Difference between revisions of "Skidda's Row"
m (Updated tape for minor stuff) |
m (→Optimal) |
||
Line 18: | Line 18: | ||
*You want to start this level holding Y+B so you jump immediately. | *You want to start this level holding Y+B so you jump immediately. | ||
*Throwing too early will result in the camera not spawning the barrel at all. | *Throwing too early will result in the camera not spawning the barrel at all. | ||
+ | *You also do not want to roll before the goal grab. | ||
==103%== | ==103%== |
Revision as of 06:38, 12 April 2016
Game | Donkey Kong Country 3 |
---|---|
World name | Lake Orangatanga |
Level name | Skidda's Row |
Previous level | Tidal Trouble |
Next level | Murky Mill |
Difficulty:
- Optimal: 1/10
- 103%: 2/10
- Warpless: 6-8/10 (depends on how many Krimp rolls you go for)
Contents
Any%
Optimal
Notes:
- You want to start this level holding Y+B so you jump immediately.
- Throwing too early will result in the camera not spawning the barrel at all.
- You also do not want to roll before the goal grab.
103%
Notes:
- Bear coins count: 8
- If you miss the first bear coin, don't worry, there is plenty of back up!
- Rolling into the Skiddas on the house at the second bonus can be tough, especially with Dixie.
Warpless
Notes:
- Can abuse Krimps throughout the stage if you can make them save time (doing none should barely lose time in comparison)
- The ending has some tougher Skidda rolls - the first double has a small window of frames with which to spin after landing if you reach it in time
- Difficulty depends on which rolls you go for, but this is probably the hardest W1 stage for Warpless to execute cleanly (Doorstop Dash being second)
- Krimp-less version