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Dashing

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Uuu, want to play fast game!?

Aqua, Chapter 5

Dashing[1][2] (JP: ダッシュ Dasshu) is a gameplay mechanic introduced in Chapter 5 of Deltarune.

Gameplay

Dashing occurs when passing under a dash gate,[3] upon which the party will enter a formation with Kris at the front before quickly running across the path. Kris and Susie run while Ralsei flies behind them.

While dashing, the party cannot change direction nor stop running until they pass through another dash gate, but they can move perpendicular to the direction of running (in top-down mode) or jump (in platforming mode). Dashing is the only way to pass through long stretches of water, destroy leaf piles, and clear wheat.

Main story

Party overworld run.gif
The party dashing

Dashing is featured in Garden, where it can be used to cross long stretches of water. Further to the south, there is a puzzle-like maze that focuses on navigating through a field of multiple dashing sections.

In the Cliffs, the party dashes through fields of wheat. During a section where the sky is a twilight shade of blue, a platforming dash section is featured. A Leafling notes that "You only need to jump. Trust the wind."

Aqua's challenge at Top of Castle comprises a platforming mode dash section in which the party must dodge her knives thrown at various altitudes and moving left across the screen at a constant rate.

References

  1. This area is closed due to dangerous dashing accidents!Floradinn, Chapter 5
  2. gml_GlobalScript_scr_get_room_by_id script, lines 56–59, Chapter 5
  3. We were stuck between those two dash gates for so long.Floradinn, Chapter 5