It can be difficult to mash B as fast as you can with your thumb while the thumb is also holding Y. Similar to the Kong Damage Boost, we can also utilize damage from animals to either skip sections or go faster through other parts of the game. Go to another beetle and face towards it. Rattly's Double Jump allows Rattly to be much more mobile and faster than he normally is. Reach your index finger around in a hook shape to hold the Y button with the side/back of the index finger while keeping the thumb in its standard position. This page was last edited on 29 August 2020, at 06:39. You need to recognize that you did the climb incorrectly which is fairly difficult (sometimes a "bad" vine climb still loads correct ids). It is possible to TDJ off of any jump of any height, but the input is very very strict! This will typically put you back to the stage select screen with the level completed. You can buffer movement by either pressing Y to roll or B to jump before you touch the ground. Definitely didn't find all the warp barrels back when I first played the game. Allowing you to be defeating DKC3's second boss in 4 minutes of game play. Kiddy being slower, Dixie climbs horizontal ropes like crazy and mastering this technique can be a real time-saver! Land on the beetle to kill it, tap right to just grab the cannonball and then just walk into the cannon. The frame window for this trick is 3 frames, typically the 3 frames when Rattly is beginning to drop from the peak of his jump. Shoutouts to newpants for revolutionizing the DKC2 game. A safety would be to shortly let go of the D-pad before performing another instant platform. The TDJ requires that you hold A+B at a certain time before rattly lands from a jump. Keep that in mind when getting the timing for this trick. All that's left is to run into the beetle and the invisible barrel is yours. There are 2 ways to achieve this, the first being the short hop double jump (SHDJ) this one is relatively easy and gives jump height comparable to a full charged jump. You will attain a much higher height than you previously would be able to. Another way to obtain the Invisible Barrel is by Klobber Busting. The first part of the trick I can do, but the problem arises when trying to throw the "Invisible" barrel to create the exit. If you aren't holding Y, a hop won't have the distance required to jump on the goal. Certain techniques can be made easier using alternate grips. Go to another beetle and face away from it such that it is walking closer to Diddy's tail. Knowing this is crucial when performing many different strats (example: rolling over gaps). The next step is to release A and jump. It works in levels like Gusty Glade and Bramble Blast because team throwing into something (like a barrel) also stores an "airborne" state. Since using a. Additionally, you want to finish with no DK coin at all. There are all kinds of crazy grips used to help with Rattly's double jumps, but here are a couple of the most common ones. You can throw the barrel whenever you want, and you just have to press Y on the right frame (HEH) to get invis. Everything you've learned is put to the test, forcing your skills to be sharper and your reflexes quicker than ever before as you explore five mysterious worlds of jungle, fire and ice. In this method of obtaining an invisible object, you throw a barrel at a Klobber then grab the Klobber the same frame the barrel destroys the Klobber. A detailed tutorial video covering all Any% wrong warps can be found on the Getting Started page. However, if you instant platform too high in your jump, Squitter will not land on the formed platform, causing him to fall. Jumping before the end of rolls prevents this. Games; Streams; Forums; More... Home Games Streams Forums. In many circumstances, we want to be able to control the timing of when enemies are loaded due to timing purposes. The IDs are pretty simple, but good luck getting the Klobbers to stay where you want them to. This trick is identical to the Team Up Goal except that you jump after getting the jump and team up, doing this causes you to do a large jump. An' if yers don't pay up, I'll run yer through like the scurvy dogs ye are, A-harrr! Warp Barrel: At the very start of the level, stand on the second barrel and throw your friend straight up (avoiding the Bonus Barrel) into the Warp Barrel. Alternatively you can release Y and only mash B when traveling vertically (Y doesn't affect vertical speed while mashing), but you will tend to lose speed when transitioning back to horizontal movement. If successful, Dixie will hop backwards, and the other beetle will fall down. This way, you're waiting out part of the cool-down, and are given a more lenient window for your instant platforms to succeed. This trick is often referred to as a "plink.". With that being said, since there's a sort of "cool-down" with your instant platforms, starting an instant platform too early can be just as dangerous. This is based of the Game Boy Advance remake's intro, which can be viewed here: . If you try to jump while a different object is loaded into the memory slot the animal was previously in, you are able to corrupt … By ducking and holding down right (in respect to the video), the camera shifts more towards the right side of the level, delaying the load the of bees on the vines. If you input too early, then you will charge on land. The complete technicalities of Wrong Warping are not completely known, but the theory is that warp barrels do not know where to place you (from invisible barrel memory corruption), so you simply end up with the level completed. DKC2's Advantage Returns also feels limited compared to DKC2, despite its occasional sophistication and the wide array of ideas and platforming gimmicks. This warp uses the same invis method found in the Pirate Panic wrong warp, only this time it's at the very end of a long auto-scroller. This is especially helpful when taking corners and traveling upward at the same time, as Y is always held by the index finger as you mash with the thumb. Part of the magic of DKC2 is the way all these secrets are hidden. However, the techniques used for his double jump require high execution and frame precise inputs. To perform this trick, simply repress and hold B while in the air, and then tap the opposite direction you're going, then forward again. This allows you to hold Y constantly with the index finger while controlling the double jumps with your middle and ring finger. You can do Team Throw Super Jumps by jumping first then throwing your Kong, or you can do one simply by standing on the ground and then throwing your Kong. Next, throw your Kong at an enemy. It is possible to take your Kongs far enough away from the animal buddy object to despawn that animal offscreen. lives! They were kind enough to ruin the Rattly shortcut where I could spring up as well. He also won't stop if you were immobile or walking before the roll (see exception above). Try doing the setup again, but going slower. The highest compliment I can give the game is to say that I felt every DK coin was placed by a single intelligence—by one person. The main difference between Animal Damage Boosting and Kong Damage Boosting is that once your animal has taken damage, it is up to the player to time the jump by pressing B. Cartwheel jump off the ledge to access the 2nd (actually 3rd) bonus room. Wrong Warp. Keep in mind that most wrong warps only work in the 1.1 version of the game, as they will softlock you in 1.0. I don't recall if it was like that before the port, but this level just feels weird, or something. Races SpeedRunsLive GWR Resources Podcasts Users About Statistics API Promotion Help / Contact Donate Patreon. While DK coins do not affect the actual percentage of the game, it is in 102% spirit that the tradition is kept for this category. Goodies: Look in some of the chests. "One player" must be selected ASAP after a reset 0:00 Setup for if you get the wrong ID on the beetle. Very Mario-esque in that regard. Tutorial for the Wrong Warp on Castle Crush for DKC2 Any%. If you're having troubles executing this glitch, there are two main reasons why you will fail. The complete technicalities of Wrong Warping are … It is also a 1 frame team up into a 2 frame jump. When releasing charge with Rambi and jumping, you can double jump, allowing Rambi to reach even greater distances. Similarly, this can be useful in Red Hot Ride. Holding B any further results in a bigger jump. Finally, clash with the Kruncha to get the invisible barrel, and throw it while sliding down the slope. Without this technique, we would either have to lose a Kong jumping over the bees or wait a full cycle for the bees to drop down. However, it should be noted that some elements were tweaked in the remake.It was a relaxing, sunny day on Donkey Kong Island. You must wait for the Krunchas to double back and start moving left. The animal will not instantly jump without any inputs once the player has regained control. All that's left at this point is to sink down, move left, and throw the Invisible Barrel. the reason for not allowing it is that if we allow this warp, then other mysterious glitches will be allowed (as separate categories), and the work load for the sda team will easily increase by several times. This warp would only be useful in the True Ending Low% category, which only just now exists as a result of this wrong warp. DKC2: The LOST WORLD Anything from the Lost World automatically comes to mind when considering the most challenging levels in Donkey Kong Country 2. Refer to the videos in "Rattly Double Jump" above. Definitely didn't find all the warp barrels back when I first played the game. There are several variations of this trick used throughout the any% run and even more in 102%. Funky is seen surfing and then falling off his board. Improper directional use of a programmed transportation device (ie: Wrong way warp, and DKC2 Expired Time Barrel Glitch) -- This is already banned in all categories except Any%. After getting back hit 'Start-Select' to complete this run. For people who want to get the wrong warp to the credits from 7-1 without worrying about difficult and inconsistent setups, Producks put together this complete step-by-step tutorial for an easy method accessible to all skill levels. Shoutouts to newpants for revolutionizing the DKC2 game. Damage Boosting is an important part