A thread where you can check out speedrun resources the community has made, as well as post your own!
LEVEL FLOWCHART
A flowchart of the levels for routing purposes! Some secrets are not shown here, but this should be all you need for speedrunning purposes.
Feel free to use anywhere, but please do give credit! :]
HIGH ROLL-JUMPS
If you roll immediately before gaining height (by jumping, or running into the bouncy ball objects), you’ll go higher than normal. This is sadly not helpful for getting higher jumps, as the built-in super jump reaches slightly higher. However, this trick is very useful for getting slightly longer jumps!
If you do a Roll Jump, then space out your double jump and roll in midair, your extra starting height means you can cross bigger gaps than normal. It takes a bit of practice to get this consistently; I’d recommend learning the trick on a safe stage, then trying it out on a stage like Pink World with a lot of gaps.
In case you’re struggling to get the trick consistently- the most common way I mess it up is by accidentally rolling off an edge before doing my first jump. Since I’m already in the air, the game treats my first jump as my double jump, and I don’t go as far as I had planned.
You can tell this mistake has happened if Harold spins after your first jump. (At least usually- the updated physics since the demo sometimes make this happen even if you are safe? Not too sure why, requires more testing.) Regardless, if you see Harold spin after your first jump, it is usually best to find a safe landing spot and try it again.