Difference between revisions of "Skidda's Row"
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*Optimal: 1/10 | *Optimal: 1/10 | ||
− | + | *Warpless: 6-8/10 (depends on how many Krimp Just Defends you go for) | |
− | *Warpless: 6-8/10 (depends on how many Krimp | ||
==Any%== | ==Any%== | ||
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*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. | *You also do not want to roll before the goal grab. | ||
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==Warpless== | ==Warpless== |
Revision as of 23:25, 12 February 2017
Game | Donkey Kong Country 3 |
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World name | Lake Orangatanga |
Level name | Skidda's Row |
Previous level | Tidal Trouble |
Next level | Murky Mill |
Difficulty:
- Optimal: 1/10
- Warpless: 6-8/10 (depends on how many Krimp Just Defends you go for)
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.
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