#Getting Started ##Playing the game There are multiple ways that you can play the game. In the resources page on the leaderboards, there is a downloadable .exe for windows, as well as the fullbright mod, which can serve as a practice tool, for all platforms. There is also the web version of the game, which you can run on as well. ##Timing If you are running either version of any%, your run will use the in game time displayed at the end of the run. This timer starts as soon as the game restarts, so in order to get the fastest time, you will have to press z to start the game as soon as possible. For crash%, the timer starts on the input to start the game, since you don't reach the end screen. ##Anything Else If you have any other questions, be sure to ask the people in the discord or speedrun.com forums. We'll be happy to help! #Basic Movement ##Jumping Jumps are always the same height, and activate is the jump button is held. This means that holding jump will cause you to repeatedly jump on the first frame possible after landing. If you are in a 1-tile high tunnel, then holding jump will be slower than just walking. There is a .2 second window of coyote time in the game. ##Running You run at a set speed. If at all possible, try to run on conveyors as much as you can.
#Strats ##Block Falling This is mainly useful in the NMG category. By timing your jump, you can fall through the block as it disappears, allowing you to reach your maximum fall speed faster than you would from an at rest start.
##Super Walljumps This tech is helpful in every category. As you jump off a wall, press the direction away from the wall on the first frame possible. This can grant up to 1.5x as much horizontal speed as walking. It is a pretty advanced technique, requiring a frame perfect input optimally, so make sure you are comfortable with the game before trying to incorporate them too much.
##Fast Walking This technique is useful for every category. If right is released for 1, 3, 5, or 7 frames while walking, the character will accelerate to a max speed of 1.125, which is higher than the usual speed cap of 1.00. For a more detailed technical explanation see these messages from FlyingPenguin.
##Orb Room You can skip a walljump on the wall in orb room. By jumping at the very edge of the second stair in the room, you can grab the orb on your way towards the wall. For this to work, you need to both jump off the very edge of the stair, and be on the correct global cycle of the orb's hovering movement. In Any%, you should be able to do this consistently, as it is the first real room of the run. In Any% NMG, you need to have relatively optimal block falls to make this cycle.
#Major Glitches ##Beeg Skip Hold jump and right after starting the game. You can then walk across the top of the map, and land right before the orb. This is only allowed in Any%, and not NMG.
##Crashing The current strategy for crash% is to get the game to load so many rooms that there isn't an index for the next whisper text, and it crashes. The easiest way we've found to do this is by going out of bounds at the last room, and falling outside the map.
Other ways of doing this are more complicated, such as by using a difficult crumble clip to get to where the title screen is stored, and then prescisely moving to fall outside map in a similar manner to whats above. This route is done in the current WR.
##Crumble Clips If you position yourself in crumble blocks as they respawn, you can clip through walls. This isn't allowed in NMG, and are quite slow so they're mostly used in theorycrafting new routes, however in the patch version's any% route uses a very difficult one at the start.