LOVE
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Gotta Go Fast - A guide on Love speedrunning
By Psynwav
An obnoxiously detailed guide on where to jump and where not to jump.
   
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Introduction
Love is a fun short game that is perfect for speedrunning. There are no game breaking glitches, no skips, just all skill and execution. This guide will cover as many small time savers as possible in order to cut as much time off your time as possible.

But first, a small overview on some of the mechanics that will be very useful for speedrunning.


Short Hops

Even though the game is only running and jumping, the jumping itself is varied. If you've ever played classic Mega Man, the jump mechanic here works in a very similar fashion. You hold down the jump button to jump high, however, if you just tap the jump button, you will only jump a short distance. This can be very useful in speedruns of this game to get past gaps as fast as possible, and not having to wait for the character to land on the platform you want to reach. Throughout this guide, whenever I mention 'short hop' I am refering to any jump that you should let go of the jump button during. You should practise this is various parts of the game to get a good feel on when to let go of the button in each situation.


Running over gaps

Like a lot of fast paced platformers. You can easily run over gaps than jump over them if they are small enough. In this game, the maximum gap you can run over is 6 pixels wide. Anything more than that and you will not make it across. A good example of this is in level 3, as you can see below.



Now, it is possible to sometimes clear 7 pixel gaps, but since this isn't a guaranteed thing, it's best to jump over it. I think it has something to do with what animation frame the character is on when you walk off the ledge.


Ledge vs. Ramp

A very straight forward thing but worth address if you want to get the perfect run. In Love you can run up ledges that are 2 pixels high, but 3 pixels or higher will cause you just run into the small wall. However, to get an optimal time, you will also want to jump up 2 pixel high ledges, since you lose a small amount of time if you just run up them. This only amount to a very small amount of time in the overall run, but it's worth mentioning.


Checkpoint Buffering

In programming speak, jumping happens on button press, but checkpoints happen on button release. This means that if you need to place a checkpoint really fast, unless you have amazing reflexes, you won't be able to press the button fast enough to place a checkpoint in a short window. To mitigate this, you can use checkpoint buffering. This means you hold down the checkpoint button before you need to use it. And when you do need to palce a checkpoint fast, you just release the button, and the checkpoint appears where you need it to. If you can get the hang of this technique, you can place checkpoints on platforms you only spend a few frames on. This is incredibly useful in level 8 especially.


Damage Boosting

This is the closest thing to an exploit that this run uses. In speedrunning mode, there are no death animations, instead you respawn back at the last checkpoint you placed the frame after you die. Now, due to how the game is coded, movement and button presses are calculated before hit detection, which is the basis of this trick. It it possible to place a checkpoint on the same frame that you die to ground spikes, as long as you're on the ground, which causes you to respawn at the exact same place as where you died. This causes you to die every frame, since the checkpoint is on a spike. Now, if you hold left or right as this is happening, and you press the checkpoint button again, you will move over one pixel. This means in speedrun mode, you can essentially slowly walk through spikes on the ground. The best place to practise this is in Level 4 to get the timing down. However, since you do move slowly, it is only beneficial to use in Level 8, though I will mention when it can be used as a backup strategy if you are having problems with certain jumps.
Achievements
While this is not an achievement guide, following this guide will help you get the following achievements.


Gotta Go Fast

Beat the game in Speedrun Mode in under 10 Minutes

To get this achievement, you need to beat speedrunning mode in under 10 minutes. Currently the fastest time is under 6 minutes, giving you a lot of room to move if all you want is to get this achievement.


Speedster

Submitted Speedrun Score to the Steam Leaderboards

As easy as it sounds, once you complete a run, you will get a prompt to submit the score to the leaderboards, so just accept that prompt. You don't have to get the previous achievement to get this one.


The Direct Approach

Take the most efficient path through Level 2 without dying

If you complete level 2 according to this guide without dying, you will get this achievement.


Shorcut Taker

Successfully take the Level 3 Shortcut without dying

If you complete level 3 while taking the shortcut in the final part of the level without dying, you will get this achievement. Note, you have to survive the entire level to unlock it.



