that's really well done Toralord, and glad to see people using S
The spline functions on S, I'm not sure if they're released on the public version, but I'll probably release the latest, pretty much complete S version sometime. But yeah, those were catmull rom splines, which are cool, because the curve passes through all points, instead of having control points, but there's no reason it should suit this any better than a cubic or quadratic curve.
When I was playing Braid, as a programmer, I tried to imagine how it was done. I guessed in order to be able to store all the locations of everything at every moment and be able to rewind with complete accuracy that everything was controlled with splines and math functions, with endpoints on collisions and such. Jumping and gravity would also be controlled by curves. Pretty neat stuff.
Either way though. That's damn Braidlike toralord