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!
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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.
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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.
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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 :)