Sapph_UltraSapphic_0_UltraSapphic=
Ultra Sapphic

Sapph_UltraSapphic=
Ultra Sapphic

ultrasapphicgym0=
[Sapphia normal left pop]
Hi!
Welcome to the gym!
If you'd like to learn more about ultras, then proceed!

ultrasapphicgym1=
[Madeline distracted right]
What is an {~}ultra{/~}?

[Sapphia normal left]
Basically, it's just a down diagonal dash.
Okay,{.5} that's a pretty obtuse way of putting it{1} but at it's core, an ultra is just a down diagonal dash{.5} usually ending in midair.
The thing that makes ultras special{.5} are the unique properties of down diagonal dashes.
One of these properties is that{.5} if you end your down diagonal dash in the air,{.5} your horizontal speed is not reset at the end of the dash.
Go ahead and try doing a down diagonal dash out of that dream block which was modified to give extra speed.

[Madeline distracted right]
Okay!

[Sapphia normal left]
Also, if you go through the green dream block, you can access the index, which has a teleport to each part of the tutorial.
However, I highly recommend doing the tutorial, especially if it's your first time, in order to avoid confusion in the tutorial dialogue that may occur if you just jump around different sections.

ultrasapphicgym2=
[Sapphia normal left]
As you can see, you didn't lose you initial speed at the end of the dash.
For comparison, watch what happens when you do an up diagonal dash out of the same type of dream block.

ultrasapphicgym3=
[Sapphia normal left]
As you saw, at the end of your up diagonal dash, you suddenly lost all of the momentum that the dream block had given you.
Also, the dream blocks with a red outline will bring you back to the start of the gym.
If you see a dream block with a blue outline, it will bring you back to the beginning of the tutorial section that you just finished...
Since this room is so short, and it's also the beginning of the gym, we just have a red outline dream block.

ultrasapphicgym4=
[Sapphia normal left]
Now it's time to learn another key property of down diagonal dashes.
If you started your down diagonal dash in the air,{.5} then the next time you land on the ground you will gain a speed boost that {.5}{~}multiplies{/~}{.5} your horizontal speed (hspeed) by 1.2.
This is called an ultra boost and can allow for massive speed gains.
For this part your going to need to do an ultra out of this dream block and then jump over to the other side after getting the 1.2x speed boost.
However, you should make sure that you don't buffer your jump or bunnyhop when attempting to get the speed boost because this will usually prevent you from getting the boost.
To avoid that problem it's usually helpful to slide on the ground breifly.

ultrasapphicgym5=
[Sapphia normal left]
Good job!
You should now understand the very basics of ultras.
To summarize:
When you ultra, it's useful to have a high initial horizontal speed (hspeed).
You keep your hspeed even when your down diagonal dash ends as long as it ends the air.
Also, I didn't explicitly mention this earlier, but in the middle of your dash you don't experience drag so you get to keep your initial hspeed all the way throughout the dash.
If you start a down diagonal dash in the air you'll get a 1.2x speed boost the next time that you touch the ground.
So usually, the flow of an ultra is like this:
1.{.5} Get some starting speed
2.{.5} Dash down diagonal in the air
3.{.5} Land on some ground after your dash ends in the air
4.{.5} Jump

ultrasapphicgym6=
[Sapphia normal left]
To get more speed out of your ultra when you come out of a dream block,{.5} jump out of the dream block before you ultra.
This jump will give you a little extra initial speed{.5} which will turn into a little bit bigger extra speed when you get your 1.2x speed boost.

ultrasapphicgym7=
[Sapphia normal left]
Awesome job!
The key takeaway here is that small changes in your initial speed will have amplified effects on your ending speed.
This applies to both{.2} things that might increase your speed a little bit,{.5} and things that might decrease your speed a little bit.

ultrasapphicgym8=
[Sapphia normal left]
There's something I want to go over in a bit more detail here which I sort of glossed over before.
When you move through the air, you slowly decelerate from drag.
However, you don't experience drag when you're in the middle of a dash.
Because of this, it's usually best to dash as soon as you can after getting your initial speed in order to minimize time spent decelerating from drag.
The speed loss from drag may seem negligible in most scenarios.
But since you're doing ultras,{.5} and your speed is going to be multiplied,{.5} small changes in your initial speed will have amplified effects on your ending speed.

