Cyber Hook

Cyber Hook

28 ratings
Movement tricks the tutorial doesn't teach
By Jamesy
This guide is gonna give a few basic bits of info that may help you in the beginning, as the tutorial doesn't teach these things.
   
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I will update this as I play more
As I get more experienced with this game, its physics, and its bugs, I'll update this further with both small tricks, as well as any issues you can avoid.
Momentum
To start off, there's the momentum, which while it's clearly there, you might not know just how exploitable it is. If you turn quick enough, or instead small enough, you can keep most of your momentum, building up more and more. As far as I could tell, there was very few limits to it. Building up enough, you can even jump to the end of some levels with just one swing, if not no swings at all.
The hook
The hook itself can be finicky, which, given that this is a game, means that can be exploited as well. Since the hook's "rope" has its own physics, you normally are limited, but using the momentum from before, getting the rope caught at a midpoint means even more momentum gain due to the sudden change in length. Using this can give either massive distance or height, depending on when you release.

As fall2zero has pointed out as well, hooking the ground ahead wherever possible normally allows you to get up to speed quicker, and pass speedcaps much faster. The hook is likely the most powerful tool in your arsenal for speed gain due to this.
The shootable blocks
Sometimes, it's quicker to go past/ignore these. The first main level to have them, they only cover the front of what you need to grapple, so you can always grab the underside instead of shooting then grappling. This is likely the least important tidbit.
Remember to run
Time spent in the air is time spent not accelerating. Just like in any race, you want to keep gaining speed, and airtime is a good thing to cut down on anywhere that you can. Frankly, that's one you can take into most games about setting a good time.

On the subject of airtime not being your friend, avoid doublejumps where not absolutely needed, as that gives its own issues of slowdown. Keeping most jumps down to a minimum is likely the most important thing you can do for speed gain and time saves.

Thanks to users Logurt and 420_JoeMama_69 for pointing these things out, as they're super important aspects that cannot be understated.
8 Comments
LegoFanatic 16 Jul @ 10:37am 
landing at ab 45 degree angles can lightly slow you down (to the bet of my knowlege) (just tested it)
LegoFanatic 16 Jul @ 10:31am 
pretty much just grapple 24/7 :fishbun:
Dingus 27 Nov, 2024 @ 1:15pm 
good guide:singingsheslime:
Idkwhattoputhere 8 Nov, 2024 @ 8:15pm 
This helped me a ton, thanks!
fall2zero 8 Sep, 2023 @ 5:43pm 
one thing you should add to the run reminder, is to tell people to hook the ground in front of them where possible, as this gives more acceleration speed than just running, often letting you pass your speed cap on ground and much quicker, too (reaching higher speed quicker is more relevant, however)
Jamesy  [author] 29 Aug, 2023 @ 7:11am 
Added what both of y'all pointed out as another segment, Avoiding airtime where you can and such. Super important aspects and they really cannot be understated
Logurt 31 May, 2023 @ 12:44pm 
one thing to add, double jumps slow you down a considerable amount, so if you are going to use it only use it to say save yourself
420_JoeMama_69 8 Dec, 2022 @ 6:23am 
Another tip ive found after playing the demo for a bit then the whole game: Run.

Running is something that atleast personally, i forgot about a bit given the fact that its a grappling game, but I have managed to easily shave over 5s off each level by remembering to run.