Advanced Tech

Double Missile
The double missile is one of the hardest and most fun parts about Me and My Launcher. The basic premise of the tech is that one must shoot a missile down while standing close to a recharge station, and then drift through the station on the way up in order to get another missile. The tech is applicable in almost every level with a recharge station, allowing for most notable time saves in levels 7, 8, 13, and 14.

To perform a double missile, position the player beside the recharge station. The player can be very close to the station, but it becomes harder if the player is nearly touching the station. The easiest position is when the gun is around 2 pixels from the station. Then, hold towards the station and press the down arrow to shoot a missile downward. If done correctly, the player should be launched into the air and have another missile which can be used either to hit a spinner, such as in Level 14, or to propel themselves forward, such as in Level 7. It is important not to jump using w when doing a double missile. Only use the explosion of the missile to launch oneself upwards.

Super Rocket Jump
By jumping and then immediately shooting a missile downwards, it is possible to go slightly higher than just shooting a missile downwards. The missile has to be shot very soon after jumping, and it seems most consistent to basically press "w" and down at the same time. A Super Rocket Jump allows the player to reach the top platform at the end of Level 10, while normally shooting downwards does not. This tech reaches the same height as jumping and then shooting downwards much later, but it moves the player much faster.

It is also possible, although very difficult, to perform a super rocket jump double missile. By jumping and then immediately shooting downwards next to a recharge station while holding towards the station, it is possible to get super rocket jump height and keep an extra missile. This can allow for reaching the top of Level 10 with an extra missile, which could save time my shooting into the door.

False Rocket Jump
By shooting downwards right after leaving a ledge, the player will gain the height of normally shooting downwards onto the ground while the missile will continue down past the ledge. This can be used to hit the final bottom spinner in Level 14 while reaching the end island.

Ghost Walking
Each level starts the timer when the first key is pressed. If the level is restarted while the "a" or "d" key is being held, the player will continue to move in that direction without the timer starting. You can let go of the key to stop moving without starting the timer. The timer then starts whenever another key, or the same key, is pressed. This is not useful for a real time speedrun, but is useful for decreasing the game time on levels where the beginning starts with a walking direction, with notable time saves in levels 2, 3, 4, 6, 7, 10, 11, and 15.

Platform Snapping
This trick can be done on every platform that has an edge not connected to a floating island, such as Level 8, 9, 12, 13, and 15. The trick is done by launching upwards towards an above platform. The player needs to be coming from below the platform and needs be holding the direction towards the platform. If the player hits the very edge of the platform sticking out, the player will start walking on the platform and lose all vertical momentum. The trick seems to be pixel perfect, making it extremely inconsistent. Platform snapping seems to have no use in any speedrun.

In Level 15, if the player is on the main floating island with the door and stands right on the rightmost recharge station, the player can shoot a missile downwards and hold left (a) to platform snap to the above platform. If the player hits the very edge of the platform sticking out, the player will start walking on the platform and lose all vertical momentum. The trick is extremely inconsistent and almost impossible to do in any actual speedrun, but doing a double missile on the recharge station, platform snapping, and then immediately shooting downwards may be the fastest way to reach the top recharge station in Level 15. Fortunately, the ability to skip going back to the top recharge station negates its use in a speedrun. It is also possible to platform snap onto the bottom platform in Level 15 by coming from below it and shooting a missile downwards while coming from the left.

In Level 12, it is possible to platform snap by starting below the tiny platform below the door. If you shoot a missile downwards and aim for the left edge of the platform, trying to walk to the right on it as you clip the corner, it is possible to lose what little vertical momentum the player has. This also has no speedrun potential.

In Level 13, it is possible to platform snap on the top platform by doing a double missile, then shooting downwards to reach the top platform right at the left corner. This platform snap also has no speedrun potential.

In Level 9, it is possible to walk off the rightmost edge where there is a platform, and then shoot downwards while holding left (a) to platform snap to the platform.

In Level 8, it is actually possible to platform snap on the small platform by just jumping, without using a rocket. This platform snap may have the most actual potential.

Examples of platform snapping for all levels are shown in this video: https://youtu.be/m5Egqpk_rVo