About This Run
Donkey Kong Country 3 is a video game about ninjas, babes, guitars, and rockin' good times.
This is a 13678 frame (3 minute and ~48 second) improvement compared to the previous version, due to a myriad of new tricks and optimizations. Final in-game time is 00:38 (compared to 00:42 of the previous submission)
- Aims for fastest possible time.
- Takes damage to save time.
- Uses warps.
- Genre: Platform.
Improvements
| Frames saved |
---|
1-1 | 34 |
1-2 | 25 |
1-3 | 24 |
1-4 | 23 |
1-5 | 1 |
1-Boss | 87 |
2-1 | 272 |
2-2 | 38 |
2-3 | 18 |
2-4 | 18 |
2-5 | 9 |
2-Boss | 178 |
3-1 | 218 |
3-2 | 175 |
3-3 | 19 |
3-4 | 85 |
3-5 | 144 |
3-Boss | 2940 |
4-1 | 362 |
4-2 | -37 |
4-3 | 65 |
4-4 | 87 |
4-5 | 178 |
4-Boss | 70 |
5-1 | 389 |
5-2 | 19 |
5-3 | 74 |
5-4 | 312 |
5-5 | 140 |
5-Boss | 37 |
6-1 | 333 |
6-2 | 4264 |
6-3 | 539 |
6-4 | 143 |
6-5 | 181 |
6-Boss | 49 |
7-1 | 50 |
7-2 | 58 |
7-3 | 57 |
7-4 | -39 |
7-5 | 195 |
7-Boss | 594 |
Misc | 1250 |
Total | 13,678 |
Desync?!
Desync right at the beginning? You'll have to use a Snes9x with reset recording. The trick here is to reset the game as early as possible so that you can skip the rather long intro.
The Run
Naming screen
I entered my (shortened) name into the file select screen. Is it because I'm an egotistical bastard, you ask? Well, a bit, but I just believe that if the author of the video has a chance to put his or her name in the run, they should. Plus there's a lovely high score screen after the credits, where the name will appear in the results.
Warping in Worlds 1 - 2
In the first two worlds, you typically have to pass a certain point to trigger the appearance of the Warp barrels, which is why it may seem that I "backtrack" for them.
Belcha's Barn
The first bug can be tossed in Belcha's mouth a few frames faster, but this causes him to hilariously loose his teeth in various ways. This glitch can be viewed here (obviously NOT a time saver):
http://www.youtube.com/watch?v=7drMs50PuG4
Arich's Ambush
The input for the Arich fight comes courtesy of Tompa.
The Route Change
Sami did Cotton-Top Cove before Mekanos. I decided to do Mekanos first. The route change has some very subtle ripples on later levels (mostly K3 and reasons having to do with Kong management). I'll try to explain these differences as they come up.
Fireball Frenzy
The odd jump that starts at frame 22533 is necessary to spawn the elevator a few frames earlier, and saves time.
Demolition Drainpipe
This was an odd but fun level to optimize. The cart will instantly hit top speed if you drop from a railing, so I do that when possible (unless I'm already at top speed). Hopping up the hills is faster than riding up them.
Ripsaw Rage
I stay well above the screen for a while during some segments so that I can skip the rats that you otherwise have to kill (i.e. I pass their spawn points before they spawn). Killing enemies in this game typically wastes ~1 frame (yes, it even freezes the scrolling of the level). Obviously, the end-of-level flag won't spawn until the screen gets close to it, so I have to wait for it to appear.
Low-G Labyrinth
This level has examples of the only times that rolling off a ledge is faster than dropping off. Also, any level with Squawks is a terror to optimize, and having him handicapped from the messed up gravity doesn't help either.
Kaos Karnage
The new strategy here is EXTREMELY hard to pull off, as the game doesn't really want you to stay up there. The Kongs will either bounce far to the left, or far to the right, never straight up (unless you're pretty much inside the head, which I do utilize once to bounce sort of straight up). So although the first few hits could be closer together, it's necessary to space them out due to Kaos' movements and the Kong's bouncing. Also, the first (and only) time his blades come out, they don't appear on the correct side (like they do in Sami's run). I tried switching sides (and also confusing Kaos), but in my run he only lets them out on the side opposite me. Even entering the level at different times didn't help, so I don't know what the deal is. I just went with it.
Bazza's Blockade
The first example of benefits of the route change. Having Dixie in the lead, I can squeeze by the last cluster of Bazzas (barely; there was some tricky manipulation of hitboxes).