ultrasapphicgym9=
[Sapphia normal left]
Okay.{.5} I think you're ready for what most ultra tutorials would start you off with:{.5} doing a hyper into an ultra.
If you'd like to know why this tutorial didn't start you on this, talk to me below.
Anyway,{.5} as we covered earlier,{.5} the first step of an ultra is usually getting a good amount of initial speed somehow.
At first, you used the speed from the fast dream blocks for initial speed.
Then you used the speed from the fast dream blocks{.2} plus the speed from a dream jump{.2} for your initial speed.
Now you're going to use the speed from a hyper or a wavedash as your initial speed.
Either will work, but I would recommend sticking to a hyper for now.
To do a hyper into an ultra, dash down diagonally into the ground.
Then delay for the normal amount of time that you would for doing an extended hyper.
Finally,{.5} when it's time to jump,{.5} roll your fingers over the jump button and then the dash button to dash very quickly after jumping.
If you end up just going horizontally, that means your jump and dash weren't close enough to the edge so you just ended up dashing into the ground.
To fix that, you could either start your hyper closer to the edge,{.5} or{.5} (as long as you still end up doing a hyper){.5} delay your jump more.
On the other hand, if you aren't getting the speed that you need at the end of the ultra, you could be dashing too late after jumping.
Also,{.5} you can look in the binoculars to see the hologram tutorial.

ultrasapphicgym10=
[Sapphia normal right]
The reason that this tutorial doesn't start with doing a hyper into an ultra,
is because doing a hyper into an ultra has a more complex and dense rythm than using fast dream blocks and dream jumps to gain initial speed.
But ultras are also very nuanced and there's a lot of different factors that effect them.
So it could be difficult or overwhelming for a begginner to try to immediately learn the rythm for doing a hyper into an ultra at the same time as learning the details of how ultras work.
By starting with fast dream blocks and slowly introducing the mechanics of ultras I was hoping to create a much smoother experience for people that want to learn how to ultra.
I was inspired by the beginning library section on ultras in strawberry jam.
I also wanted to make this tutorial very in depth without throwing too much at the player at the same time.


ultrasapphicgym11=
[Sapphia normal left]
It's time to learn a little bit about {.5}{~}ultra{.5} optimization{/~}!
The endpoint for this ultra is farther away than the last one.
You'll need to make sure that you stop holding down when you jump off of the platform.
This is because otherwise, you'll fast fall and won't be able to get as much distance.
I don't think I've seen any other tutorial about ultras mention this, but I feel like it's good to know.

ultrasapphicgym12=
[Sapphia normal left]
Remember that your speed is reset after most dashes.
This means that if you dash (in a way that isn't another ultra) too early after doing an ultra, you'll cancel all of the momentum that it gave you when the dash ends.
This can cause you to get less distance (or distance while being above a certain height) overall.
So it's generally best to save dashing after your ultra for as late as possible without dying if you're trying to maximize your distance and/or height.

ultrasapphicgym13=
[Sapphia normal left]
Okay, remember how you get to keep your momentum at the end of a down diagonal dash that ends in the air?
Well if your down diagonal dash ends on the ground instead of in the air,{.5} your speed is reset at the end.
So to maintain and build your momentum during your ultra, you always want to start your down diagonal dash high enough that it ends before you get to the ground.
The minimum height that you can do a down diagonal dash from without it ending on the ground is 28 pixels,{.5} or 3.5 tiles.
It's probably best to try stay above this minimum though so you have at least a few pixels of leniency.
So far, the height that you've been starting from has always been at least 3.5 tiles.
The red line shows the cutoff height of 3.5 tiles and the green glow shows good heights to start your dashes from.

ultrasapphicgym14=
[Sapphia normal left]
Sometimes you'll need to jump for longer before you do your down diagonal dash to make sure that you start it high enough.
The timing can feel very different with different tile spacings, and it can take practice to get them down.
Make sure you try to dash somewhere in the green glowing area.

