets quite confused, and this causes both the climbhop thing and the hitbox manipulation.
My theory is that necromancy offset's Madeline's pixel position to a float value on both the x and y, which is why her hitbox is stretched horizontally and vertically.
This would also explain why she clips through walls and ceilings, and the climbhop nonsense.
Anyway, sorry for ranting about all that technical stuff, but I gotta put the explanation for how this stuff works somewhere, even if it's just a theory.

pulse_retention_necromancy5=
Another broken thing about necromancy is that it breaks reform tech.
Due to the red hitbox being half-disabled, the game doesn't recognize you being inside the move block as it's reforming.
This means it reforms anyway, and ends up teleporting you to the top of the move block.
This also works with cassette blocks.
It's also good to note that you entering the portal to get to this section of the room sets Madeline's hitbox to normal size, because portals do that.
Also, you have to death warp at the end here so you don't have necromancy leaving this room, because that can break things.