Quick Unpass for The Bat! — Speedrun-Friendly MethodsThe Bat! is a compact, precision-focused action-platformer that rewards tight inputs, pattern recognition, and fast decision-making. “Unpass” refers to the specific sequence or trick used to bypass a difficult obstacle or boss encounter; in speedrun communities it often denotes an optimized route that skips slower intended sequences. This guide focuses on fast, repeatable, and safe Unpass techniques tailored for runners aiming to shave seconds (or minutes) from their runs.
Overview: What is an Unpass and why it matters for speedruns
An Unpass is a deliberate exploit, optimized movement, or precise timing window that lets you avoid part of a level or a boss phase. For speedrunners, Unpasses are valuable because they reduce the number of inputs and time spent, often replacing lengthy patterns with a single high-skill maneuver. The trade-off is usually higher execution difficulty and lower margin for error.
- When to use: when practising a category that allows skips (any% / glitched runs) or when the time saved outweighs the risk of inconsistent execution.
- When not to use: in any category that bans glitches or skips, or during runs where consistency is preferred over peak time (e.g., early attempts, marathons).
Prerequisites: Skills and setups required
To reliably perform a Quick Unpass for The Bat!, hone the following:
- Precise air control and knowledge of the jump arc.
- Frame-perfect (or near frame-perfect) inputs for certain slides/dashes.
- Familiarity with enemy spawn timings and projectile patterns.
- A stable controller or keyboard setup with minimal input lag.
- Practice with save states or rewinding (if allowed) to learn timing windows.
Core mechanics exploited by the Unpass
The most common mechanics leveraged for Unpasses in The Bat! include:
- Dash-cancel windows that retain momentum.
- Hitbox interactions that allow clipping through thin geometry during animation frames.
- Enemy AI pathing that can be manipulated to leave gaps.
- Projectile invincibility frames or hitstun layering to bypass damage triggers.
Understanding each mechanic’s nuance is crucial—timing that seems generous in practice mode may be unforgiving under race conditions.
Step-by-step Quick Unpass (route and inputs)
Below is a generalized step-by-step Unpass intended for speedruns. Exact inputs vary by platform and controller; adapt timings accordingly.
- Approach the obstacle at maximum run speed.
- Begin a full jump 2–3 tiles before the collision boundary to align your arc.
- Mid-jump, initiate a short dash-cancel: press dash for 1–2 frames, then cancel with a crouch or alternate movement (platform-specific). This preserves horizontal momentum while lowering vertical clearance.
- Time a second micro-jump to clip the edge of the collision geometry; hold run direction to maintain momentum.
- If enemies occupy the bypass zone, bait their movement with a single projectile or brief interference, then pass during the repositioning.
- Land and immediately chain into the next movement (dash or wall-jump) to avoid being trapped by respawned hazards.
Practice each phase separately: approach and jump timing first, dash-cancel precision next, then enemy-manipulation.
Variants and backups
No single Unpass works in every run. Here are common variants:
- Conservative variant: accept a small time loss for a safer gap after step 3 — useful during marathon or inconsistent conditions.
- Aggressive variant: extend the dash-cancel window to clip further geometry, saving more time but with much tighter timing.
- Enemy-assisted variant: use an enemy projectile to grant invulnerability frames in a narrow window, letting you pass without collision checks.
If the Unpass fails, have a quick recovery plan: immediate defensive roll, use of invincibility frames, or routing a quick alternate platform to rejoin the main route.
Troubleshooting common problems
-
Problem: You clip too early and hit the geometry.
Fix: Begin the initial jump slightly later (1–2 frames) and reduce dash length. -
Problem: Momentum drops after dash-cancel.
Fix: Ensure the cancel input is minimal (1–2 frames) and immediately hold run direction; check controller deadzone settings. -
Problem: Enemy timing overlaps with your pass window.
Fix: Manipulate the enemy by standing in a different bait spot or using a projectile earlier to shift their pathing. -
Problem: Inconsistent results across platforms (PC vs console).
Fix: Adjust for input lag differences; use a wired controller and disable vsync/frame-limiter inconsistencies during practice.
Practice routine
- Warm-up: 10–15 minutes of basic movement, jumps, and dash-cancels.
- Segmented practice: 30–45 minutes focused on the Unpass segment with save states or practice mode. Break the sequence into approach, aerial clip, and recovery.
- Consistency check: Do 50 consecutive attempts and log success rate; adjust technique for stable >70% success before attempting in runs.
- Cooldown: run full levels incorporating the Unpass to build muscle memory and stress-test under fatigue.
Risk vs reward: when to commit during a run
- If your personal best depends on the skip and your success rate in practice is high (>70–80%), commit.
- During a race or PB attempt with high variance, prefer the safer variant unless you need the absolute time save.
- In marathons or charity events where entertainment and consistency matter, lean conservative.
Example splits and time saved
Typical Unpass implementations in The Bat! save between 5–25 seconds depending on route length, enemy cleanup, and whether multiple segments are skipped. Evaluate your personal run to determine if the cumulative time justifies the increased failure risk.
Final tips
- Record your practice from multiple camera angles (input overlay if possible) to analyze frame timings.
- Engage with the community—speedrun forums and Discords often have refined timing insights and alternative setups.
- Keep controller firmware and PC drivers updated to avoid subtle input issues.
If you want, I can:
- Provide platform-specific input timings for keyboard, Xbox, or PlayStation controllers.
- Break the Unpass into frame-by-frame inputs for practice.
- Create a training routine with goals and milestones.