ultrasapphicgym15=
[Sapphia normal left]
The time has come{.2}.{.2}.{.2}.
For you to learn{.5} {~}chained {.5}ultras{/~}!
Remember that before you ultra, it's good to have a fast starting speed.
One source of this starting speed could be fast dream blocks like you used at the beginning.
Another source could be a hyper, or a wavedash.
It could be a lot of things.
But one of the things is the speed from {~}ultras themselves{/~}!
If you do another ultra immediately after an ultra, you'll get to maintain the hspeed from that ultra for longer and get another 1.2x speed boost when you hit the ground again!
This can be repeated to gain a lot of speed very quickly because of the repeated 1.2x speed boosts.
Now try doing your first chained ultra!

ultrasapphicgym16=
[Sapphia normal left]
This one requires doing 4 ultras in a row.
Since your speed gets compounded during chained ultras, small changes in initial speeds can have extremely pronounced effects on the final speed.
If you aren't getting enough distance then it's likely that you aren't dashing soon enough after jumping.

[Sapphia serious left]
"If you are not getting enough speed, it usually means you are waiting too long between jumping and dashing again."{.5} (Ultras 102, Ch.1)

[Sapphia normal left]
It's crucial to minimize the time you spend slowing down from drag.
Never{1} forget that line from Ultras 102 Chapter 1.
Because it's {.5}{~}very{/~}{.5} important.

[Sapphia serious left]
"If you are not getting enough speed, it usually means you are waiting too long between jumping and dashing again."{.5} (Ultras 102, Ch.1)

[Sapphia normal left]
It's also important not to bunny hop or buffer your jumps because this can result in not getting a 1.2x speed boost.
Good luck!

ultrasapphicgym17=
[Sapphia normal left]
This is a chained ultra where you'll have to delay your dash and jump for longer because of the smaller vertical spacing.
All the spacings are the same on this one though.


ultrasapphicgym18=
[Sapphia normal left]
This chained ultra has progressively smaller vertical spacings.
The first platform is 4 tiles below the starting position,{.5} the second platform is 3 tiles below the first,{.5} and the last platform is two tiles below the second.
This means that you will have to do different timings for each ultra, with each subsequent jump being longer than the last.
Note that if you're running into the spikes at the end, you may be dashing too late (jumping for to long before dashing) for one or more platforms.
Chained ultras with different timings can feel really tough,{.5} but you can do it!

ultrasapphicgym19=
[Sapphia normal left]
This{.7} is gonna be fun.
Get ready for{.5} {~}multiboosts{/~}!

[Sapphia serious left]
"Jumping, dashing, or doing a hyper from a moving block grants a speed boost"{.5} (Ultras 102, Ch.4)

[Sapphia normal left]
If you ultra within 9 frames of leaving a moving block after doing a hyper,{.5} you'll get the speedboost twice.
I'm not going to go into the specifics of the other ways to do multiboosts{.2} and all of its nuances here.
But basically, if you dash immediately after the jump of your hyper, you can go{.5} {~}really{.5} fast{/~}{.5} because it gives you the speed boost twice.

ultrasapphicgym20=
[Sapphia normal left]
Congratulations!
You've learned all of the core concepts about ultras.
The things that you have learned thusfar are essentially equivalent to what you would learn at Ultra Skool plus a bit more.
In otherwords, you have the knowledge of Ultras 101 and Ultras 102.
What lies ahead is Ultras 103.
Ultras 103 will cover even more advanced topics regarding ultras.

[Madeline upset right]
I thought this was supposed to be a gym,{.5} not a school...

[Sapphia serious left]
.{.5}.{.5}.
Pop quiz,{.5} what is that line that you should never forget from chapter 1 of Ultras 102?

[Madeline determinedclosed right]
"If you are not getting enough speed, it usually means you are waiting too long between jumping and dashing again."{.5} (Ultras 102, Ch.1)

[Sapphia normal left]
That's right!
Great job!
I'm glad that you actually retained that information.

ultrasapphicgym21=
[Sapphia normal left]
In one of the earlier tutorials,{.5} I explained that if you start a down diagonal dash in the air,{.5} then the next time you land on the ground you get a 1.2x speed boost.
You actually also get that 1.2x speed boost even if you start your dash on the ground.
Normally, however, you lose all of your speed at the end of down diagonal dashes if they end on the ground.
If you interupt your dash in the middle it won't reset your speed because it never actually got to the end phase of the dash.
This is how grounded ultras can be used to gain and build speed in cases where the environment allows it.
This section has an energy booster to interupt your dash.
Energy boosters allow you to redirect all of the momentum that you had when you entered the bubble in the direction that you bubble in.
So if you hyper into an ultra on the ground and get in the bubble before your dash ends, you'll have about 1.2x hyper speed to redirect with the energy booster.


