Jump to content

Tech and glitches: Difference between revisions

From Windswept Speedrun
No edit summary
No edit summary
Line 1: Line 1:
==Piggyback==
==Before You Begin...==
This is one of your base moves. It's performed with a dedicated input and requires both Checkers and Marbles to be alive. While piggybacked, you can press Attack to perform a special move depending on which character you have in front.
<ul>
* Marbles: Throw checkers, which can be used to hit enemies/targets, destroy breakable blocks, or perform a Shell Jump (explained further in the Intermediate section).
<li><b>Enable "Hasty Mode" in the Gameplay Options menu.</b> This makes some actions, such as swapping and Marbles' charged attack, occur faster.</li>
* Checkers: Marbles will grab you and throw you upwards, which can effectively serve as a second jump. This can also be cancelled out of with a groundpound/dropdash.
<li>Enable Game Timer and/or Stage Timer, which are required for full-game runs and level runs respectively.</li>
</br>
<li>Adjust screen shake and vsync to your liking.</li>
==Speed Preservation==
<li>Check out the Assists + Modifiers options. There are many options here which are useful for practice.</li>
The main way to preserve speed is a combination of attacking and jumping. Attacking keeps your speed for most of the animation, but you slow down at the end, so you can jump during the animation to prevent that. Gliding and entering water can also briefly preserve speed, but will slow you down over time, so its useful to minimize these where you can.
</ul>
</br>
 
Above a certain speed (sometimes referred to as "star speed"), a trail of stars will appear behind you (or music notes if you've completed Chime Runners). This speed can be achieved in various ways, but the easiest way is with either a spin charge or dropdash jump.
=Core Mechanics=
</br>
 
==Auto-fire Cannons==
==Maximum Speed==
When you enter an auto-fire cannon (the ones with arrows on them that fire you automatically), if you have jump held, you'll get fired about 0.3 seconds earlier than normal, which can add up across a chain of cannons.
Marbles (the duck) can attain top speed by using a spin-dash (charged attack) or by rolling (attacking) through an enemy. Marbles loses speed while flapping, but does not lose speed from the first few frames of flapping. Therefore, if you need to flap, it's best to do so in small increments and as late as possible.
 
Checkers (the turtle) can attain top speed using a dropdash (groundpound, dash, jump). Checkers <b>loses</b> speed after rolling an enemy; to regain max speed, it's necessary to perform another dropdash.
 
You can maintain top speed by continuously rolling and jumping. If your speed is slightly below the maximum, it will be brought back up to the maximum after rolling. You lose a lot of speed by walking along the ground or letting a roll end on the ground, so it's important to roll immediately when reaching the ground (you can buffer it), and jump out of a roll before it ends.
 
Rolling through an enemy generates 5 freeze frames which do not stop the in-game timer (and slows Checkers down), so it's generally best to outright avoid enemies when possible rather than rolling through them. Stomping enemies and rolling boxes/barrels generates 3 freeze frames.


For example, in B.V. Broadcast Tower, holding jump saves 1.9 seconds in the beginning section over not holding jump.
It's not yet perfectly understood which character moves faster, but they are close to equal. It's thought that Checkers moves slightly faster after a dropdash but loses a small amount of speed each roll-jump, while Marbles does not lose speed. This, in addition to the fact that Checkers must stop to dropdash, means that Marbles is the optimal choice in most horizontal levels, but in some levels Checkers is competitive. Checkers is optimal in vertical levels, as explained in the next section. Checkers also moves about 15% faster in water.
{{#ev:youtube|9zl80ng0W38|320px}} {{#ev:youtube|7o7Wt8i96oE|320px}}
</br>
==Spin Charge==
If you hold Attack with Marbles, you'll start charging up a spin, which can be released after enough time to perform an attack while putting you at star speed (although you have to jump shortly after this to maintain that speed). This can also be done in mid-air, either by running off of a ledge while doing it, or doing a shorter spin off of a ledge and then holding it once in mid-air. Releasing a spin charge in mid-air makes you briefly stop falling, which makes it useful for crossing large gaps, or in places like Salamancer's Sanctum where it's used to get under ropes and ceilings.


