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Advanced Movement Technique

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Rolling is the meat of this game. It's faster than running or jumping and generally does a better job of dispatching enemies and getting over gaps than the jump alone. To sum up Donkey Kong Country, basically 'any time not spent rolling is generally time better spent rolling.'
This guide on speedrunning Donkey Kong Country

There are quite a few ways to navigate the world of a video game. At the most basic level, you can just walk or run around. Some games might have a Video Game Dashing mechanic, a Sprint Meter to let you move much faster in short bursts, or let you summon a mount to traverse large areas in a shorter amount of time.

But for a speedrunner, or anyone trying to save time on the way to the next level, there might be advanced techniques that let you reach your destination much faster than you would just by using the basic movement options. In many cases, these techniques end up replacing basic movement almost entirely. If you watch a speedrun and the player barely ever takes a step normally, that's a sign that this trope is in play. It can also occur in competitive multiplayer games, where mastering the increased mobility that these techniques grant you can be the key to playing at a high level, with players who move "normally" being overwhelmed by everyone else's speed.

These aren't always intentional. They may involve exploiting a Good Bad Bug, or taking advantage of an oversight. There may be Some Dexterity Required in moving around that way. Imagining the character moving that way in their day-to-day life will probably result in a very silly mental image. But hey, every second counts, right, so who cares what you look like or how much your fingers hurt from mashing the same buttons non-stop just to move around?

Diagonal Speed Boost is a common form of this, where moving diagonally results in a roughly 40% increase in movement speed. Another common form in First-Person Shooters is bunny-hopping; though the exact details vary from game to game, it tends to involve constantly jumping around, which causes you to move faster than normally possible. There's also the Rocket Jump, where blowing yourself up with explosives can propel you higher and faster than jumping normally... though of course, this trick is limited to less-realistic games that give you enough health to survive an RPG blowing up right under your feet.

Not to be confused with Sequence Breaking, another speedrunning strategy which sometimes involves advanced movement tricks, and which lets you skip entire levels. The key difference is that in Sequence Breaking, the trick may only be used at one specific spot, while an Advanced Movement Technique is used much more regularly, if not constantly.


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    Action RPG 
  • In God Eater 2, the Long Blade's Tornado Rush Blood Art is a Dash Attack that can be cancelled into a Step (which quickly moves you a short distance in a given direction). It can also be cancelled from a Step, so by alternating between Tornado Rush and Step, you can zip around the map very quickly. It also doesn't cost any stamina unless it hits an enemy, so it isn't any more exhausting than simply Stepping everywhere.

  • ANNO: Mutationem: Ann's Combat Roll mixed with her Air-Dashing move will result in moving at a faster pace than normal running.
  • Cave Story
    • On the ground, your speed oscillates rather than staying capped at a maximum, but once you go airborne, your horizontal speed stays constant until you touch the ground again — so you can travel slightly faster with a lot of carefully timed jumps than with walking. Later in the game, you get a machine gun that can recoil you upwards if you fire downwards. This allows speedrunners to avoid having to touch the floor for even longer. So for them, Cave Story becomes a game about dodging the floor as much as you can with whatever you have.
    • Damage boosting is a really precise trick where you hit certain enemies at just the right angle so that it will bounce you horizontally faster than you can walk. And of course, you maintain that speed boost even longer if you stay in the air. It is mostly used in Tool Assisted Speedruns though, because of how precise it is to pull off. Fortunately, there is one spot where speedrunners could pull it off, and that is in the Reservoir section of Mimiga Village. Even then, it is really difficult, and most runners don't even get the boost.
    • With the Booster 2.0, you can boost into a slope before your fuel runs out and then jump to preserve your momentum. You can also preserve your momentum by boosting horizontally adjacent to the top of the block, and then jump once you can jump on top of the block.
    • If you have both the machine gun and the Booster 2.0, you can preserve Booster 2.0 speeds by boosting forward and then using the machine gun recoil to get you back to the ground while you are still boosting forward. Then you can jump once you are on the ground and you will get the same speed if you just kept boosting forward. Then you can use the recoil from the machine gun to go upwards in the air while you still have the speed.
    • A fast way to get to maximum falling speed without wasting fuel from the Booster 2.0 is to use a very short amount of fuel to boost downwards. The Booster 2.0 already lets you get to maximum falling speed by boosting down already. Boosting downwards for a long time is the same speed as boosting downwards for a very short amount of time.
  • The Legend of Zelda:
    • In the 3D games, many players are likely to use Link's roll constantly when moving around. In The Legend of Zelda: Ocarina of Time, doing this will result in moving up to 35% faster than normal running. A lesser-known technique, which is just as fast as rolling, is to walk backwards, which is faster than forwards movement for some reason. For this reasons, speedrunners tend to play the whole game moving backwards.
    • The Legend of Zelda: Breath of the Wild has a number of interesting techniques. An easy one that can be used by anyone playing the game is the "whistle sprint": Simply by holding down the whistle button and mashing the sprint button, the player can move almost as fast as a regular sprint, but with the bonus of their stamina wheel refilling instead of depleting.