ultrasapphicgym22=
[Sapphia normal left]
Another way to interupt a dash is by grabbing a holdable in the middle of it.
Also, keep in mind that you get you will get more speed the faster that you dash after your hyper.
Try doing a grounded ultra into grabbing this jelly.

ultrasapphicgym23=
[Sapphia normal left]
This room is designed to demonstrate that doing the same thing but closer to your destination will get you closer to it.
This should be an obvious fact and this is a very exagerated example of it.
You use this fact all the time without thinking about it.
For example, when you need to jump over a big gap, you try to jump closer to the edge because the closer your whole jump is to the other side, the further you'll be able to make it.

[Madeline distracted right]
Duh.

[Sapphia normal left]
Although this is a trivial fact, it will be a key part of the ultra optimization techniques presented ahead.
Also, I'm going to refer to actively using this fact to gain extra distance (or specific distance) as {~}tech translation{/~} in general.

[Madeline upset right]
Fancy.

ultrasapphicgym24=
[Sapphia normal left]
It's coyote time!
When you hyper, your horizontal speed is set to 325 px/s in the direction of your hyper.
This occurs when you do the jump of your hyper.
Thus, if you do the jump of your hyper during coyote frames, you will get the exact same speed boost but you'll be starting a bit further forward.
This can get you at least a tile of extra distance if you jump late enough.
That may not sound like a lot, but it's enough that it can matter.
The gap ahead is designed so that a good coyote hyper will just barely get you to the other side.
If you're doing a coyote hyper but still not getting enough distance, then you need to do your coyote jump even later.

ultrasapphicgym25=
[Sapphia normal left]
Now that you can coyote hyper, you can apply it to tech translating an ultra.
Just do a good coyote hyper into your ultra instead of non-coyote hypering into it!
This is the main way that tech translation can be used to optimize ultras.


ultrasapphicgym26=
[Sapphia normal left]
Note that in some cases, translating your ultra forward may cause you to miss platforms depending on how they were designed.
This ultra has a very short platform that you will miss if you do your ultra too far forward.

ultrasapphicgym27=
[Sapphia normal left]
In this room you can cross the gap by jumping later than normal on the last platform to gain more distance.
This room is mainly here to illustrate the fact that friction is negligable enough at high speeds that jumping later on the last platform of an ultra often gives a little extra distance.

ultrasapphicgym28=
[Sapphia normal left]
In many cases the distance gained from sliding longer before jumping off of the last platform of an ultra grants you more distance from tech translation than you lose from friction.
However, this is not always the case. In this example, you'll lose too much speed if you slide all the way to the end of the platform.

ultrasapphicgym29=
[Sapphia normal left]
If the platform is long enough, you can do a short hop into a bunny hop after your ultra.
This will usually get you more distance because air friction is usually lower than ground friction.
Jumping also gives you 40 px/s more speed in the direction of your jump (so with two jumps you get the speed boost from jumping twice).
ultrasapphicgym30=
[Sapphia serious left]
"If you are not getting enough speed, it usually means you are waiting too long between jumping and dashing again."{.5} (Ultras 102, Ch.1) 

ultrasapphicgym31=
[Sapphia normal left]
The platforms in this room are long and icey.
The ice is so slippery in fact, that it's ground friction seems to be lower than air friction.
Because of this, it's actually not optimal to try to do bunny hops in this case.
What{.5} is{.5} important,{.2} is that  you don't hold down while your sliding.
Holding down while sliding increases the effects of ground friction.
Additionally, the effects of ground friction are even stronger if you hold no direction, or backwards.
So don't stop holding forward while you slide, but do stop holding down until you're ready to do your next dash.

ultrasapphicgym32=
[Sapphia normal left]
This room exagerates the effects of the quirks of friction I mentioned before.
But you can also use these properties to optimize your ultras on regular ground if you need or want to slide.


