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Any1-1: Difference between revisions

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Guiding Glade start with Marbles. You wanna start with a [[Tech and glitches#Spin Charge|spin charge]] and maintain your [[Tech and glitches#Speed Preservation|top speed]] throught the stage. After you pickup Checkers there will be a cut bridge that you need to jump over. You will have a grabba that pass throught the screen right after this bridge, you need to jump onto that grabba and he will carry you to the secret exit of this stage (wich will skip the level 1-2 and put you directly at 1-3).  
Before starting, make sure to read the [[Tech and glitches|Tech and Glitches]] page.
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This level is pretty simple: just spin-dash at the start to attain [[Tech and glitches#Maximum Speed|max speed]], then continue rolling and jumping to preserve it. Do not skip Checkers, or you will end up in the hard/super hard mode prompt at the end. Jump into the flashing grabba before the midpoint to take the secret exit, cutting the level short and going directly to [[Any1-3|Bridge-Wheel Waterway]].
 
Aside from rolling and jumping continuously, movement variations should make no difference in this stage: this includes big jumps, small jumps, long rolls, short rolls, which platforms you land on and whether you briefly flap over the bridge.
 
The fastest possible known time for this level is 15.966, although it's fairly easy to get 16.033 without any effort. Besides spin-dashing optimally at the start of the level and after the warp, it's not exactly known how to save the remaining frames. Since Checkers takes 0.500 seconds to pick up, the goal time for this level is 16.533; any 16.5 is good.

Latest revision as of 16:43, 30 May 2026

Before starting, make sure to read the Tech and Glitches page.

This level is pretty simple: just spin-dash at the start to attain max speed, then continue rolling and jumping to preserve it. Do not skip Checkers, or you will end up in the hard/super hard mode prompt at the end. Jump into the flashing grabba before the midpoint to take the secret exit, cutting the level short and going directly to Bridge-Wheel Waterway.

Aside from rolling and jumping continuously, movement variations should make no difference in this stage: this includes big jumps, small jumps, long rolls, short rolls, which platforms you land on and whether you briefly flap over the bridge.

The fastest possible known time for this level is 15.966, although it's fairly easy to get 16.033 without any effort. Besides spin-dashing optimally at the start of the level and after the warp, it's not exactly known how to save the remaining frames. Since Checkers takes 0.500 seconds to pick up, the goal time for this level is 16.533; any 16.5 is good.