Donkey Kong Country 3 is a video game adaptation of the toy "Barrel of Monkeys", where you play as two monkeys going ape to free all the monkeys from their imprisonment.
Oh boy, this was way more work than I bargained for. When I first started this TAS, I was blissfully unaware that someone by the name of DES had already made a TAS significantly faster than Dooty's record here on TASVideos. I had intended to take advantage of RAM Watch to tighten up all the levels, find faster routes using the 2-1 jumps that were relatively new at the time of Dooty's TAS, and have better RNG by manipulating it more deliberately.
Instead... I ended up being the one playing catch-up, trying to compete with a TAS with nearly 400,000 rerecords that had tightened the movement even more than me and also did tricks I didn't know existed! It was a humbling experience to be sure, and I'm grateful that I was able to obtain the input file from DES so I could improve on it. This is also the reason DES is listed as a co-author... without their input, the TAS would not be anywhere near as good. Thanks!
In the end, I ended up saving nearly 7 seconds compared to DES and nearly 2 minutes compared to Dooty. Given how small the vast majority of time saves are now, I'd say it's safe to say the frame wars have begun.
Since various portions borrow heavily if not copy DES's TAS and their TAS was not on this site, they are listed as a co-author.
- Emulator: Bizhawk 2.2.2 using bsnes core
- Version: Japan 1.0
- Objective: Defeat Baron K. Roolenstein as quickly as possible
- Categories:
- Contains speed/entertainment tradeoffs
- Uses death to save time
- Takes damage to save time
- Uses warps
- Uses a game restart sequence
- Heavy luck manipulation
- Genre: Platform
The speed/entertainment tradeoff is actually only a single thing: using 1.0 for a specific glitch when 1.1 seems to be a few frames faster over the course of the entire run. More on that in the stage breakdown.
This run consists of a lot of Dixie spinning and twirling as much as possible. Her twirl speed is the same as her run speed (which is the same as Kiddy's), so it's invaluable for positioning perfectly in a variety of situations. This combined with the fact she can jump faster and start rolling slightly faster make Kiddy only used when a team throw is faster.
The kong's movement speed gradually increases and decreases, with each action they do having a "target speed" that their actual speed will approach each frame. As such, movement is extremely technical.
This TAS is done using J 1.0 instead of U. As is evident from watching the comparison video or looking at the stage breakdown, it saves a *lot* of time.
New Tricks
Since DES
- Barrel Drop Jump: By jumping on a specific frame while setting down a barrel, you can set it down in midair. If you press B on a specific frame while doing that, you can jump in midair. This can be further used to do a 2-1 jump in midair, but I didn't find any places to save time doing this...
- Velocity Snapping: The kongs' horizonal speed will snap to their target speed when sufficiently close. This can be taken advantage of in water and flying levels by releasing Y for a frame to snap to an intermediate speed a few frames faster than it would normally be reached.
- Kong Throw Desync: When throwing Dixie, hitting an enemy/barrel will cause Kiddy to start moving again. By itself, this doesn't do much, but it allows...
- Zipping: While throwing Dixie, she can't leave the camera boundaries. By desyncing the kongs, you can move the camera such that she gets stuck in a wall, causing her to "zip" to the top of it. Due to the fact that most terrain is hollow (causing you to get stuck inside), this has limited use in Any%, but it can be used in a ton of places in 105%.
Since Dooty
- 2-1 Jumps: Not technically a new trick, but the official RTA name and now used in far more places.
- Barrel Break Skip: Normally, breaking a DK barrel to get a kong takes 32 frames. This can be skipped if you get hit on the same frame. The end result will be switching to the other kong much faster than normally possible.
- Bleak Skip: Easily the biggest time save and the primary reason for using J. By pausing on a specific frame while the game fades out after death, it will be treated as a win instead.
- Corner Snap: This game is very generous with its corners, and this is abused in water and flying levels to gain height in a variety of places.
- Fast Landing: If Dixie lands from a short height (e.g. jumping on a platform), there's typically a delay where her hair has to fall down before any action can be taken. This can be avoided by being at the very top of the jump or by twirling.
- Fast Shock: In the final phase, K Rool will only be zapped for a single frame (instead of sixty) if he touches the lightning as it despawns. This also causes the next lightning to appear much faster (too fast to hit K Rool with).
- Fast Throw: While picking up a barrel, it's possible to jump much faster than throw. However, you can throw immediately after pressing jump, cancelling the jump and getting a faster throw on the ground.
- Just Defend: Klaptraps are big and scary and called Krimps in this game, but you can roll into them if you're facing the same way they are... regardless of whether you're behind or in front. You can also roll into them the wrong way from above.