ultrasapphicgym33=
[Sapphia normal left]
This chained ultra needs to optimized using ultra optimization techniques that you've learned to be able to make it to the other side.
You'll need to minimise the time that you spend on the ground to reduce ground friction time.
You'll need to not hold down for the short durations that you do allow yourself to touch the ground.
You'll need to minimise the time that it takes you to get to the next platform by dashing as soon as you can after jumping.
However, you will also have to jump long enough that you don't bonk on your current platform.
This means that it would be best to just barely clear the end of the platform with the dash.
Getting a good coyote hyper at the beginning will also be helpful.
In order to not hold down while touching the ground, I usually try to have the down button unpressed for the most part and then I just tap it at the same time that I dash.
This room might be kind of difficult, but you can do it!
Make sure to check the binoculars if you want to see how I did it in slow motion.

ultrasapphicgym34=
[Sapphia normal left]
With multiple dashes, you can do ultras with platforms that are farther away.
Here you'll need to dash down diagonal twice in a row.
Remember, while you are in the middle of a dash, you don't experience drag.
This means that the sooner your second dash is after your first dash, the more horizontal speed you will retain during the dash.
Also keep in mind that if you dash way too late after your first dash, then your dash will end on the ground and kill all of your speed.
If you aren't getting enough distance with this one, make sure that you're doing your second dash soon enough after the first.
Also don't forget about all of the general optimization techniques that you learned in the previous tutorial sections.

ultrasapphicgym35=
[Sapphia normal left]
Note that the concepts taught in this tutorial section also apply to extending ultras with any number of extra dashes.

ultrasapphicgym36=
[Sapphia normal left]
This is the final lesson.
It's time to learn about{.5} {~}delayed{.5} ultras{/~}!
One of the major key concepts about ultras in general is that you get a 1.2x horizontal speed boost the next time you are touching the ground as long as your last dash was an ultra.
What this means, is that you can do a down diagonal dash, do some other stuff (other than non-ultra dashes) before touching the ground, and then when you do touch the ground you still get the speed boost.
This effect will likely feel very strange.
Look in the different binoculars to see some examples of valid and invalid approaches to this screen.
Also note that the direction of the down diagonal dash doesn't effect the direction of the ultra boost since it just multiplies whatever your speed is at the time of getting the ultra boost.

ultrasapphicgym37=
[Sapphia normal left]
Delayed ultras can be used in a vast number of different ways.
There won't be any further lessons about delayed ultras{.2} because what you could do in the delay time could be basically anything.
So all of those possibilities{.5} are for you to discover.
Now that you have completed my ultra tutorial,{.5} you may have gleaned that there can be a lot to think about when it comes to ultras.
This tutorial doesn't cover every possible ultra situation that you could come across.
In some cases you may have to think for yourself to find optimal or viable strategies and techniques.
Good luck on the rest of your{.5} {~}ultra{.5} journey{/~}!

