Advanced Speedrun Techniques for Super Ninja Adventure
I want to be upfront about something: I am not the fastest Super Ninja Adventure player. Not even close. But I've spent a serious amount of time digging into the movement system, watching the top players, and practicing the techniques they use — and I've learned a lot. If you've beaten the game and you're looking for the next challenge, speedrunning is genuinely one of the most rewarding ways to keep playing. Here's what I know.
First: What Kind of Speedrun Are You Doing?
The Super Ninja Adventure community recognizes three main run categories, and they're worth understanding before you start practicing:
- Any%: Reach the end credits as fast as possible. No restrictions on what you skip or how you play. This is where the wildest tricks live.
- 100%: Complete every level, collect every item, achieve perfect star ratings. The most thorough test of your knowledge of the game.
- Individual Level (IL): Fastest time on a single level. Great for practicing specific techniques without needing a full-game run.
If you're brand new to speedrunning, start with Any%. The route is more forgiving and you learn the most transferable skills. I'd strongly recommend using Individual Level practice on the most technically demanding levels before attempting full runs.
Movement Optimization: The Foundation
Before any tricks or shortcuts, the single biggest time-saver is simply optimizing your basic movement. These habits alone can trim minutes off a casual playtime:
Never Stop Running
This sounds obvious but it's genuinely hard to maintain consistently. Most players unconsciously slow down during complex platforming sections, near enemies, or during jumps. In a speedrun, the run key is always held. Always. Practice on individual levels until maintaining full speed feels automatic regardless of what else is happening on screen.
Minimum-Height Jumps
Jump height in Super Ninja Adventure is variable based on how long you hold the jump button. The longer you hold it, the higher you go. For speedrunning, you want the minimum jump height that clears each obstacle — nothing more. Shorter jumps mean less airtime, and airtime is where you lose speed. Practice tapping the jump button as briefly as possible while still clearing each gap or platform. Some platforming sections that look like they need a full jump can actually be cleared with a half-height tap.
Platform Edge Launches
Jump from the very last pixel at the edge of a platform rather than jumping early. This maximizes your horizontal distance per jump because you carry full momentum through the entire jump arc rather than starting the arc slightly behind the edge. The timing window for a perfect edge jump is small — probably 2-3 frames at standard game speed — but it's one of those techniques that becomes instinctive after enough practice. On levels with long horizontal platform sequences, edge launching every jump saves several seconds cumulatively.
Advanced Movement Techniques
Wall-Jump Cancel (WJC)
This is the technique I spent the most time on and that made the biggest difference to my times. When you normally wall-jump, there's a brief pause as your ninja "grabs" the wall before launching. It lasts about 8-10 frames. The WJC eliminates this pause entirely.
How to do it: Press attack on the exact frame you contact the wall during a wall-jump. The attack animation interrupts the wall-grab animation and launches you immediately. A successful WJC saves approximately 0.15 seconds per wall-jump. On levels with 8-10 wall-jumps in sequence (like levels 3-3 or 4-4), that's over a second per level just from this one technique.
The timing window is 2 frames. That's tight. I practiced this exclusively on level 1-2 (the bamboo stalk wall-jump section) for about three hours before it clicked consistently enough to use in runs. Don't rush this one.
Dash Momentum Carry
The dash slash moves your ninja at approximately 1.5x normal running speed. If you jump at the precise end of the dash animation — the last 4 frames — you carry that extra speed into the jump and land significantly further than a standard running jump. The input sequence is: hold run → press attack (dash slash begins) → wait through most of the animation → press jump in the final 4 frames.
This technique is most valuable on levels with long horizontal gaps that are just barely out of range for a standard jump. Level 2-5 has a notorious gap near the end that's much easier with a dash momentum carry than with a standard jump.
Corner Boost
Landing on the very edge of a platform (within 2-3 pixels of the corner) triggers a collision quirk that gives a tiny upward velocity boost. Chaining corner boosts on a series of platforms lets you maintain height across gaps without losing vertical momentum. This technique appears in optimized routes for several World 2 and World 3 levels where maintaining altitude matters. It's not essential for beginners, but it's noticeable in fast runs.
