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Kirby's Dream Course RTA Strats

Apr 20th, 2017 (edited)
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  1. Version 4.1.7
  2. 4/4/2024
  3.  
  4. ---
  5.  
  6. Some notes:
  7.  
  8. - I couldn't notice a speed difference between the SNES and VC versions, however I do note that the SFX when Dedede is defeated gets well ahead of the visual on VC. PAL runs at 5/6 speed. I know there's an intro story on JP that was cut from international releases; I'm not sure if there's anything affecting a speedrun, but I don't think there is.
  9. - The game runs at 60 FPS.
  10. - After each hole I list a time, for my reference for comparing strats in the future.
  11. - All hole times are PAL Emu (because I accidentally got a PAL ROM), timed from pressing the button to enter the hole, until the first note of the jingle for entering it. (But if I say a strat saves or loses time, I multiplied the difference between the PAL Emu times by 5/6. This is not a perfect conversion due to differences in lag.)
  12. - There is a PAL/NTSC gameplay difference involving enemy cycles. I'm not entirely sure of the cause, but you tend to arrive at enemies about 10 frames sooner in their cycles. It could be that Kirby gains control 10 frames sooner on PAL?
  13.  
  14. - Almost every level of power on the power meter appears on screen for 2 frames, but they are actually different levels of power.
  15. - If it matters significantly, then I will refer to those as the low and high frames.
  16. - There are some levels of power which only appear for 1 frame. Those are the Super Shot (full power), the full yellow meter, an empty meter, and 1 tick on the meter.
  17. - It can be annoying to tell if you have high frame or low frame, so for complex shots I try to use Full Power and Full Yellow Power, and maybe give a 3rd option if you miss that window by 1 frame for < Full Yellow Power high frame.
  18. - Or I might instead list strategies that work regardless of which frame you get.
  19. - Or I might describe a visual cue you can use to hopefully figure out which frame you've gotten.
  20. - I want to warn you also that when I call for eigths powers, like 3/8, 5/8, 7/8, and how they relate to the > or < versions of them, there is technically no central power level for eighths and so I can sometimes be inconsistent with naming which frame is which as a result. Sorry about that. Maybe in the future I will standardize the naming around these power levels.
  21.  
  22. - The empty meter actually gives more power than the following 7 frames of power.
  23. - Often, getting this level of power is a good thing, because you have to wait some minimum amount of time before you can fire again anyway, and this allows you to be moving forward without wasting time charging the power meter.
  24. - (Also you should typically boost on whiff shots since the next shot will start at the same time regardless. Though honestly I'm not sure if that actually saves any frames by the end.)
  25. - But getting an empty meter can sometimes throw you off since it's significantly more power than you were perhaps expecting to get.
  26.  
  27. - Quick tip about keying in a left/right spin greater than 3 while also getting a full forward spin.
  28. - After you've pressed up for a jump shot, hold B to key in the amount of spin you need minus 3, and then hold the direction while the forward spin is going up for the last three.
  29. - Alternatively you could try to mash left/right the button while the spin is going up but that never works out well for me, I don't know about you.
  30. - Also if you hold left/right to aim, once it starts going fast it always goes 3 ticks at a time, so that can help you quickly aim shots without having to stop and examine the visual cues as closely.
  31.  
  32. - There are some things which don't reset from one hole to the next, even if you go to a different course or do a soft reset with L+R+Start+Select.
  33. - The cooldown between boosts does not reset from one shot to the next. So if you accidentally boost at the end of one shot, you will not be able to boost immediately on the next shot.
  34. - Some shots require you to boost right away, so be extra careful to not press A too early prior to those shots.
  35. - The delay on holding left/right to aim does not reset from one shot to the next. If you pressed A on your previous shot while aiming while holding left or right, and you hold left/right down at the start of aiming the next shot, there will be no brief delay like there usually is after aiming the first tick.
  36. - This can sometimes throw off your timing if you have two shots in a row where you need to aim.
  37. - Also worth noting that you can buffer holding up to queue a jump shot on the 1st possible frame, but if you were holding left/right the last time you were aiming a shot, you will have to wait out a cooldown (better to mash up in that case), so be sure to release left/right on shots prior to jump shots.
  38. - If you were holding a direction the last time you were aiming, then on the next shot you manage to bring up the shot panel on the first possible frame, the aiming cooldown will still not be reset as you must go at least one aiming frame with no directions held to cancel it. This could sometimes cause aiming errors on holes where you are not normally expecting that they could occur.
  39. - There's also a glitch where your next bounce on water does not reset from one shot to the next (or even during the same shot) though to be honest I'm not entirely sure of the specifics of how it works.
  40. - But it does have a few implications in some strategies, like pro 3-7 or non-UFO 7-3, where you have to make sure your 'water bounce memory' is set correctly in a previous hole.
  41.  
  42. - When you bounce, there's 1 frame where you cannot use a power-up, so look out for that.
  43. - When you pick up a power-up, there are 3 frames where you cannot perform any actions, which can be especially horrible if you're in the middle of some complicated UFO shot, but even boosting as you bounce on a power-up can sometimes be a problem.
  44. - When turning as you pick up a power-up with the UFO, particularly on especially fast shots, consider moving slightly past the power-up and then turning into it, so that you don't risk losing your input.
  45. - When the hole opens, obviously you cannot do anything. It can be annoying to try and mash out some input after the hole opens, especially if it's a UFO turn b/c you don't want to mash and then input it multiple times.
  46. - In some cases you might be able to input a boost before picking up the final enemy. You'll often find that more reliable than mashing, but whether or not it's easy or possible at all depends on how fast you are falling when you pick up the enemy.
  47.  
  48. - About pressing A to boost: Boosting on bounces has a huge timing window and gives a consistent speed boost every time.
  49. - Boosting against a divider has a 3-frame window and gives a very slightly variable speed boost.
  50. - Boosting while rolling stops your speed from changing for 3 frames. Usually this causes you to keep your speed for longer, so the higher your speed is when you boost, the greater it will affect the shot.
  51. - But it can also have a net-effect of slowing you down overall if you use it while rolling down a slope.
  52. - Boosting while rolling on slopes can quite significantly affect your trajectory.
  53. - Boosting as you transition into rolling can have a massive impact on your speed, the amount of which is highly variable depending on the timing of the boost. The closer to the centre of the timing window, the more speed you will get.
  54. - I sometimes refer to this type of boost a "slope boost" as it tends to happen most often when you bounce at the bases of slopes, but it's definitely not exclusive to slopes.
  55. - I'd like to avoid them completely because of how inconsistent they are, but they give so much speed that it's often worth the risk to work them in. Any hole with a slope boost in it will probably require some practice to get it down.
  56.  
  57. - If the HUD comes up, it takes about ~1.5s to go away.
  58. - The next shot cannot start until that HUD goes away. The hole will also not be able to end until it goes away (and this includes the game saving when you enter the final hole of a course).
  59. - The HUD comes up when you first fire a shot, when you defeat an enemy, and when you take damage.
  60. - So you often don't want to pick up an enemy right at the end of a shot, and you'd rather not shoot into the hole from right next to it, as long as you have some other option (but at the same time you wouldn't want to stop farther away for no reason, since then you'll be spending extra time charging up a shot).
  61. - There's a 1-frame window when using the Stone to stop where you can pick up an enemy after and lose 1.5s, BTW, so don't stop too close.
  62. - But you don't need worry about this 1.5s wait when you open the hole, since the HUD goes away during the hole-opening cutscene.
  63. - So if you're whiffing a shot, the best thing you can do is get an empty meter, and mash A for a couple of boosts. This spends the least time charging a shot, while also spending the most time inching forward while waiting out the 1.5s.
  64. - And if you're tapping into the hole, you want to fire with as little power as needed, boosting a few times for extra distance, and you'd rather hang on the lip of the hole as you enter rather than enter cleanly but have to take time to aim... all to make the most of those 1.5s. An empty meter would be best on tapping into the hole as well, but since it's frame-perfect and missing it once would make ever doing it not worth it, I don't recommend going for it.
  65. - If you're stopping next to the hole and then tapping it in, it doesn't matter too much how far away you stop. Stopping farther away means more of the 1.5s ticks by as you travel toward the hole, but also means you spend more time charging the shot power. It approximately balances out. You don't want to stop RIGHT on the edge of the hole, and you would rather not stop a tile or two away, but anywhere in the middle is probably fine.
  66.  
  67. - Reset after entering the 8th hole of the course to skip the song and dance of finishing the course.
  68. - Use L + R + Start + Select as it is the fastest way to reset and does not risk save corruption.
  69. - After you enter the hole, if the HUD is on screen you need to wait for it to go away, and then there is a brief camera pan to centre the hole on the screen. It is safe to reset at any point after this pan has completed.
  70. - Also, you can hold down the button to make the scorecard go away ASAP (except after hole 8, but you'll reset and never see the final card).
  71.  
  72. - I've included alternate strategies that you should go for if you're trying to get a gold medal. If you see a hole with a "Gold" option, then you should do that instead of the normal Any% strategy. There are only 8 or 9 such holes, and each adds less than 2s to the run, lol. Sometimes I will just say "Hole in one" if the strategy is obvious.
  73. - I've also included some backup strategies that you should do in the event that you miss a shot or are worried you might miss a shot. Those are labeled as "Gold backup" and are numbered. The lower-numbered backups should waste less time. (Backup numbers won't always start counting from 1 if the cutoff is higher than the optimal score.)
  74. - And also included are some Highscore strategies, which are doable but not RTA-friendly due to being some unsavoury combination of too hard/risky/slow.
  75. - In brackets you can see how much time a backup strat saves or wastes, before accounting for the increased fanfare. For reference, 6.24s (PAL Emu) is the amount of time wasted by the hole-in-one fanfare.
  76. - Here are some old strats I thought were worth saving (AKA 'The Graveyard'): https://pastebin.com/Szd0K86v
  77.  
  78.  
  79. ---
  80.  
  81. Kirby's Dream Course RTA Strategies
  82.  
  83. ---
  84.  
  85. Course 1
  86.  
  87. Optimal Score: 8
  88. Optimal Speedrun Score: 15
  89. Gold Medal Cutoff: 14
  90. Silver Medal Cutoff: 19
  91.  
  92.  
  93. Hole 1-1
  94.  
  95. Shot 1: L, L, 0 Power
  96. Shot 2: < 3/4 Power
  97. Time: 20.44
  98.  
