These notes are based on Rife's Any% world record route (and his notes), with several tweaks and improvements. Some levels can probably be improved further, as they may make compromises on certain stats (e.g. speed, bombs). This webpage features some recent improvements to the route (October 2025). These include:
As of August 2026, I am slowly working on some more tweaks, which should be mostly done, but I haven't fully committed them yet.
The "Mission Report" screen at the end of each level (or after dying) takes a different amount of time in each language, because the title at the top of the screen must be fully printed out before the information cards appear. Additionally, entering a level is 3 frames slower in certain languages (I'm not sure what causes this, but it may be the text at the top of the screen again. I also don't know if this number could be different depending on which zone you're in; this 3 frame number is just for Zone A. Testing other zones would be annoying because then I'd have to mess with save files). This is all the impact that the language has that I know of right now, although I originally didn't know about the 3 frame discrepancy.
The conclusion: if you want to save about 15 seconds, run the game in Japanese/German (Japanese is optimal with current knowledge — they share the fastest Mission Report text, but German enters levels 3 frames slower, adding up to 3.4 seconds lost over Japanese).
Things you should be familiar with when playing the game in a foreign language:
| Letter | EN | JP | DE |
|---|---|---|---|
| A | BASE | べ一ス | BASIS |
| B | FACTORY | フアクトリー | FABRIK |
| C | TOWN | タウン | STADT |
| D | RUINS | ル一イン | RUINEN |
| E | DESERT | デザート | WÜSTE |
| F | CAVE | ケーブ | HÖHLE |
| G | TOWER | タワー | TURM |
By A-ranking (or S-ranking) every stage in a zone and unlocking VS Mode stages, you lose about a second from the pop-up after beating the boss. However, having a bit of extra EXP to reach level thresholds when desired is better in my opinion, since this can make the gameplay easier and less reliant on "compromising" or "improvising", which you have to do when you can't equip the parts in the route. With that being said, it is entirely possible to throw intentionally on one level per zone (by taking extra damage most likely, although there are also levels that you can't really A-rank on the first pass anyway, like A-9). I'm not worrying about this right now, since a timeloss of a few seconds is not a big deal, and I don't expect it to be in the long-term future of this game, especially if bigger timesave can still happen from having better strategy or part loadouts for missions.
I have considered using the part file function to save time equipping frequently used part sets, but I don't think there are any sets that are re-equipped often enough throughout an Any% run (they slowly evolve, and often will have minor changes to boost a stat or two). This currently only sees use when doing D-10, since it uses a high attack set, but then the next several levels use the same part set as D-9.
The rest of this page below this section is a web version of the level notes. There is also an XML/markdown version for use with the markdown fork of the SpeedGuidesLive component for LiveSplit (using these splits), which has been updated with the 2025 improvements.
The benefit of using SGL is that once you finish each level, you can view the notes for the upcoming level in isolation, with no need to focus on one section of many, or gradually scroll through a long document. I have used it for several speedgames, and find it very helpful, which is why I am sharing it here.
As of August 2026 I am working on more tweaks to the route, currently visible as small comments underneath some level notes. When I've finished testing those changes, I'll update the markdown version as well (it is still on the October 2025 version). As part of the testing, I did a Tool-Assisted demonstration of the route (with lots of retrying missions, but making sure the gameplay isn't too too crazy). This run clocks in at a 1:34:39 (or thereabouts), which is theoretically 17 minutes faster than Rife's current world record, not that TAS and RTA can be directly compared. While this is a lot of timesave, it can't go significantly lower without any proper glitches or skips being found.
Take damage on second bomb before card key spawns
boss takes 5 hits
Lay bombs for 3 just after energy core disappears off screen
Lay bomb for mission 3 at 2 tiles away from wall, when the core is 2 tiles away from whichever edge it is going towards
Lay bomb for 3 at or just to right of 3rd hard block from the left
Spam bombs at beginning and clear blocks. RC LL CL CR
RDU LDU
note Aug. 2026: I think switching to the boss part set is better here, since it gives >2 bombs and removes one equip menu. Throw doesn't really get any use so no need to take up equip points with it (unless there's some sweet throws you can do between rooms?)
note Aug. 2026: I'm considering not equipping Nitro Boots here, since you end up unequipping them on the next stage to do a skip. Having quick fuse doesn't seem 100% necessary here. Ultimately you'd save time skipping the equip menu in D-2, but lose a bit of time on each mission here. Parts: Strong Helmet, Bomb Vest, Throwing Glove, Kick Boots
Try to have 6 atk
left, right, back, right, right, back.