Now onto the level specific tricks. I've included maps for each of the levels, and numbered each area where I will go into detail.
Level 1
Level 1 is the most basic level, with no spikes and nothing to really kill you except for mistimed jumps. Ideally, you want to make it through this level without every letting go of left or right, except for the fall at the very beginning of the level.



1.

The first jump in the game is fairly straight forward. In order to mantain momentum, you wil lwant to jump up to the 2nd step, and from there, jump to the ledge above. If you time your 2nd jump too fast, however, you will not make the jump.



2.

It is possible to skip the first bounce pad in this section by jumping at the very edge of the platform. From there, you can short hop onto the 2rd and then onto the next platform.



3.

By jumping at the left side of the bottom bounce pad,, you can keep holding right and jump from the middle bounce pad all the way to the bounce pad on the right, skipping the need for the top bounce pad.




4.

This is the trickiest part of the level, you want to try and go right just enough to hit the middle bounce pad, and then make a mad dash left. Try to get a feel for the timing for this one. Ideally you will hear the character bounce twice on the middle bounce pad, as you will hit this bounce from the bottom.




5.

At the bounce pads on the top, you can jump from the platform to the second bounce pad, cutting out any need to let go of the left direction.




6.

At the very end of the level, you can skip the first and last platforms. This requires a full jump onto the second platform, a short hop onto the third, and finally a full jump to the exit.

Level 2
Level 2 is mostly freefalling, the speedrun route is also the safest route to take, and as stated above, will net you an achievement if you complete it without dying.



1.

For the first section, you want to keep holding left without jumping, you will easily make this platform by just falling onto it. From there, keep holding left and fall in the small gap between the wall and the spikes.




2.

From here, you can fall down the gap between the platform you land on at the end on the first part, and the one to the right. From there, hold left to make it past the spikes and fall down into another small gap. Keep a short distance away from the first set of spikes to ensure that you do fall into the gap below.




3.

Similar to the previous trick, just fall through the first gap you can, and hold left to avoid the spikes. Only this time, go back to the center of the screen to fall into the final gap below and to the exit.

Level 3
Level 3 is the first level with a lot of tricky jumps, Ideally you want to keep moving as much as possible without having to stop and land on a platform. Here's a short list of some of the more convenient jumps to take.



1.

The first section is also one of the trickier sections of the level, There are 5 platforms to jump on, and full jumps will let to skip one of them. You will want to use at least one short hop to get across as fast as possible. Below are two examples of paths you can take.




2.

This section is also about trying to make perfect jumps, below are a few examples of convenient jumps you can use in order to get across faster.




3.

The five platforms at the top left of the level can be a bit tricky. You can fall from the first platform to the second, and from the third to the fourth. You can also jump from the third to the fifth, or from the fourth to the end. Below is just one strategy of getting through this section without stopping.




4.

The shortcut in this level is really easy to get, as long as you don't jump. From the platform directly right of the gap, just run into the platform on the left. Be sure to let go of left when you bump into the platform, otherwise you will hit the spikes directly under it. If done successfully, you will fall and land on the very edge of the platform under the gap.




5.

The final section is also one of the more difficult tricks. While you can do full jumps to reach each platform, it is faster to short hop while holding right. Since the platforms are equal distance away, this is all about finding the right rhythm. You can also skip the first and last platforms with full jumps.

Level 4
Level 4 has the first auto-scoll-esque section with the gravity tube, but there isn't any way to speed this section up. However, there are a few tricks here and there to speed up this level, including probably the most annoying jump in the game.




1.

Similar to the last trick in level 3, you can easily short hop through the opening section. The gaps are a little bit further apart, however, so you have to tap a bit slower than before. It is also possible to jump from the ground onto the 2nd platform, and possible to skip the last platform altogether, but that last trick is very difficult and not really useful at all.




2.

The spieks are are pretty annoying even on a normal run of this game, however for speedrunning they become even more annoying, as it is possible to jump over both sets at once. You need to have perfect positioning for this, however, as you have to jump on the very last pixel you can stand on before hitting the spikes. During a run, this means timing it so you jump while running to the pixel. So have fun with that.




3.

