Kreeping Klasps 103
Game | Donkey Kong Country 3 |
---|---|
World name | Cotton Top Cove |
Level name | Kreeping Klasps |
Previous level | Rocket Barrel Ride 103 |
Next level | Tracker Barrel Trek 103 |
Optimal
Notes
- Bear coin count: 35
- Due to exiting the 1st bonus, grabbing halfway doesn't cause lag, unlike in any%. This allows your movement to be a little smoother in that section.
- Grabbing Kiddy at 0:52 is faster than grabbing him at the start of the next stage, despite the extra lag he causes.
- Due to exiting the 2nd bonus, Nibbla will be in a bit of a different position compared to any%.
- To make sure he's in a good spot to do the roll through the rekoils, move back and forth a little bit between the two Klasps (1:24) and make sure to briefly release the d-pad completely before jumping over the second Klasp.
Optimal Alternative
Notes
- Bear coin count: 35
- This route, which plays as solo Dixie from the first bonus of Kreeping Klasps until halfway through Fish Food Frenzy, saves up to 3 seconds but is significantly more difficult.
- Doing two water bounces saves a couple of frames over doing one. Make sure the first water bounce is high enough to avoid hitting the Klasp on your second water bounce.
- Going through the water to reach the 2nd bonus is not recommended with 2 Kongs, because Nibbla will be a lot closer or potentially in the way.
- Make sure to cancel your jump out of the water with a hover as early as possible, or you'll risk the Klasp above you killing you.
- The same setup for safely landing in the water after the Rekoil roll applies as in the optimal video.
- To get the instant roll upon landing at 1:28, jump out of the water and start a hover after the peak of the jump, as Dixie is falling. Make sure to not buffer the roll off the Koin, or Dixie will hover off instead.