twitch.tv/enkaybee
Hey Michael_goldfish.
You may be right about Dixie being on cycle. I'll double check that tonight. For some reason I recall getting there on Cranky's rotation in practice. Starting with Cranky will also make getting there slightly faster. Worth noting though is that if you do screw up somewhere and find yourself arriving at the barrel on its Dixie rotation, it's probably best to grab it. Dixie's major time save is in the first half of the level.
I hesitate to tell you this because I want my record to stand, but here goes:
1) The cart you hang from at 0:31 - you can jump from that early with Dixie and it gives you a nice little momentum boost. I was testing it last night and you can go at the third-to-last banana and hover slightly to make it to the cart with a penguin on it (which won't have the penguin on it because its spawn is triggered by the position of the hang-cart).
2) The conveyor belt thing near the end - you can just roll straight across those gaps.
3) You bumped into the platform with a penguin on it at the end. That's a quarter of a second right there.
The ideal run would be to grab Dixie at the first barrel because she lets you skip the first cart ride, then grab Cranky at the second barrel because he's faster through the rest. I don't know if the barrel cycles let you do that though.
EDIT: Okay. The barrel changes to Dixie very near the time of your arrival. Let's call it no time loss. So Dixie will need to be better than 1:09.46 (my fastest Cranky time without using YOLO strats) for it to be worth it. Last night you were at 1:09.47, but now you're at 1:09.24. It's pretty much a wash at this point. The question is whether Dixie is safer than Cranky. I find it harder to use her, but that's probably Cranky muscle memory causing problems.
In other news, I'm getting pretty good at bouncing across the spiky balls consistently. That's something.
You may be right about Dixie being on cycle. I'll double check that tonight. For some reason I recall getting there on Cranky's rotation in practice. Starting with Cranky will also make getting there slightly faster. Worth noting though is that if you do screw up somewhere and find yourself arriving at the barrel on its Dixie rotation, it's probably best to grab it. Dixie's major time save is in the first half of the level.
I hesitate to tell you this because I want my record to stand, but here goes:
1) The cart you hang from at 0:31 - you can jump from that early with Dixie and it gives you a nice little momentum boost. I was testing it last night and you can go at the third-to-last banana and hover slightly to make it to the cart with a penguin on it (which won't have the penguin on it because its spawn is triggered by the position of the hang-cart).
2) The conveyor belt thing near the end - you can just roll straight across those gaps.
3) You bumped into the platform with a penguin on it at the end. That's a quarter of a second right there.
The ideal run would be to grab Dixie at the first barrel because she lets you skip the first cart ride, then grab Cranky at the second barrel because he's faster through the rest. I don't know if the barrel cycles let you do that though.
EDIT: Okay. The barrel changes to Dixie very near the time of your arrival. Let's call it no time loss. So Dixie will need to be better than 1:09.46 (my fastest Cranky time without using YOLO strats) for it to be worth it. Last night you were at 1:09.47, but now you're at 1:09.24. It's pretty much a wash at this point. The question is whether Dixie is safer than Cranky. I find it harder to use her, but that's probably Cranky muscle memory causing problems.
In other news, I'm getting pretty good at bouncing across the spiky balls consistently. That's something.