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CrypticJacknife: 2011-01-11 02:52:46 pm
CrypticJacknife: 2011-01-11 02:51:49 pm
Flip: 2011-01-11 02:01:33 pm
Flip: 2010-11-21 08:06:49 pm
Ganondorf = Donkey Kong LOOK IT UP!!
Flip: "I've given first post to CrypticJacknife, so that he can use it to plan his route. Hopefully he's serious about submitting a run of this game!"
Thought I'd keep this here to avoid confusion anyone might have. And don't worry Flip, I definitely am!
Okay. I've got some information so far on an any% route, still in the working. And I also need to work out the rough timing between levels, not exact but at least the transition and most of the loading. So, all levels listed under here are the times for the levels as if it were in a Time Trial format, and the loading times/transitions are included in the World-by-World Times.
Donkey Kong Country Returns any% (SS) route
World-by-World Times
Note: World 1 is timed from the beginning of opening cutscene to zoom in of World 2, every other world is zoom in to zoom in. (Apart from World 8 which is final hit on boss)
World 1 - Jungle - 09:30 - 10:00
World 2 - Beach - 11:00 - 11:30
World 3 - Ruins - 08:00 - 08:30
World 4 - Cave - 08:20 - 08:30
World 5 - Forest - 11:00 - 11:30
World 6 - Cliff - 14:10 - 14:40
World 7 - Factory - 13:00 - 13:30
World 8 - Volcano - 12:00 - 12:30
==============================
Total Time - 1:27:00 - 1:31:00
-----------------World 1 - Jungle-----------------
-----------------World 2 - Beach-----------------
-----------------World 3 - Ruins-----------------
-----------------World 4 - Cave-----------------
-----------------World 5 - Forest-----------------
-----------------World 6 - Cliff-----------------
-----------------World 7 - Factory-----------------
-----------------World 8 - Volcano-----------------
Thought I'd keep this here to avoid confusion anyone might have. And don't worry Flip, I definitely am!
Okay. I've got some information so far on an any% route, still in the working. And I also need to work out the rough timing between levels, not exact but at least the transition and most of the loading. So, all levels listed under here are the times for the levels as if it were in a Time Trial format, and the loading times/transitions are included in the World-by-World Times.
Donkey Kong Country Returns any% (SS) route
World-by-World Times
Note: World 1 is timed from the beginning of opening cutscene to zoom in of World 2, every other world is zoom in to zoom in. (Apart from World 8 which is final hit on boss)
World 1 - Jungle - 09:30 - 10:00
World 2 - Beach - 11:00 - 11:30
World 3 - Ruins - 08:00 - 08:30
World 4 - Cave - 08:20 - 08:30
World 5 - Forest - 11:00 - 11:30
World 6 - Cliff - 14:10 - 14:40
World 7 - Factory - 13:00 - 13:30
World 8 - Volcano - 12:00 - 12:30
==============================
Total Time - 1:27:00 - 1:31:00
-----------------World 1 - Jungle-----------------
Best Places to Farm Coins
Crazy Cart Finish Barrel (0 seconds)
Crazy Cart (0 seconds)
Tree Top Bop (1 second)
1-1 ~ Jungle Hijinxs = Sub-0:55 [DK]
- Within this level there should be literally nothing of strategy changed between an SS and a IL.
- When you pound down the switch in the middle, you can run to the right and get a Coin from a flower while the background sets itself up.
1-2 ~ King of Cling = Sub-1:05 [DK/Diddy]
- Could be consistently done in less than 1:05 due to having Diddy from the very beginning. Also, less could be done with the strategy used in my recent video.
- With the bird jump at the beginning, just roll over the gap and jetpack it, it isn't worth a potential reset for like half a second.
1-3 ~ Tree Top Bop = Sub-0:45 [DK/Diddy]
- Stay alert as you go across the tree-tops and use your jetpack minimally. Other than that, make sure you grab the DK barrel in the middle if you find yourself back with just DK.
1-5 ~ Canopy Cannons = Sub-1:00 [DK/Diddy]
- Yes, I do believe it would be quicker to go the natural route rather than waste 25-30 seconds waiting to get access to a level 10 seconds shorter than this one.
- Think of the shots ahead and remember the slight detour to gain time before you get shot into the background.
- Do the barrel skip. Really, it is A LOT easier when you have Diddy with you. I am pretty sure you can actually get to the platform next to the second barrel in one fell swoop.
1-6 ~ Crazy Cart = 1:40 [DK/Diddy]
- Not much to say about this one, pretty much all linear.
- Ace the start as fast as you can and remember that you can go up hills faster by jumping up them.
1-B ~ Mugly's Mound = Sub-0:40 [DK/Diddy]
- Let's face it. A perfect completion of this boss would be pretty tough to get SS, so simply settle for anything that ends the round after a perfect one.
Crazy Cart Finish Barrel (0 seconds)
Crazy Cart (0 seconds)
Tree Top Bop (1 second)
1-1 ~ Jungle Hijinxs = Sub-0:55 [DK]
- Within this level there should be literally nothing of strategy changed between an SS and a IL.
- When you pound down the switch in the middle, you can run to the right and get a Coin from a flower while the background sets itself up.
1-2 ~ King of Cling = Sub-1:05 [DK/Diddy]
- Could be consistently done in less than 1:05 due to having Diddy from the very beginning. Also, less could be done with the strategy used in my recent video.
- With the bird jump at the beginning, just roll over the gap and jetpack it, it isn't worth a potential reset for like half a second.
1-3 ~ Tree Top Bop = Sub-0:45 [DK/Diddy]
- Stay alert as you go across the tree-tops and use your jetpack minimally. Other than that, make sure you grab the DK barrel in the middle if you find yourself back with just DK.
1-5 ~ Canopy Cannons = Sub-1:00 [DK/Diddy]
- Yes, I do believe it would be quicker to go the natural route rather than waste 25-30 seconds waiting to get access to a level 10 seconds shorter than this one.
- Think of the shots ahead and remember the slight detour to gain time before you get shot into the background.
- Do the barrel skip. Really, it is A LOT easier when you have Diddy with you. I am pretty sure you can actually get to the platform next to the second barrel in one fell swoop.
1-6 ~ Crazy Cart = 1:40 [DK/Diddy]
- Not much to say about this one, pretty much all linear.
- Ace the start as fast as you can and remember that you can go up hills faster by jumping up them.
1-B ~ Mugly's Mound = Sub-0:40 [DK/Diddy]
- Let's face it. A perfect completion of this boss would be pretty tough to get SS, so simply settle for anything that ends the round after a perfect one.
-----------------World 2 - Beach-----------------
Best Places to Farm Coins
Peaceful Pier (0 seconds)
Tidal Terror (0 seconds)
Peaceful Pier Finish Barrel (2 seconds)
2-1 ~ Poppin' Planks = Sub-1:00 [DK]
- Use fast bouncing to get through the first parts.
- If you lost Diddy during the Mugly battle, you can easily scoop him up along the way here.
- Make sure to stop when you land on the 'Poppin Planks' for a moment, then continue to be thrown up onto the box straight away. Alternatively, keep going and land a jump onto the edge where it doesn't move, then throw a small jump to hit the edge of the swinging platform. Both ways seem the same time but the former is much easier to pull off consistently.
- As with the two sequence breaks in this level (see packattack's videos), train hard at them and you should be able to pull off AT LEAST one of them in SS. If you fail them, worse that can really happen is you take a hit, so always go for them when you have the chances.
2-2 ~ Sloppy Sands = Sub-1:05 [DK/Diddy]
- Quite an easy level to speed run really. The main things you need to worry about are:
1. Landing the high jump for the bullet without having to pound the platform down, and
2. Getting by the line of bullets in the tower before they have a chance to reach the wall.
- Otherwise it's pretty simple, stay on your toes rolling-and-jumping.
2-3 ~ Peaceful Pier = 1:50 [DK/Diddy]
-*snores* This level isn't as boring as you might think. There are ample opportunities to take advantage of a scroller by grabbing every single coin you possibly can, to use for buying keys in future worlds. Don't go too over the top though!
2-4 ~ Cannon Cluster = Sub-0:45 [DK/Diddy]
- Honestly, once you get to know this level well enough, it will ALWAYS give you ZERO problems when speed running. Keep your memory sharp and nothing can go wrong really.
- Remember, the final cannonball in the level is 'coincidentally' timed to hit you if you are going as fast as possible, so either slow down or do a jump to get through it.