    Fighting Games 
  • Dragon Ball Legends lets you cancel out of a Strike or Blast animation early by "stepping" forward or to the side, allowing you to quickly reset yourself into a neutral position for defensive purposes or to give your cards time to reload in order to continue a combo. This can also be combined with ki charging in order to give yourself the energy needed to use a character's Special or Ultimate Arts.
  • Nickelodeon All-Star Brawl features wavedashing as an intentional gameplay feature, which can be performed in the same way as Melee, as well as simply by jumping and shielding at the same time. Powdered Toastman can even waveshine, which is affectionately referred to as "wavetoasting".
  • Shrek SuperSlam has a technique dubbed "crumpet dashing", performed by cancelling an air dash into a shield. This causes you to keep the momentum from the air dash, making you fly through the air at higher speeds than usual. A variant, called the "swooce", is done by doing a double-jump during the shield, further increasing your air time. Crumpet dashing is a key element of the game's competitive scene due to how it greatly increases your mobility when mastered.
  • Super Smash Bros.: Wavedashing is an infamous physics exploit in Melee, caused by jumping, then immediately air-dodging diagonally into the ground. The momentum of the air-dodge is preserved even after landing, allowing the character to slide around quickly and use grounded attacks while moving. Mastering wavedashing is considered a key part of high-level Melee play. For Fox and Falco, their ability to combine their Reflector with wavedashing opens up a particularly potent technique, the waveshine. Its overuse made it a "gameplay tumor" in the eyes of the devs, who patched it out of Brawl and 3DS/Wii U, before restoring it in Ultimate in a heavily nerfed form.
  • The "Korean Backdash" in the Tekken series lets players dash backwards much faster than normal. Normally, there's a delay between each backdash, but the catch is that backdashes can be cancelled into almost anything, which includes crouching. By quickly crouching after a backdash and inputting another backdash, you cancel the lag between backdashes. The most optimal technique of doing this, discovered by Korean players in Tekken Tag Tournament, is to backdash, move the stick down-back, then release the stick in a very precise way so that the stick registers a back input for a split second when you let go of the stick, and repeat. In high-level play, this gives the player an advantage in moving out of attacks.