- Minimize: The Kongs and animal buddies have different hitboxes depending on the direction they are facing and if they are turning. This is especially important in water and flying levels to squeeze past enemies.
- Rope Snap: Same concept as Corner Snap, but this time with snapping to grab horizontal ropes.
- Spider Abuse: Using frame and pixel perfect movement, it's possible to fall through Arich and hit him with a barrel from above. This is abused even more now.
- Wrong-side Waterfall: You're supposed to go behind certain waterfalls and in front of others. This is very glitchy, and can be tricked into putting one or both kongs on the "wrong" side of the waterfall, typically resulting in them falling through the ground. However, this can also be used to ignore the waterfall boundaries that normally keep you inside when behind one.
Stage Breakdown
Given that Dooty's TAS is the last one on this site but DES's TAS is faster, I'll be comparing to both of them. Also, please note that Dooty's TAS was on an older emulator and a different version, so various timings are skewed.
Since almost every stage features better movement, that will only be mentioned when compared to DES. Instead, route changes and other notable differences will be the focus for this breakdown. If there's a frame of difference against DES that isn't mentioned, it's a load or lag frame.
Note: Due to the load time difference between versions, timing compared to DES will be from fade out on the previous level to fade out on the current level, while compared to Dooty will be from fade in on the current level to fade out on the current level. Additionally, any load time difference from warp barrels and section changes will be normalized when comparing to Dooty.
Intro: -30 (Dooty) / -1 (DES)
The above difference compared to Dooty could be any number of things considering how much faster J is at loading Funky and the overworld, but I went with the time saved by not entering a name and from the boat movement. Since this is a collaboration and entering a name costs precious frames against a TAS where every frame counts, it was skipped.
Also, a frame was saved against both other TAS's by angling the boat directly at the landing spot.
1-1 Lakeside Limbo: -67 / 0
2-1 jumps putting in work from the very first level to spawn the warp barrel without going to the right.
1-2 Doorstop Dash: -20 / -1
Wonky physics when doing a team jump allows a second jump to be done in midair here to save time.
As will be the case with most single frame differences, the time saved against DES was due to it loading the second section slightly faster for an unknown reason.
1-3 Tidal Trouble: 0 / -7
Fun fact: By holding down, you can bounce faster in the water. This lets you touch the ground sooner to roll earlier.
Although time was technically even against Dooty, it was entirely because of far more lag in the second section. Adjusting for that, around 15 frames were saved.
1-4 Skidda's Row: -4 / 0
1-5 Murky Mill: -2 / -1
Facing right while doing the throw is important to spawn the warp barrel sooner.
1-B Belcha's Barn: -43 / 0
Doing a team throw to hit the second beetle allows you to land on the ground much faster, saving over half a second.
2-1 Barrel Shield Bust-Up: -44 / -12
This is the first level to take advantage of a Barrel Drop Jump to save time.
While breaking the barrel against the wall does cause a frame of lag, positioning to avoid that costs far more time.
2-2 Riverside Race: -10 / 0
2-3 Squeals on Wheels: -1 / 0
Two completely different methods, yet both take the exact same amount of time.
2-4 Springin' Spiders: -1 / 0
2-5 Bobbing Barrel Brawl: -5 / +1
Booty Bird gets to live today... #SaveTheFrames
2-B Arich's Ambush: -136 / 0
You thought Arich was abused before? This dials it up to 11.
Unfortunately, I couldn't find any way to save time against DES. It's that tight.
To Mekanos: a negative number / 0
It's important to note that the second boat accelerates much faster in J than U, resulting in free time save in most cases. The exception is here, since the boat is launched much faster and in the wrong direction in J.
A frame was saved again with better movement with the first boat, but it was undone by an extra frame of load.
4-1 Fire-Ball Frenzy: -225 / -66
Zipping is arguably the biggest glitch in Donkey Kong Country 3. Unfortunately, this is the only time it's useful in Any%, and it only saves maybe a second overall.
4-2 Demolition Drain-Pipe: -67 / +37
Everything else equal, I would have saved around 15 frames against DES by taking advantage of the toboggan mechanics better. However, starting with two kongs and having to lose one cost nearly a second.
The toboggan basically has two modes to determine speed.
In the first mode, there's a target Y above you that gives you extra speed the further below it you are. This target is determined by the highest point you were on the ground or grabbing a rail (hence why dropping from a rail makes you go faster).
In the second mode, the target Y is below you, and you lose speed based on how high you are above it. Similar to the first mode, this target is the lowest point you were on the ground.
Both modes have an optimal speed of 1280, with it switching to the first mode if you go too high and the second mode if you go too low.
Additionally, the end of this level is used to manipulate the RNG for KAOS for free.