gymdex1=
Introduction

gymdex2=
Ultra Boosts

gymdex3=
Dream Jump Ultras

gymdex4=
Hyper Ultras

gymdex5=
Not Fast Falling

gymdex6=
Speed Loss At The End Of Non-Ultra Dashes

gymdex7=
Speed Loss At The End Of Ultra Dashes That End On The Ground

gymdex8=
Chained Ultras

gymdex9=
Chained Ultras With Different Height Spacings

gymdex10=
Multiboosting

gymdex11=
Grounded Ultras Part 1

gymdex12=
Grounded Ultras Part 2

gymdex13=
Tech Translation

gymdex14=
Coyote Time

gymdex15=
Tech Translation Limitations

gymdex16=
Friction vs Translation Tradeoff Part 1

gymdex17=
Friction vs Translation Tradeoff Part 2

gymdex18=
Ultra Bunny Hops

gymdex19=
Optimal Sliding

gymdex20=
Advanced Friction Optimization

gymdex21=
Multidash Ultras

gymdex22=
Delayed Ultras

ultrasapphicfrictioncancelultra=
Ground Friction Reduced Coyote Ultra

ultrasapphicgym9001=
[Sapphia normal right]
2:{.5} if you start your down diagonal dash in the air,{.5} the next time you touch the ground, your speed will be multiplied by 1.2.
3:{.5} you can use an ultra as part of a multiboost.{1} Okay,{.5} don't worry that one yet,{.5} that probably sounds scary.
Also,{.2} I guess number 3 isn't really unique to down diagonals{.5} but number 1 makes multiboosts with down diagonal dashes way better than with other dashes.
Speaking of things that aren't really unique to down diagonals,{.5} here's some other properties of dashes that are relevant to ultras...
4:{.5} you don't experience drag while you're dashing. 
5:{.5} if your horizontal speed is higher than the base horizontal speed of your dash{.5} then you get to keep that horizontal speed in the middle of your dash{.5} as long as the dash is not purely vertical.
(so this doen't apply to dashes that go straight up{.2} or straight down). 

[Madeline surprised left]
That's so many things!

[Sapphia normal right]
I know,{.5} you can always redo this dialogue to look back at that information if you need to.
Alright, now that we have that out of the way{.5} I can actually teach you how to do a{.5} {~}regular{.5} single{.5} ultra{/~}!
Also known simply as an ultra.
Step 1:{.5} Get{.2 or have{.2} some horizontal momentum{.2} and the ability dash{.5} (a common way to do this is to do an extended hyper{.2} or wavedash{.5} but you can also use birds{.5} or pufferfish{1} or other stuff).
Step 2:{.5} Dash down diagonally{.2} in the direction of your horizontal speed{.1} as soon as you can while being at least{.2} 3.5 tiles{.2} (28 pixels) above the platform that you're going to land on.
If you break the 3.5 tile rule{.5} then you're either gonna bonk on the ground{.5} and lose all of your momentum{.5} or accidentally wave dash{1} and also lose all of your momentum.
Step 3:{.5} Land on the platform.{.5} Maybe slide a tad just to be sure.
You can jump without touching the ground{.5} which means that you can accidentally forgo your 1.2x speed boost if you don't make sure that you{.2} actually{.2} touched the ground.
Step 4:{.5} Jump. {.5}Hold down the jump button to get the most distance out of your ultra.

[Madeline distracted left]
Okay...{.2} I think I got it...{.2} Let  me go try it out...

[Sapphia normal right]
Wait!
I mean,{.5} okay,{.5} you could probably do it with the information that you have right now{.5} but I've got some tips for you.{.5} If you don't care then you can just skip the cutscene now.
Tip:{.5} Alright,{.2} one of the most common mistakes people make when trying to do ultras{.2} is not dashing down diagonal soon enough after jumping.
At least,{.5} that's what they taught me when I went to ultra school.
Anyway,{.2} the longer you spend in the air without dashing{.5} the more momentum you're going to lose from drag.
Tip:{.5} One way you can tell that you're doing an ultra{.2} is if you don't see momentum rings after you jump off of the platform.
If you do see momentum rings,{.2} then you probably did a wavedash on accident{.5} which sets your speed to a specific value instead of multiplying your current speed.
Tip:{.5} Do not buffer your jump{.2} or bunnyhop{.2} off of the platform that you're landing on.{1} Since it's possible to jump 1 pixel off of the ground,{.5} this results in a low chance{.2} (3/8 or 37.5%){.2} of getting the 1.2x speed boost.{.5}
And you {.2}{~}really{/~}{.5} want that speed boost.
(Also,{.5} side note,{.5} that statistic I gave assumes that you start from a random pixel{.5} and it's also something that learned in ultra school)
To avoid this{.2} you should slide for a short tad before jumping{.2} (at least 1 frame).{.2} Also,{.5} the ground makes noise when you step on it{.5} so that can be a good queue to jump.
Tip:{.5} When you start into an ultra from a hyper{.2} don't think of the inputs as being grouped like \[Dash Jump\]{.5} \[Dash\] (\[hyper\]{.5} \[ultra\]).
Think of it like \[Dash\]{.5} \[Jump Dash\]{1} because your jump and dash at the end are going to be so close together that pressing them will be like one fluid motion.
Well,{.5} okay{.5} this only applies to fast timings of ultras.{.5} For slower timings I often actually don't group them together in my head like that at all.
Instead I think of it more like just a rythm with 3 notes.{.5} (I mean,{.5} that also works for the fast timing{.2} but then{.2} the jump is more like a grace note to the second dash)
Don't worry too much about that if you don't have a strong musical background.
Anyway, {.5}we'll talk about different ultra timings later.
But for this one and any other ultras where the ground you're starting on already statisfies the 3.5 tile rule for the next platform,{1} you're going to want to do the fast timing.
Tip:{.5} Once you've done your ultra,{.2} do your up diagonal dash as late as possible to get the most distance.
(This is so that you don't lose your ultra momentum before it has the chance to carry you close enough to your destination)
Also,{.5} if you look in the binoculars you can see a hologram tutorial for the room.
Alright,{.5} that's all I have for you right now{.2} but hopefully this information can help you on your{.5} {~}ultra{.5} journey{/~}.
You can do this!