    First Person Shooters 
  • CULTIC has kickboosting. Kicking while in the air allows the player to jump higher and move faster.
  • Destiny and Destiny 2 incorporate some rather advanced physics into the game, and players started catching on to unique ways to increase their movement speed. One of the earliest was accelerating your Hover Bike and then getting off as you make a sharp turn, allowing you to maintain that speed into restricted areas. In 2 one exotic sword called Worldline Zero has a unique perk that allows a brief Flash Step, if timed right just as you fall off a ledge that Flash Step can launch you like a cannon.
  • Doom, Doom II, and Final Doom all run on the same engine, so they all share a common speedrunning tactic known as straferunning. When you run diagonally, depending on what keys you are holding during, you can achieve a speed that is either 28% or 41% faster than normal running speed. This not only makes regular transit significantly faster, but depending on the map, can even allow minor/major skips via Sequence Breaking.
  • Halo has many of these:
    • The game's movement physics are quite momentum-based; jumping forwards off an inclined surface will generally give you a small speed boost over simply jumping over flat terrain. There's plenty of places to exploit this where a well-timed jump off a slope immediately after falling, conserving your momentum from the fall, can launch you a fair distance.
    • Halo 2 is known for its extremely busted Energy Sword, which is home to a host of Good Bad Bugs. The already generous Dash Attack can be extended by scoping in on an enemy with another weapon, then lunging immediately after switching to your Energy Sword. With a long-range weapon like the Sniper Rifle, this can send you flying across the map.
    • Halo 2 is also home to "Object Bumping". The game averts First-Person Ghost by essentially making your legs and torso two separate entities. By repeatedly bumping into a physics object, you can slowly disconnect the two, granting the ability to clip through walls.
    • Halo Infinite introduces the "Curb Slide" technique, in which hitting the slide button just before you drop off a ledge can give you a generous speed boost when you land.
  • Mirror's Edge has loads of undocumented techniques used by speed runners and sequence breakers, but the two most commonly used are the side-jump boost, which catapults Faith straight to maximum running speed from a standing position, and the kick glitch, a de facto Double Jump.
  • Overwatch
    • In general, many characters with some sort of ability that propels them forward will be able to extend the length and speed of their self-propulsion by pressing and holding Jump while at peak momentum. This applies to abilities such as Mercy's Guardian Angel, Moira's Fade, and Doomfist's Rocket Punch. Also, the term "rollout" exists to describe the optimal way that a character can travel from any starting point (such as the spawn room) to a destination (such as the objective), and high level players are expected to know how to perform these rollouts.
    • Some characters have the ability to Rocket Jump, or otherwise boost themselves onto higher ground with their abilities. Examples include Soldier: 76 and Zarya, but it's considered essential to learning Pharah.
    • Another advanced technique is learning how to "slide" across slanted rooftops and ceilings where characters are technically allowed to land. Characters with high aerial mobility (such as Winston, Doomfist, Pharah, Echo, and others) can use this to stay airborne longer or to drop onto enemies unexpected.
    • Lucio is built with this trope in mind, being one of the most mobile characters in the entire game, and with the ability to slide along walls, which is faster than normal movement. Also, he gains a brief speed boost during a Wall Jump. A Lucio played at the highest skill ceiling can zip around pretty much anywhere at high speeds, and climb atop any structure in the game.
    • Mercy has a unique "ability" known as "Superjump", which allows her to redirect the momentum of her Guardian Angel to pop straight up into the air. It's considered one of the most necessary advanced tricks to playing Mercy at a high level, allowing her to escape from enemies on the ground.
    • Wrecking Ball has the fastest movement speed in the game, but to achieve it, the player must master his Grappling Claw ability, which allows him to Building Swing at high speeds. Knowing what he can and can't grapple from, which sections of the map can be swung over or around, and what angle he needs to fly in to get maximum speed and distance are all essential skills.
    • The absolute king of this trope is Doomfist. The number of advanced techniques that are necessary to be even a mediocre Doomfist are patently absurd, as every single one of his abilities provides him with different movement properties and can be used to both attack and escape. For example, there's Diagonal Punching, which allows him to Rocket Punch at an upward angle and is necessary for attacking enemies on high ground, such as snipers. New methods and techniques are constantly being found to make him even more mobile and difficult to counter.