2-5 ~ Stormy Shore = Sub-1:05 [DK/Diddy]
- A better goal time may be Sub-1:00, but this level is increasingly difficult to run in an SS.
- Due to it not being Time Attack and the run being real-time, taking the bonus shortcut doesn't apply, so continue the level as normal.
- Only do what you are confident in, this level can smack you in the face REALLY hard if you don't know at least a specific strategy. Logic says you probably won't have Diddy if you speed run this level, but you might, and if you do that will be TREMENDOUSLY helpful in the early parts of Tidal Terror.
- Bottom line: Design your own strategy, or adapt to one that someone else uses, either way YOU WILL NEED a point-by-point idea to be successful in this level.
2-7 ~ Tidal Terror = Sub-0:55 [DK/Diddy]
- Getting this level done in 6 waves is extremely difficult, and requires a ridiculously well-performed run to work, so saying that, stick to a 7-wave attempt, don't attempt the death-defying run for the final area. Death and victory are only a few frames apart otherwise.
2-B ~ Pinchin' Pirates = Sub-1:05 [DK/Diddy]
- Simple boss is simple: If they appear coming towards you, head-bounce, ground pound, head-bounce.
- If they appear going away from you, ground pound (to stun them), head-bounce, ground pound, head-bounce.
- Oh yeah, and don't get too cocky when it comes to hitting the pile as soon as they lift pincers.
Peaceful Pier (0 seconds)
Tidal Terror (0 seconds)
Peaceful Pier Finish Barrel (2 seconds)
2-1 ~ Poppin' Planks = Sub-1:00 [DK]
- Use fast bouncing to get through the first parts.
- If you lost Diddy during the Mugly battle, you can easily scoop him up along the way here.
- Make sure to stop when you land on the 'Poppin Planks' for a moment, then continue to be thrown up onto the box straight away. Alternatively, keep going and land a jump onto the edge where it doesn't move, then throw a small jump to hit the edge of the swinging platform. Both ways seem the same time but the former is much easier to pull off consistently.
- As with the two sequence breaks in this level (see packattack's videos), train hard at them and you should be able to pull off AT LEAST one of them in SS. If you fail them, worse that can really happen is you take a hit, so always go for them when you have the chances.
2-2 ~ Sloppy Sands = Sub-1:05 [DK/Diddy]
- Quite an easy level to speed run really. The main things you need to worry about are:
1. Landing the high jump for the bullet without having to pound the platform down, and
2. Getting by the line of bullets in the tower before they have a chance to reach the wall.
- Otherwise it's pretty simple, stay on your toes rolling-and-jumping.
2-3 ~ Peaceful Pier = 1:50 [DK/Diddy]
-*snores* This level isn't as boring as you might think. There are ample opportunities to take advantage of a scroller by grabbing every single coin you possibly can, to use for buying keys in future worlds. Don't go too over the top though!
2-4 ~ Cannon Cluster = Sub-0:45 [DK/Diddy]
- Honestly, once you get to know this level well enough, it will ALWAYS give you ZERO problems when speed running. Keep your memory sharp and nothing can go wrong really.
- Remember, the final cannonball in the level is 'coincidentally' timed to hit you if you are going as fast as possible, so either slow down or do a jump to get through it.
2-5 ~ Stormy Shore = Sub-1:05 [DK/Diddy]
- A better goal time may be Sub-1:00, but this level is increasingly difficult to run in an SS.
- Due to it not being Time Attack and the run being real-time, taking the bonus shortcut doesn't apply, so continue the level as normal.
- Only do what you are confident in, this level can smack you in the face REALLY hard if you don't know at least a specific strategy. Logic says you probably won't have Diddy if you speed run this level, but you might, and if you do that will be TREMENDOUSLY helpful in the early parts of Tidal Terror.
- Bottom line: Design your own strategy, or adapt to one that someone else uses, either way YOU WILL NEED a point-by-point idea to be successful in this level.
2-7 ~ Tidal Terror = Sub-0:55 [DK/Diddy]
- Getting this level done in 6 waves is extremely difficult, and requires a ridiculously well-performed run to work, so saying that, stick to a 7-wave attempt, don't attempt the death-defying run for the final area. Death and victory are only a few frames apart otherwise.
2-B ~ Pinchin' Pirates = Sub-1:05 [DK/Diddy]
- Simple boss is simple: If they appear coming towards you, head-bounce, ground pound, head-bounce.
- If they appear going away from you, ground pound (to stun them), head-bounce, ground pound, head-bounce.
- Oh yeah, and don't get too cocky when it comes to hitting the pile as soon as they lift pincers.
-----------------World 3 - Ruins-----------------
Best Places to Farm Coins
Damp Dungeon Combo! (4/5 seconds)
Damp Dungeon Final Barrel (1 second)
Button Bash Final Barrel (0/1 second)
3-1 ~ Wonky Waterway = Sub-1:00 [DK/Diddy]
- The thing you need to remember more than anything in this level is remember where you need to jump, and where you plan to take damage, otherwise it may become a bit stop-n-start.
- Use the vine trick to get up onto the appearing platform fast (jump on the vine and move to the left side and jump as well to get extra height).
- It seems the best places to take damage in the front to back area are in the second layer, both of these get in the way quite well, the first being an almost NECESSARY damage-take for good speeds.
3-2 ~ Button Bash = Sub-2:10 [DK/Diddy]
- This is one hell of a long level, and believe it or not requires a good bit of perserverance to do fast. Trouble points are as follows.
1. The Bug Fight - Uggh, this can go terribly wrong if anything slightly against you happens. Point is, jump on the first, hover till you hit the second, and from there do higher jump for easy control over the rest.
2. The Cannon 'Puzzle' - You have a good space of time before it's lined up to shoot and collect all of them early, but if you screw ANY of them up, it will go straight back to the first part. Don't get overconfident or this part will punish you.
3. The 1/2 Maze Skip - Once you hit the switch near the 'N' you have a small window of opportunity to shoot STRAIGHT across the next part. Key to getting long barrel shots (or at least I've found) is holding Diagonal Up+Right and keeping A held down until you make the distance.
4. Rotating Monkeys - The final part should be no problem, you can get some sweet early shots in with these guys, if you fail you have another 2 chances to screw up, and it doesn't return the puzzle to the first phase, so honestly, go with the what you believe will make it in. Another case of 'Do not get too confident'.
Now you should easily have 20 coins, so go to Cranky's, buy the key and enter 3-4. This saves A LOT of time. Rough timing from L2 to Cranky's to after load on L4 is ~45 seconds.
3-4 ~ Damp Dungeon = Sub-0:55 [DK/Diddy]
- Roll up and hover through the start of the level as you normally would (watch out for the flaming guy) and then...
-COIN TIME!!! - This level has a row of enemies positioned right below a row of coins. This means you can easily get upwards of 10 coins off of one collection/bouncing combo. This may take a few seconds, but it is FAR more reliable then hoping you hit the right part of the slot machine. 4-B is also a great grinding spot so don't be bothered to collect all of them (unless you get a REALLY good looking combo).
3-6 ~ Temple Topple = Sub-1:10 [DK/Diddy/Rambi ]
- This is probably the easiest non-scrolling level in the game, at least IMO.
- Roll like a maniac to Rambi and then shake like a maniac to the finish barrel. Things of note are that you need to hit the platforms with the flame enemies to despawn their fire balls and you can run over the small, level gaps with Rambi by simply continuing to charge (THEY TRICKED US :O)
3-B ~ Ruined Roost = 0:35-0:50 [DK/Diddy]
- This boss calls for serious time, trust me. The record is around 35 seconds, and that is through a method which COMPLETELY manipulates the boss' movement and allows an easy kill.
- Sounds fine then, right? WRONG! This manipulation is really hard to do, and even a few frames off can screw the entire thing.
- For the best manipulation, check out packattack decimating the boss, otherwise, no ones going to hate you for not optimizing this, go with what you can get and keep on the prowl for good bomb-throwing opportunities.
Damp Dungeon Combo! (4/5 seconds)
Damp Dungeon Final Barrel (1 second)
Button Bash Final Barrel (0/1 second)
3-1 ~ Wonky Waterway = Sub-1:00 [DK/Diddy]
- The thing you need to remember more than anything in this level is remember where you need to jump, and where you plan to take damage, otherwise it may become a bit stop-n-start.
- Use the vine trick to get up onto the appearing platform fast (jump on the vine and move to the left side and jump as well to get extra height).
- It seems the best places to take damage in the front to back area are in the second layer, both of these get in the way quite well, the first being an almost NECESSARY damage-take for good speeds.