  99. Gold backup 2: Hole in one.
  100. Time: 16.36 (4.08)
  101.  
  102.  
  103. Hole 1-2
  104.  
  105. Basic:
  106. Shot 1: L, L, right spin 1, < 1/2 Power
  107. Shot 2: Aim if needed, 3/8 Power, boost if needed
  108.  
  109. Detailed:
  110. Shot 1-a: L, L, right spin 1, 1/2 Power (low - Kirby's feet just below tile line, body above line)
  111. Shot 2-a: Right spin 1
  112. - >> 1/4 Power, A on 1st bounce
  113. - < 3/8 Power, A twice after start rolling
  114. - 3/8 Power
  115. - > 3/8 Power (hangs on lip)
  116. Shot 1-b: L, L, right spin 1, < 1/2 Power (high - the bottom of Kirby will be stopped a bit past the tile line instead of being aligned with it)
  117. Shot 2-b:
  118. - >> 1/4 Power, A on 2nd bounce, A twice after start rolling
  119. - < 3/8 Power, A on 2nd bounce
  120. - 3/8 Power, A twice after start rolling
  121. - > 3/8 Power (high hangs on lip)
  122. Shot 1-c: L, L, right spin 1, < 1/2 Power (low)
  123. Shot 2-c: Left 2x
  124. - < 3/8 Power (high), A twice after start rolling
  125. - 3/8 Power, A twice after start rolling
  126. - > 3/8 Power (high hangs on lip)
  127. Time: 24.21
  128.  
  129. Gold:
  130. Shot 1: L, L, right spin 1
  131. - 1/2 Power (high), A twice ASAP, A twice right away on slope, A towards end of slope.
  132. - > 1/2 Power (either - high hangs on lip), A early on final slope, A before last tile line of slope. If you can tell you have high frame, A ASAP after opening hole and 3 times once you're on the slope and it might work.
  133. Time: 19.64 (4.57)
  134.  
  135.  
  136. Hole 1-3
  137.  
  138. Shot 1: L, right spin 4, << Full Yellow Power (high) to Full Yellow Power, A ASAP if << Full Yellow Power
  139. Shot 2: Left 3x (only Left 2x if < Full Yellow Power low on Shot 1 - Kirby will be stopped on a tl-br tile line as opposed to a bl-tr tile line), left spin 1, 3/4 Power (low) to > 3/4 Power (high), A twice ASAP if 3/4 Power. - Full Yellow Power on shot 1 still works up to >> 3/4 Power (high) on shot 2. < Full Yellow Power (high) on shot 1 can salvage even down to < 3/4 Power (low) on shot 2 by boosting twice ASAP.
  140. Time: 23.48
  141.  
  142. Baby Strat: (Over 1s slower)
  143. Shot 1: Right 1, right spin 1, > 3/4 Power, A 2 times starting from arrow (adjust for power)
  144. Shot 2: (Aim if needed) 1/2 Power
  145. Time: 25.09
  146.  
  147. Gold backup 3:
  148. Shot 1: R, R, left spin 1
  149. - Full Yellow Power, A on bounces 2, 3, and 4.
  150. - < Full Yellow Power (high), A on bounce 1 (after hitting wall), and on bounces 3 and 4.
  151. - < Full Yellow Power (low), A on bounce 1 (after hitting wall - a bit awkward to hit), and on bounces 3 and 4. By now you should be able to tell you got low frame, so also boost into the base of the slope (also a bit awkward to hit).
  152. Time: 20.86 (2.62)
  153.  
  154.  
  155. Hole 1-4
  156.  
  157. Shot 1:
  158. - 1/4 Power (high), mash A to boost 3 times
  159. - > 1/4 Power (either), A in middle of tile Kabu is on
  160. Shot 2: Left 2x for 1/4 Power (high) | Left 3x for > 1/4 Power (low) | Left 5x if > 1/4 Power (high), > 5/8 Power
  161. If you stop behind the tree, try this backup: Jump shot, adjust left/right as needed, 3 forward spin, < Full Power, A on 2nd bounce.
  162. Time: 22.36
  163.  
  164. Gold backup 5:
  165. (You cannot attempt this unless you take the Hi Jump from 1-3.)
  166. Shot 1: R, R, Full Power, A against dividers, B just before last tile line before tree, A on bounces.
  167. Time: 23.09 (-0.73)
  168.  
  169.  
  170. Hole 1-5
  171.  
  172. Shot 1: 0 Power
  173. Shot 2: 7/8 Power, A on 3 bounces, B while over line at the end of the start point just before the slope (maybe 4 frames? but you will have to adjust timing based on rest of shot), A on bounce. - If it clips the hole you can usually make it back in.
  174. Time: 23.96
  175.  
  176. Gold backup 1: Hole in one.
  177. Time: 19.77 (4.19)
  178.  
  179.  
  180. Hole 1-6
  181.  
  182. Shot 1: Full Power, less power: A over first slope, A on first arrow, B Parasol when above the bottom of the slope and hold right.
  183. Shot 2: Left spin 4, 1/4 Power (high frame, give or take a frame, usually?)
  184. Time: 23.85
  185.  
  186. Gold backup 4:
  187. Shot 1: Full Power, less power: A over first slope, A on first arrow, B Parasol to float into hole.
  188. Time: 22.72 (1.13)
  189.  
  190. Pro Route part 1:
  191. Saves 2.5 to 3.5s. Saves an additional 1.5s in All Golds. Very difficult, but then, it is early in the run.
  192. Shot 1-a: 3/8 Power (high), A at start of slope.
  193. Shot 2-a: R, jump shot, full left spin, 4 backspin, 1/2 Power (high) to >> 1/2 Power (high) (> 1/2 Power preferred), B Hi Jump shortly after the bounce as Kirby's shadow is just a few frames into the next NW-SE tile line (3-5 frames, earliest 1-2 frames can sometimes quick-sink).
  194. Shot 1-b: << 1/2 Power (low - you will stop just as you grab the guy - easiest option).
  195. Shot 2-b: R, jump shot, full left spin, 4 backspin, 1/2 Power (high) to < 5/8 Power (high) (>> 1/2 Power preferred), B Hi Jump shortly after the bounce when shadow has just passed being centred between the tile lines (3-5 frames, with 2-3 additional frames if you're more than 1-2 frames early, however with >> 1/2 Power you will have 9-10 consecutive frames with a few frames for quick sinks in the middle of that range).
  196. Shot 1-c: << 1/2 Power (high - you will stop just past centred with where the guy was).
  197. Shot 2-c: R, jump shot, full left spin, 4 backspin, 1/2 Power (high) to >> 1/2 Power (high) (> 1/2 Power preferred), B Hi Jump shortly after bouncing while just about centred or very slightly before centred with next tile line (3-4 frames, earliest frame can sometimes quick-sink).
  198. Time: 24.20
  199.  
  200. Highscore 1 part 1:
  201. Shot 1: Jump shot, R, right 9x, full left spin
  202. - 4 backspin (vastly preferred), 3/4 Power, A on 1st bounce, B when just past being above 2nd tile line on downward slope (2 to 4 frames), A on all bounces (unless you hit the arrow quite off-centre, then maybe A on bounces 1, 2, and 4).
  203. - 5 backspin, >> 3/4 Power (low) to < 7/8 Power (high) (4 frames), A on bounces 2, 3, 4, and 5, and maybe the shot will still work.
  204. - 3 backspin, < 3/4 Power (high) to 3/4 Power (high), A on bounces 1, 2, 4, and 5, B Hi Jump just a touch earlier than in the other strats, no A on 1st bounce, A on all other bounces and mash it as you start rolling and you might make it.
  205. Time: 34.46 (-10.26)
  206.  
  207.  
  208. Hole 1-7
  209.  
  210. Shot 1: 0 Power
  211. Shot 2: Jump shot, full forward spin, > 3/4 Power (beware of too low power hitting the lip of the water), A on first 3 bounces (4th bounce instead of 3rd if power is high).
  212. Time: 24.23
  213.  
  214. Gold: Hole in one (use >> 3/4 Power). (This hole-in-one should be replaced by the 1-8 hole-in-one if doing the Pro Route.)
  215. Time: 19.94 (4.29)
  216.  
  217.  
  218. Hole 1-8
  219.  
  220. Shot 1-a: L, L, 3/4 Power (low - judge from final position - you'll be in the back half of a white tile), A on first 3 bounces
  221. Shot 2-a: Left 2x, right spin 1
  222. - Full Yellow Power: A ASAP
  223. - < Full Yellow Power (either): A on slope
  224. - << Full Yellow Power (high): Mash A for two boosts (tricky) - be ready to save it with B
  225. - Full Power: B as you touch lip of hole
  226. Shot 1-b: L, L, < 3/4 Power (high - judge from final position - you'll be stopped just after the star), A on first 3 bounces
  227. Shot 2-b: Left 2x, right spin 1
  228. - Full Yellow Power: A on slope
  229. - < Full Yellow Power (either): A early on slope
  230. - << Full Yellow Power (either): Mash A for two boosts, B as you land
  231. - Full Power: B as you touch lip of hole
  232. Shot 1-c: L, L, < 3/4 Power (low - judge from final position, you'll be stopped on the back of the star), A on first 3 bounces
  233. Shot 2-c: Left 4x, right spin 1
  234. - Full Power
  235. - Full Yellow Power: Mash A for two boosts
  236. - < Full Yellow Power (either): Mash A for two boosts, B as you land
  237. Shot 1-d: L, L, << 3/4 Power (high - you'll be stopped almost touching the last enemy), A immediately, A on first 3 bounces
  238. Shot 2-d: Left 5x, right spin 1
  239. - Full Power
  240. - Full Yellow Power: Mash A for two boosts
  241. - < Full Yellow Power (either): Mash A for two boosts, B as you land
  242. Time: 31.04
  243.  
  244. Pro Route part 2 / Highscore 1 part 2:
  245. You must bring the Hi Jump through 1-6.
  246. Shot 1: Jump shot, full left spin, 3 backspin, > 1/4 Power (high) to 3/8 Power (low) (6 frames), A on 2nd bounce, B Hi Jump when over tile line before warp (just as you pass the tile line if > 1/4 Power), A on 1st bounce, more A after final slope if needed.
  247. Time: 26.09
  248.  
  249. Reset
  250.  
  251. ---
  252.  
  253. Course 2
  254.  
  255. Optimal Score: 8
  256. Optimal Speedrun Score: 15
  257. Gold Medal Cutoff: 14
  258. Silver Medal Cutoff: 19
  259.  