  • Quake III: Arena has so many techniques, it developed into a game mode, DeFRaG, with dedicated maps, lingo and players. The basic techniques include:
    • Rocketjumping, BFGjumping, grenadejumping - just shoot a rocket/bfg ball/grenade under your feet as you jump and you'll jump higher. Don't worry, you'll have some health left, promise.
    • Setting your framerate limit to 125 (or 333 on more powerful systems). Because of the way the engine rounds the player's position, this allows for slightly higher jumps, which comes in handy not only for getting places but also for other techniques.
    • Strafejumping and circlejumping. if you look to a side and hit a strafe button while in the air, you'll fly a little faster. And if you land while holding jump key again, you'll carry this speed over to the next jump, allowing for incremental acceleration.
  • Valve's Source Engine has a quirk with its physics that allows the use of a technique called "Bunny-hopping" (shortened to "B-hopping"). By chaining a series of jumps and strafes at precise timings, you can keep your forward momentum going without slowing down. In single player games, it's useful in Speedruns, while in multiplayer games, it creates a large skill gap for players to master in order to get ahead of the competition. B-hopping can be performed on all games that run on the engine, like Half-Life 2 and its episodes, Portal, Portal 2, Left 4 Dead, Counter-Strike: Global Offensive, and Team Fortress 2.
  • Team Fortress 2 features numerous physics quirks that allow classes to move faster or reach parts of maps otherwise inaccessible to the class, and many of them are really hard to pull off correctly without loads of practice.
    • In general, damage boosting is a technique where a player jumps before getting hit by an enemy attack, giving a massive boost in speed and height. This is typically exploited by Medics to make very fast getaways. This even applies to damage caused by your own explosives, causing the below Rocket Jump techniques.
    • The Scout's Force-A-Nature applies a force to the Scout while if he's in the air in the opposite direction he's facing. If the direction he's facing happens to be downward, it gives him a Recoil Boost allowing him to effectively triple jump.
    • The Soldier is virtually the poster boy for the Rocket Jump. Shooting a rocket at his feet allows him to either go really high, or go really fast. Shooting more rockets just before he lands (called "pogo jumping") allow him to add the damage boost from the second rocket to his already high velocity to reach ludicrous speeds, turning him from the Mighty Glacier second slowest class in the game into a Lightning Bruiser that can cross the map in seconds. While falling from a high distance, he can also shoot a rocket from up high and time it to explode at the same time as a rocket down low (called a "sync jump", allowing the soldier to reach ludicrous heights. Valve eventually added the Rocket Jumper weapon specifically to allow soldiers to rocket jump to their heart's content without taking damage, as well as the Gunboats which reduce damage taken from your rockets that do hurt you, the Mantreads which allow for a Goomba Stomp attack and reduce falling damage, and the Market Gardener, a Difficult, but Awesome shovel that deals massive damage if you hit an enemy while rocket jumping.
    • The Pyro has one in the form of the Detonator, which allows him to Rocket Jump to reach decent heights, though not nearly to the same extent as the Soldier.
    • The Demoman has two:
      • Sticky Jumping is an interesting variant of the rocket jump: the Demo's Sticky Bombs travel more slowly than the Soldier's rockets, deal more self-damage, and have an arming time. However, they deal much more knockback allowing you to reach much higher base speeds, and can be detonated whenever you right click, allowing you to either set up multiple sticky bombs at the beginning of your jump, or shoot a bomb while in midair and detonate it as you pass over it to effectively create a Double Jump.
      • Trimping can be done with the Demo's unlockable shield that gives him a Foe-Tossing Charge. Said charge increases the Demo's speed a lot and allows him to go off steep surfaces to get insane height and distance on top of his charge.
    • The Engineer has wrangler jumping, effectively rocket jumping by manually firing a rocket from a level 3 sentry. He also has sentry boosting, which allows him to reach heights and speeds using the wrangler to shoot bullets into his back while jumping.
  • Players of Starsiege: Tribes had discovered a glitch that allowed them to move extremely fast by spamming the jump button on steep slopes. This was dubbed "skiing" and quickly incorporated into the multiplayer metagame — in fact, when Tribes 2 was developed, skiing became an Ascended Glitch and has been the signature mechanic of the Tribes series ever since.
  • ULTRAKILL features numerous advanced movement techniques, some officially recognized, some discovered by players. One example is the Rocket Jump. While performing it with actual rockets only gives a modest vertical boost (albeit with no damage), it is much more viable to do so using the shotgun core or overpump blast from the pump action shotgun variants.

