Difference between revisions of "Tyrant Twin Tussle 103"

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{{Infobox level
 
{{Infobox level
| image =  
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| image = Krematoa.jpg
 
| game = Donkey Kong Country 3
 
| game = Donkey Kong Country 3
 
| world_name = [[Krematoa]]
 
| world_name = [[Krematoa]]
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| next = [[Swoopy Salvo 103]]
 
| next = [[Swoopy Salvo 103]]
 
}}
 
}}
Difficulty: 9/10
 
  
 
===Optimal===
 
===Optimal===
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**Do max height jumps to bonk off the ceiling, then mid-height jumps over the twins.
 
**Do max height jumps to bonk off the ceiling, then mid-height jumps over the twins.
 
**Where you roll and jump is very important.
 
**Where you roll and jump is very important.
*After exiting the 2nd bonus, move left a bit. The twins to the right are spawned and moving while you exit the bonus. Moving left despawns them and resets their position.
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*After exiting the 2nd bonus, don't move right until you've touched the floor. The twins to the right will be spawned and moving too early otherwise. Either moving left or falling straight down despawns them and resets their position.
 
*At 1:40, the glide between the twin and the bee is somewhat tight. Start a max height jump once the first guy is about in the middle of his jump. Stop your glide when Dixie is roughly at the top of the stalagmite in the background.
 
*At 1:40, the glide between the twin and the bee is somewhat tight. Start a max height jump once the first guy is about in the middle of his jump. Stop your glide when Dixie is roughly at the top of the stalagmite in the background.
 
*3rd bonus
 
*3rd bonus
 
**Optimal time remaining: 33-37
 
**Optimal time remaining: 33-37
 
**If you lost Dixie on the section before this you will lose a LOT of time, anywhere between 10-20 seconds depending on RNG.
 
**If you lost Dixie on the section before this you will lose a LOT of time, anywhere between 10-20 seconds depending on RNG.
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<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
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'''MORE STRATS'''
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<div class="mw-collapsible-content">{{#ev:youtube|VH3QwzasmpI|560||https://youtu.be/VH3QwzasmpI}}
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'''Notes'''
 +
*You can do the jump over the first pair of twins without turning around to save some frames.
 +
*By hitting Twins right as they spawn on screen, only one web is required to kill them, which can save some frames from not having to release Y a second time.
 +
*The alternative ways to get the DK coin still require the webs to be high enough. The second alternative uses fast webs to allow a little more time for the setup.
 +
*There are various alternatives to get past the last two pairs of twins.
 +
**You can only do the roll under the twin at 0:50 if you do the big roll off the platform with the DK barrel.
 +
**Alternative endings 1 and 2 utilize turning around to despawn the twins and respawn them in a way that allows the Kongs to get past them safely.
 +
**Alternative ending 3 uses a buffered roll to get past the Twins. To do this buffered roll, start a big jump right before the Krimp and press Y just before Dixie touches the ground. If you press Y too early you will not get the buffered roll and Dixie will get hit by the twin.
 +
**Alternative ending 4 uses a [http://dkcspeedruns.com/DKC3_Tricks#Krimp_Just_Defend just defend] to get past the Twins.
 +
</div>
 +
</div>

Revision as of 15:38, 23 October 2022

Level Details
Game Donkey Kong Country 3
World name Krematoa
Level name Tyrant Twin Tussle
Previous level Criss Kross Cliffs 103
Next level Swoopy Salvo 103

Optimal

Notes

  • Fast Koin hit (starting at 0:28):
    • Make the first web platform from your jump out of the lower area.
    • Make sure to get max height web platforms on each jump up. If your last platform is a bit too low, it won't be possible to correct and you'll have to revert to the slower strat.
    • Falling down to reach the bonus is a bit faster than going over the bazuka.
  • 1st bonus
    • Optimal time remaining: 14 or 15
    • If you don't keep a good pace going rightward, your web will despawn before hitting the twins.
    • Squitter has a bit of a wonky hitbox, which makes it easy to miss a star by accident.
  • 2nd bonus
    • Optimal time remaining: 30
    • Do max height jumps to bonk off the ceiling, then mid-height jumps over the twins.
    • Where you roll and jump is very important.
  • After exiting the 2nd bonus, don't move right until you've touched the floor. The twins to the right will be spawned and moving too early otherwise. Either moving left or falling straight down despawns them and resets their position.
  • At 1:40, the glide between the twin and the bee is somewhat tight. Start a max height jump once the first guy is about in the middle of his jump. Stop your glide when Dixie is roughly at the top of the stalagmite in the background.
  • 3rd bonus
    • Optimal time remaining: 33-37
    • If you lost Dixie on the section before this you will lose a LOT of time, anywhere between 10-20 seconds depending on RNG.

MORE STRATS

Notes

  • You can do the jump over the first pair of twins without turning around to save some frames.
  • By hitting Twins right as they spawn on screen, only one web is required to kill them, which can save some frames from not having to release Y a second time.
  • The alternative ways to get the DK coin still require the webs to be high enough. The second alternative uses fast webs to allow a little more time for the setup.
  • There are various alternatives to get past the last two pairs of twins.
    • You can only do the roll under the twin at 0:50 if you do the big roll off the platform with the DK barrel.
    • Alternative endings 1 and 2 utilize turning around to despawn the twins and respawn them in a way that allows the Kongs to get past them safely.
    • Alternative ending 3 uses a buffered roll to get past the Twins. To do this buffered roll, start a big jump right before the Krimp and press Y just before Dixie touches the ground. If you press Y too early you will not get the buffered roll and Dixie will get hit by the twin.
    • Alternative ending 4 uses a just defend to get past the Twins.