Rocket Barrel Ride
Questionable team switch at the beginning? Well, having Kiddie in the lead is necessary to utilize both barrel skipping tricks in this level, which save a considerable amount of time. This means that I initially lose ~60 frames in this level. Sami was forced to hit a DK barrel (~60 frames) in Fireball Frenzy in his run, which I am able to skip because of the route change. So in the long run, the frames wasted by the team switch are evened out, and I still manage to save something like 25 frames AFTER the team switch (making the net loss -37)
Kreeping Klasps
Sort of crappy level. I managed to do more water skips, but still found that some segments were faster by just hopping through the water, as unappealing as it looks.
Tracker Barrel
Here's where things get tricky with the whole route change thing: Sami entered K3 with Dixie in the lead, which is necessary to do Krevice Kreepers as fast as possible. In order for me to do that, I would have to switch to Dixie at some point before entering K3. The fastest way to do that was in this level. Grabbing the DK barrel and busting it open on the Krumple takes up a lot of time, but the barrel skip trick (where I get hit at frame 69807) saves a ton of time too. It's still 13 frames slower to beat the level this way, but 13 frames to switch Kongs isn't too bad, considering the amount of time it takes to do it normally.
Fish Food Frenzy
Nibbla is about 1 frame from chomping my ass at the end.
Squirt's Showdown
Hot Elephant on Snail action! Not suitable for minors.
Krevice Kreepers
Dixie can jump up the horizontal ropes much faster than Kiddie. Having just one Kong during this level lets me utilize the barrels faster (don't have to wait for Kiddie to get in too), which is another result of the new route.
Tearaway Toboggan
This level is stupid. Even if you are in the air over a slope, the game will slow you down as if you are actually on the slope. Sort of hard to optimize, considering it barely lets you. Jumping over the downward slopes is faster than riding down them, because I guess this is Elmer's glue, not snow.
Krack-Shot Krok
I thought this level would be tough, but it wasn't too bad. Squitter has a frame rule of sorts on his web platforms. You must wait a certain amount of frames before you are able to make a new one (I think it's something like 45 or 50 frames). Oddly, the game made a VERY large exception during frames ~97800 - ~98000. The frame rule just didn't exist for this segment, and let me madly shoot web platforms any time I wanted without reserve or a sense of decency. I don't know why this was possible, and it would be nice if I could break this frame rule at will.
Lemguin Lunge
You can roll into the Lemguins when they are airborne after first emerging from their hole, but after they land and start sliding, you will die if you roll into them (unless you roll into them from above at the correct angle, which I manage to do a couple times). This level is sexy.
Bleak's House
Improvement came from entering the level 11 frames late to manipulate his starting position, which is the only thing that really matters in terms of optimizing this fight (though the third hit is a bitch).
Buzzer Barrage
This level was a huge challenge to optimize, but in the end, fun. A lot of the odd movements are mostly manipulation of the Kopters. I have to get close enough to make them spawn, but stay far away enough so that I can zip past them as fast as possible when my opportunity arrives. There's a lot of opportunities to plow through enemies in this level, saving time. I tested all of these opportunities and chose the fastest ones (even though that means I have to wait a few times for the stupid Kopters). Also, the Kopter at frame ~111320 could be flown through since I have an extra Kong, but this only saves 35 frames, and would be more than negated in Ropey Rumpus since Kiddie would be in the lead, putting me at a disadvantage since he can't climb the horizontal ropes as fast as Dixie.
Kong-Fused Cliffs
Broken.
Floodlit Fish
Enguarde is a pain to use... Obviously, the horizontal sections (though few) are faster if you dash, but dashing typically negates any Y speed you've built up (in other words, sets it to 0). The exception is that you can keep whatever Y speed you want (and have it act normally if you want to change it) if you just keep dashing. So once I start dashing, it's almost never worth it to stop. Unfortunately, it looks super retarded, especially when I take corners. I at least saved considerable time in the vertical sections with the Lurchins.
Creepy Caverns
Seemingly, the only reliable way to manipulate the barrels in here is to enter the level at a different frame. I found out later that entering the World on different frames has more drastic changes on the barrel patterns, so many hexes later, I came up with something that was reasonably fast. Unfortunately, there's not much you can do to manipulate the barrels while in the level, and so manipulating every barrel in the level to be in perfect position when I reach it seems almost impossible.
Lightning Look-Out
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Koindozer Klamber
Loss of frames is due to having Kiddie out instead of Dixie. However, these lost frames are made up for in Lightning Look-Out (the bee skips) and Poisonous Pipeline (no need to switch Kongs anymore like Sami did).
Final Battle
Although it doesn't really look like it, getting hit by Kaos in the first segment of the fight is necessary for correct barrel placement. The long pause with K. Roolenstein is because there's supposed to be a dialog going on, but the text doesn't appear. Input is ended earlier to save SMV time, but extends the AVI a bit.
A special thank-you goes out to Tompa, for being an inspiration and teaching me to actually be a good TASer.