Gliding and ziplines: hold, and slow down
Two pieces of movement that the game does not explain and that cost people runs.
Hold to glide. Do not tap
This is the single most repeated correction in the clips. "We have to hold to glide, not tap." Another player, mid-air: "Don't tap. Hold to glide."
Tapping gives a stub of lift and drops you. Holding carries you across gaps that look impossible at low speed.
Everything on this page was taken from public playthrough videos of the game, listed on our home page under Community clips. We have written down what the players did and what the game showed them. Where a number was read off a shop or a menu in a clip we say so; where we are inferring, we say that instead of dressing it up as fact.
On ziplines, too much speed is the problem
Ziplines have to be landed on, and arriving too fast overshoots them. One player diagnoses it out loud: "I had too much speed there. That was the problem. Let me slow down a little bit. There we go. Get in the zipline."
This is the one place in the game where the upgrade you have been grinding for works against you. If you are missing the same zipline repeatedly at high speed, the fix is to arrive slower, not to buy more speed.
Falling is cheap, panicking is not
Deaths in the clips are frequent and shrugged off — you restart the stage rather than losing progress. That makes the risky line usually worth taking. What actually wastes time is repeating the same failed approach at the same speed.
What we have not checked
Whether glide duration scales with speed or with level, and where every zipline sits in each world. We would need to map the stages ourselves and we have not.