The final section before the gravity tube is a lot of short hops. At the very beginning you can just fall from the inverted C to the platform just right of the spikes, just be sure to jump as soon as you land so you don't run into the spikes. It is also possible to jump over the last platform here and straight into the gravity tube.

Level 5
Level 5 has the only random element in the game, with the crushers. The crushers work on a global timer, and don't reset at the start of a run. This means that while that can be manipulated, it would be incredibly unlikely to do so during actual runs.



1.

While the crushers can't be manipulated, there is a technique to help you if they're on a bad pattern. If you checkpoint buffer, you can place a checkpoint on the same frame you land on the ground. This means even if the crusher is about to come down, you wil lrespawn on the platform itself, This is a lot faster than trying to time jumps with the bounce pads, if you can pull this off.




2.

The platforms to the right appear and disappear on a timer, however, the amount of time they appear is just enough time to clear two of them at once. To do this, jump to where the platform is going to appear before they do, in order to land on the platform as it appears. If you do this correctly, you will have just enough time to jump from that platform onto the next disappearing platform just before it disappears. To do this optimally you will have to do this trick two times.

Level 6
Level 6 contains the first instance of dripping obstacles. Apart from that, this is another free falling level, which makes for a lot of weird and interesting jumps.




1.

From the second layer in the level, it is possible to fall and land just right of the first dripping obstacles. If you get here as fast as possible, however, you will run into this and die. You can overcome this by jumping as soon as you land, which should let your clear it with ease.




2.

while the drips are on a fixed timer, meaning that from when you enter the level they will always drip at the same time, even the smallest mistake can throw you off if you try and calculate when the drips fall. To overcome this, it's a lot easier to just run and constantly place checkpoints. This means that you may clear the obstacle just fine, but if you don't, you will only be reset back a few pixels, dpeending on how fast you can mash the checkpoint button.




3.

From the LIFT DOWN sign, you can make a small hop to completely clear the series of tricky jumps below.




4.

This section has a few platform skips which can be done by falling and hugging the wall. The first one can be used to land one platform away from the end of the hazard pit section. The second can be used to land on a platform with a dripping hazard, however, you will land just before the dripping hazard, giving you time to stop and react if you need to.




5.

The final section has a bunch of dripping hazards, and as a result has a few different strategies depending on what cycle they are on. You can easily jump from the edge of the platform all the way to the exit, however, this is the riskier move as you can instantly be hit by a hazard. The safer option is falling, which if you're holding right will have you land one platform away from the exit. This means you can wait for a brief amount of time if need be to avoid the last few hazards.

Level 7
Level 7 is the first timing heavy level in the game. By doing all these tricks perfectly, you will be able to reach the bounce pads as quickly as possible. One mistakes means you have to wait for the bounce pads to be in range again. In speedrunning this is usually referred to as a 'cycle', and with these tricks you can get to the earliest cycle possible.



1.

This section is the most difficult, as you need to make this on the first try. From the very beginning of the level, hold right and jump to the paltforms shown below. Count the platforms you land on as you go, and when you get to the 7th platform, that is the first time you should let go of the right direction. From there, keep going until the 10th platform and stop there. And from there, clear the platforms normally until you get to the top.

However, at the top, you must jump from the 2nd non-disappearing platform to the platform furthest right, because if you wait for the closer platform to appear, you will not be able to make the early cycle of the bounce pads.




2.

The lasers in this level can be tricky, but for speedrunning there is an easy consistant way to get through them. Place a checkpoint just above the laser, and keep running into it. Due to the lack of death animations, you will just keep respawning and trying again. Due to how fast you respawn, you will get through the laser as soon as it stops.



If you do both of these techniques correctly, you will barely make it to the bonuce pads as the first one is on its way up, you can jump to it as it is moving upwards, allowing you to get through this section with minimal waiting.
Level 8
Level 8 is a pretty difficult room, and it is the main use of damage boosting in the run. The saws are on a fixed timer so they wil lalways start at the same position no matter when you enter the room.



1.