    Massively Multiplayer Online 
  • Players in Warframe can jump while crouching or sliding to perform a "bullet jump" which lunges them upward or forward faster than they can run. As such, the best way to get from point A to point B (aside from vehicles in open-world areas) is by repeatedly sliding, bullet jumping, adding a Double Jump for extra air time, then pressing crouch before you hit the ground so you slide instantly and keep your momentum, letting you immediately bullet jump again after landing. If you're not abusing bullet jumps everywhere you go in multiplayer missions, be prepared to taste the dust of players who do.

  • In Banjo-Tooie, Banjo has an unintentional Double Jump which he can perform by himself via pressing the jump button while doing a Pack Whack mid-air. This gives him some extra height that he wouldn't be able to reach normally, but it won't cancel any Fall Damage.
  • Castlevania:
    • Castlevania: Rondo of Blood has backflip cancelling, where you do a backflip while moonwalking (walking backwards by holding down the attack button), then attack while in midair, which prevents the backflip's lengthy landing animation from playing, letting you do another backflip immediately. This lets you backflip your way through the whole game.
    • In Castlevania: Symphony of the Night, the Shield Dash technique is used to move faster than normal. It involves doing a backdash, then Lag Canceling it into holding out your shield, then cancelling the shield into another backdash, bypassing the brief cooldown that backdashing normally has. As a result, speedruns for this game have Alucard sliding backwards almost constantly instead of walking.
    • Castlevania: Aria of Sorrow lets you cancel your backdash into a jump, so you can backdash again immediately upon landing. In that game and its sequel, Dawn of Sorrow, there's Julius Mode, where you move faster by continuously jumping and doing your Diving Kick.
  • Celeste:
    • By air-dashing diagonally into the ground and then immediately jumping, Madeline can launch herself forward with great momentum. The move is called "wavedashing," the name being a Shout-Out to Super Smash Bros. Melee. Another similar technique called "wallbouncing" can be done by dashing up and then doing a wall jump adjacent to a wall. Both moves are required to complete the last few Brutal Bonus Levels.
    • There is an even more advanced technique that even the developers of the game didn't intend, which is called the ultra dash. It allows you to go even faster than a wavedash. What you do is wavedash, and then right after you jump from the first wavedash, dash down-diagonally again, which preserves the speed from the first wavedash. You can only get more speed from the ultra dash if you are not on flat ground. The downwards diagonal dash has to end before you touch the ground in order to get the speed boost, which is impossible if you are on flat ground. If you get this technique correct, then you will get a 1.2x speed boost every time you ultra dash. You can look at this Reddit thread for more information on how to do ultra dashes.
  • Crash Bandicoot:
    • Crash Bandicoot 2: Cortex Strikes Back:
      • The second game onwards introduces the Slide Attack move for Crash. It can give Crash a short burst of speed, but his movement will get halted for a short moment (because it's the same button as his "prone crawling" move) before he can move again. The "advanced" technique here is to cancel his slide into his Spin Attack which eliminates the halt.
      • The second game also lets you jump higher if you do it immediately after a slide. There was also a glitch where pressing the jump and Spin Attack button together results in a higher jump. The "advanced" technique here is to combine the two aforementioned techniques, which helps in speedruns, allowing you to pass obstacles quicker or get airborne items easier.
    • In at least the N. Sane Trilogy remakes, it's possible to perform a technique dubbed hobsliding to reach speeds higher than those possible even with the Crash Dash. In simple terms, you have to slide, then cancel the slide with a spin, jump, and land before the spin is finished. If done correctly, Crash/Coco will maintain the momentum they had when falling down until the spin is finished. Chaining hobslides is way harder than it seems, but done correctly, this technique is paramount to any Crash 2 or 3 speedrun. It can also be used to very comfortably earn platinum relics before getting the Crash Dash, especially when the level's geometry facilitates the technique such as in Turtle Woods.
    • In at least the N. Sane Trilogy version of Crash Bandicoot 3: Warped, it's possible to make a variation of the hobslide with the death tornado powerup once it's acquired. It's executed in a very similar way (slide, spin cancel, jump, land before the spin finishes), but the spin must be kept going after Crash/Coco lands. This death tornado variant cannot be reliably chained, but the speed boost it gives lasts for much longer. You'd want to perform this variant with as little air time as possible, as the death tornado spin slows Crash/Coco to a crawl until they land. Warped speedrun categories that allow for major glitches, as well as relic run categories, may depend on sequence breaking and either skipping or leaving the N. Tropy fight for as late as possible partly due to hobsliding: once the death tornado is obtained, chaining regular hobslides becomes nigh impossible to pull off reliably, and you want to get all the levels where the regular hobslide is faster than the death tornado variant out of the way before N. Tropy.