  260.  
  261. Hole 2-1
  262.  
  263. Shot 1: 0 Power
  264. Shot 2: Jump shot, immediate spin, 3/4 Power, A as necessary. For 2 forward spin, probably the most reasonable of the faster options, < 3/4 Power, A on 2nd bounce, seems to usually work. (For 3 forward spin, try << 3/4 Power, but no promises.) If you overshoot hole, can sometimes hit the arrow and bounce back.
  265. Time: 24.57
  266.  
  267. Gold backup 3: Hole in one.
  268. Time: 20.51 (4.06)
  269.  
  270.  
  271. Hole 2-2
  272.  
  273. Shot 1: > 7/8 Power (high) to << Full Yellow Power (high) (3 frames), A immediately if > 7/8 Power, A on first 2 bounces, B before tree, should get pumpkin and broom guy.
  274. Shot 2: (If also got broom guy) > 5/8 Power. If you want to not hang on the lip:
  275. - << 3/4 Power (low) - High frame also works if stopped centred where last guy was.
  276. - > 5/8 Power (either), A on 3rd bounce. (If << Full Yellow low on shot 1 you'll stopped slightly earlier, instead A ASAP, low hangs on lip.)
  277. - 5/8 Power (high), A ASAP, A on 3rd bounce.
  278. Time: 28.40
  279.  
  280. Highscore 1:
  281. Shot 1: Right 2x, left spin 2
  282. - Full Power, A on 2nd bounce, A on 3rd bounce (slope boost), A at slope out of pit (slope boost - try not to get too much speed from this one), A on next bounce, hopefully this next bounce isn't on the slope but A on next bounce works most of the time.
  283. - Full Yellow Power, A ASAP, A on 2nd bounce, mash A for TWO slope boosts at the 3rd bounce (tricky - start mashing early), A on 2nd bounce, then A for another pair of slope boosts I guess, and after that A on 2nd bounce seems to work most of the time.
  284. Time: 24.18 (4.22)
  285.  
  286.  
  287. Hole 2-3
  288.  
  289. Shot 1: Full Power (A as you get 1st guy if < Full Yellow)
  290. Shot 2: 0 Power
  291. Time: 22.13
  292.  
  293. Gold:
  294. Shot 1: L
  295. - > 3/4 Power (either, high more likely to hang on lip): A ASAP, A ASAP after 1st divider, A in late-middle of 1st spinning tile.
  296. - >> 3/4 Power (either, low hangs on lip): A in late-middle of 2nd spinning tile.
  297. - < 7/8 Power (low): A at start of 1st spinning tile.
  298. (The easy strat, R, R, R, Full Power, A not against dividers, is over 2.5s slower.)
  299. Time: 16.82 (5.31)
  300.  
  301.  
  302. Hole 2-4
  303.  
  304. Shot 1: Don't dilly-dally, 0 Power.
  305. Shot 2: < Full Power, B after getting wheel, A on bounces.
  306. Time: 30.34
  307.  
  308. Gold backup 2: Hole in one. The Kracko still won't hit you. Full Power won't overshoot like it can in the normal strategy.
  309. Time: 26.00 (4.34)
  310.  
  311.  
  312. Hole 2-5
  313.  
  314. Shot 1: R, right 6x, Full Power, B ASAP after divider
  315. Shot 2: Aim if necessary (rare), < 3/4 Power (low is best, high sometimes hangs on lip), A on 2nd bounce (A instead on 3rd bounce as you touch the sand usually saves << 3/4 Power, often without hanging on lip) - 3/4 Power (low) usually goes in but hangs on lip.
  316. Time: 27.65
  317.  
  318. Highscore 2:
  319. Shot 1: R, right 10x, jump shot, full left spin, Full Power (frame-perfect), A on bounce AFTER hitting divider (7 frames but 1 frame in the middle that doesn't work), A on next 5 bounces, A on 1st bounce after divider, A after you touch the star where the Kabu was, B Wheel as you're turning around facing the Octopus (frame-perfect). - There is a chance to save Full Yellow Power with A on the 1st bounce BEFORE hitting the divider as well as A on bounces 3 and 5, then A slope boost on 6th bounce and if you get the perfect speed there may be a 1-frame window for the Wheel to get into the hole.
  320. Time: 33.29 (-5.64)
  321.  
  322.  
  323. Hole 2-6
  324.  
  325. Shot 1: 0 Power, B Wheel ASAP, B Parasol as you get flying guy, get Kabu and line up with hole. (This is slightly faster than making the Kabu the hole because the screen doesn't have to scroll to show you the hole opening, but also you get to use the Parasol a bit later.)
  326. Shot 2: > 1/4 Power
  327. Time: 24.73
  328.  
  329. Gold backup 4: Hole in one. Make the Kabu the hole and steer into it (have to use the Parasol a bit earlier).
  330. Time: 20.84 (3.89)
  331.  
  332.  
  333. Hole 2-7
  334.  
  335. Shot 1-a: > 0 Power to >> 0 Power (high) (shoot quickly in all cases)
  336. Shot 2-a: Right 1x, right spin 1
  337. - Full Yellow Power, A immediately (Full Power hangs on lip)
  338. - < Full Yellow Power (either), A 3 times immediately not against divider
  339. - << Full Yellow Power (either), A 6 times immediately not against divider
  340. Shot 1-b: 0 Power
  341. Shot 2-b: Right 2x, right spin 1
  342. - Full Yellow Power, A immediately (Full Power misses, save it with B before hole)
  343. - < Full Yellow Power (either), A 3 times immediately not against divider (maybe space them out just a little)
  344. - << Full Yellow Power (either), A 4 times immediately not against divider
  345. Time: 24.10
  346.  
  347. Gold backup 1:
  348. Shot 1: Right spin 1, Full Yellow Power, A ASAP and A after divider. No A at all if Full Power (hangs). A ASAP and A three times after divider if < Full Yellow Power (either).
  349. Time: 19.65 (4.45)
  350.  
  351.  
  352. Hole 2-8
  353.  
  354. Attempt something like this and if you get off-book then just make something up and hope it works out. The Parasol can help; not boosting that last boost can help.
  355. Shot 1-a: 4 forward spin
  356. - > 3/4 Power (when Kirby turns around after bouncing up the slope, if you got low frame see less than half of the coloured tile below Kirby, while high frame you will see more than half), A at the coloured-to-white tile line on flat if low frame, A on bounce as you get the 2nd guy, A on the following 2 bounces.
  357. - 3/4 Power (when Kirby turns around after bouncing up the slope, if you got low frame you will see half about the coloured tile below Kirby, while high frame you will definitely see more than half of the tile), A on bounces 2 and 3, A at or slightly before the coloured-to-white tile line on flat if low frame, instead A soon after you start rolling back down the slope if high frame, A on bounce as you get the 2nd guy, A on the following 2 bounces.
  358. Shot 1-b: 3 forward spin
  359. - 3/4 Power (when Kirby turns around after bouncing up the slope, if you got low frame you will definitely see less than half of the coloured tile below Kirby, while high frame you will see about half of the tile), A on 1st bounce, A early on flat if low frame, A on bounce as you get the 2nd guy, A on the following 2 bounces.
  360. - < 3/4 Power (high - high frame you will definitely see more than half the coloured tile below Kirby when he turns around, low frame will only show about half), A on first 2 bounces, A on bounce as you get the 2nd guy, A on the following 2 bounces. - If you get low frame, boost on the flat and you'll at least hang on the lip. There is 1 frame towards the end of the flat where you can avoid the lip hang.
  361. Time: 22.80
  362.  
  363. Reset
  364.  
  365. ---
  366.  
  367. Course 3
  368.  
  369. Optimal Score: 9
  370. Optimal Speedrun Score: 15
  371. Gold Medal Cutoff: 17
  372. Silver Medal Cutoff: 22
  373.  
  374.  
  375. Hole 3-1
  376.  
  377. Shot 1-a: Jump shot, 1 forward spin (best)
  378. - << 1/2 Power: A on first 3 bounces, A twice while rolling
  379. - < 1/2 Power: A on first 3 bounces
  380. - 1/2 Power: A on first 2 bounces
  381. Shot 1-b: Jump shot, no spin
  382. - > 1/2 Power: A on all bounces and some more times to try and get centered. It can be hard to get far enough yet it is also possible to overdo it, so this power should be avoided.
  383. - >> 1/2 Power: A on 4 bounces.
  384. - < 5/8 Power (low): A on bounces 1, 2, and 4.
  385. - Baby strat: < 3/4 Power (high) to 3/4 Power (high) - This is a bit slower and has only a 3-frame window, but you might choose it for simplicity's sake. If < 3/4 Power (high), A boost on the 5th bounce will get you more centred.
  386. Shot 2: Jump shot, full forward spin, < 7/8 Power (high) to << Full Yellow Power (high) (7 frames), A on 1st bounce. If you're mostly centred, 7/8 Power (low) should enter cleanly, but if not, you should boost on the 3rd bounce to avoid clipping the edge of the hole (you'll know you've got low frame because Kirby will be about touching the ground when you get the final enemy). Boost on the 2nd bounce if you get > 7/8 Power since high frame clips the hole and misses (if you aren't centred and you got low frame, this boost can cause you to miss, but you can correct it by boosting at bottom of the slope as you roll back down it toward the hole), unless you can tell that you've got low frame for sure, in which case don't boost on the bounce and then boost while rolling back down the slope for a potential clean entry if centred.
  387. Time: 28.80
  388.  
  389.  
  390. Hole 3-2
  391.  
  392. Shot 1: Shoot quickly, left spin 1
  393. - Full Yellow Power: Mash A for 4 boosts while rolling, A on 1st bounce, A slope boost on next bounce (if your mashing was too good you might land past the slope), A as you land on conveyor, A slope boost as the conveyor takes hold. - If instead you bounce past the conveyor, A on the bounce after that as well and you should hit the arrow. More A could speed it up but be wary of doing many boosts prior to hitting the arrow. (Try not to stop right as you're getting the Spark, and try not to stop right on the arrow so that you'll be able to aim shot 2.)
  394. - Full Power: A near end of opening curve, A on 1st bounce, A slope boost on next bounce, A slope boost as the conveyor takes hold, more A unless going really fast.
  395. - Less Power: A a lot and hope for the best.
  396. Shot 2: Right 4x, << 1/2 Power. If you managed to hit the arrow on shot 1 then you're on track for a fast hole, but you will probably need a custom shot on shot 2.
