Difference between revisions of "Tidal Trouble 103"

From DKC Speedruns
Jump to: navigation, search
Line 7: Line 7:
 
| next = [[Skidda's Row 103]]
 
| next = [[Skidda's Row 103]]
 
}}
 
}}
 +
Difficulty: 6/10
 +
 
===Optimal===
 
===Optimal===
 
{{#ev:youtube|edZvpIfIzmA|560||https://youtu.be/edZvpIfIzmA}}
 
{{#ev:youtube|edZvpIfIzmA|560||https://youtu.be/edZvpIfIzmA}}
 
'''Notes'''
 
'''Notes'''
*Bear coins count: 5
+
*Bear coin count: 5
 
*Kiddy can bounce on the water by rolling into it and pressing B when you touch the surface. On the first pair of bounces, you can hold down to make them shorter and reach the platform sooner, making your next roll longer.  
 
*Kiddy can bounce on the water by rolling into it and pressing B when you touch the surface. On the first pair of bounces, you can hold down to make them shorter and reach the platform sooner, making your next roll longer.  
 
*Try to be out of the water as much as possible. It pushes you to the left, which slows you down.
 
*Try to be out of the water as much as possible. It pushes you to the left, which slows you down.
 
*After the 1st bonus, switch to Dixie.
 
*After the 1st bonus, switch to Dixie.
 +
*Whenever you land in the water after a hover, make sure to release Y before hitting the water. Otherwise Dixie can't jump out of the water instantly.
 
*The hover to the 2nd bonus is free.
 
*The hover to the 2nd bonus is free.
 
*Simply hold right and Y to clear the second bonus.
 
*Simply hold right and Y to clear the second bonus.
 
*The jump between the bee and the water at 1:21 can be difficult. Go through the water if necessary or damage boost (which means Kiddy will be in front in Skidda's Row).
 
*The jump between the bee and the water at 1:21 can be difficult. Go through the water if necessary or damage boost (which means Kiddy will be in front in Skidda's Row).
*Bouncing on the Knocka at 1:24 reduces the lag it causes.
+
*Bouncing on the Knocka at 1:24 reduces the lag it causes when you have 2 kongs.
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
'''ALTERNATIVE ENDING (DAMAGE BOOST)'''
 
'''ALTERNATIVE ENDING (DAMAGE BOOST)'''
<div class="mw-collapsible-content">{{#ev:youtube|xr5f_sgLyXg|560||https://youtu.be/xr5f_sgLyXg}}
+
<div class="mw-collapsible-content">{{#ev:youtube|ba-FBXSk4zE|560||https://youtu.be/ba-FBXSk4zE}}
 
'''Notes'''
 
'''Notes'''
*This ending is preferred if you plan to do Murky Mill with two entries.
+
*This ending is slightly faster if you plan to do Murky Mill in two entries. However, since a sizable portion of Skidda's Row is played with 1 kong, it's also slightly riskier.
 
</div>
 
</div>
 
</div>
 
</div>
  
 
===Optimal Alternative===
 
===Optimal Alternative===
{{#ev:youtube|yERRqKMAD90|560||https://youtu.be/yERRqKMAD90}}
+
{{#ev:youtube|Y8jwJ0d8Kj8|560||https://youtu.be/Y8jwJ0d8Kj8}}
 
'''Notes'''
 
'''Notes'''
*Bear coins count: 5
+
*Bear coin count: 5
*Damage boosting before entering the first bonus reduces lag later in the stage
+
*Damage boosting before entering the first bonus reduces lag later in the stage.
 +
*Whenever you land in the water after a hover, make sure to release Y before hitting the water. Otherwise Dixie can't jump out of the water instantly.
 
*The jump between the bee and the water at 1:18 can be difficult. Go through the water if necessary.
 
*The jump between the bee and the water at 1:18 can be difficult. Go through the water if necessary.
 
*Solo Dixie route is only faster if you plan to do Murky Mill in a single visit.
 
*Solo Dixie route is only faster if you plan to do Murky Mill in a single visit.

Revision as of 19:42, 14 June 2022

Level Details
Game Donkey Kong Country 3
World name Lake Orangatanga
Level name Tidal Trouble
Previous level Smuggler's Cove
Next level Skidda's Row 103

Difficulty: 6/10

Optimal

Notes

  • Bear coin count: 5
  • Kiddy can bounce on the water by rolling into it and pressing B when you touch the surface. On the first pair of bounces, you can hold down to make them shorter and reach the platform sooner, making your next roll longer.
  • Try to be out of the water as much as possible. It pushes you to the left, which slows you down.
  • After the 1st bonus, switch to Dixie.
  • Whenever you land in the water after a hover, make sure to release Y before hitting the water. Otherwise Dixie can't jump out of the water instantly.
  • The hover to the 2nd bonus is free.
  • Simply hold right and Y to clear the second bonus.
  • The jump between the bee and the water at 1:21 can be difficult. Go through the water if necessary or damage boost (which means Kiddy will be in front in Skidda's Row).
  • Bouncing on the Knocka at 1:24 reduces the lag it causes when you have 2 kongs.

ALTERNATIVE ENDING (DAMAGE BOOST)

Notes

  • This ending is slightly faster if you plan to do Murky Mill in two entries. However, since a sizable portion of Skidda's Row is played with 1 kong, it's also slightly riskier.

Optimal Alternative

Notes

  • Bear coin count: 5
  • Damage boosting before entering the first bonus reduces lag later in the stage.
  • Whenever you land in the water after a hover, make sure to release Y before hitting the water. Otherwise Dixie can't jump out of the water instantly.
  • The jump between the bee and the water at 1:18 can be difficult. Go through the water if necessary.
  • Solo Dixie route is only faster if you plan to do Murky Mill in a single visit.