4-3 Ripsaw Rage: +5 / -48
Losing time on the autoscroller... because the goal spawns slightly slower on the J version :(
Although a bunch of time was lost in DDP to DES, most of it was made up here because they had to switch kongs. Since they did a Barrel Break Skip, though, the time was minimized.
4-4 Blazing Bazukas: -129 / -3
A ton of time is saved here by Just Defending through all the Krimps.
I also saved a few frames against DES by a slightly better hit on the wall near the checkpoint barrel that everyone skips.
4-5 Low-G Labyrinth: -70 / -9
This is the first level where Velocity Snapping plays a role. Thanks to the speed boost this unintuitive trick provides, 10 frames were saved in the level against DES.
4-B KAOS Karnage: +471 / -4
This is the biggest advantage U has in Any%. Unlike in U, J loses control of the kongs after hitting KAOS. This means doing fancy 2-1 jumps to get up to his head early over and over.
Even more time would have been lost compared to U against a zero-cycle KAOS that uses a 2-1 jump to get up immediately.
On a positive note, I did save a few frames compared to DES thanks to manipulating more favorable RNG for how quickly the head falls at the end.
3-1 Bazza's Blockade: -49 / -5
More Velocity Snapping goodness along with a little lag reduction, this time only saving 5 frames.
3-2 Rocket Barrel Ride: -55 / +3
By throwing Dixie into the waterfall, the game is tricked into thinking she's on the front side, allowing us to bypass the wall that normally keeps the kongs inside the waterfall. This doesn't save much time directly, but lets us swap the kong order cheaply.
One extra load frame plus two unavoidable extra lag frames make this one of the worst levels compared to DES.
3-3 Kreeping Klasps: -74 / -2
This level is very laggy, and Dixie definitely has the advantage.
3 non-load/lag frames were saved compared to DES, but it turned into a wash because it added 3 extra lag frames, leaving the two load frames saved.
3-4 Tracker Barrel Trek: -285 / -1
The primary reason for wanting Dixie, as she is much better to have at the start of this level.
3-5 Fish Food Frenzy: -24 / -7
5 frames from Velocity Snapping plus two load frames equals one very angry fish.
The bubbles in this level are controlled by RNG, so manipulating them is used to manipulate the RNG for the next level...
3-B Squirt's Showdown: -66 / +7
Easily my worst level compared to DES. Despite having the bubbles in the previous level to manipulate the RNG, it was very limited and I lost 8 frames as a result (gained a load frame though).
What RNG, you may be wondering? Squirt's blinking eyes.
Normally, Squirt has to close its eyes before put them through the waterfall to become vulnerable. However, this can be bypassed in part or in full if Squirt is already blinking at the time.
As you might guess, this is actually a pretty rare occurence that needs to happen three times, and I have no idea how DES got so lucky.
5-1 Krevice Kreepers: -103 / -28
Arguably the most obvious location to do a Barrel Drop Jump, and it saves nearly half a second.
5-2 Tearaway Toboggan: -23 / +2
Unlike Demolition Drain-Pipe, DES was extremely tight with this level. I ended up losing a frame to manipulate the RNG for Bleak (the other frame is a load frame).
5-3 Barrel Drop Bounce: -779 / -8
Easily the biggest routing improvement, and basically a requirement at this point in the RTA community. It doesn't even require a 2-1 jump!
By doing a team throw at just the right time, I was able to save a little time on DES here as well... but I would have loved to have saved far more given the level's name. Unfortunately, this strategy is ever so slightly slower:
5-4 Krack-Shot Kroc: -31 / -6
#SaveTheAnimals #SaveTheFrames
I would have saved more time, but unfortunately there's a limitation with the Fast Web trick that makes it only work if two other webs are already out.
5-5 Lemguin Lunge: -135 / +1
#LemguinsArentAnimals
5-B Bleak's House: -2282 / +3
Bleak Skip, the reason RTA runners switched from U to J. This saves around 40 seconds even with perfect movement.
Despite the manipulation in 5-2, I still had to wait two more frames to get the perfect position for Bleak at the start. It just goes to show how amazing DES's RNG manipulation was, since they didn't wait at all.
6-1 Buzzer Barrage: -126 / -143
This is where the Barrel Drop Jump saves nearly two seconds, on top of Velocity Snapping and better movement in certain places. Easily my best level in the TAS.
Benny: +129 / 0
Shoutouts to Benny, the bear that just sits there for an extra two seconds on J for no apparent reason.
6-2 Kong-Fused Cliffs: -17 / -1
Still partially an autoscroller since you have to wait for the last rope to spawn before you can climb it.
6-3 Floodlit Fish: -71 / -4
This might be a level a future TAS could reexamine, since I didn't get a full understanding of Enguarde movement until after Barbos. I did save a few frames with Velocity Snapping, though.