  397. Time: 27.54
  398.  
  399. Gold backup 4:
  400. Shot 1: Right 22x, jump shot, left spin 5, full forward spin
  401. - < Full Yellow Power (high - on the 2nd bounce you will bounce almost at the bottom of the slope), A on bounces 1, 2, 3, and 5, A slope boost just past the top of the slope (8 frames), mash A to the hole (fastest option).
  402. - < Full Yellow Power (low), A on bounces 1, 2, 3, and 5, A slope boost over upper-middle of slope (14 frames), some A might speed up the shot.
  403. - << Full Yellow Power (either), A on bounces 1, 2, 3, 5, 6, and 7, A slope boost before or just after Hi Jump on 8th bounce, mash A to the hole (slowest option).
  404. Time: 27.11 (0.43)
  405.  
  406.  
  407. Hole 3-3
  408.  
  409. Shot 1: L, left 4x, Full Power, B to stop at guy (timing seems to be around when you pass over the intersection of tile lines in front of that hill, but will vary a small amount depending on power)
  410. Shot 2: Aim if needed, 3/8 Power. - 1/2 Power (adjust for position) is slightly faster. You can try using 1/2 Power and then pressing B right after you go in the hole, in case you actually miss, the Parasol often rescues you.
  411. Time: 22.78
  412.  
  413. Pro Strat: (Saves 1.25s)
  414. Shot 1-a: Left 2x, left spin 1, Full Power, A against 1st divider (3 frames), B Parasol just before the first tile-line intersection after you pass behind the tree.
  415. Shot 2-a: Aim if needed (aiming right can cause a camera pan so try to avoid needing that), typically < 1/2 Power (high) to > 1/2 Power (low), A ASAP if 1/2 Power or A over slope if < 1/2 Power.
  416. Shot 1-b: Left 2x, left spin 1, Full Yellow Power, A against 1st divider (3 frames), B Parasol in middle of tile line after first tile-line intersection after you pass behind the tree.
  417. Shot 2-b: Aim if needed, typically 1/2 Power (low) to > 1/2 Power (high), A over slope if 1/2 Power.
  418. Lower power levels on shot 1 can still make it work just as well, you just have to vary the Parasol timing and the shot 2 aim and power. If you miss the divider boost... You know what, just don't miss the divider boost! Be ready to save it with the Parasol if shot 2 doesn't sink directly in.
  419. Time: 21.14
  420.  
  421. Gold backup 3:
  422. Shot 1: Left 2x, left spin 1, < 7/8 Power, A against 1st divider (3 frames), can save overpowered shots with Parasol (if you have it) and > 3/4 Power with maybe 3 boosts while rolling.
  423. Time: 18.65 (2.49)
  424.  
  425.  
  426. Hole 3-4
  427.  
  428. Normal:
  429. Shot 1: R, don't fire ASAP, for best results try to get centred on the conveyor
  430. - Full Power, A after the first divider, again after the 2nd divider, and twice after the third divider.
  431. - Full Yellow Power, A twice right away, once after first divider, twice after 2nd divider, and just mash after the third.
  432. - < Full Yellow Power (high), mash A except on dividers and hope for the best.
  433. Then, get hit by Kracko, A near bottom of slope and maybe a few more times after, use B to stop at the guy and steer to try and centre yourself if necessary.
  434. Shot 2: If you're not centred, you may have to aim 1 or 2 ticks left/right. Typically it's about 3/4 Power you need, but you will need to adjust both for the distance you need to travel (so more power if you're stopped farther back than usual) and the effect of the spinning tile (if you are left of centre, the spinning tile will you speed you up, and right of centre it will slow you down). Try to sink directly into the hole and use the Parasol right as you enter so hopefully if you miss, it saves you, but if you don't miss it never gets used.
  435. Time: 33.07
  436.  
  437. Pro Strat: (Saves up to 3.5s)
  438. Shot 1-a: L, right 2x, Full Power
  439. Shot 2-a: Jump shot, left 2x, full forward spin
  440. - Full Power, A on bounces 1 and 2, A in middle of white tile coming down slope, B Parasol at front of the blue ring surrounding the hole and hold left (breaks even with the Normal strat, assuming no lip hang).
  441. - Full Yellow Power, A on 1st bounce (saves over 3s over the Normal strat).
  442. - < Full Yellow Power (high), A on 1st bounce, B inside hole and hold right (4 frames) (saves 1.5s with lip hang; earliest frame doesn't hang).
  443. Shot 1-b: Full Yellow, A over 1st TL-BR tile line after 2nd divider (11 frames)
  444. Shot 2-b: Jump shot, left 2x, full forward spin
  445. - Full Power, A on 1st bounce (saves over 3s).
  446. - Full Yellow Power, A on bounce 1 and 2, A on bounce coming down slope, B over middle of coloured tile to the left of hole and hold left (loses 0.5s assuming no lip hang).
  447. Time: 28.97
  448.  
  449. Highscore 1:
  450. Shot 1: Shoot quickly but not too quickly (though it might be a bit arbitrary what works and what doesn't, IDK), R
  451. - Full Power. (Note that these corrections will not work the same on PAL as you will reach Kracko about 10 frames earlier in his cycle.)
  452. - Full Yellow Power, A after 1st divider, A twice after 2nd divider, A 3 times after 3rd divider. (You might want to adjust the timing of those boosts based on how quickly you think you've fired the shot.)
  453. - < Full Yellow Power (high), A twice ASAP, A twice after 1st and 2nd dividers, A 4 times after 3rd divider.
  454. Then, get hit by Kracko, (if the 1st bounce wasn't on the slope, you fired too quickly), A on 2nd bounce, A slope boost on 3rd bounce (if this isn't a slope boost, you fired too quickly), A on next bounce, A slope boost just after 2nd bounce on slope (if you're going REALLY slow such that the next bounce is at the bottom of the slope instead of on it, then you might A slope boost into the bottom of the next slope instead of after the 2nd bounce, and this can sometimes salvage a late shot or a lower initial power), A 3 times right away on flat, A once at bottom of slope (maybe again if speed seems low), B Parasol in middle of coloured tile coming down slope (if you're still bouncing, wait until you're over the hole to use it). (It's about the rarest thing to go wrong, but rarely you might come down the slope too sideways and miss the hole to the side.)
  455. Time: 32.55 (0.52)
  456.  
  457.  
  458. Hole 3-5
  459.  
  460. Shot 1: Left 6x, left spin 1, 7/8 Power, B before falling off
  461. Shot 2: Jump shot, right ~15x, full forward spin, 1/4 Power, probably A on bounces 1 and 3 (sometimes 4 instead of 3).
  462. Time: 30.34 (29.25 - With the perfect aim, position, and speed, you can sometimes avoid the camera pan.)
  463.  
  464. Pro Strat: (Saves 1s)
  465. Shot 1: Left 7x, left spin 1, 7/8 Power, B at bottom of slope
  466. Shot 2: Aim right 1 or 2 if needed (usually not), Full Power (A ASAP if Full Yellow), A 3 times across water, hopefully you don't bounce on the lip of the water (more common with Full Yellow) but if you do then good boosts (in particular, good timing on the 3rd boost so you don't get too much or too little speed, and then probably some mashing after that) you can sometimes still make the shot work. If you get Full Yellow then mash A for 3 boosts after the hole opens. A and/or B can sometimes help to salvage the shot if it goes awry.
  467. Time: 27.83
  468.  
  469. Highscore 3:
  470. To do this hole in one, you need to set up a water bounce memory prior to attempting this Course. It would be something of a NG+ run if you used the Course Select (which is NOT a permanent unlock) to do it prior to getting a Gold Medal on all the Normal Courses, but I guess that would probably be the fastest way. Or you can use the water tutorial in the Demo Play. Hold A to advance the tutorial text immediately and then soft reset once Kirby is above the water (but be sure Select is the last button pressed or else you'll have to go through an extra menu). If you set it up yourself just fire a jump shot with about Full Power full forward spin over some water and reset without touching the water. If you go over water, like if you were to attempt this hole but don't get the result you want, you must set the water bounce memory up again.
  471. Shot 1: Left 12x, jump shot, left spin 6, 5 forward spin (3 frames), > 3/8 Power (high - frame-perfect), A on 1st and 2nd bounce, A slope boost after 3rd bounce around when Kirby is first covering the bottom half of the coloured tile (3 frames, but you will need to judge which one you've got as you turn around, and I think more frames are possible but they will be too difficult to react to), A when about 1/3 of the last half tile of the slope is behind Kirby, for middle speed add a 2nd A right after and for lowest speed add a 3rd A right after that (and if you can react to even lower, a 4th boost can salvage that too), A on 1st bounce after water, A max speed slope boost on 3rd bounce (5 frames), mash A.
  472. Time: 28.32 (2.02)
  473.  
  474.  
  475. Hole 3-6
  476.  
  477. Shot 1: R, R, R, R, 5/8 Power, B at enemy
  478. Shot 2: Full Power, A on bounce, B to enter hole
  479. Time: 23.98
  480.  
  481. Gold backup 5:
  482. Shot 1: R, R, R, R, Full Power or Full Yellow Power, A on bounces 1 and 2. A on 1st bounce after opening the hole if Full Yellow Power.
  483. Time: 25.00 (-1.02)
  484.  
  485.  
  486. Hole 3-7
  487.  
  488. Normal:
  489. Shot 1: 5/8 Power
  490. Shot 2: Can adjust left/right a bit to ensure shot is lined up properly, < 7/8 Power, B before water - What should happen is you bounce over the right side of the bump in the middle of the water while still getting the guy on it, and then you hit the next bump and land on the centre of the arrow.
  491. Time: 32.04
  492.  
  493. Highscore 2:
  494. Shot 1: R, left 9x, left spin 4
  495. - Full Power, A ASAP, A against 2 dividers, B almost immediately after 2nd divider (frame-perfect). (Rarely, you might do this all right and miss the guy on the island.)
  496. - Full Yellow Power, A twice ASAP, A against divider, A twice ASAP, A against divider, B timing is slightly later than with Full Power (frame-perfect). (Rarely, you might do this all right and it'll stop just in front of the hole on you, sorry.)
  497. Time: 29.45 (3.25)
  498.  
  499.  
  500. Hole 3-8
  501.  