Additionally, you can charge a spin charge out of another spin charge, which is sometimes used to stay in the air even longer.</br>
==Midair Swap==
==Dropdash / Dropdash Jump==
You can swap midair as long as you are in an "attack" or "piggyback" state. This is possible after rolling off ledges, using Checkers' dash (before jumping), or at any time while piggybacked.
If you press Attack during a groundpound, or while landing from one, you'll get a boost forwards that ignores gravity, called a Dropdash. This can be cancelled out of with a jump, which puts you at star speed. This can all be done in quick succession by groundpounding and then buffering an Attack and Jump input.


You can only dropdash once before having to land or bounce on an enemy to recharge it. However, dropdashing into an enemy will recharge it immediately, letting you chain multiple in mid-air. If you try to dropdash after you've already used it up, Checkers will do a small 'fumble' animation, which gives a tiny bit of height and kills your speed.
</br>
</br>
==Marbles vs Checkers (differences)==
===Ground Speed===
Marbles is a little faster than Checkers on ground, and so is generally preferrably for stages that are mostly horizontal. Below is the code that determines your horizontal speed:</br>
: <code>speed_H = (accel_Attack + accel_Deflect + accel_DropDash + accel_Move + accel_Run) * nerf_Speed_H</code></br>
<code>nerf_Speed_H</code> acts as a speed multiplier, and is set to 1 for Marbles and 0.925 for Checkers, meaning Checkers moves at 92.5% of Marbles' Speed when not in water.
===Swim Speed===
Checkers moves about 15% faster than Marbles in water, and so is preferred for swimming sections such as in Aucora's Abyss or Shrine Of The Salamancer.
</br>
</br>
==Quad Jump==
==Quad Jump==
It's possible to piggyback during a dropdash, even if you're in mid-air, where you can also do an additional jump (which is the case for regular dropdashes as well). By combining this with a jump and piggyback throw at the start, then another piggyback throw at the end, you can effectively chain together 4 jumps in a row, letting you get a ton of height.
It's possible to piggyback during a dash which enables Checkers to effectively jump 4 times. The inputs are:
<ul>
<li>Piggyback with Checkers in front, either on the ground or during a roll</li>
<li>Jump</li>
<li>Press attack to throw yourself upwards</li>
<li>Groundpound, dash</li>
<li>Piggyback again</li>
<li>Jump</li>
<li>Throw again</li>
</ul>
After the second piggyback, you can also swap to Marbles, jump, and throw the shell to instead get a midair shell jump. This goes slightly higher and puts Marbles in front, allowing you to flap.


The inputs are as follows:
{{#ev:youtube|KsxnbBQ5ACw|500px}}
* Piggyback with Checkers in front
 
* Jump
==(Midair) Shell Jump:==
* Throw yourself upwards
To initiate a midair shell jump, begin with top speed, piggyback, jump, and throw the shell near (but before) the apex of the jump while continuing to hold the jump button. Shell jumps off walls are also possible, as seen in Dire Dire Ducts, but these are typically not useful for a speedrun. The video below demonstrates how to time midair shell jumps.
* Perform a dropdash
* Piggyback during the dropdash
* Jump
* Throw yourself upwards again
</br>
{{#ev:youtube|AHrkmJzATB0|500px}}
</br>
==Shell Jump / Mid-Air Shell Jump==
When thrown, Checkers can bounce off of walls, and if timed just right, Marbles can bounce off of him for extra height, as seen in Dire Dire Ducts. However, the application of this most useful in speedruns is the Mid-Air Shell Jump.


