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Donkey Kong Country: Tropical Freeze (Wii U) - 5-6 Frosty Fruits: 56.77 IL Run (Shiny Gold)

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Donkey Kong Country: Tropical Freeze (Wii U) - 5-6 Frosty Fruits: 56.77 IL Run (Shiny Gold)

22 просмотра · 1 день назад
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22 просмотра · 1 день назад
Whew. This one is a toughie. Frosty Fruits is an ice-based level, and that comes with its share of abusable ice mechanics, speed conservation, hyperspeed off of the bouncy melons and so on and so forth. We start the level off fairly simple. It's okay to take some time on the first segment because you kinda have to wait on the double set of down drills anyway. Then it gets tough. After 13s IGT you have to be very smooth and clean to catch the local cycle of the platform at 16s IGT moving back and forth. I only barely made it every time, although I did get more consistent at it. It's important you just do a small hop down the ledge, land right before the drills and have enough momentum to go a ways and stand up as fast as possible. Finally, at 18s IGT we encounter the huge run-killer: The double boost. Using the bouncy melon and then rolling and crouching, we can preserve its intense momentum, propelling us forward greatly. But that's not all! If you uncrouch right after exiting the spike tunnel, and then very quickly input roll and jump, you can do another rolljump, over the spear Tuc and away with EVEN GREATER speed. However, the window for this is extremely tight. You have a little more leeway to go late than early, I think, but still, you have to uncrouch ASAP and be very fast on your rolljump. I reset here for like 95% of my runs, for approximately 0.5s of timesave. At 25s IGT I had a lot of runs die due to uncrouching too early or bonking on the next wall. It's a tough section as well, you can't be too fast, but you have to act determined as well. 36s IGT and onward, just hold down. It's possible, but FAR too difficult to do much else here. It's really only for WR level. We gain more hyperspeed with our next roll and carry it through a spike tunnel by damageboosting. This is why it's important to not have taken a hit until here. Afterwards, you can gain the most speed from the sideways melon by bashing directly into it, then away. Being neutral won't get you a great push in this case. Wedging between the spear Tuc and the spikes is hard, you probably need to decelerate usually, depending on how well your doublejump off the upwards melon sits. Also sometimes I've had it happen that on the downwards slope DK becomes airborne for a moment because he's too fast, which makes him take damage from the spikes that require crouching a little further in. A very annoying and inconsistent segment towards the end. The final segment thankfully has a setup by michael_goldfish. Short (this really needs to be short) roll into a very low rolljump, then a full pogo, neutral bounce off the enemy, and then chain full pogos into the goal barrel. Anything else will be an absolute mess dealing with the ice cubes. I have lost quite a few runs to having a too high or far rolljump that then didn't bounce on the enemy, which is a shame. I am super super happy with this time all in all though. This took three hours of grinding but I think the end result is quite cinema. Very satisfying to look at and a run I can be truly proud of. Shiny Gold Threshold: 1:10.00 (-13.23) 2018 Time: 1:02.67 (-5.90) Full Playlist:    • Donkey Kong Country: Tropical Freeze (Wii ...   Personal IL Time Overview Sheet: https://docs.google.com/spreadsheets/... ///////////////////////////////////////////////////////////////////////////////////// Socials: Twitch:   / timelink   Main YT Channel:    / timelink   VOD and Highlight Channel:    / @timelinkvods   Bluesky: https://bsky.app/profile/timelinkrta.... Discord Server:   / discord   Ko-Fi: https://ko-fi.com/timelink /////////////////////////////////////////////////////////////////////////////////////