  • In the Donkey Kong Country series, speedrunners will constantly roll around or cartwheel instead of walking.
  • Ghostrunner:
    • The Ghostrunner's dash move can be cancelled into a slide, retaining the dash's momentum into the slide to travel faster for much further. Sliding off a ledge in this manner and then jumping lets the player retain momentum for even longer.
    • After running off a ledge, there is a brief moment where the Ghostrunner can still jump. When moving sufficiently fast, this Anti Frustration Feature can actually be abused to weave beneath a hazard on the same level as a ledge without losing enough height to get onto an opposite platform.
  • In the Mega Man (Classic) games starting with 3 (which introduced the move), Mega Man's slide, when chained into itself with proper timing, is faster than regular walking. As a result, speedrunners slide almost everywhere instead of walking. This also extends to the Mega Man X, Mega Man Zero, and Mega Man ZX games as well, where Video Game Dashing is the equivalent.
  • Pizza Tower's essential moves are taught in the tutorial, but a few are more advanced and obscure:
    • If Peppino is holding an enemy, his belly slam remains applicable in the form of a Spinning Piledriver; you can press down to take out both the enemy you're holding and anything below.
    • Pressing Grab and then holding up will cause Peppino to perform a leaping piledriver on whatever enemy he grabs.
    • When performing a run-dive, pressing Jump will make Peppino perform a downwards body slam, negating his horizontal velocity instantly without crashing into a wall or ceiling.
    • Pressing Run or Grab with a horizontal direction while Super-Jumping will make Peppino cancel the jump into a shoulder-bash, instantly giving back the Mach 2 speed.
    • Grabbing an enemy while running towards them at Mach 2+ will make Peppino swing them around, dispatching any enemies and blocks that are hit.
    • The fastest way to gain speed is to press Grab, press down for a belly-slide in the middle of the grab, and then press Run whilst releasing down to start a Mach 2+ run.
    • If you press the backwards direction and Grab while airborne at Mach 2+, Peppino will twirl out of his run and move slowly in the opposite direction. This improves Peppino's mobility on rails as well.
    • Running requires you to hold the Run button, but it doesn't require you to hold the forwards direction. If Peppino runs at Mach 2+ without pressing the forward key, his speed will not increase, allowing for somewhat steadier movement.
  • The original Prince of Persia has the running jump, which moves the prince slightly faster than straight up running, as well as crouching, which brings him to a stop faster than him slowing down from a run. The fastest speedruns of the game involve the prince doing consecutive running jumps whenever he is not scaling platforms or fighting an enemy, and occasionally using the crouch as a "brake" when approaching a required object or the edge of a platform.
  • Rabi-Ribi has numerous hidden techniques that are required for a Minimalist Run, such as a rather difficult-to-excute Wall Jump technique when you normally need an item to be able to use it. And the mechanics used by those tricks can be exploited for even more complex techniques, many of them abused by speedrunners. This playthrough of a custom level dedicated to teaching such techniques is almost an hour long. And it doesn't even include the DLC alternate character Cocoa, who has many unique tricks thanks to her exclusive mechanics, allowing for an expert to absolutely tear through the game world at insane speeds.
  • Shovel Knight:
    • In Plague of Shadows, Plague Knight's Bomb Burst (done by holding down the attack button for a brief time) gives him a great boost of speed that lasts until he either hits the ground or throws a bomb. If the player immediately holds down the attack button after he Bomb Bursts from the ground and then uses his regular Double Jump, there's just enough time to Bomb Burst a second time before hitting the ground, maximizing Plague Knight's time he spends in the air and the extra speed he gets from it.note  Speedruns of Plague of Shadows use this constantly, to the point where Plague Knight is almost never seen on the ground for more than a split second unless in a cutscene.
    • A Cheat Code in King of Cards gives King Knight access to the Rev Roll, a direct Shout-Out to Sonic the Hedgehog in the sense that it gives him a near carbon copy of the Spin Dash from the Sonic games — if he holds down and charges up by continuously pressing jump, he'll quickly roll across the screen in damaging ball form, which is much faster than the constant shoulder bash dashing that normal King of Cards speedruns partake in to get around.
