This is the plaintext version of the hints. If you want hints that that are encoded (so you don't accidentally read hints you don't want to read), please see the other hints file.


1 - Welcome!
	Hint #1: Remember, you don't have to worry about keeping speed. You just want the maximum speed as you go touch the end barrier.
	Hint #2: The best way to gain speed on flat ground is to bunny hop and dash diagonally into the floor.
	Hint #3: Look at your subpixels as you do a bunny hop. Is there any way you can manipulate your subpixels to land on the ground a frame earlier and keep more speed?

2 - Rain Delay
	Hint #1: If you interrupt a down-diagonal dash with say, a corner boost, you get the multiplicative speed boost the next time you collide with the ground.
	Hint #2: Time spent retaining speed against a wall is time spent not losing speed to friction. Can you do things to increase time spent against a wall?
	Hint #3: If you're on the ground pixel and not moving upwards, a down-diagonal dash into the ground will not reset your subpixels. 

3 - Small Box
	Hint #1: If you touch the ground without colliding with it, you can 'slip' off corners and have coyote time while still moving downwards.
	Hint #2: You can jump as soon as you're not moving upwards as long as you're touching ground (or have coyote time).
	Hint #3: If you bonk your head on a ceiling while crouching, your descent will start from a higher position and give more time to fall.

4 - Restraint
	Hint #1 - The start of this room is quite similar to the start of the previous room, with one key difference in how the second jump is used. 
	Hint #2 - Similar to how you can jump when not moving upwards and touching ground, you also regain a missing dash under the same conditions.
	Hint #3 - When hugging a wall with retained speed, you can still move closer towards the wall within the subpixel. This subpixel position is maintained when you get over the wall, and may be beneficial or detrimental.

5 - Swan Dive
	Hint #1 - In tight situations, it may be better to do ultras that collide with the ground as soon as possible, rather than the fastest possible ultra.
	Hint #2 - If there are less than three pixels between the bottom of Madeline's hitbox and the ground, she will instantly snap to the ground when doing a down-diagonal dash.
	Hint #3 - The game moves you horizontally before moving you vertically. Even if you're on a ground pixel while dashing down-diagonally, if your horizontal movement next frame would clear the corner, you will go over the corner and use your full vertical velocity.

6 - Back and Forth
	Hint #1 - Like with corner boosts, you can cancel a dash by climb jumping off a block that you're moving away from. You can also do this neutrally to not lose speed.
	Hint #2 - The height from a normal jump isn't enough to make room for an ultra. However, an up-diagonal dash does give enough height.
	Hint #3 - Want to do a reverse hyper while still having two dashes? Try dashing into the refill at high speeds and using that speed to jump at the position you want. 

7 - Loss Prevention
	Hint #1 - Those spikes probably made the first idea you thought of a lot less effective. What other ways can you gain speed?
	Hint #2 - Time spent not dashing is time spent slowing down to air friction. Trying spending more time dashing to prevent loss (haha I'm so funny).
	Hint #3 - Getting coyote frames from grazing over a corner works while dashing as well. However, you won't be able to jump while the dash is happening.

8 - Sprung!
	Hint #1 - Springs completely reset your horizontal momentum, but they don't reset your retained speed.
	Hint #2 - You need good subpixels when hitting the spring in order to clear the wall. Figuring out which ones work may point you towards the solution.
	Hint #3 - Don't forget the direction of the dash you used to hit the spring. 

9 - New Tricks
	Hint #1 - The start uses something that you could have done in room two, but wasn't enforced then.
	Hint #2 - Look at the subpixels of the delayed ultra. How can you possibly land a frame earlier?
	Hint #3 - Spikes cannot kill you if you're moving the same direction that they're facing. This is useful for not dying to spikes!

10 - Cloud Nine
	Hint #1 - Clouds give a lot of liftboost, but only as they start moving upwards with the recoil.
	Hint #2 - In the third room, you had to start a reverse hyper from below the level of the ground to perform a faster bunny hop. That might be useful here!
	Hint #3 - Normally, jumping out of a grounded ultra just gives a hyper. However, if you do a corner boost while doing a grounded ultra while not touching the ground or in coyote frames, you can keep the speed.

11 - Ricochet
	Hint #1 - In order to get enough speed, you need to do the quick bunny hop from room three. However, it's not that simple!
	Hint #2 - In order to maximize speed, you want to start the ultra as soon as possible after jumping. How could you stall for more frames of dash cooldown?
	Hint #3 - Gain speed on the left side of the room and use that to corner slip on the right side with high vertical and horizontal speed.