Also, the second section is faster if you're Kiddy, but it costs far more in the next level.
6-4 Pot Hole Panic: -129 / 0
Dixie is able to reach the Enguarde crate just a little faster than Squawks can, even with Velocity Snapping.
I actually lost a frame here due to bad RNG (despite trying to manipulate it in the previous level), but I got it back from a load frame, so...
6-5 Ropey Rumpus: -577 / 0
The definitive level for the 2-1 jump. The 2-1 jump here saves so much time it's basically required in RTA runs.
6-B Barbos' Barrier: -18 / 0
Barbos, the RTA runner's nightmare because of how the first phase is RNG where and when the enemies spawn. Both DES and I managed to get perfect RNG for this, but I lost a frame in the second phase because of the subpixel position of where one of the first phase's enemies died (it wasn't reset). Given how hard it was just to get perfect RNG, I didn't persue it.
Instead, I found out that Enguarde's hitbox extends higher when doing an attack, grabbing the coin a frame earlier.
Also, this level has two different formulae for advancing the RNG seed going at the same time, making it critical to manipulate Creepy Caverns.
7-1 Konveyor Rope Klash: -71 / -16
The camera can be manipulated without spending too much time in order to spawn the zingers slightly later so you don't have to do anything to avoid them.
7-2 Creepy Caverns: -153 / +2
One in over 2,300. Those are the odds of perfect RNG in this level. I managed to get it while only waiting a frame beforehand, which is good enough for me (and further evidence of how good DES's TAS is, since it doesn't wait at all).
7-3 Lightning Look-Out: -122 / -31
This level is a nightmare to TAS. The timing of the lightning varies based on RNG, and the slightest movement can affect the position (but not enough to rely on).
Simply put, the lightning follows four rules:
- The further in the level the kongs are, the less time between choosing a target and striking
- The target is based on an invisible crosshair that is following the kongs, plus the kong's current velocity at the time
- The crosshair accelerates based on the difference between its position and the kong's position, and has a high max speed
- A target is only chosen if the crosshair is within 16 pixels of the kongs AND a 50/50 RNG flip returns true
This means that the lightning can be delayed by dodging the crosshair, and that it can be repositioned by turning around right before it chooses the target. However, both of these cost time to do, and thanks to the RNG, it's always different.
Despite or because of this, I managed to save half a second over DES, taking advantage of the Barrel Break Skip they used in Ripsaw Rage and a Barrel Drop Jump using a beetle.
7-4 Koindozer Klamber: -179 / -1
As you would expect, Dixie is far faster in this level.
At first, I didn't save any time, but by combining the following I was able to save a frame:
- Bouncing off the final koindozer puts you slightly further ahead
- Turning around right before the goal extends your hitbox just far enough to reach it a frame earlier (yes, Dixie's hitbox extends further backwards)
7-5 Poisonous Pipeline: -41 / -11
Notable not only for the Velocity Snapping improvement, but a slight time save by doing a Superstab and then cancelling it to start moving down sooner. I unfortunately only discovered this possibility here, so it's possible it can be used in the other Enguarde levels.
7-B Kastle KAOS: -353 / -69
Each boss fight seems to be harder to TAS than the last, and this is no exception. Between having to manipulate the RNG in the previous level to change how high K Rool bounces to constant lag reduction to worrying about whether K Rool falls from the right subpixel so he ends his shock cycle faster, this fight is a doozy. Even this could probably be optimized further.
This was the location where using 1.0 allowed a glitch that 1.1 doesn't: turning away from K Rool when he first appears. It doesn't save or lose any time directly, but who wants to look at K Rool when he's flailing his arms around?
In a surprise twist, I saved over half a second in the KAOS portion by waiting for KAOS to move closer to the center before hitting him. I just wish I had discovered this before I manipulated the RNG the first time...
Special Thanks
DES: Without their hard work (and the input file showing how they did it), this TAS wouldn't be anywhere near as good. They also pointed out a few improvements.
SuiMinD: For pointing out DES's TAS and connecting me to them so I could obtain the input file.
Kinghippo44: For being there to throw bits and pieces at, and for pointing out the faster way to do the ending of 7-4.
The previous TASers: It's never easy to make a good TAS, and even harder if you don't have something to compare to.
The speedrunners: Most of the new tricks come from the speedrunners who pour so many hours into this game.
The reader: For making it this far.
Recommended Screenshot
Given that the big thing with this TAS is the new zip and Barrel Drop Jumps, I'd say a good screenshot would be the part just before the zip in 4-1, where Kiddy is riding the barrel. It's strange and not something normally done in DKC3.
