Gi_LightNova= Lightnova
Gi_LightNova_LightNova= Lightnova
Gi_LightNova_LightNova_A_start= Rush
Gi_LightNova_LightNova_b_Flight= Flight
Gi_LightNova_LightNova_c_Cyclone= Cyclone

rushtext= Rush
flighttext= Flight
cyclonetext= Cyclone
careful= careful
watchout= yo watchout
lightnova= LIGHTNOVA
hard= GM+3 Speedtech

novahint=
General tips and clarifications about the map and its entities

Dashing INTO a moon block allows you to retain your speed for longer and let you cornerboost multiple times as they get pushed back, but this only works if you cornerboost AFTER colliding with them.

You can gultra into dream blocks and moon blocks only if you dash while in the crouched state.

Jumping before the gultra will get rid of the crouched state unless you imput jump and dash on two consecutive frames (or if you are already forced into a crouch in a 1 tile gap).

At the start of rooms, you can get around this by jumping to full height, dashing downwards and buffering the gultra to make it more lenient. Jumping before gultras is otherwise not strictly required.

The generosity of a speedcheck can vary, but expect to DDJ and DCB off of at least most dream blocks and moon blocks respectively.

Dense space zones are indicated by white particle fields and double gravity while inside of them. they only really serve to slow the player down in longer rooms.

Speed cappers are represented by green particle fields and serve to cap out speed around vertical transitions at mainly generous values (most rooms would be horribly inconsistent without them).

I have tried my best to make vertical portals as functional as possible but there is only so much really in my control.

poem_Gi_LightNova_LightNova_A= Beacon Of The Universe