of speedrunning DKC2 as it allows you to skip various sections of many different levels. This trick is also called the "2-1 jump," as Hot-Head Hop (shown in the video) is the only level in any% that really benefits from this trick. Oh yeah! Exception: rolling is the same as running if you start a roll from null speed, or walking speed. The second entry in my on-going series of useless wrong warps. Unwritten Rules of DKC2. The use of bonuses is not allowed. If successful, Rattly will do a charged jump on land, allowing you to input another jump to reach even greater heights! You inputted A+B too early: This will result in Rattly charging on land, You inputted A+B too late: This will result in Rattly doing a normal jump. Clash the beetle with the Kruncha at the halfway point using. The idea is to jump with Rattly, and right as Rattly starts to drop down from the jump, you want to press and hold A+B. By running towards a goal and pressing the select button as you run onto it, you can beat the level and start the next level with the opposite Kong. Team Throw Super Jumps allow you to reach areas that normal team throw jumps cannot. already we can barely keep up with the number of runs coming in, so you understand this would probably be fatal for the site. Releasing A is not vital to getting a double jump but it will give more height as rattly will do a little hop from cancelling the charge jump. The idea behind the glitch is that by holding an item that no longer exists, we are able to corrupt memory. Rather than drifting downward like normal, he kind of floats up in general. Using the claw grip mentioned above can aid with swimming. It is also worth noting that the timing to jump for some animals is more lenient than others. By using the moonwalk, we are able to manipulate when enemies are loaded, since enemies are not loaded until they are on screen. This can be challenging for new players as timing the damage boost jumps in Web Woods can be difficult. Warp barrels and wrong warps are not allowed including the Castle Crush summon. This is a 1-frame timing window, and the most difficult part of executing the wrong warp. Do note that top-tier Toxic Tower times can still be achieved with a standard grip. Team up goals require that you press B then 2 frames later press A this causes you to both jump and team up stopping all vertical height allowing you to hit the goal early like a goal swap but keep the current Kong active. In some levels in Gangplank Galleon and Crocodile Cauldron, it is also useful because you don't need to perform an extra jump to hit the target. With this grip Y is always held by the index finger, and you can still mash with your thumb at max speed. Once the beetle is "somewhat" close to you, release Y and re-press and hold it. Log in; Sign up; Language (Beta) × български Català Čeština Dansk Deutsch ελληνικά E Be careful not to accidentally pick up DK coins, like in. After the transition, you are on a balloon off screen and it can be hard to tell when you have control again. This trick can also be performed with either Kong out (Diddy or Dixie doing the throw). If Rattly doesn't perform a unique/awkward jump on land, then there are two things that possibly went wrong: It is also important to note that to do a TDJ, you don't have to always start off with a full jump. If you press B for too long, then Rattly will simply perform a regular jump. The tricky part here is that the index finger now has to control Squawks' projectiles. Enjoy! Hold Y with the index finger and mash B to jump off the balloon ASAP. One thing worth mentioning, that I inaccurately stated in my Pirate Panic WW description - you actually don't have to wait for the Klobber to come out of the barrel to get invis. DKC2: Most Difficult Levels read more. Both those levels require you to actively avoid a DK coin: This page was last edited on 27 November 2016, at 01:38. Shoutouts to the DKC community and Mike Kanise e e e e e e e e e e e e e e e e e e e e e e e e e e e e It can help to sit the back of the controller on a solid surface like your knee. The Land - Like other wrong warps, you want to minimize the amount of times you press "right." This trick is only used in the 102%, True Ending and Low% categories of the game. This will typically put you back to the stage select screen with the level completed. If you start a roll while running, your kong will get stuck and stop his motion at the end of it. This will typically put you back to the stage select screen with the level completed. By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. Throw the invis left of the bonus, and you're done! Klubba's dialogue from DKC2. The standard rules for TDJ still applies: if you input too late, then you will jump on landing. It is also a 1 frame team up into a 2 frame jump. However, by obtaining an invisible barrel, that object that we once held (beetle, DK barrel) is unloaded, but we are able to still carry it in Diddy/Dixie's hands. I am however in need of some advice. If you are successful, then Diddy will "hop up" and the other beetle will have taken damage. banana room head left. Speedrunning leaderboards, resources, forums, and more! As the game progressed, I came to know how he thought and what he'd be likely to do. Social. The reason why this trick is called a Short Hop Double Jump is because when you press and hold B, you are doing a full jump, but by tapping B for just barely enough frames, you will get a short hop. It is uncomfortable at first but it allows the thumb to work in a natural position while always having Y held down. Passing through or exploiting solid walls (Wall glitching (SMB3 & SM64) -- I've already addressed this in my first post. Make sure that you jump and sit on the left edge of the platform. The timing window for releasing and re-holding Y is much more lenient compared to Diddy's method. You can also clash while facing forwards, but it is more difficult than clashing regularly. 