Useful RAM Addresses
Boat
Boat dX | 000C86
|
Boat dY | 000C8A
|
Boat sub X | 000C6D
|
Boat X | 000C6E
|
Boat sub Y | 000C71
|
Boat Y | 000C72
|
Camera
Camera sub X | 000492
|
Camera X | 000493
|
Camera sub Y | 000496
|
Camera Y | 000497
|
Collision
Kong Box Right | 00188A
|
Kong Box Left | 001886
|
Kong Box Top | 001888
|
Kong Box Bottom | 00188C
|
K Rool
K Rool sub X | 0009D9
|
K Rool X | 0009DA
|
K Rool sub Y | 0009DD
|
K Rool Y | 0009DE
|
K Rool dX | 0009F2
|
K Rool target dX | 0009F8
|
K Rool dY | 0009F6
|
K Rool State | 00166C
|
Lightning Timer | 001C5F
|
Kongs
Dixie sub X | 00088F
|
Dixie X | 000890
|
Dixie sub Y | 000893
|
Dixie Y | 000894
|
Dixie dX | 0008A8
|
Dixie target dX | 0008AE
|
Dixie dY | 0008AC
|
Kiddy sub X | 0008FD
|
Kiddy X | 0008FE
|
Kiddy sub Y | 000901
|
Kiddy Y | 000902
|
Kiddy dX | 000916
|
Kiddy target dX | 00091C
|
Kiddy dY | 00091A
|
Lightning
Target (x) | 0009BA
|
Timer | 0009B6
|
Timer Shorten | 00096D
|
Timer Max | 0009BE
|
Crosshair Speed | 000984
|
Crosshair Target Speed | 00098A
|
Crosshair sub X | 00096B
|
Crosshair X | 00096C
|
Object
Note: This overlaps with various objects, such as the boat.
Object X | 00096C
|
Object X | 0009DA
|
Object X | 000A48
|
Object X | 000AB6
|
Object X | 000B24
|
Object X | 000B92
|
Object X | 000C00
|
Object X | 000C6E
|
Object X | 000CDC
|
Object sub X | 000D49
|
Object X | 000D4A
|
Object sub Y | 000D4D
|
Object Y | 000D4E
|
Object dX | 000D62
|
Object dY | 000D66
|
Object sub X | 000DB7
|
Object X | 000DB8
|
Object sub Y | 000DBB
|
Object Y | 000DBC
|
Object dX | 000DD0
|
Object dY | 000DD4
|
Object X | 000E26
|
Object X | 000E94
|
RNG
Current | 000002
|
Previous | 000004
|
Toboggan
Toboggan A sub X | 000A47
|
Toboggan A X | 000A48
|
Toboggan A sub Y | 000A4B
|
Toboggan A Y | 000A4C
|
Toboggan A dX | 000A60
|
Toboggan A dY | 000A64
|
Toboggan A Base Y | 000A5C
|
Toboggan A Base Speed | 000A6A
|
Toboggan A Slant | 000A52
|
Toboggan B sub X | 000B23
|
Toboggan B X | 000B24
|
Toboggan B sub Y | 000B27
|
Toboggan B Y | 000B28
|
Toboggan B dX | 000B3C
|
Toboggan B dY | 000B40
|
Toboggan B Base Y | 000B38
|
Toboggan B Base Speed | 000B46
|
Toboggan B Slant | 000B2E
|
Supplementary Tables
Differences
| DES | Dooty
|
---|
Title | 0 | -23
|
Menu | 0-0 | -24-5
|
World | 0-0 | 15-11
|
Wrinkly | 0-0 | 31-30
|
World | 0-0 | 42-41
|
Funky | 0-0 | 61-57
|
World | 0-1 | 65-68
|
W1 | 1-1 | 81-80
|
1-1 A | 1-1 | 73-143
|
1-1 B | 2-1 | 136-133
|
W1 | 1-1 | 146-147
|
1-2 A | 1-1 | 139-159
|
1-2 B | 2-2 | 151-151
|
W1 | 2-2 | 163-163
|
1-3 A | 2-10 | 156-171
|
1-3 B | 9-9 | 162-147
|
W1 | 9-9 | 160-159
|
1-4 A | 9-9 | 150-154
|
1-4 B | 9-9 | 146-146
|
W1 | 9-9 | 159-158
|
1-5 A | 9-9 | 150-152
|
1-5 B | 10-10 | 144-144
|
W1 | 10-10 | 156-155
|
1-B | 10-10 | 147-190
|
W1 | 10-9 | 203-203
|
World | 9-9 | 214-213
|
W2 | 10-10 | 226-225
|
2-1 A | 10-22 | 216-259
|
2-1 B | 22-22 | 250-251
|
W2 | 22-22 | 263-262
|
2-2 A | 22-22 | 255-263
|
2-2 B | 22-22 | 254-254
|
