Movement guide and advanced tricks/glitches
Guide
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Movement guide and advanced tricks/glitches
Aggiornato 3 years ago di Oreo321

Hello everyone. I wanted to make a guide explaining the new tricks used in the TAS run, most of them I also used in my recent runs. So, I'm rewriting the very short "fast movement" guide to contain all the basic or advanced movements you can do in the game. I explain how to do them in various levels to execute some of the skips/glitches you can see in top runs, and also explain how and why they work. Sorry in advance for the wall of text.

Basic movement

Crates are your friends. While being inside crates, you move faster, so you should aim to be in crates as much as possible for saving time. To enter a crate you press the down key while being on top of it. The game doesn't care for when the key was pressed, you can press and hold down the "down" key to enter a crate later.

You can get out of crates in to ways:

  • Tapping the jump button - you go out from the crate and stand on top of it.
  • While inside the crate, you can press and hold the jump button, and then release the jump button for a high jump from the crate. The jump button must be pressed for at least 0.2 second, otherwise you get out of the crate normally.

The terms I will use in this guide:

  • Charging a jump - pressing and holding the jump button.
  • Charged jump - the act of doing a high jump by releasing the jump button after holding it.

A charged jump from crate has several advantages: First, it's faster to jump straight from the crate to get to a higher ground, instead of getting out of the crate and then jumping once again. Second, it is used in almost all tricks/glitches you can do in the game (see below), so you should be familiar with it.

A charged jump also have an interesting property - while the game requires you to charge your jump and release it while being inside a crate, the game doesn't actually check for WHEN the jump is charged. You can press and hold the jump button while being outside of crates, and do a charge jump anytime when you enter a crate later. This can be useful in places where you might want to get inside a crate and do a charged jump immediately, without thinking about the button hold delay.

Advance movement and glitches

Now that we covered the basics, it's time for the more crazy stuff the game lets you to do.

Sticky right wall glitch If you go to any wall from the left side, you can press "right" and "left" together and you will be stuck on the wall, until you move to any direction. You can't jump in this state (so there are no wall jumps) so the glitch isn't very useful in itself. However, if you push a crate to any wall from the left side, the crate "becomes a wall" for you when pressed against the other wall. If you stick to the chest with "right"+"left", and press down, you can enter the crate from the side. This works whether you are in the air or on the ground. Used mostly in levels 6 or 9, to enter a crate quickly from the side and save the time to jump on top of it. In terms of button inputs, what I like to do is: hold the "right"+"down" buttons until you are next to the crate, then press "left" button, then release the "right" button. If you press "left" and release "right" at the same time, it won't work.

Mini-pirate glitch Mini-pirate is a special state when the game thinks you are inside a crate, while you're actually not. You still walk at normal speed, but you get the other properties of crates: The pirate sprite is half the normal size; a normal jump will get you back to normal state (becuase you got out of the "imaginary crate"); and a charged jump will work even when walking on the ground. Note that sometimes you can be in mini-pirate state while the pirate still looks normal.

There are several ways to trigger the mini-pirate state. The most simple way is to do a charged jump from crate, while holding the "down" button. You know it worked when the pirate jumps from the crate in his minimized form.

It might be hard to press up and down simultaneously with one hand, so I recommend to use the right hand on the arrow keys and the left hand on the "W" button for alternate jump button.

Mini-pirate crate boost glitch If you trigger the mini-pirate glitch by doing a charged jump while holding the "down" button, while ALSO moving the crate right or left - you gain a speed boost in the air, and the crate continues to move a bit to the side after you got out. This happens because the game thinks that for a short time you are still inside the crate after the charged jump. The basic use of the crate boost is to jump faster to any higher cliff, like in levels 1, 6, 9, 10. Crate boosts are not useful if the cliffs are surrounded by narrow walls, like in levels 5, 8, 11.

Tricks for specific levels

Now that we learned the movement possibilities, let's see how we can apply them in our runs. I won't cover the simple levels.

For this guide, the terms: Mini-pirate charged jump refers to doing a charged jump from crate while also holding "down" to enter a mini-pirate state. Crate boosts refer to the consequences of doing a mini-pirate charged jump while moving - getting a speed boost, or the crate moving after the jump.

  • Level 1 - You can do a crate boost to the chest.

  • Level 3 - Get inside the crate, and do a charged jump over the fire pit. If you time it right you jump from the crate safely to the other side.

  • Level 6 - You can enter the crate from the side with the sticky wall glitch. If you charge the jump in the 5-6 transition, you can do a crate boost to the first cliff. In that case you will be in mini-pirate state, so you will need to do another charged jump to cross the second platform.

  • Level 9 - 2 routes you can use. Slower route - Jump to the very top platform, enter the crate from the side, and take the crate to the left chest. Then you can enter the crate again with a charged jump, release immediately to jump to the next crate, then go to the right chest. Faster route - Ignore the top crate completely. Enter the first crate, then do a mini-pirate charged jump while slightly going to the left. You will be in mini-pirate state, so you can do a charged jump to get to the left chest. Then, you can jump from the very end of the platform back to the crate, then go right. This ledge jump is precise and will require some practice.

Note that if you accidentally got the bottom crate to the left side of the level, it is still possible to finish it - do a mini-pirate charged jump from the crate to the middle platform, then do anther charged jump to reach the top crate.

  • Level 10 - You can do a crate boost to the final chest

  • Level 12 - Instead of going to the right chest, you can go to the left chest first. Then, while holding "down"+"left", do a charged jump at a perfect time frame to collect the chest while falling back to the crate. If you do it on other time-frames, you either jump and return to the crate while not taking the chest, or in bad cases you jump and completely leave the crate. The bad news is that I currently don't know how to time this jump. Maybe it is possible to listen to audio-cues from the crate, or look for visual cues from the water waves, dunno. Unless you can do this trick in 1 or 2 tries, it is not worth it.

  • Level 13 - After collecting the bottom chest, you can jump back to the crate without releasing the jump button, to prepare for an immediate crate-boost charged jump to the top platform.

  • Level 14 - At the very start of the level, you can go with the crate towards the fire (by holding "right"+"down"), and do a mini-pirate charged jump right before touching the fire. If you do it right you will get quickly past the fire in mini-pirate state. You can charge the jump in the 13-14 transition. This requires practice for the timing of the jump, and also for the reaction time after the 13-14 transition ends. If going to the fire immediately after the level transition is too difficult, you can start the level by charging a jump and holding down to enter the crate; then go right and do the mini-pirate charged jump when you are ready.

A slightly slower but easier/consistent approach is to release the mini-pirate charged jump as soon as you start to move right with the crate, before getting near the fire. You will get stuck on the wall above the fire, but the fire will be out and you can walk right immediately.

  • Level 15 - When going to the two chests at the right side of the level, you can do a mini-pirate charged jump at the right time to collect both chests at once. This right time is slightly before the crate reaches the level of the bottom platform. When going left from the two chests to the bottom chest, you can do a crate boost charged jump right before the crate touches the water.

A slower but also easier/consistent approach to the right chests, is to do a crate boost before the crate is near the bottom platform. You will jump out and grab the top chest, but the crate will continue forward and land on the bottom platform. You can then land back on the crate and go to the last chest.

Statistiche del gioco
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Ultime notizie
New "level timer" version of the game is out!

I created a modified version of the game:

where you have the following new features:

  • Level timer: there is a new timer that tracks time for individual levels, and resets when a new level is loaded. This timer shows on normal mode
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