I first noticed this on level 3 where jumping up the slope rather than running up it seemed to give me more time before having to duck under the fireball. I tested it on level 1 and sure enough, I saved about 0.2 seconds. So, PSA: you can save several tenths of a second for free by jumping up slopes. The main levels where this is relevant are 1 and 3, where combined you can save nearly half a second (in 100% runs).
Conversely, running down slopes seems to be faster than jumping down them. This has a much smaller effect — a few hundredths rather than tenths — and is relevant in levels 1, 2 and 3. I used this to save another couple frames on level 1.
Addenda:
- You can do the level 4 strat by only destroying one box instead of all three. I don't think this saves time though, as you need to wait for the mummy to walk to the right spot either way.
- The level 3 out of bounds is also possible with a damage boost + double jump off the fireball, but this is a bit slower than the original strat.
- By destroying the box and walking to the right before backtracking for the key on level 2, the damage boost makes you bonk into the ceiling, letting you start moving sooner:
- You can get stuck in the disappearing blocks, or stop them from respawning. For now it's useless, but maybe someone can find an application for either of these glitches.
I put together a few strats I found that help with speedruns. Let me know if you find any more.
Level 3: Jump onto the gargoyle then up and to the right to get out of bounds, skipping most of the level and the need for a key.
Level 3 100%: Jump high enough to collect the orb, but low enough to stay below the platform.
Level 4: Damage boosting on the mummy gets you the extra height needed to make the jump. Hit the right side of the mummy to get boosted towards the exit.
Level 8: Double jump from the moving platform to collect the key from below, skipping the upper path.
Level 9 Orb: This one is just a proof of concept to show how damage boosting can be used in tandem with double jumping for extra height; it is not actually valid for 100% runs as it involves taking damage. Hopefully this tech finds another use elsewhere in the run. Jump once, damage boost on the falling slime for extra height, then use your double jump to collect the orb, skipping the upper platform. Make sure to hit the right side of the slime to get boosted towards the orb.
there's no secret really, just getting optimal lines and well-timed dashes and jumps