Tips & Tricks
Guides
/
Tips & Tricks
Updated 8 years ago by DaeCatt

Speedrunner Mode and the Mid-Air Jump When Speedrunner mode is enabled the player can still jump after falling off a ledge or taking a boost ramp and colliding with something.

This used to be possible in casual gameplay, but once the cause of the bug was discovered Speedrunner mode was created to fix issues during normal gameplay and still allow speedrunners to continue exploiting this glitch.

This special mode also enables a speedrun timer, which automatically sums up the time spent in levels.

Restore Points When the player stands on solid ground and no button actions are currently active, they get a restore point. If you die for any reason you will be brought back to this restore point, and any on-going button action is reverted. You can tell if a button action is still ongoing if the crosshair is still spinning.

Jumping Off of Buttons and Rifts Buttons, rifts, and most platforms have enough of a flat surface to allow the player to jump. They tend to be slide-y, meaning that the player naturally falls of of them, so jumps must be performed quickly. This can also be performed on most moving objects.

Rift Skip The ring of the rift has full collision, so by walking up it and using a mid-air jump, the player can get around any open rift in the game.

Gravity Manipulation & Gravity Alignment Jumping while affected by a gravity ramp will leave the player with an odd gravity vector. The game will attempt to align the player to a plane they are touching if the angle between the gravity vector and the vector orthogonal to that plane is small enough.

This can be exploited by jumping a bit before the midway point of a gravity ramp to keep a gravity vector that will allow the player to slide along planes parallel to one end of the ramp while still aligning to planes parallel to the other end.

Goal Points The goal of the level will only be triggered if the player actually stands on the goal point. Attempting to hit a goal point from below or with a gravity vector that will not align to the goal point is futile.

Tick Rate The actual tick rate is currently being investigated. Bunny hopping seems to register at 60 ticks per second, which is what we care about for the upcoming tricks.

Bunny Hopping While the player is touching the ground, friction is applied. Jumping on the tick the player touches the ground no friction is applied and the full boost is added to their speed, yielding a significant increase. Every missed tick applies friction, 0 ticks of friction is generally optimal but a single tick of friction still allows the player to gain speed.

The boost is applied to the player's velocity, so they cannot control where they are going unless they aim to collide with something. However, pressing a directional key will cause the game to "notice" that the player is moving quickly, and slows them down to normal moving speed.

Avoiding the Boost Ramp's Boost Like with bunny hopping, if a player performs a jump on the same tick they land on a boost ramp the boost of the ramp is completely ignored. This is especially useful since boost ramps lock all player movement and instantly remove all momentum once the player lands.

This trick can be combined bunny hopping to gain some vertical velocity.

Lunging The player entity actually moves at a very high speed in Parallax but this speed is limited by the friction of the platforms. Similarly to bunny hopping, by jumping while having a high movement speed on the ground, the player gains speed in the direction they were traveling. Speed is thus highest by jumping the tick after releasing a held direction. Jumping on the tick right after releasing a direction is referred to as a full lunge and is one of the best ways to start a chain of bunny hops. Missing a few ticks between releasing the direction and jumping can give the player a partial lunge, which is still faster than jumping in a direction.

Mid-Air Lunge Unlike a normal lunge timing is almost irrelevant when performing a mid-air lunge. All the player has to do is walk off a ledge and release any held direction, then jump. This applies the same jump boost you'd get from lunging off a platform, but without the risk of friction reducing velocity. This is a natural extension to the mid-air jump and should under almost all conditions be done instead of a mid-air jump.

Ramping Colliding with anything causes the direction of the player's velocity to change. Under normal conditions there is not enough velocity to use this, but with a chain of bunny hops the player can collide with buttons, gravity ramps, or the edges of platforms to fling themselves significant distances.

Game stats
Followers
7
Runs
200
Players
9
Latest threads
Posted 8 years ago
2 replies