W2 | 22-22 | 267-266
|
2-3 A | 22-22 | 258-259
|
2-3 B | 22-22 | 250-250
|
W2 | 22-22 | 263-262
|
2-4 A | 23-23 | 254-255
|
2-4 B | 23-23 | 245-245
|
W2 | 23-23 | 258-257
|
2-5 A | 23-23 | 249-254
|
2-5 B | 22-22 | 244-244
|
W2 | 23-23 | 257-256
|
2-B | 23-23 | 242-378
|
W2 | 22-22 | 390-389
|
World | 22-23 | 400-418
|
Funky | 23-23 | 438-434
|
World | 23-23 | 445-440
|
W4 | 23-23 | 453-452
|
4-1 | 23-89 | 444-669
|
W4 | 89-83 | 682-675
|
4-2 | 82-45 | 668-735
|
W4 | 45-45 | 748-747
|
4-3 | 46-93 | 738-733
|
W4 | 93-93 | 745-744
|
4-4 | 93-96 | 735-864
|
W4 | 96-96 | 877-876
|
4-5 | 95-105 | 869-939
|
W4 | 105-105 | 951-950
|
4-B | 105-109 | 955-484
|
W4 | 109-109 | 497-496
|
World | 110-109 | 508-548
|
W3 | 109-109 | 561-561
|
3-1 A | 109-114 | 554-600
|
3-1 B | 114-114 | 592-595
|
W3 | 113-113 | 607-606
|
3-2 | 113-111 | 599-654
|
W3 | 112-112 | 667-666
|
3-3 | 113-113 | 660-734
|
W3 | 114-114 | 747-746
|
3-4 | 114-114 | 739-1024
|
W3 | 113-113 | 1036-1035
|
3-5 A | 114-119 | 1029-1053
|
3-5 B | 119-120 | 1044-1044
|
W3 | 120-120 | 1057-1056
|
3-B | 121-113 | 1049-1115
|
W3 | 114-114 | 1128-1127
|
World | 114-114 | 1138-1169
|
Funky | 114-114 | 1189-1185
|
World | 114-114 | 1197-1200
|
W5 | 114-114 | 1213-1212
|
5-1 | 114-141 | 1203-1306
|
W5 | 141-141 | 1318-1317
|
5-2 | 140-139 | 1308-1331
|
W5 | 139-139 | 1343-1342
|
5-3 | 139-147 | 1334-2113
|
W5 | 147-147 | 2125-2124
|
5-4 | 147-153 | 2116-2147
|
W5 | 153-153 | 2160-2159
|
5-5 | 153-152 | 2151-2286
|
W5 | 152-150 | 2299-2302
|
5-B | 150-149 | 2294-5576
|
W5 | 149-149 | 5589-5588
|
World | 147-148 | 5599-5598
|
W6 | 148-148 | 5610-5609
|
6-1 | 148-291 | 5601-5727
|
W6 | 292-292 | 5740-5739
|
Benny | 292-292 | 5742-5613
|
W6 | 292-292 | 5627-5626
|
6-2 | 292-293 | 5617-5634
|
W6 | 293-293 | 5646-5645
|
6-3 A | 293-296 | 5638-5726
|
6-3 B | 296-297 | 5718-5711
|
W6 | 298-298 | 5724-5706
|
6-4 | 298-297 | 5697-5826
|
W6 | 298-298 | 5840-5850
|
6-5 | 298-298 | 5842-6399
|
W6 | 298-298 | 6412-6412
|
6-B | 298-298 | 6406-6424
|
W6 | 298-298 | 6436-6434
|
World | 299-299 | 6445-6450
|
W7 | 298-298 | 6463-6462
|
7-1 | 298-314 | 6453-6524
|
W7 | 314-313 | 6536-6533
|
7-2 | 312-312 | 6525-6678
|
W7 | 311-311 | 6691-6691
|
7-3 | 311-343 | 6682-6764
|
W7 | 343-343 | 6776-6775
|
7-4 | 343-344 | 6767-6946
|
W7 | 344-344 | 6959-6958
|
7-5 | 344-355 | 6952-6993
|
W7 | 355-355 | 7006-7005
|
7-K | 355-396 | 7009-7145
|
7-B | 396-414 | 7145-7362
|
Timings
| Doom+DES | DES | Dooty
|
---|
Title | 488 | 488 | 465
|
Menu | 600-669 | 600-669 | 576-674
|
World | 833+2-1175 | 833+2-1175 | 850-1186
|
Wrinkly | 1250-1283 | 1250-1283 | 1281-1313
|
World | 1384+2-1455 | 1384+2-1455 | 1428-1496
|
Funky | 1541-1738 | 1541-1738 | 1602-1795
|
World | 1839+1-2065 | 1839+1-2066 | 1909-2133
|
W1 | 2144+1-2227 | 2145+1-2228 | 2226-2307
|
1-1 A | 2357-2900 | 2358-2901 | 2430-3043
|
1-1 B | 2979+1-3323 | 2981+1-3324 | 3115+1-3456
|
W1 | 3401+2-3494 | 3403+1-3495 | 3549-3641
|
1-2 A | 3636-4417 | 3637-4418 | 3775-4576