  • In Sonic Frontiers, pressing boost shortly after Sonic begins a Homing Attack towards an enemy launches him through the air at even higher speeds than normal. This was a bug, but was left in and even referenced in official promo videos, termed the "Homing Dash". A later patch would assign a special mark to best times if you used the technique.
  • Super Mario Bros.:
    • In Super Mario Bros., you can accelerate slightly faster from zero speed (such as at the start of a level) by doing a small jump backwards and landing facing backward.
    • In Super Mario Bros. 2, Toad is already the fastest runner of the four playable characters on his own, but if he's holding an enemy in his hands, his running speed is increased even further. It's often you'll see that speedrunners will quickly snatch the first enemy in the given area and take off.
    • Super Mario World has the shell-jump. If Mario/Luigi is standing a specific distance away from a wall with a shell in hand, jumps into the air, and throws the shell just before the peak of his jump so it bounces off the wall, the shell will be right under him as soon as he starts to fall, making him fully able to bounce off it and gain extra height with the right timing. note  Though there's several Mario games where this trick is possible, the countless amount of kaizo ROM hacks of World that require it to be mastered popularized its presence within this game specifically.
    • Super Mario 64 makes the common 3D game mistake of limiting the player character's forward velocity rather than their absolute speed, which permits Mario to go much faster moving backwards. Combined with another physics glitch which resets Mario's position but not velocity upon hitting a wall or slope, this has enabled movement techniques such as "Backwards Long Jump" and "Parallel Universes" that break the game world wide open.
    • In Super Mario Sunshine, the fastest way to move around is to do a dive into a wet surface, which will cause Mario to slide around on his belly (much further and longer than you'd expect). Since Mario is wearing F.L.U.D.D. most of the time, he can easily create a wet patch in front of him almost anywhere, letting him slide around much faster than by walking around.
    • Super Mario 3D World: When a character performs a dive tackle out of the air with the Cat Suit, they gain a large amount of momentum that's faster than the maximum running speed, but is typically lost once they hit the ground. However, if you cancel out of the dive tackle via a claw swipe attack, said momentum is fully preserved. If this "jump, dive, swipe" pattern is chained continuously, large distances can easily be covered much faster than they would be by just running on foot... or in this case, paw.
    • Super Mario Maker and its sequel have given traction to a very difficult technique in the Super Mario World game style known as the "mid-air". It involves jumping in the air while holding an item that can be stood on/jumped off of, and at exactly the right time, dropping it down so that its falling momentum just barely exceeds that of the player's so they can jump off it while falling, usually while over a Bottomless Pit. Kaizo level designers often do this with an item like a POW Block or a spring, but if they're feeling especially devious, they can force the player to do it with an enemy like a Galoomba or a Buzzy Beetle, where the player must wait for the enemy to be about to wake up, drop it the moment it wakes up so it doesn't hurt/kill them, and then jump off of it.
    • Super Mario Odyssey features the cap dive, where Mario can throw Cappy and dive to go in the same direction, spring off Cappy, throw him again in midair and dive again before landing, allowing Mario to reach significant heights and distance. This is even rewarded by some secret caches of coins that can only be reached with cap-dive chains.
  • Wario Land 4:
    • Carrying over from its predecessors, Wario Land 4 allows Wario to skid across the floor if he crouches while dashing. This allows him to bypass small corridors more quickly.
    • Wario can jump at any time during the running-start of a super dash. While in the air, he maintains the momentum he's gathered before liftoff, all without transitioning into a full dash. Consistently jumping the moment he lands back on the ground keeps Wario's controls unrestricted, allowing him to stop on a dime when necessary.
    • If the player has committed to a full super dash, a sliding animation plays when the attack ends, and the player won't regain control over Wario until he stops. However, the player can cancel the sliding animation by continuing to hold the direction Wario was facing. Instead of sliding forward, Wario immediately goes into his walking animation, thus allowing the player to follow up with whatever they please.
    • With some tricky button inputs, Wario can jump off an object he's lightly tossed up in the air. By doing this, he can reach considerable heights, nearly touching the top of the screen. The trick can be used for some nifty Sequence Breaking.

