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 OlliOlli World Cheats

 
   
 
 
OlliOlli World

Cheat Codes:
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Submitted by: David K.

How to Go Fast & Jump High:
---------------------------
Written by mondsemmel

Are you unsure why your character sometimes slows down or speeds up for 
no reason? Does it seem that some gaps require random chance to clear?

This brief guide sheds light on the basics of how speed and jump height
are determined in OlliOlli World.

-=Speed=-
* If you want to maintain a combo throughout the run, you can only speed 
  up via Pushing at the very start. Otherwise, you can Push whenever you’ve 
  slowed down. The latter can be particularly useful to beat difficult 
  challenges which don’t require a combo.
* Rolling or grinding upwards costs speed; rolling or grinding downwards 
  increases speed.
* In particular, grinding upwards costs more speed than jumping. So 
  whenever you jump onto a rail that’s steeper than your current angle, 
  you can gain net speed by jumping onto it as late as possible.
* Similarly, when you’re already on an upward-pointing rail, if the rail 
  isn’t too steep, then you can gain net speed by jumping up the rail 
  instead of grinding upwards.
* In contrast, jumping during or over a downwards-pointing slope costs a 
  lot of speed. In particular, try to land as early as possible on downwards
  slopes, so you can gain as much speed as possible.
* In summary, spend as much time on downwards slopes as possible, and as 
  little time on upwards slopes as possible.
* Some abilities reduce speed. These at least include spinning, as well 
  as special grinds and/or grind switches. And Firecrackers either cost 
  speed, or at least don’t increase speed, even though they’re always at 
  a downwards angle. In contrast, at least grabs definitely don’t reduce 
  speed.
* In defiance of physics, quarterpipes either outright reset your speed, 
  or at least set it to a minimal speed value. So even if you’ve been 
  slowed down a lot in front of a quarterpipe, you can still continue 
  the run without crashing as long as you don’t entirely stall out in
  front of the quarterpipe.

-=Jumps=-
* For jump height, the only thing that matters is the angle at which you 
  jump, i.e. whether you’re on a ramp or an upwards-pointing rail.
* That’s also why the highscorers in replays usually jump over the U-part 
  of U-shaped rails, or jump on top of the tip of a ramp rather than riding
  up the ramp: because they still get the jump height bonus, while sacrificing 
  less speed.
* Conversely, whenever you want to make a shorter jump, you can either jump 
  early, or skip ramps by jumping over them, or jump from a rail at a point 
  when it’s less steep.
* For wall rides, you can either jump off the wall ride, or you’ll naturally 
  drop off at the end. The former gives you more jump height and distance.
* This becomes particularly relevant in Los Vulgas, which introduces lots of 
  very thin wallrides. If you don’t immediately jump off such wallrides, 
  you’ll drop off instead, thus lose a lot of height, and can ultimately 
  often no longer make the corresponding gap.
* Finally, you can jump off of rails much later than you’d think from the 
  animation. It’s like there’s a kind of “coyote time” where you can still 
  jump a few hundred ms after your character has already visibly left the 
  rail. Some particularly wide gaps in later zones can only be crossed via 
  such late jumps.
* PS: There’s one single move in the game which affects your ability to 
  land: when spinning, you can only land the jump into a Firecracker if 
  your character points forwards or backwards (= 0°, 180°, 360°). If they
  point towards or away from the screen instead (= 90° or 270°), then any
  attempt to land a Firecracker instead bounces off the staircase, and 
  likely leads to a crash.
 

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