Uploaded April 2023 | Updated September 2026, 2 hours ago
This level is annoying to speedrun. I find the best way to actually long jump in the sand is to just mash a quickly and pray.
Timing the jumps works less than mashing.
The path I did for the first planet is as follows:
-Hold slightly above left
-After the first long jump in the sand hold up and continue the chain
-move slightly up left during the final section to ensure no fireballs hit you
The execution on the first planet is just enough to make it through this next section cleanly.
My biggest mistake in the run is on this planet. I get an angle that doesn't allow for a wall jump and have to do a ground pound into the sand which allows me to backflip (because programming is hard). It wastes about 2-3 seconds meaning a sub 1:42 could be possible and a sub 1:43 definitely is.
These rolling rhomps can push you forward, so I decided to try for it on the left side of as many of them as possible. This one was bad until the very end where I managed to stick to it very well. You don't want to get pushed for too long by that one or you'll go through the floor like this: youtu.be/ey2roXIX7U0 .
It's safer than I thought it would be to go for these pushes, just don't panic with a jump and fly off the level.
At the end of the slide, you can just go left and jump a bit after the camera pans to go right into the launch star.
I still don't know the best way to trigger this boss fight. I hold right then switch to up and long jump. The camera messes with angles so much here.
In the boss fight I go into first person. It does nothing, it's just funny that you can. It's nice to not always have to look at squizzard or his sandy sinkhole.
When the boss is beaten, hold slightly left of up until the cutscene ends. For whatever reason up makes you walk not up, but slightly away from up doesn't. So just react with holding directly up after the cutscene and long jump.
This level is annoying to speedrun. I find the best way to actually long jump in the sand is to just mash a quickly and pray.
Timing the jumps works less than mashing.
The path I did for the first planet is as follows:
-Hold slightly above left
-After the first long jump in the sand hold up and continue the chain
-move slightly up left during the final section to ensure no fireballs hit you
The execution on the first planet is just enough to make it through this next section cleanly.
My biggest mistake in the run is on this planet. I get an angle that doesn't allow for a wall jump and have to do a ground pound into the sand which allows me to backflip (because programming is hard). It wastes about 2-3 seconds meaning a sub 1:42 could be possible and a sub 1:43 definitely is.
These rolling rhomps can push you forward, so I decided to try for it on the left side of as many of them as possible. This one was bad until the very end where I managed to stick to it very well. You don't want to get pushed for too long by that one or you'll go through the floor like this: youtu.be/ey2roXIX7U0 .
It's safer than I thought it would be to go for these pushes, just don't panic with a jump and fly off the level.
At the end of the slide, you can just go left and jump a bit after the camera pans to go right into the launch star.
I still don't know the best way to trigger this boss fight. I hold right then switch to up and long jump. The camera messes with angles so much here.
In the boss fight I go into first person. It does nothing, it's just funny that you can. It's nice to not always have to look at squizzard or his sandy sinkhole.
When the boss is beaten, hold slightly left of up until the cutscene ends. For whatever reason up makes you walk not up, but slightly away from up doesn't. So just react with holding directly up after the cutscene and long jump.