  502. Shot 1: L, L, the first boost is a slope boost so the timing greatly affects speed.
  503. - Full Power: A while over coloured tile at bottom of pit
  504. - Full Yellow Power: A at bottom of slope out of pit. (Possible to get too good of a boost.)
  505. - < Full Yellow Power (high): Perfect A as you bounce on slope out of pit and you can still make it work.
  506. Then, A on every bounce except on the trampoline (including the bounce as you enter the warp) until the bounce after you open the hole (some of those boosts are close together so you might have to mess with the timing a bit in order to hit them all), then:
  507. - If you bounced on the slope after getting the last guy, A on bounces up until the bounce where you hit the divider. If speed is especially high, you might start bouncing again as you head toward the hole, and if so, (an) additional boost(s) may or may not be required (keep your eyes open).
  508. - If you bounced above the slope after getting the last guy, A on next 2 bounces (they're slope boosts, so some additional inconsistency is introduced here).
  509. - Variations other than these can occur, and for those you'll just have to make something up.
  510. Time: 30.76
  511.  
  512. Reset
  513.  
  514. ---
  515.  
  516. Course 4
  517.  
  518. Optimal Score: 8
  519. Optimal Speedrun Score: 15
  520. Gold Medal Cutoff: 17
  521. Silver Medal Cutoff: 22
  522.  
  523.  
  524. Hole 4-1
  525.  
  526. Shot 1: L, right about 16x, right spin 1, 7/8 Power, B at the side slope, steer to the first guy, clip edge of hole
  527. Shot 2: 0 Power
  528. Time: 26.51
  529.  
  530. Gold backup 6: Hole in one. Slide up the back slope before going for the hole.
  531. Time: 23.83 (2.68)
  532.  
  533.  
  534. Hole 4-2
  535.  
  536. Shot 1: 0 Power
  537. Shot 2: Left spin 2, Full Power (reduce slightly for stronger whiffs), mash A, B when briefly back on flat, steer to octopus, Kabu, and hole.
  538. Time: 25.16
  539.  
  540. Gold backup 3: Hole in one.
  541. Time: 21.08 (4.08)
  542.  
  543.  
  544. Hole 4-3
  545.  
  546. Shot 1: Jump shot, aim for Stone, full forward spin, Full Power, A on bounce, B to stop at guy
  547. Shot 2: 1/2 Power, B to enter hole
  548. Time: 23.43
  549.  
  550. Gold backup 4:
  551. Shot 1: Jump shot, aim for Stone, 3/4 Power, B Tornado just a bit before Stone, get broom guy and steer left into the hole.
  552. Time: 19.94 (3.49)
  553.  
  554. Gold backup 8 part 1:
  555. Shot 1: Jump shot, right spin 2, full forward spin, 7/8 Power, B Tornado about 1/3 the way between the tile and the Kabu, steer to bounce off divider into broom guy and into hole.
  556. Time: 21.94 (-2.00)
  557.  
  558.  
  559. Hole 4-4
  560.  
  561. Shot 1:
  562. - Full Power: A on 1st and 5th bounce, B to stop as you get 5th guy (you want to stop just a bit left of centre)
  563. - Full Yellow Power: A at bottom of slope on 2nd bounce (you should bounce on back of hill on next bounce), B to stop after you get the 5th guy (fastest option)
  564. - < Full Yellow Power (high): A at bottoms of slopes before 2nd and 4th guys (press a bit early on that 2nd boost to avoid slope boost), B to stop as you get 5th guy
  565. Shot 2: Left 8x (sometimes 7x or 9x), < 3/4 Power, A on bounces, B into hole
  566. Time: 29.82
  567.  
  568. Gold backup 8 part 2:
  569. Shot 1: < Full Power, B Tornado before 2nd enemy and steer through enemies to hole.
  570. Time: 28.40 (1.42)
  571.  
  572.  
  573. Hole 4-5
  574.  
  575. Shot 1: Full Power, B to stop when lined up with remaining guys.
  576. Shot 2: Aim if needed, > 3/8 Power (may have to adjust slightly for position, farther away could be very slightly less power in this case; if you think you've over-powered, you can try boosting ASAP; you'll maybe have a 5-frame power window)
  577. Time: 19.30
  578.  
  579. Baby Strat: (Over 1s slower, but should be faster if you have low health.)
  580. Shot 1: L, right spin 4, Full Power, mash A, B to stop next to hole
  581. Shot 2: 1/8 Power
  582. Time: 20.60
  583.  
  584. Gold backup 5:
  585. Shot 1: L, right 11x, right spin 3
  586. - < 7/8 Power, mash A for two boosts
  587. - 7/8 Power, A in middle of white tile above Gordo
  588. - > 7/8 Power
  589. Time: 16.04 (3.26)
  590.  
  591.  
  592. Hole 4-6
  593.  
  594. Shot 1: L, Full Power, A on both dividers and whenever else, B just a bit after hitting 1st enemy to stop just slightly past the last two enemies
  595. Shot 2: Right 1x (adjust if needed), 5/8 Power
  596. Time: 25.89
  597.  
  598. Highscore 1:
  599. Shot 1: Left 14x, start the power meter 8 frames after the main melody of the music (obviously this audio cue is no good on PAL) starts playing (frame perfect), Full Yellow Power (on the way up - frame perfect), after hitting the divider after the Gordo, A twice, A 3 times after next divider, A after next divider, no A between wall and divider, A 5 times after divider, mash A after last divider. (Say you hit the right frame at the start. If you get 1 frame early on power, you can get taunted by the hole by boosting ASAP and just a bit before the booster. It's possible it goes in the hole but it almost never does. I would have liked a strat that had more workable backups than this, and it might exist, but this isn't that.)
  600. Time: 31.56 (-5.67)
  601.  
  602.  
  603. Hole 4-7
  604.  
  605. Shot 1: Right spin 2, 5/8 Power (at most > 5/8 Power low), A once ASAP unless > 5/8 Power, B to stop when lined up. You want to stop perfectly centred to have the best chance of the camera not having to pan to open the hole while also not hanging on the lip.
  606. Shot 2: Aim left if needed, > 3/8 Power. It's not worth it to aim to the right to avoid hanging on the lip as that will cause a camera pan when the hole opens.
  607. Time: 21.12
  608.  
  609. Gold backup 7:
  610. Shot 1: Left 5x
  611. - Full Power: A against 2nd divider, A on bounces 2 and 3.
  612. - Full Yellow Power: A close to 1st divider but don't get a divider boost, A against 2nd divider, A on bounces 1 and 2.
  613. - < Full Yellow Power (high): A on 1st bounce at bottom, A on 2nd bounce at bottom (don't press early), A twice once rolling on side slope (might get lucky and not lip hang).
  614. Time: 20.10 (1.02)
  615.  
  616.  
  617. Hole 4-8
  618.  
  619. Shot 1: Left 20x, jump shot, right spin 5, full forward spin
  620. - Full Power, A on 2 bounces just before you get first 2 guys, A next bounce also if you can get it out but if not then A right after divider, B into hole
  621. - Full Yellow Power, A as you hit the slope after the water, A into next slope, A against divider, B into hole
  622. - Avoid this one if you can: < Full Yellow Power (high), A on 1st bounce, B Freeze ASAP after, B Stone after opening hole; Shot 2: 1/4 Power
  623. Time: 24.22
  624.  
  625. Reset
  626.  
  627. ---
  628.  
  629. Course 5
  630.  
  631. Optimal Score: 10
  632. Optimal Speedrun Score: 15
  633. Gold Medal Cutoff: 18
  634. Silver Medal Cutoff: 23
  635.  
  636.  
  637. Hole 5-1
  638.  
  639. Shot 1: Full Power or Full Yellow Power, A ASAP if exactly Full Power (don't be late or you will land at a different position), B ASAP after Needle - If you get less power you should probably just mash A so that if you don't get B press out in time you'll at least hit the divider after. (If you time that A ASAP boost wrong you might also miss the divider if you don't get the B press out in time, as well.)
  640. Shot 2: Right 1x
  641. - Full Power, A ASAP, A on top half of 3rd slope
  642. - Full Yellow Power, A on bottom half of 1st slope, A in top half of 3rd slope
  643. - < Full Yellow Power (high), A ASAP, A on bottom half of 1st slope, A in middle of 3rd slope
  644. Time: 24.61
  645.  
  646. Gold backup 8:
  647. Shot 1: Jump shot, full right spin
  648. - Full Yellow Power, A on bounces 2 and 3, A as you hit divider, after falling off cliff then A on bounces 1 and 2.
  649. - < Full Yellow Power (high - there will be some pixels of white behind Kirby on 1st bounce), A on bounces 2, 4, and 5, after falling off cliff then A on bounces 2 and 4.
  650. - < Full Yellow Power (low - no white pixels behind Kirby on first bounce), A on bounces 2, 4, and 5, after falling off cliff then A on bounces 1, 2, and 3.
  651. Time: 28.15 (-3.54)
  652.  
  653.  
  654. Hole 5-2
  655.  
  656. Shot 1:
  657. - < 3/4 Power, mash A 4 times.
  658. - 3/4 Power, A twice on slope.
  659. - > 3/4 Power, A twice ASAP.
  660. - >> 3/4 Power.
  661. Then, B Needles once in the air.
  662. Shot 2: Full Power, B ASAP after 4th bounce on water.
  663. Time: 26.90
  664.  
  665. Pro Strat: (Saves nearly 2s, but not worth going for if you missed a shot in the previous hole.)
  666. Shot 1: 3/4 Power, B to stop in middle of white tile on slope
  667. Shot 2: Jump shot, full forward spin, < 1/4 Power, A on 1st bounce. You may have to adjust for stopping earlier or later on shot 1 and the power you put on shot 2. You can add/remove boosts as needed.
  668. Time: 24.69
  669.  
  670. Gold backup 6:
  671. Shot 1:
  672. - < 3/4 Power, mash A 4 times.
  673. - 3/4 Power, A twice on slope.
  674. - > 3/4 Power, A twice ASAP.
  675. - >> 3/4 Power.
  676. Then, B ASAP after Freeze (before bouncing at all).
  677. Time: 23.29 (1.40)
  678.  
  679.  
  680. Hole 5-3
  681.  