If you manage to get through the first part of the level without stopping with short hops, the very first saw that will hit you is the fourth saw as shown below. However, it is not uncommon to get hit by the third, as one small mistakes will mean that one will be in your way. be sure to play checkpoints everywhere you can, especially on the platforms that the saw go over. It is a lot faster to get as far as you can and respawn there than stay back and wait for the saw to pass.




2.

For the platforms with three saws moving up and down, you should just keep running and stop for nothing. Constantly press the checkpoint button to ensure that when you die you only get sent back a few pixels. Even when you're in the saw and dying every frame, by holding right and pressing the checkpoint button you will move forward a pixel each time. Using damage boosting like this means you can get past this section a lot faster than just waiting.




3.

While this isn't faster, it's worth mentioning that if you fall from the last saw section, you wil lnot die, as there is one pixel there that you will land on if you keep holding right. This means you shouldn't worry about jumping at the end if you are still getting hit by the saw.

Level 9
Level 9 involves a lot of bounce pads and only one oppertunity to place a checkpoint, which in a speedrun you shouldn't do as it wastes time.



1.

The opening is pretty tricky, to do it optimally you'll want to wait until the lower platforms are at their highest peak before jumping off onto the higher platforms. However, one false move can land you back at the beginning.

This set up is difficult to do so I don't entirely recommend it. But from the beginning, wait unti lthe first platform is almost at its lowest point, and hold right. Keep holding right until you hit the fourth platform, and once you do, let go of the right direction and then immediantly hold it again. If dome correctly you will bounce perfectly all the way to the last high bounce pad. However, it is pretty easy to mess up this timing, so if you're considering doing this in a run, be sure to practise it. To make this set up go even faster, instead of letting go off the direction, you can go a slightly lower jump, but this is a lot harder to do consistantly.




2.

The lower path is the opposite of the top, as you will want to continue when the bounce pafs are at their lowest point. You should also not be doing full jumps here, as it is possible to get stuck on the ceiling here, since it is spiked.

Level 10
Level 10 is the only full auto-scrolling level in the game. It takes approx. 65 seconds for the first platform to get to the position you need it to be in to complete the level. As a result, this is the first and only proper breather you get in the game.



1.

Since it takes so long for this level to be completable, you can afely wait here for 50 seconds before even moving. I tend to use one of the bonuce pads to walk on the small amonut of ceiling in the level. It is also possible to place a checkpoint on the spiked platforms here, and die constantly as you wait. So that's fun.




2.

When the level is finally over, the position you want the bounce pad to be in when you jump of it is around here. Just after the final corner. Be careful, though, as if you jump too early you will lose a second or two having to fall and jump again.

Level 11
Level 11 is where runs go to die. A lot of small jumps and small spikes mean a lot of annoying death that could cost a lot of precious seconds.



1.

The teeth can be annoying without a proper setup. Here, you want to jump over the first tooth, and then jump as far as you can into the bouncy floor. Two large jumps will clear all the teeth except the last one, which needs a short hop in order to not hit it.




2.

The second trick is the only death warp in the game. A death warp is an intentional death which takes you back to a palce you need to be a lot more quickly than just running there. Here, you want to place a checkpoint on the area that will open up when you hit the switch to the left. ONce yo do, quickly die and you will respawn here before the pathway actually opening, allowing you to fall down as quick as possible.




3.

If you move through the opening section perfectly, none of the drips should hit you, but, as I suggested in level 6, you should just run and place checkpoints behind you as you go, just in case one hits you, so you don't lose too much time.

At the end, however, you can skip over one haxard by jumping off and hugging the left wall, you wil leasily clear the hazard below and be able to keep moving as fast as possible.




4.

This part can get a bit tricky, as a result there are two strategies to ensure you make it. The easier strat is holding left and falling onto the wall. From there, place a checkpoint and fall into the dripping hazards. This is the easier way to do it as you are able to see the hazards from the checkpoint. Be sure to buffer a checkpoint as you land, so you can jump out as soon as possible. The harder way is to fall and ignore the wall. You can land inbetween the dripping hazard and a spike, however, you have to get a feel for the positioning, as you can't see these from the above platform.




5.

