i found another technique
ground pounding into a death trigger will also enable the player to jump higher if they turn right before a jump. this will stay until the play dies normally, which means it carries through runs.
i guess it's safe to assume every run starts with the jump boost if it's visibly utilized
Timing Change for Bonus/VIP Levels
So I had this on my mind for a while and I decide I will go with this because it seems fair.
In short, the bonus/VIP in-game timer is inconsistent due to how it relies on the user's framerate, therefore making runs with lower framerate faster than runs with higher framerate.
That being said, bonus
Recent runs
Level: #2 - Cave
Level: #4 - Blocky Land
Level: #8 - Pink Sewage
Level: #11 - Fall
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