|
1-2 B | 4511-4848 | 4513-4850 | 4662-4999
|
W1 | 4926+2-5219 | 4929+1-5221 | 5091-5382
|
1-3 A | 5350-5995 | 5352-6005 | 5506-6166
|
1-3 B | 6076+1-6460 | 6085+1-6469 | 6239-6607
|
W1 | 6538+2-6658 | 6547+2-6667 | 6700-6817
|
1-4 A | 6801-7165 | 6810-7174 | 6951-7319
|
1-4 B | 7256-7599 | 7265-7608 | 7402-7745
|
W1 | 7677+2-7754 | 7686+2-7763 | 7838-7912
|
1-5 A | 7897-8405 | 7906-8414 | 8047-8557
|
1-5 B | 8500-8841 | 8510-8851 | 8644-8985
|
W1 | 8919+2-9053 | 8929+2-9063 | 9077-9208
|
1-B | 9208+1-10350 | 9218+1-10360 | 9355+1-10540
|
W1 | 10429+1-10711 | 10439+1-10720 | 10633-10914
|
World | 10812+2-10951 | 10821+2-10960 | 11028-11164
|
W2 | 11029+1-11161 | 11039+1-11171 | 11256-11386
|
2-1 A | 11327-12334 | 11337-12356 | 11543-12593
|
2-1 B | 12444-12775 | 12466-12797 | 12694-13026
|
W2 | 12854+1-13016 | 12876+1-13038 | 13118-13278
|
2-2 A | 13170-13716 | 13192-13738 | 13425-13979
|
2-2 B | 13816-14157 | 13837-14178 | 14070-14411
|
W2 | 14235+1-14344 | 14257+1-14366 | 14503-14610
|
2-3 A | 14488-14885 | 14510-14907 | 14746-15144
|
2-3 B | 14982-15322 | 15004-15344 | 15232-15572
|
W2 | 15400+1-15486 | 15422+1-15508 | 15664-15748
|
2-4 A | 15653-15953 | 15676-15976 | 15907-16208
|
2-4 B | 16065-16395 | 16088-16418 | 16310-16640
|
W2 | 16473+1-16661 | 16496+1-16684 | 16732-16918
|
2-5 A | 16821-17141 | 16844-17164 | 17070-17395
|
2-5 B | 17242-17581 | 17264-17603 | 17486-17825
|
W2 | 17659+1-17732 | 17681+2-17755 | 17917-17988
|
2-B | 17865+11-18650 | 17888+11-18673 | 18113+5-19028
|
W2 | 18728+2-18909 | 18751+1-18931 | 19120-19298
|
World | 19010+2-19375 | 19032+2-19398 | 19412-19793
|
Funky | 19461-20652 | 19484-20675 | 19899-21086
|
World | 20753+3-20997 | 20776+3-21020 | 21201-21437
|
W4 | 21074+1-21162 | 21097+1-21185 | 21528-21614
|
4-1 | 21321-25485 | 21344-25574 | 21765-26154
|
W4 | 25562+1-25723 | 25651+1-25806 | 26245-26398
|
4-2 | 25855-30027 | 25937-30072 | 26523-30762
|
W4 | 30104+1-30256 | 30149+1-30301 | 30853-31003
|
4-3 | 30420-37973 | 30466-38066 | 31158-38706
|
W4 | 38050+1-38125 | 38143+1-38218 | 38796-38869
|
4-4 | 38284-42023 | 38377-42119 | 39019-42887
|
W4 | 42100+1-42166 | 42196+1-42262 | 42978-43042
|
4-5 | 42294-47557 | 42389-47662 | 43163-48496
|
W4 | 47634+1-47705 | 47739+1-47810 | 48586-48655
|
4-B | 47852-51512 | 47956+1-51621 | 48794+13-51996
|
W4 | 51589+1-51871 | 51698+1-51980 | 52087-52367
|
World | 51972+2-52132 | 52081+3-52241 | 52482-52680
|
W3 | 52211+1-52388 | 52320+1-52497 | 52773-52949
|
3-1 A | 52520-56398 | 52628+1-56512 | 53074-56998
|
3-1 B | 56485-56818 | 56599-56932 | 57077-57413
|
W3 | 56897+2-56995 | 57011+1-57108 | 57506-57601
|
3-2 | 57147-61819 | 57260-61930 | 55746-62473
|
W3 | 61897+2-62031 | 62009+2-62143 | 62566-62697
|
3-3 | 62162-65085 | 62275-65198 | 62822-65819
|
W3 | 65164+1-65231 | 65277+2-65345 | 65912-65977
|
3-4 | 65387-69405 | 65501-69519 | 66126-70429
|
W3 | 69484+2-69612 | 69597+2-69725 | 70522-70647
|
3-5 A | 69743-74421 | 69857-74540 | 70772-75474