12 - No Dash? No Problem!
	Hint #1 - While the orb gives a lot of horizontal speed, it quickly leads to being too fast on the staircase. Can the orb be used for something different?
	Hint #2 - Delayed ultras persist for as long as you don't collide with the ground. Also, they work out of bubbles.
	Hint #3 - Starting a wall boost while on the ground allows you to exceed the typical maximum stamina cap.

13 - Parade
	Hint #1 - The jellies in the room do not have to be moved for the solution to work.
	Hint #2 - If you are still on a ground pixel after the jelly pickup animation finished, you can jump immediately, even if you jumped before grabbing the jelly.
	Hint #3 - The grounded ultras from jellies are quite powerful. Is there a way to do multiple grounded ultras with a single jelly in this room?

14 - The Squeeze
	Hint #1 - Crouching while slipping off a corner allows you to fall with a crouched hitbox as long as coyote frames are active.
	Hint #2 - That dash refill would be nice to have! Is there some way you could somehow extend your hitbox upwards to reach it?
	Hint #3 - While doing a non-climb jump while in retained speed normally takes it away, you get to keep it if you're in a one-tile gap directly between two walls.

15 - Booby Trap
	Hint #1 - That tight corridor is where you eventually want to go. How can this be entered in a crouched state while keeping lots of speed?
	Hint #2 - Like in room six, speed needs to be gained from right to left in order to make going from left to right work.
	Hint #3 - Having a Kevin crush you while on a corner will force you into a crouched state and give quick downwards movement.

16 - Levee
	Hint #1 - Dashing down-diagonally and then climb jumping lets you reach the ground again faster than just climb jumping.
	Hint #2 - The liftboost at the start is very important. Make sure you're getting as much as possible and starting with something that gives lots of speed.
	Hint #3 - Making contact with the front of the move block by corner correcting upwards gives additional useful frames of liftboost. This can help give additional speed going into the goal.

17 - Delta P
	Hint #1 - This room makes use of imprecision in the way the game calculates movement. This may sound daunting, but the setup for it is quite simple.
	Hint #2 - Turn your subpixel indicator on to at least six digits. What do you notice as you jump, which puts you at a speed that should yield round numbers? How can this be useful?
	Hint #3 - Four frames of jumping should move you up seven pixels. However, due to the floating point imprecise of the game combined with deltatime imprecision (has to do with the way the game calculates frames), you actually move a bit higher. If you start a grounded ultra on the very top of a subpixel, this imprecision will move you just high enough to clear a corner in four frames of retained speed.

18 - Swap Block Room
	Top
	Hint #1 - Each jump with liftboost from the swap block gives massive amounts of speed. This includes jumps that arne't on the swap block itself. How can you maximize the number of jumps you can do with the limited space?
	Hint #2 - To maximize speed, it's important to start with a jump that itself gives lots of speed. Try a hyper!
	Hint #3 - It may help to start the swap block while it's already retracting and closer to the middle wall.

	Bottom
	Hint #1 - Reaching the bottom part from the top is difficult due to how fast you're moving. Is there a way to start further down than you did for the previous section?
	Hint #2 - The additional dash is used to entirely to achieve what was mentioned in the previous hint.
	Hint #3 - Though normally very slow, a ceiling pop with liftboost can move you quite fast.

19 - Tricky Stairs
	Hint #1 - The awkward spacing of the stairs means that you reach a speed limit very quickly, and there's no normal way to reach the next stair after the previous a frame sooner. Something else has to be tried.
	Hint #2 - This room requires something similar to room seventeen, but this time to a much more precise degree that requires significant setup.
	Hint #3 - Grabbing a wall while moving downwards divides your speed by five. Additionally, if you are on a ground pixel, you won't be accelerated by gravity. Combining these two, you can manipulate your vertical subpixel position as precisely as you want, which then can be used with the aforementioned imprecision to land a delayed ultra while having zero vertical speed!

20 - Finale
	Hint #1 - This room pulls out many of the tricks used in previous rooms. You're gonna need them all to get the right speed!
	Hint #2 - There is a very similar setup in the Core C-Side of the vanilla game. That might be useful to study to optimize this.
	Hint #3 - Hey... Isn't it weird that there's a gap at the bottom of this room? I wonder why that is...
