Rolling up walls for safety and recovery (and secrets). Also, ice cold blocks
Now, when you Rev Up (holding Jump), you can put that angular momentum to good use in another way—hitting a wall, then rolling right on up! The longer you've held the button, the higher it'll take you. It's especially useful for little recoveries or when you just miss a jump—tires can't grab ledges, after all—but it's also good for finding secrets once in a while.
In testing, it does seem to be an "easy to use, hard to master" sort of move—when to start charging it up while approaching a wall seems to be a consideration—but it could always use even more testing to prove that one out. I'll throw in a tutorial video to show how it works—that might be the first step.
Another addition: those chrome spheres that are sometimes used to hit switches and solve puzzles have been replaced with ice blocks. These are shaped in such a way that they can be pushed or stood upon, sure—but you can also Quick Drop (the thing introduced a couple updates ago: Brake+Bounce) onto the edges to really let them fly! That's useful for, say, hitting faraway Switches in a hurry.
More:
Better audiovisual indicators on when you're Revving Up, and also when you've Revved Up enough to kick into Overdrive. The meter in the bottom right is still there, but no longer do you have to glance at it.
Acid works like pits do now, taking you back to safety after landing in it. It seems a lot more straightforward that way, even if you're trading off a little bit of freedom.
Fixed some braking physics. If you've braked and are sitting on a slope and jump off, you have to press (and hold) Brake again in the air for the midair braking to take effect. That is, midair braking is a lot more deliberate.
Fixed (I hope!) a bug where entering a Launcher in 2D sections someone locked things up DMs forced your to restart the course.
Braking also just works better now, halting your momentum even more reliably.
Fixed a bug where the second Totomesu Temple Hubcap wasn't obtainable. Whoops!
Other miscellaneous bug fixes, including some (but definitely not all) lighting/shadow oddities.
Pretty sure a new course is coming soon. It may replace one of the existing ones.
Also a new type of collectible, though not sure what that one will be or what it will do—many of the courses are just begging for something more to find.
Happy tiring!


In testing, it does seem to be an "easy to use, hard to master" sort of move—when to start charging it up while approaching a wall seems to be a consideration—but it could always use even more testing to prove that one out. I'll throw in a tutorial video to show how it works—that might be the first step.
Another addition: those chrome spheres that are sometimes used to hit switches and solve puzzles have been replaced with ice blocks. These are shaped in such a way that they can be pushed or stood upon, sure—but you can also Quick Drop (the thing introduced a couple updates ago: Brake+Bounce) onto the edges to really let them fly! That's useful for, say, hitting faraway Switches in a hurry.
More:
Better audiovisual indicators on when you're Revving Up, and also when you've Revved Up enough to kick into Overdrive. The meter in the bottom right is still there, but no longer do you have to glance at it.
Acid works like pits do now, taking you back to safety after landing in it. It seems a lot more straightforward that way, even if you're trading off a little bit of freedom.
Fixed some braking physics. If you've braked and are sitting on a slope and jump off, you have to press (and hold) Brake again in the air for the midair braking to take effect. That is, midair braking is a lot more deliberate.
Fixed (I hope!) a bug where entering a Launcher in 2D sections someone locked things up DMs forced your to restart the course.
Braking also just works better now, halting your momentum even more reliably.
Fixed a bug where the second Totomesu Temple Hubcap wasn't obtainable. Whoops!
Other miscellaneous bug fixes, including some (but definitely not all) lighting/shadow oddities.
Pretty sure a new course is coming soon. It may replace one of the existing ones.
Also a new type of collectible, though not sure what that one will be or what it will do—many of the courses are just begging for something more to find.
Happy tiring!