  682. Shot 1-a: Jump shot, full forward spin, 3/4 Power (low frame - judge position on first bounce, low frame lands in the middle of the coloured tile, while high frame lands toward the front of the tile), A on 4th and 5th bounce
  683. Shot 2-a: Full Power, A early on slope if Full Yellow Power
  684. Shot 1-b: Jump shot, full forward spin, 3/4 Power (high frame - judge position on first bounce)
  685. Shot 2-b: Right 1x, Full Power, mash A for two boosts if Full Yellow Power (least consistent option)
  686. Shot 1-c: Jump shot, full forward spin, < 3/4 Power (high frame - the difference becomes obvious between the two boosts), A on 3rd bounce, A on 2nd bounce on downward slopes
  687. Shot 2-c: Right 1x, Full Power, A early on slope if Full Yellow Power
  688. Shot 1-d: Jump shot, full forward spin, < 3/4 Power (low frame - the difference becomes obvious between the two boosts, Kirby bounces very slightly an extra time coming up the slope if you get low frame), A on 3rd bounce, A on 2nd bounce on downward slopes
  689. Shot 2-d: Left 2x, Full Power, A early on the slope if Full Yellow Power
  690. Note: Be careful not to accidentally boost at the end of shot 1 or you will get locked out of boosting early in shot 2.
  691. Note: If you get < Full Yellow Power (high) on shot 2 in any of methods, do the Full Yellow strat so hopefully you at least clip the edge of the hole (and you might have a chance to get back in somehow).
  692. Time: 30.17
  693.  
  694. Less convoluted: (2.5s slower)
  695. Shot 1: Jump shot, full forward spin, about 3/4 Power
  696. Shot 2: Jump shot, aim for middle of bottom of slopes, Full Power, B Freeze in the air
  697. (If don't have Freeze or stopped too far away for that strat to work, instead fire a grounder with about 5/8 Power.)
  698. Time: 33.22
  699.  
  700.  
  701. Hole 5-4
  702.  
  703. Shot 1: L, jump shot, full backspin, > 3/4 Power, A on bounces 2 and 3, B after 3rd bounce
  704. Shot 2: Right 7x, jump shot, full forward spin, < Full Power (less if stopped farther forward than normal), A on bounces 1, 2, 3, and 5 - Note: If something happens and you do not bounce on the water twice on this shot, it could affect the strategy you have to use in 7-3. However, if you want to get the (non-UFO) hole-in-one on 7-3, instead right 7x, full forward spin, 7/8 Power, B after 1st bounce.
  705. Time: 38.35
  706.  
  707.  
  708. Hole 5-5
  709.  
  710. Shot 1: R, R, full left spin, 5/8 Power (A ASAP if < 5/8 Power), A on 1st and 2nd bounce (instead 2nd and 3rd bounce if > 5/8 Power low), B just before next bounce, B after 3rd Tornado to get Hi Jump, B Hi Jump almost ASAP and get the Pumpkin.
  711. Shot 2: Aim for the hole if needed (perhaps with a spin?, 1 or 2 spin depending on position, spin direction depends on what intial aim you get), < 1/4 Power (adjust for position), A some.
  712. Time: 35.06
  713.  
  714. Gold backup 4: Hole in one. Best if you can get the Pumpkin and get into the hole without having to roll up the back slope.
  715. Time: 29.47 (5.59)
  716.  
  717.  
  718. Hole 5-6
  719.  
  720. Shot 1:
  721. - << Full Yellow Power (high): A on bounce on back of 2nd slope, A on slope after booster. You will partially hit the booster and get the next guy on the ground, B a bit into the start of the coloured tile on next slope and go below Kracko (typically 5 frame window, but varies), A on bounce immediately after hitting Kracko, get the other guy on the ground.
  722. - < Full Yellow Power (either): A on booster (not precise) to cross the gap, then continue as described above.
  723. - Full Yellow Power: A rolling up base of 2nd slope (6 frame window -- 2 frames where you shouldn't A on next slope, followed by 2 frames where it doesn't matter, and 2 frames where you should), A on booster if necessary (gauge your speed/position). The rest is same as above. Note that in some cases you will bounce awkwardly on the slope after the 2nd guy. If this happens, you may or may not have only 3 frames to press B.
  724. - Full Power, A into 2nd slope, A on booster (6 frame window). The rest is same as normal.
  725. Shot 2: 1/2 Power
  726. Time: 32.08
  727.  
  728. Gold backup 5:
  729. Shot 1: Same initial shot as above. Press B a bit later so you get the guy in the air and then bounce on Kracko and into the other guy in the air. Start mashing A starting from the bounce after you clip the edge of the hole.
  730. Time: 28.29 (3.79)
  731.  
  732.  
  733. Hole 5-7 *NEW*
  734.  
  735. Shot 1: R, R, left 16x (memorize the visual), left spin 4
  736. - << Full Yellow Power (low): A on 2nd bounce after arrow, B to drop onto the trampoline and bounce just behind the third-last guy
  737. - > 7/8 Power: A on 2nd and 4th bounces after arrow, B to drop onto the trampoline and bounce just behind the third-last guy
  738. - 7/8 Power (high): A ASAP (before slopes), A on 3rd and 4th bounces after arrow, B to drop onto the trampoline and bounce just behind the third-last guy
  739. Shot 2: R, > 1/4 Power (adjust power/aim as needed), add boosts as needed, B into hole if necessary (sorry that this part is so iffy).
  740. Time: 29.44
  741.  
  742. I've included this because if you were to accidentally aim 19x, it's not gonna be faster to aim back to 16x, so you might as well have the option to learn this backup if you want. (But it's probably better to just pick only one of these strats to save on precious brain space.)
  743. Shot 1: R, R, left 19x (memorize the visual), left spin 4
  744. - Full Yellow Power or < Full Yellow Power (high - you will hear the arrow sound only once): B over 2nd trampolies to bounce off and stop just behind 3rd-last guy.
  745. - < Full Yellow Power (low - you will hear the arrow sound twice) or << Full Yellow Power (high): A on 2nd bounce on slope, B over 2nd trampolies to bounce off and stop just behind 3rd-last guy (best if you don't get the guy).
  746. Shot 2: Same as above, but if you've stopped in an awkward spot you might have to press R twice.
  747. Time: 29.83
  748.  
  749. Gold backup 7:
  750. Shot 1: R, full left spin
  751. - Full Yellow Power: A on first bounce on first trampoline, A at 3rd enemy, A on next trampoline, A on next bounce, A both bounces at final enemy, B into hole (deceptive timing).
  752. - Full Power: A on the first bounce on the slope with the 3rd enemy, A 2 bounces later, A 2 bounces later, A on next bounce, A on bounce right after final enemy, A again on the tiny bounce right after that, A on 2nd bounce on final trampoline. (This level of power is much slower.)
  753. Time: 31.95 (-2.51)
  754.  
  755.  
  756. Hole 5-8
  757.  
  758. Shot 1: 3/4 Power, B Spark before tree, B Hi Jump in early-middle of tile in next landing, A on 2nd bounce, if you roll (not too slowly) down the back of the slope before the vent then A in the middle of that, and if instead you bounce on the vent then A there.
  759. Time: 32.25
  760.  
  761. Reset
  762.  
  763. ---
  764.  
  765. Course 6
  766.  
  767. Optimal Score: 8
  768. Optimal Speedrun Score: 16
  769. Gold Medal Cutoff: 16
  770. Silver Medal Cutoff: 21
  771.  
  772.  
  773. Hole 6-1
  774.  
  775. Shot 1: 0 Power
  776. Shot 2: 3/8 Power, B ASAP, A after 3rd and 4th divider (press around where the enemies are), twice after 6th divider, once again after next two dividers, twice after each remaining divider, and continue to boost after the hole opens. If you're centred you will usually get a camera pan, but if you're not centred, you usually won't. It's a bit better to hang on the lip of the hole than to get the pan. It's possible to get the miracle where you are centred and don't get the pan, but this hole is so messy I can't tell you how you might go about doing that.
  777. Time: 29.98 (29.07 with quick sink)
  778.  
  779. Gold backup 2: Hole in one.
  780. Time: 25.87 (4.11)
  781.  
  782.  
  783. Hole 6-2
  784.  
  785. Shot 1: Shoot quickly, R, 0 Power, B ASAP, A on 2nd bounce on sand
  786. Shot 2: R, R, 3/4 Power, A over hill after booster, B into hole
  787. Time: 26.02
  788.  
  789. Gold backup 4:
  790. Shot 1: R, Full Power, A over slope, B just a bit before sand, hit the arrow, A over slope, B into hole. (If you bounce over the arrow, you can usually press A a bunch and make it back to the booster.)
  791. Time: 23.04 (2.98)
  792.  
  793. Highscore 2 part 1:
  794. Shot 1: Left 11x, jump shot, right spin 3, full foward spin
  795. - >> 3/4 Power (low - 3rd bounce seems visibly different in some way I guess), A on bounces 2, 3, and 4, B Fireball once shadow is at least just over half over the conveyor (4 frames - in general there are numerous other frames that work, but they're not consecutive with these windows).
  796. - >> 3/4 Power (high), A on bounces 2, 3, and 4, B Fireball once shadow is at least half over the conveyor (4 frames, but actually, if you hit 1 frame early and you know it you can boost on both bounces and it goes right in, and then the 2 frames prior to that work without intervention).
  797. - < 7/8 Power (low), A on bounces 2, 3, and 4, B Fireball when over 2nd half of the conveyor (7 frames).
  798. - < 7/8 Power (high - 3rd bounce lands visibly farther left on the conveyor), A on bounces 2, 3, and 4, B Fireball when over early-middle of the conveyor (4 frames).
  799. Time: 26.52 (-3.48)
  800.  
  801.  
  802. Hole 6-3
  803.  
  804. Shot 1: Jump shot, full forward spin, > 5/8 Power, A on bounces, B Stone to stop as close to the slope as possible without having to slide down it.
  805. Shot 2: You can aim left 1 or 2 ticks if you're not stopped close enough to the slope, left spin 1, Full Power, A once or twice to try to avoid bouncing over the lip on the other side of the gap, B to stop when lined up. (If you stopped too far away on the previous shot, aim a few ticks to the left. If you go over the dip at the start of the shot, you will die.)
  806. Shot 3: Full Power, mash A until spikes. (If not centred enough to enter without using B, aim left/right 1x before firing.)
  807. Time: 36.36
  808.  
  809. Highscore 1:
  810. Shot 1: Shot 1: Jump shot, full forward spin, > 5/8 Power, A on bounces, B Stone to stop in middle of last 1/2 tile before the slope but with no white showing in front of the shadow (maybe take the shot a bit slower so you have an easier time stopping in the right spot).
