There is no autosplitter I'm aware of, I bind the split key to e for this game.
The developer has an official website where you can play all the games including Three Goblets: https://adventale.net
But as long as it's not a weird outdated version you can play wherever
Q1: Probably? Whether the speedup happens depends entirely on browser behaviour so it's difficult to predict.
Q2: I don't think any glitches are known apart from the game running faster on a high framerate
Oof, the switch port is rough. Crashes don't disqualify the run, you can still submit, although they are of course a major timeloss and plain annoying for the runner. There are categories without menu glitches, maybe that would be an option?
In the early game when running from Howl, there is a cutscene which looks like Ori gets damaged before grabbing the torch. However Ori's health doesn't get reduced, so I think it's fair to discount this as not getting damaged. Outside of this I don't think there is any forced damage. I would recommend to play on current patch since earlier patches have a glitchy hitbox in the Shriek chase where Ori can get damaged unrightfully while burrowing through the sand.
Yeah it's a fun trick. For speedrunning it's not too useful unfortunately, since being on the left of the arena lines up much better for a wavedash, mostly it looks cool.
Thanks for sharing oriHug
I don't know how to do it exactly, but it has happened to players before.
More specifically, you can get boosts like that if you slide down a wall at great speed and reach its end. It is required to have Sticky off since you have to make contact with the wall. High framerates (>100fps) are not necessary, but help make it easier and more consistent.
The Hollow Trial uses it twice actually, once at ~4.6 and again at ~7.5 Both times the same pattern is used: falling into the bottom end of a wall while moving against it. Glide is only to get airtime after the corner boost. Pressing Glide before the boost would be detremental, since it would cancel your falling speed which is needed for the corner boost.
So the inputs aren't conceptually difficult, you just press directional movement against the wall. The trick is to line it up through your earlier movement so you touch the wall at the correct location without having to slow down vertically or horizontally.
I'd have an Orb run recorded once there is a board for it