Explanations for tech used in this game
7 years ago
United States

Hey guys, I'm looking for an easy to follow guide on how to use the tech speedrunners use for this game.

Specifically though, I'm wondering how a neutral slide jump is performed in Warped.

I've tried googling and haven't found any guides or tutorials specifically for warped.

Thanks!

ParanĂ¡, Brazil

There are 3 movement tech that i can think of right now:

Neutral Slide Jumps (NSJ), done by sliding, releasing every directional and jumping before the slide ends. This one can be a bit hard to learn, but my advice is to remember that you have the whole slide to hit the Jump button, so you don't need to rush your inputs. Don't hold the X button though, as you lose speed mid-air (only do it if you need the extra distance to clear a gap or something).

Glitch High Jumps, done by spinning right after you jump. You basicly roll your thumb from your X button to Square. Usually done after a crouch/slide jump, since it gives the most height, but you can glitch high jump on regular and double jumps.

Zigzagging, done by swapping between forward-left to forward-right inputs. This is also hard to learn and should probably only be implemented in runs once you are very confortable with the game movement and got a decent time. It works if you are sliding or mid-air and only works on Crash walking levels (so, doesn't work on Coco/Vehicle/Underwater levels). Also, a well zigzagged slide spin is almost as fast as an NSJ, so that's why you may see some runners slide spinning a lot.

Another advice is to use R1 instead of Circle, because then your thumb isn't so overwhelmed with inputs (glitch high jumping going Circle-X-Square is fairly harder than R1-X-Square, for example).

Edited by the author 7 years ago
RetroRyanGaming and fbis251 like this
United States

Thank you this really helps