3-2 ~ Button Bash = Sub-2:10 [DK/Diddy]
- This is one hell of a long level, and believe it or not requires a good bit of perserverance to do fast. Trouble points are as follows.
1. The Bug Fight - Uggh, this can go terribly wrong if anything slightly against you happens. Point is, jump on the first, hover till you hit the second, and from there do higher jump for easy control over the rest.
2. The Cannon 'Puzzle' - You have a good space of time before it's lined up to shoot and collect all of them early, but if you screw ANY of them up, it will go straight back to the first part. Don't get overconfident or this part will punish you.
3. The 1/2 Maze Skip - Once you hit the switch near the 'N' you have a small window of opportunity to shoot STRAIGHT across the next part. Key to getting long barrel shots (or at least I've found) is holding Diagonal Up+Right and keeping A held down until you make the distance.
4. Rotating Monkeys - The final part should be no problem, you can get some sweet early shots in with these guys, if you fail you have another 2 chances to screw up, and it doesn't return the puzzle to the first phase, so honestly, go with the what you believe will make it in. Another case of 'Do not get too confident'.
Now you should easily have 20 coins, so go to Cranky's, buy the key and enter 3-4. This saves A LOT of time. Rough timing from L2 to Cranky's to after load on L4 is ~45 seconds.
3-4 ~ Damp Dungeon = Sub-0:55 [DK/Diddy]
- Roll up and hover through the start of the level as you normally would (watch out for the flaming guy) and then...
-COIN TIME!!! - This level has a row of enemies positioned right below a row of coins. This means you can easily get upwards of 10 coins off of one collection/bouncing combo. This may take a few seconds, but it is FAR more reliable then hoping you hit the right part of the slot machine. 4-B is also a great grinding spot so don't be bothered to collect all of them (unless you get a REALLY good looking combo).
3-6 ~ Temple Topple = Sub-1:10 [DK/Diddy/Rambi ]
- This is probably the easiest non-scrolling level in the game, at least IMO.
- Roll like a maniac to Rambi and then shake like a maniac to the finish barrel. Things of note are that you need to hit the platforms with the flame enemies to despawn their fire balls and you can run over the small, level gaps with Rambi by simply continuing to charge (THEY TRICKED US :O)
3-B ~ Ruined Roost = 0:35-0:50 [DK/Diddy]
- This boss calls for serious time, trust me. The record is around 35 seconds, and that is through a method which COMPLETELY manipulates the boss' movement and allows an easy kill.
- Sounds fine then, right? WRONG! This manipulation is really hard to do, and even a few frames off can screw the entire thing.
- For the best manipulation, check out packattack decimating the boss, otherwise, no ones going to hate you for not optimizing this, go with what you can get and keep on the prowl for good bomb-throwing opportunities.
-----------------World 4 - Cave-----------------
Best Places to Farm Coins
The Mole Train!!! (0 seconds)
Pretty Much Everywhere Else! (0/1 seconds)
4-1 ~ Rickety Rails = 1:20 [DK/Diddy]
- Here starts your greatest coin-collecting fantasies
- This entire level (nay, WORLD) is filled with auto-scrolling, giving you huge chances to grab stray coins as you go.
- Truly the only trick you can use in this level (outside of rolling under the barrel cannon at the start), is jumping onto the sides of the next cart, which will propel you forward a few frames. Otherwise, it's time to chill, this world shouldn't be a problem.
4-2 ~ Grip 'n' Trip = 1:30 [DK/Diddy]
- Even though this level has the most non-scrolling areas in the world, it is still fairly difficult to get a bad time in this (outside of slipping on the grab button).
- Use the cart hopping trick to your advantage and your proof it is faster is near the end, where you can clearly see you are going faster than the cart above my side-hopping.
Once again, you should easily have 20 coins, so go to Cranky's, buy the key and enter 4-4. This saves only a small amount of time, though it is apparent that 4-4 is much easier to cruise through than 4-5 is. Rough timing from L2 to Cranky's to after load on L4 is ~45 seconds.
4-4 ~ Mole Patrol = 1:30 [DK/Diddy]
- Seriously, this world. O_o
- Jump onto the rocket barrel and cruise from start to finish, grab coins on the way for extra numbers.
- The one true obstacle in the level is the miners on balloons, just work out where they are going and go the other way, otherwise you should be getting amped for great combos on 4-B.
4-B ~ The Mole Train = 1:30-1:40 [DK/Diddy]
- This boss is great for an any% speed run. Make sure you keep Diddy for AT LEAST the first three phases of this fight, he can cut heaps of time by hovering over to the next cart (avoiding the entire pick-axe throwing phase).
- The best part about running the level is that the goal is to kill moles as fast as possible. By doing so, you are racking up EXCELLENT coin combos. So essentially just play it fast and you will leave with a massively-updated coin count.
- The final phase CAN be annoying at times. Just make sure you grab a heart if you get down to one hit, it's too risky to go otherwise. Losing Diddy doesn't matter here because it is easy to get him in 5-1.
The Mole Train!!! (0 seconds)
Pretty Much Everywhere Else! (0/1 seconds)
4-1 ~ Rickety Rails = 1:20 [DK/Diddy]
- Here starts your greatest coin-collecting fantasies
- This entire level (nay, WORLD) is filled with auto-scrolling, giving you huge chances to grab stray coins as you go.
- Truly the only trick you can use in this level (outside of rolling under the barrel cannon at the start), is jumping onto the sides of the next cart, which will propel you forward a few frames. Otherwise, it's time to chill, this world shouldn't be a problem.
4-2 ~ Grip 'n' Trip = 1:30 [DK/Diddy]
- Even though this level has the most non-scrolling areas in the world, it is still fairly difficult to get a bad time in this (outside of slipping on the grab button).
- Use the cart hopping trick to your advantage and your proof it is faster is near the end, where you can clearly see you are going faster than the cart above my side-hopping.
Once again, you should easily have 20 coins, so go to Cranky's, buy the key and enter 4-4. This saves only a small amount of time, though it is apparent that 4-4 is much easier to cruise through than 4-5 is. Rough timing from L2 to Cranky's to after load on L4 is ~45 seconds.
4-4 ~ Mole Patrol = 1:30 [DK/Diddy]
- Seriously, this world. O_o
- Jump onto the rocket barrel and cruise from start to finish, grab coins on the way for extra numbers.
- The one true obstacle in the level is the miners on balloons, just work out where they are going and go the other way, otherwise you should be getting amped for great combos on 4-B.
4-B ~ The Mole Train = 1:30-1:40 [DK/Diddy]
- This boss is great for an any% speed run. Make sure you keep Diddy for AT LEAST the first three phases of this fight, he can cut heaps of time by hovering over to the next cart (avoiding the entire pick-axe throwing phase).
- The best part about running the level is that the goal is to kill moles as fast as possible. By doing so, you are racking up EXCELLENT coin combos. So essentially just play it fast and you will leave with a massively-updated coin count.
- The final phase CAN be annoying at times. Just make sure you grab a heart if you get down to one hit, it's too risky to go otherwise. Losing Diddy doesn't matter here because it is easy to get him in 5-1.
-----------------World 5 - Forest-----------------
Best Places to Farm Coins
Clingy Swingy Finish Barrel (1 second)
Tippin' Totems Combos(0 seconds)
5-1 ~ Vine Valley = sub-1:30 [DK/Diddy]
- A general note on the vines in this game is if you hit it on the return swing and slide to the bottom, you can give it some extra speed.
- As you start, check (if your DK only) whether you have a spare hit left. If you do, go flying up the shaft full speed, ignoring the hit and claiming 3 coins on your way up. Grab the Diddy barrel if you don't have him.
- In the first large gap of the level, jump off the second last vine and bounce on the enemy, hovering over without the need of the final one.
- You need to pause for a moment before the next big gap. Swing across as you normally would.
- For the climbing parts go under, over, over.
- Keep swinging until the second last vine in the second gap, then hover over.
- With the hanging vines, use the enemy to boost to the second vine, and jump from the third and hover/bounce over the rest of the way.
5-2 ~ Clingy Swingy = sub-1:20 [DK/Diddy]
-WARNING: This level is a run-killer. Do NOT get too confident or YOU WILL PAY FOR IT. That is all.
- Make sure you keep Diddy up until the first major swing, and jump onto the swinger handle to get further quicker.
- In the platformed areas, keep as low as you can and keep rolling frantically.