If you get up to star speed, piggyback, jump, and throw Checkers, you can bounce off of him in mid-air without the need for him to bounce off of a wall. The timing is fairly generous, but you want to throw Checkers at around the peak of your jump to get the bounce consistently. You ''can'' get a shell jump if you do the throw really late, as shown below, but this doesn't currently have any uses.
{{#ev:youtube|E6nbZcmgE5c|500px}}
{{#ev:youtube|E6nbZcmgE5c|500px}}
</br>
==Instant Dropdash==
If a level spawns you on a semi-solid, such as in Hue's Shade or Over The Raybow, you can hold your groundpound button before the level starts (ie. during the level entry or restart screen) and immediately get a groundpound '''without''' the wind-up animation. You can then dropdash out of this, effectively getting an instant dropdash / dropdash jump with no delays.
</br>
{{#ev:youtube|vq7mH2cNQNg|500px}}
</br>
==Dropdash Fail / Checkers Flight==
As mentioned before, if you try to dropdash multiple times without landing, Checkers will do a small fumble that gives a little bit of height. If you hold jump during this, it'll give more height, and with this extra height, you have enough time to do ''another'' dropdash fail without losing the height from the initial one. What this means is you can effectively chain dropdash fails infinitely to either gain or maintain height.


While this technically has an application for cheesing various sections of the game, the downside for runs is that its extremely slow. Its main uses are for gaining height or backing up a failed strat. Its also used in B.V. Broadcast Tower to scroll the screen to where the goalpost is while avoiding the cutscene trigger.
==Infinite Checkers Fly==
</br>
After dropdashing once, Checkers becomes "exhausted" and begins flashing. While exhausted, Checkers cannot dash again and will instead do a "dash fail." With correct timing, these dash fails can be used to gain unlimited height or distance. To perform repeated dash fails, hold jump while alternating between attack and groundpound. The attack input can be buffered during the groundpound, but the groundpound input cannot be buffered. Although drop fails are quite slow, they are useful in a few specific places during the run, such as B.V. Broadcast Tower and Hue's Shade. They can also be useful during casual gameplay and for recovering after making mistakes.
== Semisolid Groundpound / Dropdash ==
 
If you go up through a semi-solid and groundpound when you're just barely above it, you'll get a groundpound without any wind-up animation, similar to the Instant Dropdash. Like with that, this can also be chained into a dropdash. The main use for this is to stop or gain speed on a dime when shooting out of a cannon, as cannon trails can be freely groundpounded out of, but it can also be used to save time over a regular dropdash in the right situations (such as in Vexatious Vents).
{{#ev:youtube|edTTxYqR72s|500px}}
</br>
 
</br>
==Clips==
==Clips==
There are multiple ways to clip out-of-bounds, each with their own use cases.
There are three known ways to clip out of bounds with varying degrees of usefulness. Some walls - usually the "curvy cave walls" seen in stages such as Salamancer's Sanctum or Aucora's Abyss - have no collision inside and you can move freely. You will need to clip again to get back inbounds. Other types of walls - usually "rectilinear" walls like in Shrine of the Salamancer or The Pip Ship - have internal collision and will prevent you from moving and also push you down. In these types of walls, you can move backwards by swapping repeatedly; you will move further if you un-piggyback.
===Top corner clip :===
 
You can clip on any 90° angle wall over you by teaming up and jumping in the angle then swapping partner. You can then spam the swap button to progress further into that wall. Note that for certain stage (with water for exemple) you need to change your looking direction before doing the 2nd swap to then go further into it. This can be used in stage like Aucora's Abyss to clip into the top right corner of the underwater train wagon.
===Wall Clip===
{{#ev:youtube|iJIvPx4CFJE|500px}}
To begin, stand next to a wall, piggyback and face away from the wall. To perform the clip, press swap and the direction towards the wall on the same frame. This move can be executed more easily by binding a "clip button" to both swap and right (assuming you want to clip into a wall on the right, which is the only direction you need to clip in Any%). You can also bind a button to both left and piggyback, making the clip easier to set up, but the "setup button" can only be used if there is a platform to stand on next to the wall you want to clip into. If you fail the clip using the clip button, it usually means you were too far away from the wall. This is the most useful type of clip and it is used multiple times in Any%.
</br></br>
 