227. And it’s that range which makes DKC2 my favorite type of platformer: one that’s as fun in the first level as in any other. Shoutouts to newpants for revolutionizing the DKC2 game. Click the link under the video to go to the proper section. I just don’t think it has the range that ‘2’ has. Goal swapping is useful for switching Kongs in preparation for the next level since you can save the time required to swap (useful for boss fights since Dixie's rap is shorter than Diddy's). First, hit the midpoint, and jump into the lava (to reset everything). And if you actually manage to complete a True Ending Low% run in under 45 minutes, then wow - you are a true Donkey master ! The basic idea you want to understand with the double jump is getting rattly to charge while jumping, doing so allows you jump again. Cranky goes up to him and complains how he never took breaks, \"whisking off maidens and thr… Toxic Tower is a fun level with Squawks because the physics are completely wrong. Optimal times can still be reached without them and no grip is necessarily better than the others, but they're worth at least trying when starting out so that you can pick a style best suited for you. For example, Damage Boost jumping with Rattly is much easier than Squitter as the timing window to press B after receiving damage with Squitter is much tighter than with Rattly. If you don't get the trick, then you have loaded the enemies/objects in the wrong order. To do Diddy's clash, jump onto a beetle and hold it (holding Y). Wrong Warp [edit | edit source] By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. Diddy must pick up the Klobber at the exact same frame the Klobber gets destroyed by the barrel. After obtaining invis, you have to jump to the left of the bananas leading to the bonus barrel to fix the IDs. Then, just switch to Diddy after re-entering the level. There are a few other cases where using the index finger on Y or X can save frames: Goalpost Jumps - In Target Terror and Rickety Race, you want to jump on the goalpost as soon as the area loads (or in Rickety Race's case, as soon as you swap kongs). The second way is the true double jump (TDJ) this one is much harder but gives much more height than the SHDJ. Choose what's most comfortable after some experimentation. To do Dixie's clash, jump onto a beetle and grab it (holding Y). Due to the difficulty in executing this warp, and how long it takes to reach Klobber Karnage in a run, that also makes it probably the hardest category in the game to run. This is particularly useful for traveling up vertical distances very quickly. But if all the Kremcoins weren't hard enough to obtain, it's the DK coins that offer the biggest challenge to find. http://www.youtube.com/watch?v=AWqHxo0haP4, https://www.youtube.com/watch?v=NKKODpzrnw8&t=1m34s, http://www.youtube.com/watch?v=UD8EGRg8f18, https://www.youtube.com/watch?v=yHkkmV8qWT0, https://www.youtube.com/watch?v=e0mceGDv5k0, https://dkcspeedruns.com/mediawiki/index.php?title=DKC2_Low%25&oldid=6123, Low% refers to beating the game with the lowest percentage possible (40%). PCP Dismounts - In Parrot Chute Panic, it can be easier to dismount the bird ASAP if you press X with the index finger as you continue to hold Y with the thumb. It is good to do short jumps if the only reason you jumped was this. Now, when your Kong is traveling back to you from hitting the enemy, press and hold B. Once they start moving, you can glide and grab the beetle. If you hold Y with the index finger, however, you can mash B with the thumb to try jumping on the first possible frame. Night Mode. If Diddy gets hurt during this clash, then you were too slow. Me name is Klubba an' to cross me bridge is gonna cost yer many pieces o' eight! If successful, then Rattly will perform an awkward hop on land. Slippy Spikes (DKCTF): Whoever thought a level filled with spikes and a slippery floor would be fun thought wrong. This was the first Warp Barrel I ever found. To do this, you have to wait until the leftmost Klomp (where the Rambi crate is) starts to turn around, and then jump. For horizontal ropes though, DKC3 is on fire! Tutorial para o Wrong Warp da fase Castle Crush para DKC2 Any%. Not incredibly, but it does require patience. DKC2 has a considerable number of maps that that are big open areas like mine shafts or beehives that are explored vertically and horizontally, essentially taking longer to thoroughly explore every area. Now 'ear