- When you are on the ball shaped swinging thing (ew) jump as it comes up to get a MASSIVE boost to the next part
- The big, flat, wide swing can be jumped on top of, do this to save AT LEAST 5 seconds.
- Combo bounce the bats to your presumably needed Diddy barrel after the checkpoint (Yay 2 free coins en-route).
- Try and get to the final swings hinge point at your own risk. If you don't land on it, you save no time and it just ends up being risky.
5-3 ~ Flutter Flyaway = sub-1:05 [DK/Diddy]
- Use the hanging spider after the first 'train' to boost up to the barrel cannon as fast as the level allows.
- Roll like crazy and you can make it under the descending spiders.
- Until the checkpoint, GO GO GO GO GO, if you keep your speed up and keep getting to the next platform you can get to the checkpoint without stopping.
- After the checkpoint, jump to the first train and roll to the second. Use your hover to lower yourself to the next mushroom
- Get up to the row of mushrooms and GO GO GO once again till you finish.
5-4 ~ Tippin' Totems = sub-0:55 [DK/Diddy]
- Yes, I am not kidding. Aim for 10 seconds slower than the IL at least in this level.
- Use the bats (who mind you are set up perfectly) to get maximum bouncing going, but be VERY careful, so many places in this level that can kill you it's not funny.
- You can wait for the first flower's spores to go past, because you can roll from one moving totem to the next and you have to wait if you didn't.
- In the sheltered area, do small jumps+rolls as frantically as you possibly can, and you'll make it through fine.
- Don't forget there are two totems you need to stall for to get through, so don't just run into it and death-pit yourself.
- Unless you have MAJOR PRACTICE, DO NOT attempt to bounce across the final line of bats, you will pay for it if you fail. If you decide wisely not to, you roll off the moving totem just as it's about to hit the bats on a second (from when you get on it) dip.
5-5 ~ Longshot Launch = sub-1:00 [DK/Diddy]
- On the sixth barrel of the launching spree, shoot off straight away and CURRRVE back hard and you will hit a mushroom below, skipping a good part of the process.
- You know the process for barrel levels, don't play it conservatively. Hit hard until the first longshot.
- From there until the second longshot, keep an eye ahead for bananas to know where to shoot.
- Bounce off the flower and over the checkpoint using the Tiki.
- In the final area, hit each double gate in one sweep, otherwse be very careful, especially at the barrel that points diagonally.
- Don't get overconfident on the monkey teeth (as an added note).
5-8 ~ Muncher Marathon = sub-1:10 [DK/Diddy]
- This level is very simple to speed run, not as many death-pits as the previous levels so chill and you can easily breeze through this.
- Only note is that you can jump up to the second vertically moving area if you move fast enough and Roll Jump.
- Otherwise, roll hard and jump high and this level will be done quickly.
5-B ~ Mangoruby Run = sub-0:55 [DK/Diddy]
- You can pretty much come up with hundreds of strategies for this boss, as there are many places on the wheels that it can't damage you on.
- Make sure you do the bottom then bottom-right before anything else, and remember it is easier to get a hit on the boss if you are on a higher wheel.
- If you play as hyperactively as I do, chances are you will lose Diddy here, so be ready for that...
Clingy Swingy Finish Barrel (1 second)
Tippin' Totems Combos(0 seconds)
5-1 ~ Vine Valley = sub-1:30 [DK/Diddy]
- A general note on the vines in this game is if you hit it on the return swing and slide to the bottom, you can give it some extra speed.
- As you start, check (if your DK only) whether you have a spare hit left. If you do, go flying up the shaft full speed, ignoring the hit and claiming 3 coins on your way up. Grab the Diddy barrel if you don't have him.
- In the first large gap of the level, jump off the second last vine and bounce on the enemy, hovering over without the need of the final one.
- You need to pause for a moment before the next big gap. Swing across as you normally would.
- For the climbing parts go under, over, over.
- Keep swinging until the second last vine in the second gap, then hover over.
- With the hanging vines, use the enemy to boost to the second vine, and jump from the third and hover/bounce over the rest of the way.
5-2 ~ Clingy Swingy = sub-1:20 [DK/Diddy]
-WARNING: This level is a run-killer. Do NOT get too confident or YOU WILL PAY FOR IT. That is all.
- Make sure you keep Diddy up until the first major swing, and jump onto the swinger handle to get further quicker.
- In the platformed areas, keep as low as you can and keep rolling frantically.
- When you are on the ball shaped swinging thing (ew) jump as it comes up to get a MASSIVE boost to the next part
- The big, flat, wide swing can be jumped on top of, do this to save AT LEAST 5 seconds.
- Combo bounce the bats to your presumably needed Diddy barrel after the checkpoint (Yay 2 free coins en-route).
- Try and get to the final swings hinge point at your own risk. If you don't land on it, you save no time and it just ends up being risky.
5-3 ~ Flutter Flyaway = sub-1:05 [DK/Diddy]
- Use the hanging spider after the first 'train' to boost up to the barrel cannon as fast as the level allows.
- Roll like crazy and you can make it under the descending spiders.
- Until the checkpoint, GO GO GO GO GO, if you keep your speed up and keep getting to the next platform you can get to the checkpoint without stopping.
- After the checkpoint, jump to the first train and roll to the second. Use your hover to lower yourself to the next mushroom
- Get up to the row of mushrooms and GO GO GO once again till you finish.
5-4 ~ Tippin' Totems = sub-0:55 [DK/Diddy]
- Yes, I am not kidding. Aim for 10 seconds slower than the IL at least in this level.
- Use the bats (who mind you are set up perfectly) to get maximum bouncing going, but be VERY careful, so many places in this level that can kill you it's not funny.
- You can wait for the first flower's spores to go past, because you can roll from one moving totem to the next and you have to wait if you didn't.
- In the sheltered area, do small jumps+rolls as frantically as you possibly can, and you'll make it through fine.
- Don't forget there are two totems you need to stall for to get through, so don't just run into it and death-pit yourself.
- Unless you have MAJOR PRACTICE, DO NOT attempt to bounce across the final line of bats, you will pay for it if you fail. If you decide wisely not to, you roll off the moving totem just as it's about to hit the bats on a second (from when you get on it) dip.
5-5 ~ Longshot Launch = sub-1:00 [DK/Diddy]
- On the sixth barrel of the launching spree, shoot off straight away and CURRRVE back hard and you will hit a mushroom below, skipping a good part of the process.
- You know the process for barrel levels, don't play it conservatively. Hit hard until the first longshot.
- From there until the second longshot, keep an eye ahead for bananas to know where to shoot.
- Bounce off the flower and over the checkpoint using the Tiki.
- In the final area, hit each double gate in one sweep, otherwse be very careful, especially at the barrel that points diagonally.
- Don't get overconfident on the monkey teeth (as an added note).
5-8 ~ Muncher Marathon = sub-1:10 [DK/Diddy]
- This level is very simple to speed run, not as many death-pits as the previous levels so chill and you can easily breeze through this.
- Only note is that you can jump up to the second vertically moving area if you move fast enough and Roll Jump.
- Otherwise, roll hard and jump high and this level will be done quickly.
5-B ~ Mangoruby Run = sub-0:55 [DK/Diddy]
- You can pretty much come up with hundreds of strategies for this boss, as there are many places on the wheels that it can't damage you on.
- Make sure you do the bottom then bottom-right before anything else, and remember it is easier to get a hit on the boss if you are on a higher wheel.
- If you play as hyperactively as I do, chances are you will lose Diddy here, so be ready for that...
-----------------World 6 - Cliff-----------------
Best Places to Farm Coins
Prehistoric Path (0 seconds?)
Deathpit Areas in Sticky Situation (1/2 seconds)
6-1 ~ Sticky Situation = sub-0:55 [DK/Diddy]
- And so begins the real game! >:]
- When you get to the first big deathpit area, roll and jump onto the platform in the second column. Roll from here and jump to the VERY LEFT side of the platform above in the third column. Using this games weird platform edge system, you should JUST make it onto the platform. From there it's a simple roll and jump to avoid waiting for the next parts platforms to lower themselves. (Saves at least 3 seconds)
- If you pulled off the skip I just mentioned, and you are missing a Diddy (chances are you will after Mangoruby >.<) it will be better to take damage and jump to the Diddy barrel rather than wait for the next platform.
- Use the skeleton walking around in the big pit to boost higher up and practically skip a whole climb.
- In the area with the barrel cannons, wait for the first one to go past then shoot. Roll as fast as you can to the second cannon part and shoot yourself off right away to avoid damage.