===Reverse looking one button remap clip :===
===Bottom Corner Clip===
You can clip throught vertical wall in multiple stage. It is used a lot in stage like Bluppo's barge, Nippa's nook, Temporal Railroad, etc...
Begin by standing on the ground next to a wall, with Marbles in front. Piggyback and face away from the wall. Jump and swap when you land, while Marbles is "squished." This type of clip is used in Temporal Railroad to get under the train.
To do the clip throught a wall that is on the right side of you, you need to piggyback and hug the wall while looking to the left. You need to be sure to be hugging the wall, you can jump to do the turnaround to make it easier to not move left while turning. once you are in position you can then you need to press both Right + Swap on the same frame. An easy way to do that is to go in the control menu and rebind the 2nd fonction of both of those to a button you don't use. You then only need to press that button and it will do both action on the same frame.  
 
{{#ev:youtube|ZvXoR5uyqBY|500px}}
===Top Corner Clip===
</br></br>
You can clip in any location where there is a ceiling connected to a wall. Begin by piggybacking and jumping into the corner. When you reach the corner, swap twice. This type of clip is easiest with Checkers in front. This clip is pretty much entirely obsoleted by the wall clip, as that clip is easier to execute and only requires one swap.
==HyperSpeed==
 
Here is a video demonstrating each type of clip:
{{#ev:youtube|eIOEm_4aRb0|500px}}
 
=Niche Mechanics=
 
==Auto-fire Cannons==
When you enter an auto-fire cannon (the ones with arrows on them that fire you automatically), if you have jump held, you'll get fired about 22 frames (0.366 seconds) earlier than normal, which can add up across a chain of cannons.
 
For example, in B.V. Broadcast Tower, holding jump saves about 1.8 seconds in the beginning section over not holding jump.
{{#ev:youtube|X2S6XpipxeA|500px}}
 
==Extending Rolls==
The duration of a roll can be extended by rolling off a platform, rolling through an enemy or using a spin-dash (Marbles).
 
==Higher Jump==
Just like Mario, the heros of Windswept can gain extra height by jumping while moving fast. The difference is just a fex pixels, but it can matter in a few specific locations.
 
==Midair Spin-Dash==
If Marbles is rolling, it's possible to charge and release a spin-dash in the air. This can be useful for instantly turning around, like in Brambles in the Breeze, or for getting the roll to cover extra distance, like in Bridge-Wheel Waterway (LINKS). This move can be used repeatedly.
 
==Semisolid Groundpound/Dropdash==
Using Checkers, if you go up through a one-way wooden platform and groundpound when you're just barely above it, you'll get a groundpound without any wind-up animation. This groundpound can be converted into a dropdash, allowing you to gain maximum horizontal speed immediately.
 
In levels that begin above one-way wooden platforms, including Hue's Shade, Thornado and Pips & Pits, this maneuver can be executed immediately upon spawning in at the start of the level. The easiest way to do this is to simply hold the groundpound button to buffer the move at the start of the level.
 
==Snap to Ground==
If Checkers groundpounds a few pixels above the ground, you will be brought down to the ground, even if a dash is buffered. This is generally undesired as it loses height and disrupts alignment, although it does refresh the groundpound. Checkers will also snap to thorns, taking damage.
 
==Groundpound After Roll==
If Checkers walks off a platform, there is a small delay before a groundpound is possible. This delay is not applied if Checkers rolls off the platform. This is useful in a few places, such as the Pip Ship.
 
==Some Frame Data==
This section catalogs the number of frames required for certain moves. f = frames, s = seconds (IGT), 60f = 1s.
<ul>
<li>Rolling through an enemy: 5f, 0.083s</li>
<li>Bouncing off an enemy: 3f, 0.050s</li>
<li>Rolling through a box or barrel: 3f, 0.050s</li>
<li>Spin-dash: 18f, 0.300s</li>
<li>Groundpound: 20f, 0.333s</li>
<li>Swap: 30f, 0.500s</li>
<li>Piggyback: 15f, 0.250s</li>
<li>Un-piggyback: 30f, 0.500s</li>
<li>Checkers up-throw: 16f, 0.266s</li>
<li>Marbles shell-throw: 16f, 0.266s</li>
<li>Buddy bubble: 30f, 0.500s</li>
<li>Damage: 48f, 0.800s</li>
<li>Death: 48f, 0.800s</li>
</ul>

Revision as of 22:48, 23 May 2026

Before You Begin...