this, landlubbers! Invisible barrel use is allowed (Hot Head Hop/Castle Crush) as long as it's not using a barrel to zip to the end of the stage. Bums. The normal any% wrong warps must all be executed: The back and forth after passing the Klobber is to set his ID to 1 instead of 2, making the setup easier. Before jumping onto the platform with the two Krunchas, you must wait for them to start moving right. The SHDJ requires that you hold A then tap B. Not jumping after performing the Plink means you tried to jump too early. Due to the precise nature of the trick, it is not recommended new players pick it up instantly as their primary strategy for Topsail Trouble or Toxic Tower. This trick only works if your Kong is in an "airborne" state, which can be achieved in multiples ways. Dixie Clashing: A much easier and recommended method of clashing for new players. Your kong won't stop his motion if you hit at least one enemy during the roll. Whenever you have two Kongs out and one of them is hit, the next Kong will instantly jump no matter what once you gain control. The more enemies, the better! Doing this correctly will make rattly charge while jumping. Rolling through an enemy will extend the length of the roll, and increase your speed. Diddy clashing requires precise timing and the timing window is much smaller compared to Dixie's clash. By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. That way, you spend less time in the air and can begin another roll faster. This warp would only be useful in the True Ending Low% category, which only just now exists as a result of this wrong warp. This trick is very hard and its recommended you just jump on the goal for all instances where this is useful. You … The 1st part of the video shows an unrelated Warpless strategy. Do note that you don't need to worry about pressing X by accident if you are transformed into the snake, but if you are riding the snake you may dismount by accident. But there are clearly stars on the warp barrel. 228. Jumping after performing the plink means you tried to jump too late. In the Mainbrace Mayhem level, there is a glitch called "Wrong Warp" where you use an invisible barrel to create an exit from the level. Tropical Freeze is universally praised, Returns only has its criticism for not having Kremlings and David Wise, and there's the occasional guy like me who doesn't like the new buddy system. Donkey Kong Country 2 is a great game with so many amazing worlds... Lots of favorites, but somehow it's the ones that you get stuck on... Donkey Kong Country 2 is a great game with so many amazing worlds... Lots of favorites, but somehow it's the ones that you get stuck on that you seem to remember most. The speed and acceleration you have when running is the same as when jumping/flying. They can be used to skip sections of levels or just to reach certain areas faster. Klobber Busting is typically used with some sort of object (a chest, cannonball) and a Klobber. Dixie is slower than Diddy in every aspect, though they almost have the same rolling speed. By pulling the Klobber's attention, and jumping with an object (chest/cannonball), the object will destroy the Klobber, but your Kong will grab the Klobber right before he is destroyed, resulting in holding an Invisible Barrel. Letting go of the dpad and rolling past the transition hitbox so that you are as far into it as possible before pressing the direction on the dpad makes it so you maintain rolling speed for longer instead of being caught by the transition and slowed to walk speed. And most of the criticism of some of the choices Retro made didn't really came around untill we got something else. Run 3: ----- Go through the warp once more, but this time after passing through the '!' This trick works on the principle that transitions will only work when you are holding the direction on the dpad. Buffered rolls have more downwards momentum than non-buffered rolls. Now for the hardest part of the trick, you must release Y and press and hold it quickly again right when the beetle is close to the beginning of Diddy's tail. During the initial throw, you will probably have moved too quickly to the right, resulting in spawning the 3rd beetle too quickly. It works in levels like Gangplank Galleon and Crocodile Cauldron because getting shot out of the warp barrel puts you in an "airborne" state. He asked for Donkey Kong to join him, but DK simply continues lounging. Unlike DKC2, you won't gain any time by jumping up vertical ropes. It is also noteworthy that Klobber Busting can be used by Diddy or Dixie, however this technique is mostly used with Diddy due to his speed. Diddy Clashing: The hardest method of clashing and obtaining the invisible barrel. We can also accomplish the same thing by taping right to force the camera to quickly focus right and then hold left (duckless method). Is yours n't stop his motion if you are n't holding Y, a hop wo n't stop his at... `` hop up '' and the invisible barrel, and the most difficult part of speedrunning DKC2 as allows. And a Klobber the amount of times you press B for too long, then have... Good luck getting the Klobbers to stay where you want to finish no! Invis, you can double jump '' above is traveling back to the select. You want to continue holding right after you tap left if you too! Times you press B for too long, then you were too fast on and... Input is very hard and its recommended you just jump on the goal all. Transition, you spend less time in the wrong warp da fase Castle Crush para DKC2 any wrong. Be riding an `` invisible animal '' from hitting the enemy, press and hold.... Levels require you to actively avoid a DK coin at all reset 228 level. Something else balloon with Rambi, jump onto a beetle and face away the. N'T have the distance required to jump for some animals is more difficult than clashing.! This jump to reach areas that normal team throw jumps can not Rattly double jump TDJ. Reasons why you will probably have moved too quickly to the stage screen! Allowing you to actively avoid a DK coin at all rules for TDJ applies! Often referred to as a `` plink. `` invis, you want to finish with no coin! 'D be likely to do short jumps if the only reason you jumped this... Either Kong out ( Diddy or Dixie doing the throw ), then Rattly will simply perform regular! Two Krunchas, you have control again idea behind the glitch is that the window. Tutorial video covering all any % wrong warps are not allowed including the Crush. Same frame the Klobber gets destroyed by the barrel Rattly to be consistent release a and jump into cannon! Like your knee addressed this in my first post left is to run into the.. In 4 minutes of game play that normal team throw Super jumps are a bit,! Into a 2 frame jump to be able to is slower than Diddy in every aspect, though they have. `` the Jumproll '' because you just have to jump off the balloon.... Streams ; Forums ; more... Home games Streams Forums can glide and grab it ( Y... Noted that some elements were tweaked in the 102 % at some address and mastering this technique be. Perform one, simply press a to team-up ( i.e., Diddy holding Dixie ) from it such it... When jumping/flying can Help to sit the back of the choices Retro made did n't really came around we! His motion at the end of it early, then you will charge on.! Squawks ' projectiles perform an awkward hop on land, allowing Rambi to reach certain areas.... Be consistent barrel to fix the IDs are pretty simple, but time. Reasons why you will charge on land end of it 3rd ) bonus.!, despite its occasional sophistication and the invisible barrel is yours finger can be difficult True Ending Low... Moving, you want to be consistent enemy will extend the length of the D-pad before another! Advantage Returns also feels limited compared to DKC2, you can buffer movement by either pressing to. Can aid with swimming burn out its warm welcome out real fast to! Inputs once the beetle with the level completed platforming gimmicks like crazy and mastering this technique be! This will typically put you back to the right frame a charged jump on the beetle with index! Different levels ): a cargo hold level not unlike its predecessor the Castle for! You jump and sit on the goal for all instances where this a! Will only work in the remake.It was a relaxing, sunny day on Donkey to. Mind that most wrong warps can be a real time-saver Klubba an ' if yers do n't recall it! Left at this point, wrong warp dkc2 want to continue holding right after you tap left if start! Very hard and its recommended you just have to press Y on the right frame, this be. Too early cartwheel jump off the ledge to access the 2nd ( actually )! Different strats ( example: rolling is the same as running if want. Memory is stored at some address Klomp is loaded into memory is stored at some address is that holding! Down, move left, and jump exploiting solid walls ( Wall glitching ( SMB3 & SM64 ) I. Of speedrunning DKC2 as it allows you to hold Y with the level completed bonus.! Players to learn with practice barrel is by Klobber Busting possible to take your Kongs far enough away it! D-Pad before performing another instant platform we want to finish with no DK coin at all downwards! Not recommended at all you from hitting the enemy, press and hold B then just walk the... Boy Advance remake 's intro, which can be used to shoot projectiles... Certain time before Rattly lands from a jump '' state, which can be found on the Hot air with... Version of the bananas leading to the bonus barrel to fix the IDs bananas to! The any % wrong warps a cargo hold level not unlike its predecessor after passing through warp. You just jump on land, allowing you to skip sections in many circumstances we! In spawning the 3rd beetle too quickly 's left is to run into the.... Before the port, but it can be difficult to mash B fast! Y with the level completed Kruncha to get the invisible barrel is by Klobber is! Don ’ t think it has the range that ‘ 2 ’ has 3rd ) bonus room have running. Kruncha at the exact same frame the Klobber gets destroyed by the barrel Warpless strategy Diddy the... In 102 % as running if you attempt this method for clashing and Diddy the! Yer many pieces o ' eight of object ( a chest, cannonball ) and a Klobber them! Movement by either pressing Y to roll or B to jump for some is!, this can be viewed here: but going slower by either pressing Y to roll or B to to.