- Roll all the way through the next area.
- At the end, you don't really need to bother with adding weight to the platform, just jump to the highest part and jump up, then across to the finish.
6-2 ~ Prehistoric Path = 1:33 [DK/Diddy]
- To begin (and pretty much optimize most of the level), roll to the first platform, then roll and jump off of the second skeletons head to the barrel.
- Throughout this mainly linear level, there is a surprisingly large amount of things that can go wrong. Saying that though, that usually comes from lack off attention (and minecart levels DO warrant that).
- Before the 'O' make sure you jump WELL before the skeleton in the cart, there isn't a very big gap for error here.
- For a bit of extra optimization, jump into the secret area before the crouching jumps.
- Logic says at the branch take the lower path, there aren't any hills to go up, just a big jump off an enemy.
- Everything is normal until the finish barrel.
- EXTRA NOTE: As I've said before, jumping up hills is a way to gain extra time in the minecart stages. Pull that off as much as you want in this level, but be wary, many of the jumps require exact timing to be useful/not resulting in death.
6-3 ~ Weighty Way = sub-1:20 [DK/Diddy]
- First of all, let me say I LOVE this level. And that counts very much in the speedrunning sense as well.
- Simply jump from platform to platform (most of them have easily jumpable distances between them).
- In the second area, you can roll and jump all the way to the barrel cannon very easily.
- For the first moving platform, roll off it and jump when you pass the notch in the line it's on just before the second bunch of bananas. Fall, jump, and you can jetpack (once again, quite easily) to the lower platforms.
- With the weight puzzle, go to the right and spawn the cannon, then roll to the left onto the third from the left platform. Turn around FAST and roll and jump + jetpack into the cannon.
- After you get to the next area, you can roll under the wall and straight into the next cannon with good timing.
- After the checkpoint a small bounce will suffice to get to the next platform. From there just keep rolling and jumping.
- Do the second weight puzzle as minimalistically as you can, using the jetpack to cut some of the wait.
- For the final moving platform, weight it down a good bit, then jump on top and roll off the edge, doing the same as last time except landing in a barrel cannon this time.
6-4 ~ Boulder Roller = sub-1:10 [DK/Diddy]
- Unfortunately, even if you used the key to do the shorter level as opposed to trying this one and screwing it up, as long as you don't die here you will end up being faster even if you have to duck under one set of boulders. Two, well I don't know about that then.
- This level is a royal pain. Make sure you don't slide off the platform you need to blow off of when you jump on it. Do it minimalistically and continue rolling.
- You MUST always be on your highest attention in this level. Roll as FAST as you possibly can and DON'T be phased by getting hit, just take advantage of your temporary invulnerability as much as possible.
- Other than that, all I can say is if you hit the checkpoint while low and with three hits left, for the love of god wait for the skeleton to lower to jump over it, you lose RIDICULOUS amounts of time if you have to duck under either of the boulder sets.
6-6 ~ Crumble Canyon = sub-1:25 [DK]
- You shouldn't have Diddy after doing Boulder Roller, so get ready for that slight change in style.
- Bounce happy all the way to the first cannon.
- Go from platform to platform fast and make sure you don't bump your head!
- Getting through to the checkpoint should be no problem at all, just make sure you grab Diddy.
- Roll off the edge and stay as far to the left (though still above the middle platform) as you can, and you should land to the left of a skeleton. Roll to the cannon.
- Up until the next checkpoint, all I can really say is make sure you roll down as many ramps as you can. Try to avoid sliding as it is generally slower, unless it is a really short distance.
- For the chase scene:-
1. I am not sure whether standing on the next platform in the first area makes the ball roll faster, but try to stay ahead as well as you can.
2. Jump fairly late when you get to the pit with the bird, so you can clear the upcoming fence without having to stop.
3. Avoid the oil and try to adjust to the odd perspective of the ending part, try not to bounce on any enemies.
6-7 ~ Tippy Shippy = sub-1:10 [DK/Diddy]
- This level isn't much of a hassle if you know what you are doing.
- Bounce across the crabs at the beginning and skip to the second vine shortly after. This does require a small stall near the vines. Doesn't take much accuracy though.
- Get over the crabs and onto or under the climbing platform, grab the Diddy barrel if you aren't on full health.
- When you are in the background, just remember you NEED to wait for the third platform to appear to get to the cannon. Really, just take it slow and steady until you get access.
- Until you are in the background again, just crab-bounce from one part to the next, and make sure you don't get hit by the cannons.
- You need to wait for the second platform to cross the gap without the vine, so be wary of that and don't go flying off in impulse.
- Once in the foreground again, hop up the cannons, off the ship and into the finish.
6-8 ~ Clifftop Climb = sub-1:05 [DK/Diddy]
- I am telling you, there are NO tricks to this level. All you must do is already know the layout and compensate for the swinging of the large platforms.
- Keep in mind the first, second and fourth moving cannons you need to shoot at a particular time, otherwise you can shoot practically whenever you want to.
- As I said, know the layout, compensate for moving objects. That's all there is to it.
6-B ~ Thugly's Highrise = sub-2:30 [DK/Diddy]
- It's Mugly 2.0 and he's pissed off!!!
- This is a simple, but fairly long boss. Learn his patterns, he doesn't have too many of them. Also interesting to note when he spit's diagonally you can take it to the face and he'll immediately go to the next attack.
- And also, watch out for those pesky boulders, they can be a real nuisance.
Prehistoric Path (0 seconds?)
Deathpit Areas in Sticky Situation (1/2 seconds)
6-1 ~ Sticky Situation = sub-0:55 [DK/Diddy]
- And so begins the real game! >:]
- When you get to the first big deathpit area, roll and jump onto the platform in the second column. Roll from here and jump to the VERY LEFT side of the platform above in the third column. Using this games weird platform edge system, you should JUST make it onto the platform. From there it's a simple roll and jump to avoid waiting for the next parts platforms to lower themselves. (Saves at least 3 seconds)
- If you pulled off the skip I just mentioned, and you are missing a Diddy (chances are you will after Mangoruby >.<) it will be better to take damage and jump to the Diddy barrel rather than wait for the next platform.
- Use the skeleton walking around in the big pit to boost higher up and practically skip a whole climb.
- In the area with the barrel cannons, wait for the first one to go past then shoot. Roll as fast as you can to the second cannon part and shoot yourself off right away to avoid damage.
- Roll all the way through the next area.
- At the end, you don't really need to bother with adding weight to the platform, just jump to the highest part and jump up, then across to the finish.
6-2 ~ Prehistoric Path = 1:33 [DK/Diddy]
- To begin (and pretty much optimize most of the level), roll to the first platform, then roll and jump off of the second skeletons head to the barrel.
- Throughout this mainly linear level, there is a surprisingly large amount of things that can go wrong. Saying that though, that usually comes from lack off attention (and minecart levels DO warrant that).
- Before the 'O' make sure you jump WELL before the skeleton in the cart, there isn't a very big gap for error here.
- For a bit of extra optimization, jump into the secret area before the crouching jumps.
- Logic says at the branch take the lower path, there aren't any hills to go up, just a big jump off an enemy.
- Everything is normal until the finish barrel.
- EXTRA NOTE: As I've said before, jumping up hills is a way to gain extra time in the minecart stages. Pull that off as much as you want in this level, but be wary, many of the jumps require exact timing to be useful/not resulting in death.
6-3 ~ Weighty Way = sub-1:20 [DK/Diddy]
- First of all, let me say I LOVE this level. And that counts very much in the speedrunning sense as well.
- Simply jump from platform to platform (most of them have easily jumpable distances between them).
- In the second area, you can roll and jump all the way to the barrel cannon very easily.
- For the first moving platform, roll off it and jump when you pass the notch in the line it's on just before the second bunch of bananas. Fall, jump, and you can jetpack (once again, quite easily) to the lower platforms.
- With the weight puzzle, go to the right and spawn the cannon, then roll to the left onto the third from the left platform. Turn around FAST and roll and jump + jetpack into the cannon.
- After you get to the next area, you can roll under the wall and straight into the next cannon with good timing.
- After the checkpoint a small bounce will suffice to get to the next platform. From there just keep rolling and jumping.
- Do the second weight puzzle as minimalistically as you can, using the jetpack to cut some of the wait.
- For the final moving platform, weight it down a good bit, then jump on top and roll off the edge, doing the same as last time except landing in a barrel cannon this time.