|
3-5 B | 74508-74859 | 74627-74979 | 75552-75903
|
W3 | 74938+1-75420 | 75058+1-75540 | 75996-76476
|
3-B | 75568+1-78462 | 75689+1-78575 | 76617+1-79577
|
W3 | 78540+2-78786 | 78654+2-78900 | 79670-79913
|
World | 78887+3-79121 | 79002+2-79235 | 80028-80290
|
Funky | 79207-80078 | 79321-80192 | 80396-81263
|
World | 80179+2-80490 | 80293+2-80604 | 81378-81690
|
W5 | 80564+1-80662 | 80678+1-80776 | 81778-81874
|
5-1 | 80825-83820 | 80939-83961 | 82028-85126
|
W5 | 83894+1-83981 | 84035+1-84122 | 85213-85298
|
5-2 | 84131-88223 | 84271+1-88362 | 85439-89554
|
W5 | 88297+1-88396 | 88436+1-88535 | 89641-89738
|
5-3 | 88553-90918 | 88692-91065 | 89887-93031
|
W5 | 90991+2-91070 | 91138+2-91217 | 93118-93194
|
5-4 | 91227-95530 | 91374-95683 | 93343-97677
|
W5 | 95604+1-95693 | 95757+1-95846 | 97765-97852
|
5-5 | 95836+1-98993 | 95990-99145 | 97988-101279
|
W5 | 99066+2-99182 | 99218+2-99332 | 101367-101484
|
5-B | 99311-99894 | 99461-100043 | 101605-105470
|
W5 | 99968+1-100146 | 100117+1-100295 | 105558-105734
|
World | 100247+3-100384 | 100396+1-100532 | 105849-105982
|
W6 | 100463+1-100562 | 100611+1-100710 | 106074-106171
|
6-1 | 100712-105050 | 100860-105341 | 106313-110777
|
W6 | 105128+1-105201 | 105420+1-105493 | 110869-110940
|
Benny | 105302-105772 | 105594-106064 | 111046-111385
|
W6 | 105850+1-106273 | 106142+1-106565 | 111478-111899
|
6-2 | 106436-110974 | 106728-111267 | 112053-116608
|
W6 | 111053+1-111135 | 111345+2-111428 | 116700-116780
|
6-3 A | 111275-115021 | 111568-115317 | 116913-120747
|
6-3 B | 115108-115617 | 115404-115914 | 120826-121328
|
W6 | 115695+1-115760 | 115992+2-116058 | 121420-121466
|
6-4 | 115914-119155 | 116211+1-119452 | 121611-124981
|
W6 | 119233+1-119318 | 119530+2-119616 | 125073-125168
|
6-5 | 119468-121877 | 119766-122175 | 125310-128276
|
W6 | 121955+2-122047 | 122253+2-122345 | 128369-128459
|
6-B | 122175-124616 | 122473-124914 | 128581-131040
|
W6 | 124695+1-125228 | 124992+2-125526 | 131132-131662
|
World | 125332-125854 | 125631-126153 | 131777-132304
|
W7 | 125932+1-126079 | 126230+1-126377 | 132396-132541
|
7-1 | 126236-129404 | 126534-129718 | 132689-135928
|
W7 | 129481+2-129583 | 129796+1-129896 | 136019-136116
|
7-2 | 129732-133826 | 130044-134138 | 136257-140504
|
W7 | 133903+2-134106 | 134215+1-134417 | 140596-140797
|
7-3 | 134266-137899 | 134577-138242 | 140948-144663
|
W7 | 137976+2-138059 | 138319+2-138402 | 144754-144834
|
7-4 | 138214-141245 | 138557-141589 | 144981-148191
|
W7 | 141322+2-141401 | 141667+1-141745 | 148283-148359
|
7-5 | 141523-145641 | 141867-145996 | 148475-152634
|
W7 | 145719+1-145785 | 146073+2-146140 | 152726-152790
|
7-K | 145948-148680 | 146303-149076 | 152945+12-155825
|
7-B | 148680-153475 | 149076-153889 | 155825-160837
|
Memory: Optimization seemed very strong, very good improvement on the published run.
As usual for this series, there was tons of clever platforming and tricks. The audience loved the run as well.