  • Enable "Hasty Mode" in the Gameplay Options menu. This makes some actions, such as swapping and Marbles' charged attack, occur faster.
  • Enable Game Timer and/or Stage Timer, which are required for full-game runs and level runs respectively.
  • Adjust screen shake and vsync to your liking.
  • Check out the Assists + Modifiers options. There are many options here which are useful for practice.

Core Mechanics

Maximum Speed

Marbles (the duck) can attain top speed by using a spin-dash (charged attack) or by rolling (attacking) through an enemy. Marbles loses speed while flapping, but does not lose speed from the first few frames of flapping. Therefore, if you need to flap, it's best to do so in small increments and as late as possible.

Checkers (the turtle) can attain top speed using a dropdash (groundpound, dash, jump). Checkers loses speed after rolling an enemy; to regain max speed, it's necessary to perform another dropdash.

You can maintain top speed by continuously rolling and jumping. If your speed is slightly below the maximum, it will be brought back up to the maximum after rolling. You lose a lot of speed by walking along the ground or letting a roll end on the ground, so it's important to roll immediately when reaching the ground (you can buffer it), and jump out of a roll before it ends.

Rolling through an enemy generates 5 freeze frames which do not stop the in-game timer (and slows Checkers down), so it's generally best to outright avoid enemies when possible rather than rolling through them. Stomping enemies and rolling boxes/barrels generates 3 freeze frames.

It's not yet perfectly understood which character moves faster, but they are close to equal. It's thought that Checkers moves slightly faster after a dropdash but loses a small amount of speed each roll-jump, while Marbles does not lose speed. This, in addition to the fact that Checkers must stop to dropdash, means that Marbles is the optimal choice in most horizontal levels, but in some levels Checkers is competitive. Checkers is optimal in vertical levels, as explained in the next section. Checkers also moves about 15% faster in water.

Midair Swap

You can swap midair as long as you are in an "attack" or "piggyback" state. This is possible after rolling off ledges, using Checkers' dash (before jumping), or at any time while piggybacked.

Quad Jump

It's possible to piggyback during a dash which enables Checkers to effectively jump 4 times. The inputs are:

  • Piggyback with Checkers in front, either on the ground or during a roll
  • Jump
  • Press attack to throw yourself upwards
  • Groundpound, dash
  • Piggyback again
  • Jump
  • Throw again

After the second piggyback, you can also swap to Marbles, jump, and throw the shell to instead get a midair shell jump. This goes slightly higher and puts Marbles in front, allowing you to flap.

(Midair) Shell Jump:

To initiate a midair shell jump, begin with top speed, piggyback, jump, and throw the shell near (but before) the apex of the jump while continuing to hold the jump button. Shell jumps off walls are also possible, as seen in Dire Dire Ducts, but these are typically not useful for a speedrun. The video below demonstrates how to time midair shell jumps.

Infinite Checkers Fly

After dropdashing once, Checkers becomes "exhausted" and begins flashing. While exhausted, Checkers cannot dash again and will instead do a "dash fail." With correct timing, these dash fails can be used to gain unlimited height or distance. To perform repeated dash fails, hold jump while alternating between attack and groundpound. The attack input can be buffered during the groundpound, but the groundpound input cannot be buffered. Although drop fails are quite slow, they are useful in a few specific places during the run, such as B.V. Broadcast Tower and Hue's Shade. They can also be useful during casual gameplay and for recovering after making mistakes.

Clips

There are three known ways to clip out of bounds with varying degrees of usefulness. Some walls - usually the "curvy cave walls" seen in stages such as Salamancer's Sanctum or Aucora's Abyss - have no collision inside and you can move freely. You will need to clip again to get back inbounds. Other types of walls - usually "rectilinear" walls like in Shrine of the Salamancer or The Pip Ship - have internal collision and will prevent you from moving and also push you down. In these types of walls, you can move backwards by swapping repeatedly; you will move further if you un-piggyback.