6-4 ~ Boulder Roller = sub-1:10 [DK/Diddy]
- Unfortunately, even if you used the key to do the shorter level as opposed to trying this one and screwing it up, as long as you don't die here you will end up being faster even if you have to duck under one set of boulders. Two, well I don't know about that then.
- This level is a royal pain. Make sure you don't slide off the platform you need to blow off of when you jump on it. Do it minimalistically and continue rolling.
- You MUST always be on your highest attention in this level. Roll as FAST as you possibly can and DON'T be phased by getting hit, just take advantage of your temporary invulnerability as much as possible.
- Other than that, all I can say is if you hit the checkpoint while low and with three hits left, for the love of god wait for the skeleton to lower to jump over it, you lose RIDICULOUS amounts of time if you have to duck under either of the boulder sets.
6-6 ~ Crumble Canyon = sub-1:25 [DK]
- You shouldn't have Diddy after doing Boulder Roller, so get ready for that slight change in style.
- Bounce happy all the way to the first cannon.
- Go from platform to platform fast and make sure you don't bump your head!
- Getting through to the checkpoint should be no problem at all, just make sure you grab Diddy.
- Roll off the edge and stay as far to the left (though still above the middle platform) as you can, and you should land to the left of a skeleton. Roll to the cannon.
- Up until the next checkpoint, all I can really say is make sure you roll down as many ramps as you can. Try to avoid sliding as it is generally slower, unless it is a really short distance.
- For the chase scene:-
1. I am not sure whether standing on the next platform in the first area makes the ball roll faster, but try to stay ahead as well as you can.
2. Jump fairly late when you get to the pit with the bird, so you can clear the upcoming fence without having to stop.
3. Avoid the oil and try to adjust to the odd perspective of the ending part, try not to bounce on any enemies.
6-7 ~ Tippy Shippy = sub-1:10 [DK/Diddy]
- This level isn't much of a hassle if you know what you are doing.
- Bounce across the crabs at the beginning and skip to the second vine shortly after. This does require a small stall near the vines. Doesn't take much accuracy though.
- Get over the crabs and onto or under the climbing platform, grab the Diddy barrel if you aren't on full health.
- When you are in the background, just remember you NEED to wait for the third platform to appear to get to the cannon. Really, just take it slow and steady until you get access.
- Until you are in the background again, just crab-bounce from one part to the next, and make sure you don't get hit by the cannons.
- You need to wait for the second platform to cross the gap without the vine, so be wary of that and don't go flying off in impulse.
- Once in the foreground again, hop up the cannons, off the ship and into the finish.
6-8 ~ Clifftop Climb = sub-1:05 [DK/Diddy]
- I am telling you, there are NO tricks to this level. All you must do is already know the layout and compensate for the swinging of the large platforms.
- Keep in mind the first, second and fourth moving cannons you need to shoot at a particular time, otherwise you can shoot practically whenever you want to.
- As I said, know the layout, compensate for moving objects. That's all there is to it.
6-B ~ Thugly's Highrise = sub-2:30 [DK/Diddy]
- It's Mugly 2.0 and he's pissed off!!!
- This is a simple, but fairly long boss. Learn his patterns, he doesn't have too many of them. Also interesting to note when he spit's diagonally you can take it to the face and he'll immediately go to the next attack.
- And also, watch out for those pesky boulders, they can be a real nuisance.
-----------------World 7 - Factory-----------------
Best Places to Farm Coins
Switcheroo (0/1 seconds)
Handy Hazards Mid-Point (1/2 seconds)
7-1 ~ Foggy Fumes = sub-1:05 [DK/Diddy]
- Not much of a hazardous levels, there are still a few things you need to keep aware for.
- One of these things is the bouncing electric enemies, apart from the first one in the level they are all put at devilishly hard to avoid spots. Just know it's only the first one that you can cruise straight under with no problem.
- Of course, the level is filled with fog, so you'll need to have a semi-accurate mental map of the background areas to bust through. If you forget, you lose a couple of seconds but the fog always allows you to see a few platforms ahead, so aim for what you can see.
- Definitely optional, but the finish barrel in this level is a good place to try for 14/15 coins out of, as the barrel starts its rotation a good bit before you gain control.
7-2 ~ Slammin' Steel = sub-1:10 [DK/Diddy]
- As for the level itself, there is a lot of waiting involved, so make sure you aren't just flying hell for leather into pillars, because you will die VERY fast that way.
- After the second pillar, you can do two different routes. The first is hopping up top, rolling to halfway across the platform, and jumping as high as possible. If done correctly, you will slam against the wall and come back just in time to squeeze through pillars. Alternatively, you can roll of the platform onto the lower level, that way you can clear all the way to the second pillar in one jump.
- Because you may have Diddy, the high-bounce on the chicken in the middle of the level could end up with no momentum. However, just keep on and you should catch up with the rotation of movement.
- I've placed such a flexible goal time on this level for the fact that it's fairly unpredictable on the fly as to whether you will make it through the final area without getting mashed by the one pillar near the end, if you do make it, your goal should be sub-1:05.
Once again, you should DEFINITELY have 20 coins now, so go to Cranky's, buy the key and enter 7-3. If done fast, you save 5 seconds. The real difference is whether you do the quick-skip at the beginning of Handy Hazards. If you do, you'll save time, if you don't, you'll end up about even. If you don't intend to do the quick skip at the beginning for the sake of savouring the run you are nearly finished with, by all means do 7-4. I won't list tricks for 7-4 however as there aren't any.
7-3 ~ Handy Hazards = sub-0:45 [DK/Diddy]
- Quick. Intense. Risky as all hell. That about sums up the entirety of a run through this level.
- You can just squeeze yourself onto the second blue platform if you are at the peak of a jump, so if you know how to do that consistently do that and skip a rotation of movement.
- The rest of the level, well it isn't actually that bad if you got your mental map on your mind.
- Make sure to time the swinging platforms well, they can disappear from under you faster than you can react if you land as they are about to switch.
- In the middle of the level there is a section where if you collect all 4 coins, you'll get a Jigsaw. Bugger the Jigsaw, use Diddy's hover to collect the line and keep moving, you definitely have time to before the next hand cannon comes around.
- After you've done this, it's simply aim and fire until you get to the finish barrel.
7-5 ~ Cog Jog = sub-1:25 [DK/Diddy]
- This level can really get on your nerves if you let it. For the sake of safety, DO NOT attempt to skip the first two wheels, as you need god-tier timing to do it in an SS.
- Every other wheel in the level however, is quite flexible. Keep up the pace and remember that at the end of the level you have roughly 3-second cyles to shoot into, so if you miss one rotation, don't be over-risky and try and make up lost time, you'll either die or not make it anyway.
- You might be thinking "WHAT? 1:25?!?! WHAT IS THIS GARBAGE?!?!". The reason for that is these god damn switches you need to press through three levels. Thankfully however, even though it is painfully slow, getting the switch in this level is BY FAR slower than getting it in the other ones. Need to wait for that freaking wheel to spin ALL. THE WAY. AROUND. Needless to say, don't forget to do this, believe me it can slip your mind a lot easier than you might think.
7-6 ~ Switcheroo = sub-1:10 [DK/Diddy]
- This level can screw with your head if you don't know EXACTLY what you are doing, and how you are going to do it.
- In the end it comes down to personal routes, but there are a few risky/timesaving shortcuts you can do. The first notable one is hitting the switch from blue to red (whilst getting hit), bouncing off the tyre, hitting the next switch, and landing the platform further ahead.
- A much harder skip you can attempt is skipping the climbing section near the end. You need really good timing to pull this off ALL THE TIME. It REQUIRES you to lose momentum off the previous roll, and start the roll as close to the edge of the platform as you can.
- As should be obvious, savour every single hit you can take in this level. Especially at the end, if you don't have spare hits you will have to wait a LOOOONG time before you can resume naturally. Remember, after the three vertical electricity lines you can nab a heart by bouncing off of the chicken and hitting the switch at the same time.
- The fire-spitting dude at the end, he can be a menace, especially if you only have one hit left (Protip: You should only have one hit left), you can time it well and activate back and forth, bouncing off it's head to skip straight to the second level (red section). From there just hop, hop, hop and finish.
- Also, needless to say, but once again, DON'T FORGET TO HIT THE SWITCH.
7-7 ~ Music Madness = sub-1:10 [DK/Diddy]
- This level is packed to the brim with things that can kill you or knock you straight into a death pit. Learn your own way, or copy an IL video. There are only two pointers to remember.
- Do not shoot too fast with the first barrel cannon, you will either get squished, or you will bump off and into your death.
