Speedrunning overview and guide
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Speedrunning overview and guide
Updated 1 year ago by heljdaaa

Introduction: this is a script for an upcoming video-guide, but i decided to uploaded it now so maybe people can use it. Note that english is not my native language so feel free to contact me so i can fix mistakes. If you have questions about the guide, ask them in the discord server!

  1. Basic strats and micromechanics, movement There are several ways to move in this game. The basic ones are moving on the ground, in the air mid-jump, and jumping. When near or holding onto a wall the player can perform a walljump (also referred to as a wallkick). When precisely changing directions mid-walljump, the player can perform a wallscale. Normally, you cannot climb walls past a certain limit, because a walljump returns you to a lower position than when you started it. A wallscale can bypass that, letting you basically infinitely climb walls. When lower than a wall and in walljumping distance, the player can perform a cpop - a vertical jump off a wall. That is basically it for the movement, you can look at the code if you want to know the specifics. I recommend practicing these micromechanics, so you don’t struggle with them in a run.

  2. Cycles and stuff All moving obstacles of the game operate on a 3 second timer that determines the state of the object at a given time. For example, platforms (stepouts?) spend half the cycle in the “standable on” state and half in the “not standable on” state. Platforms also produce 3 flashes on their texture before switching states. This is an important visual cue for some strats. A further breakdown of specific times you will have to get to some points in the run will be in the video.

  3. 1:06, 1:03, 1:00, sub 1 overviews Not cycle specific strats include: The 2 level 1 waiting strats. In order to save the time on the starting level, runners will wait anywhere from half a second to 1.2 seconds at the starting checkpoint, because the time you see at the end of the game starts when you leave the checkpoint 1 collision box, and that is the time that we use rank runs on the leaderboard. The level 9 strat: there is some variation to this cycle, but most runs go like this: climb up the right wall, jump onto the gear, walljump onto the next and get to the checkpoint. Other non cycle-specific are hopefully very intuitive and you will recognise and get used to them by yourself. Feel free to ask for help in our discord server though :)

1:06 cycle: There are multiple “leaderboard cycles”. I don't recommend going for them for leaderboard places and rather using them to get used to strats and game mechanics. The first cycle i will discuss is the 1 minute 6 seconds cycle. This is most likely the cycle that you will discover by yourself, at it is the perfect cycle you can get without major modifications to the basic gameplay. A good example of a run with this cycle will be Noah67’s 1:06:750 (). The strats in it are hopefully pretty self-explanatory, so i will not go over them. The cpop in level 9 is a good example of this technique used in a run.

1:03 cycle: This is the cycle that requires the first semi-advanced strat in TTT speedrunning, that being the first cycle skip or the TmLuffy cycle. It was first shown off by TmLuffy and is a strat that allows you to skip a cycle in the first half of the game. Everyone has a slightly different approach to it, but the one i am going to describe is, i would say, the most general one. It involves landing on the far left edge of the second platform in level 3 right as it appears. It is not a tight timing and you will most likely hit it every time after you get used to it. After that it is basically the same run, and the only other strat i would advise to implement is the faster and easier level 8 strat that involves hitting the weight and falling to the platform below, then proceeding to the checkpoint. The one thing that stops this cycle from being a 1:01/00 is the little wait you might have to do in level 10 on the checkpoint.

1:01/00: First thing to note is that a 01 is just a bad 00 with a slowdown at the end and a 00 is just a good 03, so if you can hit 03’s you got everything for a 00. There is not much to say about this cycle other that that it gets consistent overtime.

sub 1: to be added after i get it :)

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