Penny’s Big Breakaway

Penny’s Big Breakaway

27 ratings
Advanced Movement Guide
By No Fox Given
This is an early guide to help people with the controls and movement in Penny's Big Breakaway.
   
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Hi everyone! I just wanted to get something out there to help new players who may be struggling with the mechanics of the game and give them some tools to help improve their experience. Given that this game has just released, and I have yet to complete it, this is not yet a comprehensive guide. If you are aware of any movement tech that is not listed in this guide, please let me know and I will update it! The tech I will cover in this guide is not listed in the games controls or in any tutorials. If you would like to know the basic controls and movement, please see the Tutorials tab in the in-game pause menu. With all that out of the way, let's begin!
1. Peel Out
You can press and hold the ride button to charge the speed of your yo-yo. Release the button to take off! This move can only be performed when you are not moving horizontally, however it can be performed in the air.

Edit: This move is only really usefull on small platforms where you don't have room to build momentum.
2. Dash Ride
You can perform a dash and then immediately press the ride button to get a huge burst of speed without having to wait. This can be performed on flat ground or in the air, and is all around a much better alternative to the peel out.
3. Yo-yo bounce
This is essentially the Cappy jump from Mario Odyssey. Press and hold the yo-yo button while grounded to throw out the yo-yo, then jump on top off it to perform a yo-yo bounce! Simply running into it will only bounce you away.
4. Wall jump
This one is pretty basic, but since it's not covered in the game's tutorial, I figured I'd list it. You can perform a wall jump by jumping into a wall, making contact, and then pressing the jump button again.
5. Yo-yo wall bounce
This one is a little tricky, but can be very useful for sequence breaking or getting out of bounds. Jump towards a wall, and just before/as you make contact with it, press the yo-yo button. The yo-yo will come out, get stopped by the wall, and Penny will bounce off of it. This gives you more height than a standard wall jump, and can be performed in conjunction with the Yo-yo bounce and wall jump to get you higher than the devs may have intended. To clarify, to get super duper high, perform a yo-yo bounce near (but not touching) a wall, then perform a yo-yo wall bounce, then perform a wall jump. If you still want to get even higher, (and who doesn't?) perform this next trick at the end of the sequence.
6. Ledge grab
Yes, you can grab ledges, but not with your hands. Press the yo-yo button above or at a ledge to throw out your yo-yo while you are in mid-air. As long as the yo-yo is at or over the ledge, it will snap to it and pull Penny up grappling hook style. Very useful when combined with the yo-yo bounce, yo-yo wall bounce, and wall jump. Once you start utilizing all these techniques, platforming will feel way more forgiving.
7. Little things to help movement feel better
Do you feel like the yo-yo ride is too slippery and doesn't turn hard enough? Try turning at a hard angle before the turn. Still not enough? Jump, perform a dash mid-air, and then press the ride button again for those super tight turns.

Having trouble sticking those landings? Although it isn't mentioned in the in-game tutorial, press the jump button in mid-air to do a (sort-of) double jump. It won't give you much height, but it will help you get just a bit further.

Need to get just a little bit further? Tap the yo-yo button in mid-air to throw the yo-yo, but don't perform a swing. Penny will remain suspended for a bit during the animation, allowing you to make more precise jumps that may not warrant a full swing. Speaking of the swing...

While performing a swing and jumping at the height of the swing will get you further, this may not always be what you want, and can have you overshooting platforms and falling to your death (it has happened to me too). If you release the swing midway, or at the bottom of your swing, you will fall straight down. It can be hard to time, but it certainly helps to get that level 3 busker bonus at the end of the stage.
The End
Thank you for reading my guide! This was just a quick thing I threw together to help new players or people with less experience in the genre, and to kind of kick-off the people who are into discovering new tech in a movement-based platformer. I expect to see a decent speed-running community develop around this game, as it really has the bones for it. If you know of any useful tech not listed in this guide, please leave a comment and I will make sure to update it (and credit you in the update). Have fun!
11 Comments
Bone-Rattlin' Chikun 30 Jun @ 5:45pm 
Riding the yo-yo feels... inconsistent. At the same speed, it sometimes turns on a dime... and then sometimes it feels stiff. What am I doing wrong? I get it's tank controls, but no matter what it just feels like it works when it wants to
Shawk 6 Jan @ 2:31am 
super helpful! i learned about yoyo bouncing from this
ive done a dash ride equivalent using a yoyo swing instead and releasing the swing early. you dont need as much space to perform and the results are similar.
on another note, ive found dashing and then immediately/mid-dash doing a swing will let you go higher than a typical yoyo swing; idk if anyone needs any upwards movement tips, that's my 2 cents
anyone trying to rack up combos, you can land on a peel out, it gives you like 300 points and u can do it in a pretty confined space
Miszi20 25 May, 2024 @ 12:27am 
@Generic make sure to perform a yoyo swing (swing the yoyo in any direction in midair and hold the stick in the same position). If you do to that and afterwards start spinning, you will combo into a spin on the ground. You can perform anything in between the two moves if needed, but it's crucial to do the swing or else you might trigger the swing right before hitting the ground instead of a ground spin.
Owlixx 14 Apr, 2024 @ 8:59am 
For anyone else struggling, I’ve figured out that my air Ride combos failed often because you need to hit Ride close to the ground, don’t try to do it out of a high midair dash
chuckkilly 1 Mar, 2024 @ 4:18am 
I think it's important to point out that when riding the Yo-Yo it uses tank controls(you have to press the direction you are moving in to gain/maintain momentum and turn effectively)

I struggled a lot before I realized this
generic 26 Feb, 2024 @ 7:21pm 
I haven't figured out how to consistently combo into a yo-yo spin.

It seems like the combo drops instantly as soon as you land on the ground if you're not doing any action, but you can't spin unless you're grounded and doing nothing.

Am I missing some state that can land and transition into spin, or some way to do it airborne?
Mr. Steal Your Gun 23 Feb, 2024 @ 6:18pm 
Also, once you're rolling, on a flat surface if you swing, let go while you're swinging down and continue rolling, you can gain a TON of speed.
Mr. Steal Your Gun 23 Feb, 2024 @ 6:17pm 
A couple of tips I've figured out:

Sleep bounce is better for crossing gaps than the peel-out. Probably obvious but for a little while I was using peel-out to

While it's not exactly a movement thing, you can extend combos by performing the input for a whirl pull before hitting the ground (radial ride isn't the only way).
Ikagura 23 Feb, 2024 @ 1:34pm 
"however it can be performed in the air." So basically this game's drop dash.
almost 100% im superma 23 Feb, 2024 @ 1:01pm 
A big thing is to always do the airdash before the yo-yo swing for both height or distance, to avoid having the yo-yo throw midair having the little midair hiccup that slows you down, so you can really fall fast into a slingshot maneuver