SPEED RUN NOTES
Xcw speed-run notes
Win condition
The stage is cleared by keeping the object in play and reaching the stage's contact, distance, or score requirement without touching the losing obstacle. The win is surviving to the requirement, not just pressing quickly.
Fastest line
Act just before the useful contact point, then let the result of one bounce become visible before the next press. The shortest route through a stage is a chain of single, read-then-press moves — never stack a second input before the first has played out.
Input language
The primary action is a mouse click or a screen tap. Directional input only appears when a stage calls for it, and the game shows it inside the player — otherwise a lone press is all the stage asks for.
Opening play
Watch one full motion cycle before your first press, and pick the visual reference you will time against — an edge, a mark, or the object's peak. Your opening press should come just before that reference, not after the bounce sound.
Score signals
A press is working when the object's next bounce changes exactly once — a single shift in height, angle, or direction. A warning sign is a bounce that keeps its line toward the hazard, which means the press came too late to redirect it.
Recovery
If you keep hitting the obstacle, slow to one press per full cycle and change only the timing of that single input. Isolate the press, watch the next bounce, and adjust earlier — not by pressing more, but by pressing sooner against the same mark.
Player questions: Bump
How do I control Bump?
Click or tap for the main action; directional input shows inside the player only when a stage needs it. Keep presses isolated so the effect of each one stays readable.
How do I stop pressing too late?
Pick a fixed visual reference and press just before the contact point, not in response to the bounce sound. One press per cycle, read the result, then time the next against the same reference.