Save part file, then equip
Note Sep. 2026: I was considering moving this level until after E-5 or E-6, due to getting Speed Armor for a nicer stat spread. However, I actually think Wireless Helmet, alongside Attack Suit, Throwing Gloves, and Attack Shoes, is better. This gives 9 attack (saving one hit over the current part set) and long throw, which is a nice convenience for this boss.
The whole save and load business can only be skipped if you already have LV20 entering the level or plan to when you leave, since you can go on an alternate route where you can use the Wireless Helmet for F-1 and so on (assuming you already did E-1 through E-5), only needing to swap 2 parts (put the Bomb Vest and Nitro Boots back on)
Recall part file
Remember to clear the path to the warp floor in advance (mission 3)
Rife is good at this level
Note Aug. 2026: I don't think I've ever had LV20 at this point in the run, in test runs or single segment. I feel like it might as well be moved to after F-3, since that will greatly increase the odds that it works out. That also means it can use the same part set as E-7
Note Aug. 2026: I did a test run and didn't have enough points to put on the Tech Armor. It seems like equipping grip spikes here is fine, since you still get enough attack and balanced stats while being able to use long throw. The lack of short fuse is a bit annoying, but not a huge deal
Note Sep. 2026: This level sucks no matter what. My new theory is that keeping short fuse combined with more bombs is a better play here, so now I'm suggesting Strong Helmet and Nitro Boots (keeping Tech Armor and Throw Glove — you could also instead use Bomb Vest and keep long throw available, but having more fire is nice for the first mission). No long throw for this level, but it only helps for the second mission, and it's still somewhat fast with regular throw. Not sure if there's a perfect solution, given what we have in mid-game.
Note Aug. 2026: It may be possible to just equip Attack Suit here, although it decreases Speed and Fire by 1 and Guard by 2. Doing this would allow skipping the equip menu for E-10 since we already have the Grip Spikes on
Note Aug. 2026: Not sure what the point of the Nitro Boots is here, with the remote bombs. Sticking with Grip Spikes seems fine, and even lets you have 1 more attack, although I'm not sure that it matters for this miniboss
Note Aug. 2026: Also equip Nitro Boots, and equip Tech Armor to have more than one bomb?
Note Sep. 2026: This level sucks no matter what you come in with. Remote Bombs are pretty consistent here, but are disadvantageous for the second mission. Nitro Boots are a big help for the 3rd mission if you don't have remote bombs, but then you're stuck with one bomb. Trying to increase your bomb count sacrifices your attack stat, and you want to have 8 attack for the two Tanks in the third mission. However, if you allow for 6 attack and accept that the Tanks will take another hit each, I think you get the best compromise we can get right now.
The only difference from the current part set above would be equipping the Bomb Vest, keeping regular throw and short fuse available.
Note Aug. 2026: Technically having 8 attack allows you to kill the warrior enemy in mission 2 in one bomb, but this is a pretty minor difference imo. You can hope to find an attack pack in the first mission, and maybe save a couple seconds
Note Aug. 2026: I'm not entirely sure what the point of changing parts is here. I think Tech Armor + Grip Spikes is better, basically trading 1 speed point for 1 fire point
Note Sep. 2026: You only need 7 attack, if I understand the walkthrough correctly, so Speed Armor, Missile Bands, and Grip Spikes seems fine here (the only poor stat is 3 fire)
Note Sep. 2026: Remote Bombs may have merit here, since it allows you to place multiple bombs, but Missile Bombs are faster if you can hit your shots, since Remote Bombs pretty much requires having low movement speed in order to get 9 attack.
With Missile Bands in mind, equip Tech Armor to get 9 attack