Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Maybe improvable
- Level 2: Before block kickers. Can I stun sword thrower down instead of hooking him into river?
- Level 3: Knights & spikes room. I do more in the lower right so goofy does less.
- Level 3: Sword guy corridor room. Approach them from top instead of bottom. Or just take damage.
- Level 3: Double plank room (once I get the plank, goofy leaves room to reset). Relies on him killing green guy fast. If we don't do this, goofy should be able to grab jug from bottom.
- Level 3: 4 switches in order room. I throw barrel in upper right down. Goofy might be able to grapple his bottle from the left with hook. CAN'T HIT SWITCHES.
- Level 3: Hook to pick up key room. If I have to wait before going down, can goofy toss me the barrel so I throw it at green?
- Level 4: Frog rooms. If goofy moves up/left is it more likely red guys hit frogs?
- Level 5: Room 2, goofy picks up barrel from below not from left.
- Level 5: Room 3, can goofy re-enter room after I get hook? Note, I can't get health this way
- Level 5: Cannon luring room. I get hook on pass 2.
- Pass 1 running time: Goofy to hook, max from top to right, (avoidable: max to top after
- killing chubs)
- Pass 2 running time: Max from left to top, max to hook to door
- Difference between (max to hook - goofy to hook) is probably ~ same as difference between (left to top) - (top to right). So roughly adds the time from hook to door. Runtime is probably 2 sec, extra cannon round is probably barely over 2s. So probably worth 1 extra round of cannonballs.
- Level 5: Spike barricade. Can I grab barrels and toss down to kill? Can/should goofy grab from elevator? - I can, but takes 2 throws
- (Health) Level 5: Wrong way room. Can I grab cherry to the left?
- Level 5: Spike barricade switches: test how close I can be, or if it'd be better to have goofy throw second one, or if we should do right then left
- Level 5: Boss key door room. Goofy throws me barrel earlier.
- ---
- Differences from former SDA runners. 1: improvement, 2: conservative, 3: unsure/seems slower
- Their times - 1(1:54), 2(2:31), 3(3:55), 4(3:56)
- 1:
- 3 barrel kills p1 (2)
- Plant docks p1 (3)
- 3 barrel kills p2 (3)
- Porcupines (2: tank)
- Coconuts p2 (1?)
- Avoid fatties before boss: (1: tank, but then I can't tank coconuts p2)
- Note: their screen 4 pass 2 seems like it might be consistent?
- 2:
- Islands 1 (3)
- Block kicking (3)
- Note: check out their boss
- 3:
- Skinny pirates before spikes (1: tank was gonna do this anyway)
- Hook/key (1: tank)
- BK room (3)
- 4:
- Frogs (1: tank)
- Ice (1: try max's strat)
- Rollers with barrels (3)
- Block kicking rollers (3)
- Exploding block kicking (2: Max takes loops to make sure he kicks final thing at right time)
- ---
- Death abuse: used when max either needs to wait for goofy to use an item, or to leave same screen
- Level 1: None
- Level 2:
- Islands: Goofy dies before screen, I tank green guy, get hook & key, switch to hook, goofy leaves screen. Problem is goofy dying before. He'd have to either die to fireball switches and I do everything on the next screen, or I tank porcupine and he dies to it and then I walk around green guy on islands screen.
- Islands2
- 1:
- 2: Goofy dies before screen, I use key & re-enter, grapple across and kill guy (or tank damage), pick up both items, select key, goofy starts and leaves room.
- /2-hook ravine: slower, I'm never really waiting for goofy to move.
- Level 3:
- 2 planks, who knows (really don't think so)
- 1-key room before empty stairs room, just because I have to wait for goofy to hook: probably won't work since it means I'd steal goofy's hook
- Level 4: None
- Level 5:
- /Screen 3 grappling hook, but Goofy
- Wrong way room
- /Bell using room - I get hook, but goofy needs it
- /2-hook room with cannons. He gets here before me anyway.
Add Comment
Please, Sign In to add comment