  811. Shot 2: L, left 1x, jump shot, full left spin, full foward spin, Full Power (frame-perfect), A on first 3 bounces, A on bounce as you get last guy, mash A after hitting the divider, B into hole (probably required).
  812. Time: 40.94 (-4.58)
  813.  
  814. Highscore 2 part 2:
  815. Requires keeping the Fireball through 6-2.
  816. Shot 1: Right 5x, jump shot, right spin 5, full forward spin
  817. - >> 3/4 Power (high - somehow tell the difference between high and low from position of first bounce), A on bounces 1 and 3, A on early on 6th bounce (avoid slope boost), after divider B Fireball after a pixel of white has been visible behind Kirby for at least a few frames (9 frames), A early on slope, A halfway up slope, A against all 7 dividers (3 frames each), A slope boost (timing and and window size varies greatly, try to gauge if you're going fast or slow somehow and avoid getting a good boost if you're going fast), A towards end of slope (maybe twice on slope if going slow, maybe not at all if going really fast, timings vary), A on 1st bounce (not always the right call, maybe skip if going really fast).
  818. - >> 3/4 Power (low), A on bounces 1, 2, and 5, B Fireball a few pixels before touching the end of slope (frame-perfect; 1 frame early looks like it could have a chance, but I never managed to quite make it happen), A against dividers 2 and 5, A at about 1/3 and 2/3 the way up the slope (if you boost too early on these you might go off the top of the slope, but too late and you won't get the trajectory you need), A against next 6 dividers (but don't necessarily give up if you miss one), A twice starting around middle of slope (varies), probably don't boost on any bounces (varies).
  819. - > 3/4 Power (low - I couldn't get high frame to work at all), A on bounces 1 and 2, A early on 6th bounce (avoid slope boost), B just a couple frames after hitting the first divider (3 frames), after going across the big slope then A on all 7 dividers, A slope boost (timing varies, probably should be early but not too early), A twice on slope (varies), A on 2nd bounce (varies).
  820. Time: 42.95 (-2.01)
  821.  
  822.  
  823. Hole 6-4
  824.  
  825. Shot 1: 3/4 Power, B to stop when lined up
  826. Shot 2: Full Power, B into hole
  827. Time: 22.81
  828.  
  829. Gold backup 3:
  830. Shot 1: Left 22x, right spin 3, < Full Power, A on bounces, B into hole.
  831. Time: 19.43 (3.38)
  832.  
  833. Highscore 2 part 3: You won't have the Stone, so the only bounce you should boost on is the first.
  834. Time: 20.95 (-1.52)
  835.  
  836.  
  837. Hole 6-5 *NEW*
  838.  
  839. Crazy Strat:
  840. This crazy strat won't keep Tornado for the next hole. Keeping the Tornado allows you to more easily get lower scores on the next hole.
  841. Shot 1: R, R, R, right spin 3, 3/4 Power, B to stop at guy.
  842. Shot 2: < 3/4 Power, A on bounce, B Tornado in air before Spark but land directly onto the big slope, start by going straight down the conveyor, begin holding right when you reach where the 2nd full coloured tiles next to the conveyor are, release right a bit before you reach the 2nd-to-last of the tile lines running parallel to the slope, B ASAP after you hit the dividier, you should get the Hi Jump and hit the left arrow, B ASAP after you destroy the tree (window could be as small as two frames). If your Hi-Jump use is around the middle of the acceptable range, A on the 2nd bounce usually helps you enter sooner, but if you're somewhat later than normal, boosting might cause you to miss. If you're somewhat earlier than normal, however, it may be required to enter the hole. If you're a lot later or earlier than normal, A on 2nd bounce might cause you to miss or maybe A on the 1st bounce instead may be required. If you Hi Jump completely past the guy, boosting on every bounce may allow you to bounce off the divider and get back to the hole.
  843. Time: 34.06
  844.  
  845. Intermediate Strat:
  846. Keeps tornado.
  847. Shot 1: L, L, L, right 17x
  848. - Full Power: A ASAP, A against divider, if you hit the divider boost, A on next bounce, no A on next two bounces, then A a lot; if you don't hit the divider boost, A on next 4 bounces, no A for 2 bounces, then A a lot. Occasionally you might have to slow down a bit to not overshoot the conveyor.
  849. - Full Yellow Power: A ASAP, A against divider, no A on next bounce, A a lot after that; no reliable backup for missing the divider boost but if you press A in the right places you might make it work. The Stone can sometimes bail you out of a bad situation. In all cases, stop pressing A once riding the conveyor back to the top.
  850. Shot 2: Aim if needed (often left 2x), jump shot
  851. - immediate 3 spin, > 5/8 Power (high). (Typically if you miss these power windows by only 1 frame, you will hang on the lip before entering.)
  852. - immediate 2 spin, 5/8 Power (either), A on 1st bounce.
  853. - immediate 1 spin, << 3/4 Power (high), A on 1st bounce.
  854. - immediate 0 spin, 3/4 Power (high) or > 3/4 Power (low), A on 1st bounce.
  855. Time: 37.23
  856.  
  857. Baby Strat:
  858. Keeps tornado.
  859. Shot 1: L, L, L, right spin 3, Full Power, A some after arrow, B Stone just before getting Kabu.
  860. Shot 2: L, right spin 2, < Full Power, A against 1st divider, A on 1st bounce on slope and if still bouncing at the bottom add A on 2nd bounce at the bottom (this typically works but you may have to improvise on occasion in order to get into a good position on the conveyor), ride conveyor, B Hi Jump just before getting Spark, A on 1st bounce.
  861. Time: 40.36
  862.  
  863. Gold backup 6: Hole in one.
  864. - If doing the Crazy strat, begin the shot with L, L, L, left spin 3, Full Power, A on 1st bounce (as is normally done in the Baby Strat).
  865. - If doing the Intermediate Strat, you must be mostly centred on the conveyor. Use the Hi Jump just before getting the Spark and A on 1st bounce.
  866. - There is no baby strat hole in one that keeps the Tornado, so if you need a hole in one to make the cutoff, you're better off taking the 2-shot and using the Tornado to get a hole in one next hole.
  867. Time (Crazy): 31.67 (2.39)
  868. Time (Intermediate): 34.98 (2.25)
  869.  
  870. Highscore 2 part 4:
  871. If you still have the Fireball you can use it to make this hole faster and easier while keeping the Tornado for the next hole.
  872. Shot 1: L, L, L, right 17x
  873. - Full Power: A ASAP, A against divider, A 2nd bounce, A 2nd bounce after the bounce at divider, B Fireball in early-middle of last white tile line coming down slope, A against divider (more A if you miss it), B Hi Jump just before getting the Spark (possible to press late enough to get Spark but too early to get Tornado), A on 1st bounce. If you miss the first divider boost react quickly and try, A on bounces 1, 2, and 3, A on 1st bounce after the divider (I've had this correction fail due to not getting completely off the conveyor), B in middle of white tile after conveyor, no A against divider and that should get you on the conveyor.
  874. - Full Yellow Power: A ASAP, A against divider, A 1st bounce, A 1st and 2nd bounce after divider, B Fireball in late-middle of the last white tile coming down slope (if you instead bounce slowly down the slope, what you have to do use use the Fireball just before the bottom, then a few more A after you start rolling should help, but 3s slower), A against divider (more A if you miss it), B Hi Jump just before getting the Spark, A on 1st bounce. If you miss the first divider boost react quickly and try, A on first 6 bounces, B in middle of white tile after conveyor, A against divider (more A if you miss it), and that should get you on the conveyor.
  875. - < Full Yellow Power (high): A ASAP (I mean it this time), A against divider, A on bounces 1, 3, and 4, B Fireball just before 3rd tile line from the bottom, A against divider (more A if you miss it), B Hi Jump just before getting the Spark, A on 1st bounce.
  876. Time: 33.97 (1.01)
  877.  
  878.  
  879. Hole 6-6
  880.  
  881. No Tornado:
  882. Shot 1: Jump shot, left spin 3, full forward spin
  883. - 1/4 Power (high), A 4 times rolling down slope, more A after hitting arrow, B to stop ASAP after getting 3rd guy on slope.
  884. - > 1/4 Power (either), A 3 times rolling down slope, more A after hitting arrow, B to stop ASAP after getting 3rd guy on slope.
  885. - >> 1/4 Power (either), some A after hitting arrow, B to stop ASAP after getting 3rd guy on slope.
  886. Shot 2: Left spin 1, > 1/4 Power (adjust for position), B very soon after getting last guy.
  887. Shot 3: Aim if needed, > 1/2 Power (adjust for position)
  888. Time: 33.87
  889.  
  890. Gold [No Tornado]:
  891. Reduces the number of shots taken on this hole from 3 to 2, with very small timeloss.
  892. Shot 1: Jump shot, left spin 3, full forward spin
  893. - 1/4 Power (high), A 4 times rolling down the first big slope, A on bounce after getting last guy, B in middle of bounce to stop just above hole.
  894. - > 1/4 Power (either), A 3 times rolling down the first big slope, A on bounce after getting last guy, B right after to stop just above hole.
  895. - >> 1/4 Power (low), this frame will be in the right half of the tiles after hitting the arrow, A on bounce after getting last guy, B soon after to stop just above hole.
  896. - >> 1/4 Power (high), this frame will be be centred with the tiles after hitting the arrow, you have to react quickly to this being the case and immediately boost 3 times on the way up the hill, A on bounce as you get last guy, B soon after to stop just above hole.
  897. Shot 2: Aim if needed (typically with R), 0 Power
  898. Time: 34.48 (-0.61)
  899.  
  900. Tornado:
  901. If you still have the Tornado, this strategy is very slightly faster.
  902. Shot 1: 0 Power
  903. Shot 2: Jump shot, 0 Power, B Tornado part way up, steer left at first and hit the divider up at the top and reflect down onto the slope, steer right and head down the slope, go between the to close dividers in the bottom-right, approach them from a certain angle to hit them three times in such a way so that you get enough speed to reach both guys on the right side of the slope, steer down the slope avoiding the bump and hit the arrow into the booster, then steer left starting in the early-middle of the coloured tile before the hole (7 frames).
  904. Time: 32.96
  905.  
  906. Gold backup 1: Hole in one (Tornado required).
  907. Time: 28.50 (4.46)
  908. (Baby strat to easily get into the hole is to take the warp and then let the Tornado coast the rest of the way.)
  909.  
  910.  
  911. Hole 6-7
  912.  