[Madeline determined left]
I{.3} can{.3} do{.3} this.

ultrasapphicfloatjumptutorial=
Float Jump

ultrasapphicultrafloatjumptutorial=
Ultra Float Jump

ultrasapphicultrabunnyfloathoptutorial=
Ultra Bunny Float Hop

ultrasapphichardway=
[Madeline normal right]
This is the hard way, only go this way if you want.

ultrasapphichardwayjustforfun=
[Madeline normal right]
Remember, this way is just for fun!

ultrasapphichardwayneutral=
[Madeline normal right]
Do you know how to neutral?

[Madeline normal right]
Press jump without holding any direction keys while your next to a wall.

[Madeline normal right]
This will get you higher than you were before, but you'll be close enough to go back to the wall and keep doing it.

[Madeline normal right]
In this way, you can climb ice walls and climb without using stamina.


ultrasapphichardwaycornerkick=
[Madeline normal right]
Remember, to corner kick, press jump with a second jump button as you're jumping past a wall.

ultrasapphichardwayyoucandoit=
[Madeline normal right]
Don't give up! {.5}You can do this!

ultrasapphiccrystalbubble=
[Madeline normal right]
That energy bubble has an energy crystal in it.
That means that when you enter the bubble, it won't immediately activate.
The next time you dash you will get energy bubbled in the direction of your dash with same momentum that you touched the energy crystal with originally.
You do get a small amount of momentum in the direction that you hold when collecting the energy crystal in side of the energy bubble.

ultrasapphiccrystalbubble2=
[Madeline normal right]
The energy bubble won't dissapear when you get the energy crystal, so it's possible to reenter it.
You don't want to do that in this case because it clears your saved momentum and energy bubble state before you actually want to use it.
Also, you don't get your momentum back if you reenter the bubble.

ultrasapphiccrystalbubble3=
[Madeline normal right]
If you don't hold a direction or you press the direction too late, you will get sent out of the energy bubble in the direction you were facing.

ultrasapphictasberry=
[Madeline normal right]
Continue on this way to get the TAS berry!

ultrasapphicswimming=
[Madeline together right]
Yay!
[Madeline togetherZoom right pop]
{~}Swimming{~}!

ultrasapphicgondola=
[Madeline distracted right]
...
It doesn't seem to work anymore.
I guess I'll have to find another way.

ultrasapphicbridge=
[Madeline normal right]
Maybe I can use this bridge instead of the gondola.
[Madeline distracted right]
As long as I can get up there...

ultrasapphiccrystaltutorial=
[Madeline normal right]
Those crystals look weak...
I can probably just break through them if I hit them hard enough.
I'll need at least {~}400{/~} speed in the direction perpendicular to the spikes.
The number above my head shows my current speed.

ultrasapphicgondoladestination=
[Madeline distracted right]
I made it. {.5} Without the gondola.
The temple should be up ahead...


ultrasapphichallway1=
[Madeline distracted right]
This{.1} hallway{.1}.{.1}.{.1}.{.5} something doesn't feel right about it{.1}.{.1}.{.1}.
[Madeline sad right]
I should go back.

ultrasapphichallway2=
[Sapphia normal right pop]
Hello!
[Sapphia serious right]
What{.5} are you doing here?
That hallway was{1} long.
I guess the wind didn't stop you.
[Sapphia normal right]
Don't worry, you didn't come this far for nothing.
There's some content ahead.


ultrasapphichallway3=
[Sapphia normal right pop]
Yay!
You did it!
Good job!

ultrasapphictesttext=Hello World