Wall Clip

To begin, stand next to a wall, piggyback and face away from the wall. To perform the clip, press swap and the direction towards the wall on the same frame. This move can be executed more easily by binding a "clip button" to both swap and right (assuming you want to clip into a wall on the right, which is the only direction you need to clip in Any%). You can also bind a button to both left and piggyback, making the clip easier to set up, but the "setup button" can only be used if there is a platform to stand on next to the wall you want to clip into. If you fail the clip using the clip button, it usually means you were too far away from the wall. This is the most useful type of clip and it is used multiple times in Any%.

Bottom Corner Clip

Begin by standing on the ground next to a wall, with Marbles in front. Piggyback and face away from the wall. Jump and swap when you land, while Marbles is "squished." This type of clip is used in Temporal Railroad to get under the train.

Top Corner Clip

You can clip in any location where there is a ceiling connected to a wall. Begin by piggybacking and jumping into the corner. When you reach the corner, swap twice. This type of clip is easiest with Checkers in front. This clip is pretty much entirely obsoleted by the wall clip, as that clip is easier to execute and only requires one swap.

Here is a video demonstrating each type of clip:

Niche Mechanics

Auto-fire Cannons

When you enter an auto-fire cannon (the ones with arrows on them that fire you automatically), if you have jump held, you'll get fired about 22 frames (0.366 seconds) earlier than normal, which can add up across a chain of cannons.

For example, in B.V. Broadcast Tower, holding jump saves about 1.8 seconds in the beginning section over not holding jump.

Extending Rolls

The duration of a roll can be extended by rolling off a platform, rolling through an enemy or using a spin-dash (Marbles).

Higher Jump

Just like Mario, the heros of Windswept can gain extra height by jumping while moving fast. The difference is just a fex pixels, but it can matter in a few specific locations.

Midair Spin-Dash

If Marbles is rolling, it's possible to charge and release a spin-dash in the air. This can be useful for instantly turning around, like in Brambles in the Breeze, or for getting the roll to cover extra distance, like in Bridge-Wheel Waterway (LINKS). This move can be used repeatedly.

Semisolid Groundpound/Dropdash

Using Checkers, if you go up through a one-way wooden platform and groundpound when you're just barely above it, you'll get a groundpound without any wind-up animation. This groundpound can be converted into a dropdash, allowing you to gain maximum horizontal speed immediately.

In levels that begin above one-way wooden platforms, including Hue's Shade, Thornado and Pips & Pits, this maneuver can be executed immediately upon spawning in at the start of the level. The easiest way to do this is to simply hold the groundpound button to buffer the move at the start of the level.

Snap to Ground

If Checkers groundpounds a few pixels above the ground, you will be brought down to the ground, even if a dash is buffered. This is generally undesired as it loses height and disrupts alignment, although it does refresh the groundpound. Checkers will also snap to thorns, taking damage.

Groundpound After Roll

If Checkers walks off a platform, there is a small delay before a groundpound is possible. This delay is not applied if Checkers rolls off the platform. This is useful in a few places, such as the Pip Ship.

Some Frame Data

This section catalogs the number of frames required for certain moves. f = frames, s = seconds (IGT), 60f = 1s.

  • Rolling through an enemy: 5f, 0.083s
  • Bouncing off an enemy: 3f, 0.050s
  • Rolling through a box or barrel: 3f, 0.050s
  • Spin-dash: 18f, 0.300s
  • Groundpound: 20f, 0.333s
  • Swap: 30f, 0.500s
  • Piggyback: 15f, 0.250s
  • Un-piggyback: 30f, 0.500s
  • Checkers up-throw: 16f, 0.266s
  • Marbles shell-throw: 16f, 0.266s
  • Buddy bubble: 30f, 0.500s
  • Damage: 48f, 0.800s
  • Death: 48f, 0.800s