- After the last checkpoint, go to the right of the explosive chicken, and roll jump as soon as the fire goes down, and you can bounce all the way across the area. Just keep track of the timing through the music, and make sure you don't get squished when you don't need to be. As always, the switch is slow, but necessary to continue. So grab it on the way through.
7-R is next, and it couldn't be much simpler. Grab ahold, fly to the top, and get ready to fight a very annoying boss.
7-B ~ Feather Fiend = sub-2:00 [DK/Diddy]
- As I said above, this boss is annoying, but not in an unpredictable type of way. In fact, he is very similiar to the Cliff boss in strategy.
- Just learn its movements, and it's cycles, and this boss should barely give you a problem. The only problem being that this boss just LOVES to stall and waste your time.
- Less than 2 minutes shouldn't be difficult, drill it and get out, to the final world.
Switcheroo (0/1 seconds)
Handy Hazards Mid-Point (1/2 seconds)
7-1 ~ Foggy Fumes = sub-1:05 [DK/Diddy]
- Not much of a hazardous levels, there are still a few things you need to keep aware for.
- One of these things is the bouncing electric enemies, apart from the first one in the level they are all put at devilishly hard to avoid spots. Just know it's only the first one that you can cruise straight under with no problem.
- Of course, the level is filled with fog, so you'll need to have a semi-accurate mental map of the background areas to bust through. If you forget, you lose a couple of seconds but the fog always allows you to see a few platforms ahead, so aim for what you can see.
- Definitely optional, but the finish barrel in this level is a good place to try for 14/15 coins out of, as the barrel starts its rotation a good bit before you gain control.
7-2 ~ Slammin' Steel = sub-1:10 [DK/Diddy]
- As for the level itself, there is a lot of waiting involved, so make sure you aren't just flying hell for leather into pillars, because you will die VERY fast that way.
- After the second pillar, you can do two different routes. The first is hopping up top, rolling to halfway across the platform, and jumping as high as possible. If done correctly, you will slam against the wall and come back just in time to squeeze through pillars. Alternatively, you can roll of the platform onto the lower level, that way you can clear all the way to the second pillar in one jump.
- Because you may have Diddy, the high-bounce on the chicken in the middle of the level could end up with no momentum. However, just keep on and you should catch up with the rotation of movement.
- I've placed such a flexible goal time on this level for the fact that it's fairly unpredictable on the fly as to whether you will make it through the final area without getting mashed by the one pillar near the end, if you do make it, your goal should be sub-1:05.
Once again, you should DEFINITELY have 20 coins now, so go to Cranky's, buy the key and enter 7-3. If done fast, you save 5 seconds. The real difference is whether you do the quick-skip at the beginning of Handy Hazards. If you do, you'll save time, if you don't, you'll end up about even. If you don't intend to do the quick skip at the beginning for the sake of savouring the run you are nearly finished with, by all means do 7-4. I won't list tricks for 7-4 however as there aren't any.
7-3 ~ Handy Hazards = sub-0:45 [DK/Diddy]
- Quick. Intense. Risky as all hell. That about sums up the entirety of a run through this level.
- You can just squeeze yourself onto the second blue platform if you are at the peak of a jump, so if you know how to do that consistently do that and skip a rotation of movement.
- The rest of the level, well it isn't actually that bad if you got your mental map on your mind.
- Make sure to time the swinging platforms well, they can disappear from under you faster than you can react if you land as they are about to switch.
- In the middle of the level there is a section where if you collect all 4 coins, you'll get a Jigsaw. Bugger the Jigsaw, use Diddy's hover to collect the line and keep moving, you definitely have time to before the next hand cannon comes around.
- After you've done this, it's simply aim and fire until you get to the finish barrel.
7-5 ~ Cog Jog = sub-1:25 [DK/Diddy]
- This level can really get on your nerves if you let it. For the sake of safety, DO NOT attempt to skip the first two wheels, as you need god-tier timing to do it in an SS.
- Every other wheel in the level however, is quite flexible. Keep up the pace and remember that at the end of the level you have roughly 3-second cyles to shoot into, so if you miss one rotation, don't be over-risky and try and make up lost time, you'll either die or not make it anyway.
- You might be thinking "WHAT? 1:25?!?! WHAT IS THIS GARBAGE?!?!". The reason for that is these god damn switches you need to press through three levels. Thankfully however, even though it is painfully slow, getting the switch in this level is BY FAR slower than getting it in the other ones. Need to wait for that freaking wheel to spin ALL. THE WAY. AROUND. Needless to say, don't forget to do this, believe me it can slip your mind a lot easier than you might think.
7-6 ~ Switcheroo = sub-1:10 [DK/Diddy]
- This level can screw with your head if you don't know EXACTLY what you are doing, and how you are going to do it.
- In the end it comes down to personal routes, but there are a few risky/timesaving shortcuts you can do. The first notable one is hitting the switch from blue to red (whilst getting hit), bouncing off the tyre, hitting the next switch, and landing the platform further ahead.
- A much harder skip you can attempt is skipping the climbing section near the end. You need really good timing to pull this off ALL THE TIME. It REQUIRES you to lose momentum off the previous roll, and start the roll as close to the edge of the platform as you can.
- As should be obvious, savour every single hit you can take in this level. Especially at the end, if you don't have spare hits you will have to wait a LOOOONG time before you can resume naturally. Remember, after the three vertical electricity lines you can nab a heart by bouncing off of the chicken and hitting the switch at the same time.
- The fire-spitting dude at the end, he can be a menace, especially if you only have one hit left (Protip: You should only have one hit left), you can time it well and activate back and forth, bouncing off it's head to skip straight to the second level (red section). From there just hop, hop, hop and finish.
- Also, needless to say, but once again, DON'T FORGET TO HIT THE SWITCH.
7-7 ~ Music Madness = sub-1:10 [DK/Diddy]
- This level is packed to the brim with things that can kill you or knock you straight into a death pit. Learn your own way, or copy an IL video. There are only two pointers to remember.
- Do not shoot too fast with the first barrel cannon, you will either get squished, or you will bump off and into your death.
- After the last checkpoint, go to the right of the explosive chicken, and roll jump as soon as the fire goes down, and you can bounce all the way across the area. Just keep track of the timing through the music, and make sure you don't get squished when you don't need to be. As always, the switch is slow, but necessary to continue. So grab it on the way through.
7-R is next, and it couldn't be much simpler. Grab ahold, fly to the top, and get ready to fight a very annoying boss.
7-B ~ Feather Fiend = sub-2:00 [DK/Diddy]
- As I said above, this boss is annoying, but not in an unpredictable type of way. In fact, he is very similiar to the Cliff boss in strategy.
- Just learn its movements, and it's cycles, and this boss should barely give you a problem. The only problem being that this boss just LOVES to stall and waste your time.
- Less than 2 minutes shouldn't be difficult, drill it and get out, to the final world.
-----------------World 8 - Volcano-----------------
Best Places to Farm Coins
There is no need to farm coins in this world...
8-1 ~ Furious Fire = sub-1:00 [DK/Diddy]
- Due to having lots hearts appear in the Feather Fiend battle, you should have Diddy when you come into this world, this won't really change all too much of the strategy however, it'll just mean you don't have to divert to get the barrel at the beginning.
- This level can be pretty cruel sometimes, but so long as you execute your route properly, you will undoubtedly do at the very least what you expected to do.
- Don't be afraid to take damage, you essentially need to, to progress fastest that is.
- Remember well that DK and Diddy can jump to a height JUST above a ground level fireball, so use this to your advantage.
- The only advice that can really be given on the end part is put your head down and just plough through it mercilessly. I know, this level hits you many times when you go fast, but that's just the way they decided to make it.
8-2 ~ Hot Rocket = sub-1:30 [DK]
- Logic says you'll only have DK once you get here. That's okay though, as it is yet ANOTHER rocket level, so you can sit back and chill for the most of the level.
- For the parts that don't involve waiting, make sure you weave in between enemies as you jump from platform to platform. Within no time you'll be done.
8-3 ~ Roasting Rails = sub-1:15 [DK]
- Yet another rail level, you'll still be without Diddy for this level, so make sure you don't get hit too much at the beginning/middle segments.
- Take the route your the most comfortable with, there isn't really much time to lose on this level, and the few timesavers (i.e grabbing onto vines as late as possible and skipping a vine section) should all come naturally as the level goes.
8-5 ~ Bobbing Basalt = sub-0:55 [DK/Diddy]
- You will gain Diddy back (finally) a part of the way into this level.
