ground pounding into a death trigger will give the player a small time frame to jump after rewpawning to gain lots of horizontal momentum. i think it's something to do with how the game handles re-enabling controls after a ground pound and how it cancels the "getting back up" animation does something idk.
with a moving death object, you can ground pound and have it hit you before you fall which causes you to die before hitting the ground. you can see the player still in a ground pound and then get up
eppo pls dont fix
nah i figured it out. i guess when you gound pound into a death trigger it tricks the game into thinking you're sliding on a slope which will make you go far when you jump "off the slope"
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