I'm up through world 3 in any% learning, which is nice. Taking my sweet time, but I'll get there.
I will say that on the first 4 stages of world 3, I'm using Dixie. She's faster in 3-1, slightly faster in 3-2, slightly slower in 3-3, and essentially equivalent to Diddy in 3-4 (from what I can tell, Diddy's usage on the leaderboard is due to his predictability). I still need work in 2-2, 2-3 and 2-B, but I'm still working on it. Such a fun game to run.
Btw, if you guys wouldn't mind, I'd like to see my times against yours while learning. It's a nice little thing to have, so if you get a change, add Ghoul02 as a friend please.
Just stole the record in 5-3 by 0.09 seconds! I used a different strat from Cryptic's record and I'm sure it can be optimized more (I feel my ending section is slow).
EDIT: Just as I say that someone beat my record. I managed to claim it back though, 1:36.09 now, close to sub 1:36!
Hey I was wondering if anyone could explain how to get the momentum jump in 2-1 Windmill Hills to clear the large gap with dixie after climbing the tower. Do you need to roll jump on the first frame of landing?
It's nothing special Ryechu. Should just be a roll off the edge, a jump, and at the very end, using Dixie's flutter jump to clear it. Dixie has much better horizontal movement than Cranky, simply because she keeps you in the air longer. Cranky has to wait a bit first.
You have to jump from the moving platform though, since if you do it after leaving the platform you don't keep all the momentum (I believe!). At least, that's how it works for me, jump as fast as I can before landing.
4-5 is hard to improve imo, unless someone manages to nail the barrel shot that skips the barrel roulette... It's super hard to time. Maybe with some pausing strats you can do it but that's cheating!
Hey y'all, I've been considering doing full-game any% runs. The inconsistent load times scare me though. Was there ever a consensus regarding those or are we just taking the hit? What about the intro cutscene? (For what it's worth I wouldn't mind watching it before a run.)
Spike was wondering about that cart on a rail halfway through 5-1 ("inconsistent bullshit" I believe is what he called it), so I thought I'd post what I've found out about the platforms that fall out and drop the cart.
1) Their cycle is not tied to the stack of spiny balls just before them. 2) The trigger is somewhere after the little owl, or perhaps directly underneath it.
Since you're going full tilt to the right at the time you pass the trigger, for all intents and purposes it is indeed RNG.
However, if you duck under the owl standing on the right side, then do the smallest hop you can and land back on the right side, it guarantees that you will make it at the cost of about half a second:
In the IL this isn't worth it, but in a full run it absolutely is.
Also, a note on 3-4. The string of fire droplets near the end seems to depend on whether you pick up the preceding roll frame-perfectly (~0.1 second difference). If you do, you can roll straight through without stopping. If you don’t, the first droplet will hit you. Unfortunately, it’s almost impossible to tell whether you did or not. If you have 2 hearts, it is faster to simply take the hit than to wait. Be careful not to roll into the bonus room though.
3-4? I disagree. There's nothing in that stage that is hard to avoid aside from the fire droplets. There's also nothing to damage boost through without actually losing time (again, aside from the fire droplets, which you should have 2 hearts for).
What Enkaybee said. You shouldn't lose Dixie there, and there's a safety barrel near the end anyway. 6-2 loses tons of time without Dixie and is a much trickier level. Another potential one for me would be Frozen Factory, where damage boosts make a huge difference (i.e. taking one hit early can cost a few seconds later).
In fact, I think for beginning runners, Frozen Frenzy (6-7) is a stage where you should Kong Pow. There are two enemies near the beginning and you start with Dixie. Therefore, you could add 2 extra hearts from the beginning of the level, at the cost of the 3 seconds you'd lose if you can't damage boost through certain sections or miss cycles.
I still need to go through and see where barrels could save time; I disagree with using a barrel for Current Capers there's a free barrel right before the end of Sea Stack Attack that takes maybe half a second to get to. Deep Keep and Shoal Atoll both seem like better options, and I still haven't tested some other levels that could make even more of a difference. In particular, if there's a late level where momentum preservation saves time on one part of the level and Dixie skipping part of the level saves time, a free switch at the cost of 2 half second hits may be the best option.
Edit: Kong Powing on any stage you're scared of with Dixie is a decent beginner strat, and would work on 3-4, if you're that scared. The only other levels where it might be nice are Seashore War (for the same reason Spike uses the Banana Juice there), Forest Folly (Outclassed by Frozen Frenzy, but it's another level where taking two hits is both costly and dangerous) and Jammin' Jams, but I'm not sure where it'd be most useful there. It's a 3 second safety strat and can make a huge difference, so unless you're doing WR attempts, it's probably worth it.
Another post on consistency, this time for 1-3's flies.
Pyroshade sets himself up by doing a very precise jump that puts him just in front of this pink duck (without bopping it), but still on the duck's platform:
From there it's full bounces all the way to the first fly. If you manage to get it, you're golden. Congratulations. But it's not easy to get,
So here's what I've been doing when I miss it (which is most of the time). Just bounce however you like until you get to the other platform with a duck, roll through, jump, and then bounce where Pyroshade would have bounced anyway:
(Pyroshade in red, me in blue)
Then continue as normal. You usually bop the first fly with a full bounce and this dodges the other two. Sometimes some slight adjustment is needed. You get it with practice. By all means, try to get the jump like Pyroshade does, but if you miss this is a very easy-to-execute backup strat that doesn't lose any time if done correctly.
3-4? I disagree. There's nothing in that stage that is hard to avoid aside from the fire droplets. There's also nothing to damage boost through without actually losing time (again, aside from the fire droplets, which you should have 2 hearts for).
You may be right. I haven't really studied the level but the WR for it stopped in a few sections to avoid fire (the first section with moving ropes for example). I'm not sure how long the potion lasts but a well timed one would let you do the whole last third of the level without ever stopping, probably saving a couple seconds.
It wouldn't be more than 2 seconds or so, and it's almost all avoidable. There's one spot of RNG that costs about half a second or so; everything else can be learned.
Using the potion on 6-2 almost guarantees a 10 second save on an extremely difficult level. It also means that you have the potion for assurance on 4-Boss. I can't possibly think of a reason to use it on 3-4, instead of 6-2 or 6-7. It's risky without a good reason.
Well, congrats, I've just watched your video. That's very impressive. It took me five hours or so to get that 48:51... my record didn't last very long
I'm surprised to still have the 4-5 WR though. I also took the 5-A WR today.
Thank you. Im still going at it with a new WR now with 47:87. I still think I can improve it a tiny bit with the last barrel, but that strat is pretty much maxed out now.
I have spent countless hours on that one level so Im impressed you got such a good time in only 5 hours
Yesterday I had a weird jump happen on 3-2's ending. I have no idea how I did it. I don't have a recording but you can search for my run in the leaderboards. Yesterday it was ranked 2, 1:07.34 or something, my ID is jnfaunde.
If someone figures out what I did there, the strat for that stage could change a bit... Maybe return to Cranky.
Yesterday I had a weird jump happen on 3-2's ending. I have no idea how I did it. I don't have a recording but you can search for my run in the leaderboards. Yesterday it was ranked 2, 1:07.34 or something, my ID is jnfaunde.
If someone figures out what I did there, the strat for that stage could change a bit... Maybe return to Cranky.
Here's jnWake's replay for those curious. It does kind of look like he may have had enough height that he didn't need to use Dixie's hover. Pretty cool if it's possible.