- As far as advice goes, you gotta know exactly what your doing in this level, or things can go wrong VERY fast. So back to the mental maps, have one of them, and a good one, for this level. You need to time a good deal of jumps.
- With the row of spitting fireballs near the end, allow yourself to take a hit as you go through them, otherwise they go way slow.
- Don't trip on the stairs at the end (I know I have O_o).
8-6 ~ Moving Melters = sub-1:15 [DK/Diddy]
- Before anything I need to say BE DAMN CAREFUL ON THE WHEELS IN THIS LEVEL. Seriously, because you stick to the ground as you roll, if you jump just a LITTLE bit too late, you'll find yourself embarrassingly rolling straight into the lava and to your death.
- For the beginning, don't get too trigger happy (or waggle happy ), there are a few platforms you need to wait a bit on before you can make the distance. So don't think your coming into a level that can be ploughed TOO fast.
- The second wheel (the one before the checkpoint) can be a real nuisance, so let give a little extra time before you decide to jump off of that one.
- Simple from there, and onto a compulsory 30-second waiting (and/or 30-second showboating) fireball dodging section. After that just jump straight to the goal.
8-7 ~ Red Hot Rising = sub-1:25 [DK/Diddy]
- You may notice there seems to be a lot of lee-way for the time in this level. This is simply because the IL uses a bonus to skip a rather tricky section, a section that can go very wrong >.<
- This level can be the biggest pain in the butt, but can also go extremely well. Which one it is depends on how reserved you are, as a TON of things in this level are heavily dependant on timing jumps/rolls well.
- Once you get to the beginning of the climb, start your ascent, and don't be TOO hasty on getting up to the top fast.
- If you want you can take a hit near the two bird tikis so you can boost up higher, faster. This shouldn't be a problem unless you happen to only have DK, at which point you should gauge whether you are feeling lucky for the rest of the climb.
- Jump lightly in the fireball section, just make little jumps, just enough to get to the next platform. As long as you do that you should be free of harm.
- Remember you need to wait for a Tiki to move before the last set of crushing pillars.
- NOW MASH THE A BUTTON AS FAST AS YOU FREAKING CAN!
8-B ~ Tiki Tong Terror = sub-2:05 [DK/Diddy]
- FINAL BOSS WHOO!
- The rocket section of this level shouldn't be of any bother to someone who can run up to this point. Just remember where the crushing parts are and you'll be alright.
- Now, for that luck-based crazy creature this game knows as a final boss:-
1) Tiki Tong is very fast to the unexpecting player. He can only really do a few moves through each phase, so you should be fairly aware as to what he is going to do.
2) One of his attacks is swiping horizontally with one (or both) hands. Position yourself right and you can hit one of the hands once it is finished. Yes, it is possible to hit the hands mid-attack, but that involves such hellishly flukey timing. O_o
3) Try and hit his hands in alternation, that way there is a better chance you can eliminate both hands before he starts doing his "psyche-out" technique, which just wastes time in the end.
4) After both of the hands are gone he can do a few attacks, and you want him to do only ONE! That is his "smash self into ground and expose weak point" attack. Convenient, I know. It's essentially luck as to which attack he does. But if he does the other, you should prepare for some dodging, and hope like hell his next attack is the money.
5) Another thing of note is that Tong's weak point isn't so easy to hit fast with just DK, because he bounces off the edge of his body and falls down if you hit the corner. So, if you have Diddy, it's as simple as making a really high jetpack boost, that way you can avoid this by as much as possible.
- VICTORY!
There is no need to farm coins in this world...
8-1 ~ Furious Fire = sub-1:00 [DK/Diddy]
- Due to having lots hearts appear in the Feather Fiend battle, you should have Diddy when you come into this world, this won't really change all too much of the strategy however, it'll just mean you don't have to divert to get the barrel at the beginning.
- This level can be pretty cruel sometimes, but so long as you execute your route properly, you will undoubtedly do at the very least what you expected to do.
- Don't be afraid to take damage, you essentially need to, to progress fastest that is.
- Remember well that DK and Diddy can jump to a height JUST above a ground level fireball, so use this to your advantage.
- The only advice that can really be given on the end part is put your head down and just plough through it mercilessly. I know, this level hits you many times when you go fast, but that's just the way they decided to make it.
8-2 ~ Hot Rocket = sub-1:30 [DK]
- Logic says you'll only have DK once you get here. That's okay though, as it is yet ANOTHER rocket level, so you can sit back and chill for the most of the level.
- For the parts that don't involve waiting, make sure you weave in between enemies as you jump from platform to platform. Within no time you'll be done.
8-3 ~ Roasting Rails = sub-1:15 [DK]
- Yet another rail level, you'll still be without Diddy for this level, so make sure you don't get hit too much at the beginning/middle segments.
- Take the route your the most comfortable with, there isn't really much time to lose on this level, and the few timesavers (i.e grabbing onto vines as late as possible and skipping a vine section) should all come naturally as the level goes.
8-5 ~ Bobbing Basalt = sub-0:55 [DK/Diddy]
- You will gain Diddy back (finally) a part of the way into this level.
- As far as advice goes, you gotta know exactly what your doing in this level, or things can go wrong VERY fast. So back to the mental maps, have one of them, and a good one, for this level. You need to time a good deal of jumps.
- With the row of spitting fireballs near the end, allow yourself to take a hit as you go through them, otherwise they go way slow.
- Don't trip on the stairs at the end (I know I have O_o).
8-6 ~ Moving Melters = sub-1:15 [DK/Diddy]
- Before anything I need to say BE DAMN CAREFUL ON THE WHEELS IN THIS LEVEL. Seriously, because you stick to the ground as you roll, if you jump just a LITTLE bit too late, you'll find yourself embarrassingly rolling straight into the lava and to your death.
- For the beginning, don't get too trigger happy (or waggle happy ), there are a few platforms you need to wait a bit on before you can make the distance. So don't think your coming into a level that can be ploughed TOO fast.
- The second wheel (the one before the checkpoint) can be a real nuisance, so let give a little extra time before you decide to jump off of that one.
- Simple from there, and onto a compulsory 30-second waiting (and/or 30-second showboating) fireball dodging section. After that just jump straight to the goal.
8-7 ~ Red Hot Rising = sub-1:25 [DK/Diddy]
- You may notice there seems to be a lot of lee-way for the time in this level. This is simply because the IL uses a bonus to skip a rather tricky section, a section that can go very wrong >.<
- This level can be the biggest pain in the butt, but can also go extremely well. Which one it is depends on how reserved you are, as a TON of things in this level are heavily dependant on timing jumps/rolls well.
- Once you get to the beginning of the climb, start your ascent, and don't be TOO hasty on getting up to the top fast.
- If you want you can take a hit near the two bird tikis so you can boost up higher, faster. This shouldn't be a problem unless you happen to only have DK, at which point you should gauge whether you are feeling lucky for the rest of the climb.
- Jump lightly in the fireball section, just make little jumps, just enough to get to the next platform. As long as you do that you should be free of harm.
- Remember you need to wait for a Tiki to move before the last set of crushing pillars.
- NOW MASH THE A BUTTON AS FAST AS YOU FREAKING CAN!
8-B ~ Tiki Tong Terror = sub-2:05 [DK/Diddy]
- FINAL BOSS WHOO!
- The rocket section of this level shouldn't be of any bother to someone who can run up to this point. Just remember where the crushing parts are and you'll be alright.
- Now, for that luck-based crazy creature this game knows as a final boss:-
1) Tiki Tong is very fast to the unexpecting player. He can only really do a few moves through each phase, so you should be fairly aware as to what he is going to do.
2) One of his attacks is swiping horizontally with one (or both) hands. Position yourself right and you can hit one of the hands once it is finished. Yes, it is possible to hit the hands mid-attack, but that involves such hellishly flukey timing. O_o
3) Try and hit his hands in alternation, that way there is a better chance you can eliminate both hands before he starts doing his "psyche-out" technique, which just wastes time in the end.
4) After both of the hands are gone he can do a few attacks, and you want him to do only ONE! That is his "smash self into ground and expose weak point" attack. Convenient, I know. It's essentially luck as to which attack he does. But if he does the other, you should prepare for some dodging, and hope like hell his next attack is the money.
5) Another thing of note is that Tong's weak point isn't so easy to hit fast with just DK, because he bounces off the edge of his body and falls down if you hit the corner. So, if you have Diddy, it's as simple as making a really high jetpack boost, that way you can avoid this by as much as possible.
- VICTORY!
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