Tricks and Strategies
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Tricks and Strategies
Actualizado 5 months ago por jummy0

See also: the comprehensive Speedy Blupi Glitches document

Movement

Jumping

It takes 3 frames to initiate a jump. In that time, Blupi stops moving, so it is best to jump as few times as possible. The jump will be cancelled if the button isn't held for the full 3 frames. Due to the high and low jump mechanic, the height of the jump isn't affected by the amount of time the jump button is held. Additionally, when performing a high or low jump, it is best to press the jump button slightly before pressing up or down, as looking up or down causes Blupi to stop moving. This isn't necessary with a controller, as the three jump heights are mapped to separate buttons.

Turning

Changing direction on the ground takes 7 frames. However, changing direction in the air takes effect immediately. Therefore, it's best to do a small jump when you need to turn around, as this can save up to 4 frames (0.2 seconds) per turn.

https://imgur.com/mmuBgSO.gif https://imgur.com/x6hC4Kp.gif

Note that if you turn before the jump is executed, the two actions will happen separately, which can take up to 12 frames.

General tricks

High jump from bars

When hanging from a bar, Blupi's jump height is usually lowered to about 1 tile high. However, by pushing up, down, and jump simultaneously, Blupi will perform a full 4-tile high jump.

Recoil boost

When using vehicles that shoot glue, Blupi can gain massive amounts of speed by firing in specific ways. Using a helicopter, hold the fire button and up, and Blupi will be propelled upwards. Using a tank, hold the fire button, and start holding backwards as soon as the glue is fired, and Blupi will be propelled backwards.

Corner jump

When approaching a ledge with a ceiling directly above it, jumping on the last frame possible will allow Blupi to jump off the floor without hitting the ceiling. This is much more luck-based in double speed mode, as the game skips every other frame, and may skip the frame necessary to make the jump.

https://imgur.com/vw7wrRg.gif

Hazard hopping

It is possible to stand between two adjacent bombs or falling glue balls without taking damage. This can be used to pass through areas more quickly using precise movement. This is also possible with rotating saws, although their larger hitboxes make this much more difficult.

https://imgur.com/g8ii9O9.png

Game over warp (for Low%)

Pressing Enter on the game over screen will bring the player to the custom design list, and allow the player to warp to any level with a lower ID. Select the desired level ID, then press Enter to play. Although this uses the custom level select screen, the main game levels cannot be edited without cheats.

Multiplayer game over warp (for Low% with quicksaves)

This uses the same concept as the normal death warp, but using a multiplayer level. This requires running two instances of the game to create a LAN multiplayer lobby. Select level 1 (if playing SB1) or level 11 (if playing SB2), then create a quicksave by pressing F3. Exit the multiplayer match, then load the same quicksave in singleplayer. After getting a game over, follow the same procedure as the normal death warp to select level 99 (SB1) or 199 (SB2). This will load the final level without having to complete any of the previous levels.

Avoid a game over

A game over makes you lose all progress in the current world. If you lose your last life, quit the level to avoid losing progress! You can even press Alt+F4.

Stage-specific shortcuts (Speedy Blupi 2)

Brick 1

After falling down into the cave section of the level, there will be three bombs blocking the path to the right. You are intended to go left and take a shield to pass through the bombs. However, it is faster to simply jump over the first bomb and lose a life on the other two to clear them away.

Brick 5

At the start of the level, instead of going left, go right and push against the wall. This reveals a secret passage, which saves about 15 seconds.

https://imgur.com/rd2j7TJ.png

Palace 5

When taking the left path from the start, instead of taking the skateboard, do a high jump over the first bomb to the left. Blupi will land on an invisible platform, skipping the skateboard section.

https://imgur.com/UsACpU3.png

After going to the right and blowing up the crates in your way, you will be given a helicopter to fly back up. You can bring this helicopter back to the starting point of the level, then fly up and to the right to collect the 4th chest faster. This can be risky, however, as you need to fly through a 1-block gap to get there.

Tech 5

After receiving the skateboard, there is a staircase downwards. On the lowest step of the staircase, push against the right wall. This will reveal a secret passage. Despite taking nearly the same amount of time as the normal route, it is much easier.

https://imgur.com/Iivpswu.png

Mech 8

Perform a high jump from the very left edge of the key platform, and you will land on an invisible platform. Continue left to find a helicopter. https://imgur.com/4J8eQvw.png After passing through the mountain of mechanical blocks, climb up the side of the mountain to find an egg at the very top. From there, do a high jump to the left to land on an invisible platform. Do another high jump left to land on another invisible platform, and you will find a second helicopter. Ideally, you won't need the second helicopter since you'll already have the first one, but it's there if needed.

https://imgur.com/4PgSU7v.png

Bring the helicopter with you while collecting the 7 chests in a row, and you can use it to fly right back out the way you came, saving about a minute.

Cheese 6

After opening the red door, jump up to the blue triangular block above and take the helicopter that's there. Continue forward until you reach two bombs blocking your path. Set the helicopter down and intentionally lose a life on both of the bombs to clear them away. Then, maneuver the helicopter through the space you've created and continue. Fly over the green door instead of unlocking it, then continue to unlock the blue door as usual.

Slime 2

After unlocking the blue and green doors, the player will fall down into an area with enemies, then fall down again into an area with a moving platform. Usually, the player rides the moving platform to pass through the area. However, there is a path of invisible blocks below the platform that is at least as fast, but usually faster than the normal route.

https://i.imgur.com/cIKaIJK.png

Slime 5

The player is meant to collect the three colored keys in order, so that the spinning saws blocking the exit can be turned off. However, spinning saws can be blown up with dynamite. Take the blue moving platform up and jump up and left. Climb up the moving slime platforms, and there will be four piles of dynamite. Take one back to the start of the level, and plant it next to the spinning saws to blow them up. These saws are the only obstacle blocking the goal. Alternatively, you could attempt to precisely jump between the saws, as there is a small safe area between them. However, due to the precision required, it can be risky during a full-game run.

Slime 6

Fragile bridges can be broken from below, which allows the player to jump above the spot where the bridge respawns. By jumping with precise timing, it is possible to have a bridge reform underneath Blupi so that he can land on it. Using this method on the bridge at the beginning of Slime 6, it is possible to skip the majority of the level. The bridge respawns after approximately 12.5 beats of the background music. So if you hit the bridge on beat "1", you will need to jump between beat "13" and beat "14". Alternatively, the bridge respawns approximately 7 seconds after it is hit. Use your split timer to keep track of the time, and jump 7 seconds after hitting the bridge.

Final

Near the end of the final level, there is a maze full of invisible blocks. Here are three possible solutions of the maze:

https://imgur.com/bNfCiCy.png https://imgur.com/E1TmaeF.png https://imgur.com/8ZMzOVj.png

Since the optimal route requires two frame-perfect corner jumps, it's not very viable. The helicopter route is even less viable, since the amount of precision required to even bring a helicopter this far would almost certainly result in an overall time loss.

Stage-specific shortcuts (Speedy Blupi 1)

(incomplete)

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