    Puzzle Games 
  • Tetris games that are derived from SEGA'S 1988 Tetris (including Tetris: The Grand Master) has what's known as a "synchro". In these particular games, at every frame piece rotation and horizontal movement is processed before downward movement caused by fall speed. By executing movement and rotation at the same time, it is possible to make a piece "jump" over gaps, even if one is playing at maximum fall speed. It is not possible in most other Tetris games due to those games prioritizing gravity first.

    Racing Games 
  • In Big Rigs: Over the Road Racing, there is no acceleration limit when moving backwards. This means that your truck going in reverse can theoretically reach infinite speeds, easily moving several times faster than light. Of course, this also means not being able to see where you're going... thankfully, there's no collision detection, and therefore no risk of crashing into anything.
  • Crash Team Racing Nitro-Fueled: Ordinarily, hitting the brakes to make the tightest possible turn will cost the racer all their Nitro Boost. Air U-turning, by holding the down and brake buttons and letting go of the acceleration button while hopping repeatedly and turning allows the tightest turns to be made even by the engine class with the worst handling without slowing down from the Nitro Boost at all.
  • F-Zero GX:
    • "Snaking", a technique performed by precisely timing quick turns with your air brakes, rapidly alternating left and right. Done right, you can achieve speeds well beyond what you could normally reach with the game's basic mechanics, and you would also grant improved steering ability to even the heaviest vehicles. Done perfectly, and you could complete tracks in a fraction of the time you'd get with normal techniques.
    • There's also a bizarre physics glitch that occurs when boosting while deliberately losing traction and sliding to the side, slamming your vehicle perpendicular into the track wall, causing lots of damage, but also granting an enormous speed boost. Useful for getting just a little bit more speed at the final stretch.
  • Mario Kart DS: "Snaking", as the game community calls it, involves drifting back and forth on a straightaway, gaining mini-turbos every time the R button is released. A low drift stat will prevent a kart from just slamming into the wall, and a high mini-turbo stat on a vehicle like the Dry Bomber means a skilled player can spend an entire race with boosted speed.
  • The first Wangan Midnight Maximum Tune game has the "gacha" techniquenote , where the player briefly shifts back to the previous gear and then back up to exploit the fact that downshifting gives the player a very brief burst of acceleration; done quickly enough and the player's car won't drop speed while in the previous gear. Due to the damage this can inflict on the arcade cabinet's shift stick controller, this was combed over with an Obvious Rule Patch in all subsequent games: attempting the same trick will force the player's gear into neutral for a second, long enough for the vehicle to rapidly lose speed.

    Survival Horror 
  • Alien: Isolation has a glitch of sorts where, by running diagonally in a fairly particular way, Ripley will make no noise. Take a moment to respect how much of a Game-Breaker being able to run silently is in a Survival Horror game where a Xenomorph is constantly listening for and trying to locate you.

    Turn-Based Strategy 
  • Advance Wars By Web has "Boosting", the ability to move a unit into a transport, and then unload it into an adjacent space to gain one space of movement. In the vanilla game, unloading a unit counts as a transport's movement and thus ends its turn, but due to a Good Bad Bug in the online-version unloading a unit doesn't count as a movement and thus can be done as many times as the user likes. One extra space of movement in a limited context seems useless, but it's a time and tested tactic of pro-level players as one extra move is very valuable to infantry who can only move 3 spaces, and mechs who can only move 2.