2.2 Minimum Jumps for Each Level

Quagsire

Member
spoilers throughout this entire thread

Minimum jump runs are an offshoot of speedruns with a self explanatory goal. The fewer jumps, i.e. jump button presses on the ground initiating a jump state, the better. The point of this is to find a new challenge in beaten levels and explore what's possible and what isn't.

Some levels have different best characters for this than others.

This thread is for strategies to get through each stage with as few jumps as possible.

For a start, here are some 0 jump routes:

GFZ1
possible with anyone except Amy, and easy.
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Spinning characters can circumvent the bridge by fully charging spins here,
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while Fang can hit the speed shoes here to get enough momentum for the same route.

GFZ2
difficult but possible as Amy.
Amy can break past any spike rows with her hammer.
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getting on top of the slope allows Amy to use the springs without jumping
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Amy can hit this spring with her hammer to get extra height...
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... use a tight hammer attack to get on top of the fence...
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... and continue her route, eventually taking a tight spring hammer to fly over the spike-based obstacle course at the end.

GFZ3, THZ3, DSZ3, ACZ3, BCZ2, BCZ3
... can all be shot by Fang. DSZ3 requires taking damage and recollecting rings.
 
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Ah, yes, the classic ABC (space-bar challenge).

Slopes make this challenge so much more interesting than in previous versions of the game.
 

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