Combat Time Optimization
In speedruns, every second spent fighting is a second you're not moving toward the exit. Here's how to minimize that time:
Skip What You Can Skip
The first and most important rule: most enemies in this game do not need to be killed. Only fight enemies that directly block the exit path. Patrol Guards can almost always be jumped over. Shuriken Throwers can often be avoided entirely if you approach between throw cycles at full speed. Map out each level and identify which enemies are truly mandatory — you'll be surprised how few there are in a speedrun context.
Boss One-Cycle Optimization
Every boss has a minimum number of attack windows needed to defeat them (their total HP divided by max hits per window). Reaching that minimum requires landing maximum hits in each window using animation cancelling. Here's what optimal boss fights look like:
- Forest Guardian: 3 windows, 4 hits each with animation cancel. Total: 12 hits. Optimal fight time: about 45 seconds.
- Thunder Monk: 5 windows, 2 hits each. Total: 10 hits. Optimal fight time: about 50 seconds.
- Shadow Serpent: 4 windows, 3 hits each. Total: 12 hits. Optimal fight time: about 55 seconds.
- The Shogun: 4 phases, 3 hits per phase. Total: 12 hits. Optimal fight time: about 70 seconds.
These are theoretical minimums. In practice, expect variation. Focus on consistency over attempting to match these numbers exactly.
Route Planning and Level Shortcuts
A well-planned route skips huge portions of each level. Here are the most significant shortcuts I've found:
- Level 1-3: Wall-jump up the left wall at the very start. There's a high platform above the initial camera view that connects to a path skipping the entire middle section of the level. This shortcut alone saves about 25 seconds.
- Level 2-2: Use the wind current near the start to boost over the main platform section. Angle your position toward the current slightly ahead of it — when it catches you, you'll fly over nearly the whole level.
- Level 3-5: The collapsing floor section in the second room has a gap on the far right. Fall through it to access a lower path that leads directly to the exit, skipping the long upper route.
- Level 4-4: A wall-jump chain on the right side of the first lava chamber leads to a platform that's technically out of bounds from the normal route. From there you can reach the level exit in under 10 seconds.
A Realistic Learning Timeline
I want to give you honest expectations here. Speedrunning takes time to get good at, and that's fine — the improvement itself is rewarding:
- Weeks 1-2: Apply optimized movement (always running, minimum jumps). No advanced tricks yet. Expected time improvement: from casual playtime down to 28-32 minutes for a full run.
- Weeks 3-4: Add wall-jump cancels and dash momentum carry. Expected improvement: 22-26 minutes.
- Month 2: Incorporate all major shortcuts and boss optimizations. Expected improvement: 18-22 minutes.
- Month 3 and beyond: Consistency refinement, corner boosts, frame-level optimizations. Expected improvement: approaching 15-18 minutes.
The current community record for Any% sits around 15 minutes 42 seconds. That represents hundreds of hours of dedicated practice. Use it as a north star, not a standard to meet. Your own personal best is what matters — every second you shave off is a real achievement.
Practice Habits That Actually Help
A few things I've learned about practicing speedrun techniques effectively:
- Practice one technique at a time. Pick a single trick, go to the level where it matters most, and repeat it until your success rate is above 80% before moving on.
- Record your runs. Watching yourself back reveals mistakes you don't notice in real-time — moments where you slow down unnecessarily, miss edge jumps, or take suboptimal routes.
- Warm up on early levels. Before a serious run attempt, spend 10 minutes running through World 1 to get your movement dialed in. Cold starts are almost always slower.
- Accept mistakes calmly. A missed wall-jump cancel mid-run isn't a reason to reset immediately — lost time can often be recovered later in the run. Finishing imperfect runs builds route knowledge faster than resetting everything.
Speedrunning Super Ninja Adventure has given me a completely new appreciation for how the game is built. Details I never noticed in casual play become fascinating once you're trying to optimize them. If you want to go deeper, check out our How to Play guide for a refresher on base mechanics, or head back to the blog for more tips. Ready to start timing yourself? Launch Super Ninja Adventure and start the clock!