It is possible to jump over both of these spikes, instead of trying to land in the middle. This one is easier than the trick in level 4, but it's still pretty difficult. You have to jump directly up and make sure you clear the first spike before moving left, you should land just left of the 2nd spike, and be able to jump up and continue from there.




6.

This series of drips can be pretty tricky to time, but thankfully all you need is a few short jumps. The first one can be cleared from the platform to the left with a full jump. From there, jump up the steps to the second drip. In the image you should see a player position that looks like its directly under the 2nd drip, however, if you hug the right wall, this is perfectly safe position to be in.




7.

The final part of the level is also the trickiest. The fastest way to clear this section is with two jumps, clearing 3 spikes with the first, and 4 spikes with the second. The first set of dripping hazards are always in time with each other, however, the second pair have a slight offset, making the second jump more difficult. After the second jump, walk to the left to hit the bounce pad, being wary of the final dripping hazard that is inbetween.

Level 12
The final level is thankfully nowhere near as difficult as the previous one, as you should almost always be running in this level. This level contains 4 sections that make you run back and forth.



1.

The first section is pretty simple. Keep running left until you reach the flying energy pellets, and jump over them. On the fourth jump, you should make it onto the next ledge.




2.

The second section has a lot of hazards, but this is easily mitigated by damage boosting, constantly run to the right while pressing the checkpoint button. Again, it is a lot faster to die than to wait for sections like these.




3.

The finl two sections are identical in theory. You have to run left and right while dodging more energy pellets. In the third section these pellets are coming towards you, whereas in the fourth section they are going in the same direction as you. It is possible to jump over them in both sections, albiet a little more difficult in the fourth section. So just keep running and placing checkpoints, jumping over them when you think you can ,and you're home free.

Videos
If you want to watch a complete run, please watch this video by Mace, of his current personal best and of 5 minutes, 50 seconds.

http://www.twitch.tv/the_macechist/c/3876695

And my current personal best, and also current world record at time of writing, of 5 minutes, 43 seconds.




And that's the main jist of running Love! If you would like to suggest strategies, or have a video that should be added, please say in the comments below! Thanks for reading!
10 Comments
Grok Marciano 4 Mar, 2016 @ 6:39pm 
there are new levels
Rocket 27 Jun, 2015 @ 12:54pm 
Just by reading this I figured out there was a checkpoint feature. So I did all the level without checkpoint, and of course I screamed and shouted.
Brandonius 1 Mar, 2015 @ 5:30pm 
This is a fantastic guide, but I'm still having trouble unlocking the acheivement as there are 4 new levels and no strats other than perfect timing and damage boosting.
hex 3 Jan, 2015 @ 5:10pm 
mfw even the developer is astonished
arnold 2 Mar, 2014 @ 8:23pm 
Great guide, just a question.

When skipping cycles in 7, do you skip 1 or 2 cycles from a vanilla run? My strat only involves speed-hopping the first 7, then vanilla. Do the etra ones skip a whole 'nother cycle?
Mace 27 Feb, 2014 @ 4:38pm 
I managed to get a new PB last night! http://www.twitch.tv/the_macechist/c/3799008
6:04 according to the leaderboards. I'm close to sub 6! Not sure how I'll get close to the WR time though with my current strats.
There's a couple jumps that literally seem like a 1-in-a-million to get. I.E. the final set of jump pads in stage 1, you can jump from the 2 to the 4th! I have a helluva time trying to recreate that jump though.
I know you don't have any recordings of your runs (which is super unfortunate as it seems like mine are the next best thing, and that doesn't help me much :P) but can you by chance recall the time when you finish certain levels. I need some kind of make shift splits so I can get an idea on where I really should be focusing my efforts. Thanks again for this guide and all you've done to help making this speedgame more competitive!
L1NU5 24 Feb, 2014 @ 5:46pm 
Level 11 part 7 is a pain. I died a lot! :rfacepalm:
MonstermanMFR 21 Feb, 2014 @ 3:13pm 
Love the guide, thanks!
Fred Wood  [developer] 19 Feb, 2014 @ 3:13pm 
Holy crap.
Pyroward 18 Feb, 2014 @ 2:54pm 
Really great guide! Thanks for all the time you spent doing it!