  913. Shot 1: 5/8 Power, B Needle on way up when level with ground to stop before guy
  914. Shot 2: < Full Yellow Power (low) to Full Yellow Power, A ASAP (skip if Full Yellow or higher, a great mash for 2 boosts can fix << Full Yellow high), A on 1st bounce (Full Power: add B Needle over start of grass)
  915. Time: 24.75
  916.  
  917. Gold backup 5:
  918. Shot 1:
  919. - << 3/4 Power (low), A on all bounces except the 1st.
  920. - > 5/8 Power (either), A on 3rd bounce, A on 2nd bounce on slope.
  921. - 5/8 Power (either), A on 3rd bounce (slightly early to avoid slope boost), A on 2nd bounce on slope, A on 2nd bounce on flat, A on 2nd bounce on grass.
  922. - < 5/8 Power (high), A on bounces 2 and 3, A on final 3 bounces starting at 1st bounce on flat.
  923. Time: 22.27 (2.47)
  924.  
  925.  
  926. Hole 6-8
  927.  
  928. Shot 1: Jump shot, full forward spin, 3/8 Power (high) to << 1/2 Power (low) (4 frames), A on all bounces and against dividers, B Fireball ASAP, A on next 2 bounces
  929. Time: 28.00
  930.  
  931. Reset
  932.  
  933. ---
  934.  
  935. Course 7
  936.  
  937. Optimal Score: 8 [Normal]
  938. Optimal Speedrun Score: 15 [Normal] / 16 [UFO]
  939. Gold Medal Cutoff: 14
  940. Silver Medal Cutoff: 19
  941.  
  942. UFO strats currently timed to be 5s faster, or so?
  943. (UFO strats only 3s faster if going for gold medal, as you will have to have to compensate for the extra shot in 7-1.)
  944.  
  945.  
  946. Hole 7-1
  947.  
  948. Normal:
  949. Shot 1: Jump shot, full forward spin, Full Power, A on bounce, B ASAP, get the Spark, don't turn right immediately after the Spark or the camera might have to pan to open the hole, steer to the Stone, B to stop once lined up with hole.
  950. Shot 2: (Aim if needed), > 1/4 Power
  951. Time: 27.28
  952.  
  953. Gold backup 3 [normal]: Hole in one.
  954. Time: 23.09 (4.19)
  955.  
  956. UFO:
  957. Shot 1: Jump shot, full forward spin, < 3/4 Power (high) to 3/4 Power (high), A on bounces 1 and 2, A on bounce 4 if < 3/4 Power (high).
  958. Shot 1-pro: (1.5s faster - even if you get good at it there's still a small touch of inconsistency where you could miss the Spark.) Right 3x
  959. - < Full Yellow Power (low), A at bottom of both slopes (important to get good speed from both).
  960. - << Full Yellow Power (high), A ASAP, A at bottom of both slopes.
  961. - << Full Yellow Power (low - watch the HUD cover the conveyor at the bottom of the screen as you bounce at the bottom of the slope - you will see more of the conveyor if you have low frame), A ASAP, A at bottom of both slopes, A again almost ASAP.
  962. Shot 2: Aim if needed (if stopped centred, best if aimed 1 tick right), Full Power, boost a lot especially against dividers, get the Parasol and the Stone and press B to stop close to the gap while centred enough that you won't miss the UFO on the next shot.
  963. Shot 3: Jump shot, full forward spin, Full Power, A on bounce, B ASAP after UFO, steer to hole, B to enter.
  964. Time: 40.49
  965.  
  966.  
  967. Hole 7-2
  968.  
  969. Normal:
  970. Shot 1: Aim up to the guy, full power, B for tornado at precise time (3 frames - on the middle frame Kirby may be above the middle of a grey tile, but the visual varies a bit), hold left and get the two octopi without jumping off the hill and then do a very precise steering job to go around to the rest of the enemies and get next to the hole.
  971. Shot 2: 0 Power
  972. Time: 34.55
  973.  
  974. Gold [normal]: Hole in one. Quite tricky to steer the Tornado all the way to the hole.
  975. Time: 29.02 (5.53)
  976.  
  977. UFO:
  978. Shot 1: Jump shot, aim right about 16x, left spin 3, full forward spin, Full Power, A on 2nd bounce, B ASAP after, hit the slope in front of you and turn around immediately, get all the enemies in the pit starting top-middle and going clockwise, B to stop below hole. Save an additional half second by steering to the right around the last Squishy so that the Tornado is fully on-screen, then come back and get the Squishy to avoid the camera pan.
  979. Shot 2: Jump shot, 7/8 Power
  980. Time: 31.09
  981.  
  982.  
  983. Hole 7-3
  984.  
  985. Normal:
  986. Shot 1: R, R, Full Power, A on first 2 bounces (3 if full yellow), roll down the slope (not bounce, but if you are bouncing, press A a lot), barely beat the Kracko cycle, hit the booster, B to stop next to hole.
  987. If you did not take two bounces on the water in 5-4, you must press A on the 2nd and 3rd bounces on the water, and then press B immediately after the 3rd bounce to not get a hole in one.
  988. Shot 2: 0 Power
  989. Time: 28.48
  990.  
  991. Gold backup 4 [normal]: Hole in one. You must take a slightly slower strat back on 5-4 in order to attempt this. It will not work if you've done a hard reset between then and now (soft resets are fine). Shoot as normal and you should get a slow bounce when you hit the water. A on 2nd and 3rd bounces on water.
  992. Time: 24.19 (3.79)
  993.  
  994. UFO:
  995. Shot 1: 0 Power
  996. Shot 2: Full Power, B ASAP, get guy across the water, come back across water and get guy there, go up slope and get the guy, cross the gap, while over the gap between the slopes turn back downward for a split second before crossing the rest of the way, then steer to hole and B into it. If you try to go straight across the gap, you will arbitrarily bonk or not.
  997. Time: 25.71
  998.  
  999. Gold backup 1 [UFO]: Hole in one.
  1000. Time: 21.46 (4.25)
  1001.  
  1002.  
  1003. Hole 7-4
  1004.  
  1005. Normal:
  1006. Shot 1: R, R, jump shot, right until reasonable enough surface of back slope to bounce on, full forward spin, left spin 3, 5/8 Power, A on 3 bounces on the way up hill, A as you pick up the broom guy (helps to centre on conveyor), A when bouncing in pit, B before hole
  1007. Shot 2: 0 Power
  1008. Time: 39.68
  1009.  
  1010. Gold backup 5 [normal]: After conveyors, A 4 times while rolling down slope (you need to space them out a little bit as you go for this to work), A on first bounce, and you should get in the hole without extra rolling around. If you're fine with the extra rolling around in exchange for a little more consistency, boost twice coming down the slope and on the bounce (this might work better though if you're not as centred as you could be).
  1011. Time: 36.31 (3.37)
  1012.  
  1013. UFO:
  1014. Shot 1: Full Power, B ASAP, immediately turn and head up the hill and get the guy at the top, come back down and get the three guys on the ground, turn around and stop near hole
  1015. Shot 2: 0 Power
  1016. Time: 27.59
  1017.  
  1018. Gold backup 2 [UFO]: Hole in one.
  1019. Time: 23.40 (4.19)
  1020.  
  1021.  
  1022. Hole 7-5
  1023.  
  1024. Normal:
  1025. (If you don't like this strat, the next-best option is the hole in one. 1s slower.)
  1026. Shot 1-a: L, L, 0 Power - Never boost on these whiffs.
  1027. Shot 2-a: L, L, L, wait a few frames
  1028. - Full Power: A on two bounces after first guy
  1029. - Full Yellow Power: A in middle of first slope, A at 2nd arrow, A on 2nd bounce after first guy, A at 4th arrow
  1030. Shot 1-b: L, L, > 0 Power
  1031. Shot 2-b: L, L, wait a few frames
  1032. - Full Power: A at first two arrows, A on two bounces after first guy - Slowest option
  1033. - Full Yellow Power: A in middle of first slope, A just after 2nd arrow
  1034. Shot 1-c: L, L, >> 0 Power (low - check Kirby's position to tell which frame you got)
  1035. Shot 2-c: L, L, wait a few frames
  1036. - Full Power: A on first bounce after first guy, A at 3rd arrow
  1037. - Full Yellow Power: A in middle of first slope, A on first bounce after first guy, A at 3rd arrow
  1038. Shot 1-d: L, L, >> 0 Power (high)
  1039. Shot 2-d: L, L, wait a few frames
  1040. - Full Power: A on first bounce after first guy, A at 3rd arrow
  1041. - Full Yellow Power: A in middle of first slope (2 frames) - Fastest option, but also the most difficult.
  1042. Time: 30.35
  1043.  
  1044. Gold backup 1 [normal]:
  1045. Shot 1: Shoot quickly, L, L
  1046. - Full Power: A after booster, A after both arrows, A on 2nd bounce after 1st guy, A after 4th arrow.
  1047. - Full Yellow Power: A in middle of first slope, A at 2nd arrow, A at 3rd arrow.
  1048. - < Full Yellow Power (high): A at first arrow, A twice starting at 3rd arrow, A on first bounce after 2nd guy, get hit by Kracko and into hole.
  1049. Time: 25.26 (5.09)
  1050.  
  1051. UFO:
  1052. Shot 1: 0 Power
  1053. Shot 2: R, Full Power, B ASAP, get the first guy in front of you, turn around and get the other Hi Jump, line up with the hole coming from the south and B just a bit into the 2nd-last coloured tile before the pit.
  1054. Time: 28.62
  1055.  
  1056. Gold [UFO]: Hole in one.
  1057. Time: 23.99 (4.63)
  1058.  
  1059.  
  1060. Hole 7-6
  1061.  
  1062. Shot 1: Jump shot, full backspin, > 5/8 Power, A on 3 bounces, A at bottom of slope if don't stop bouncing down it (to ensure you get the Hi Jump)
  1063. Shot 2: Left spin 1, < 3/4 Power, B Hi Jump directly into hole (timing is very soon after conveyor takes hold)
  1064. Time: 34.80
  1065.  
  1066. Gold backup 6 [normal] / Gold backup 3 [UFO]:
  1067. Shot 1: Jump shot, full backspin, > 5/8 Power, A on 3 bounces, A at bottom of slope if don't stop bouncing down it (and maybe try and squeeze in another A right after?), B Spark before Hi Jump, B Hi Jump directly into hole. - Sometimes, if you bounce slowly down the hill, after you boost to correct it, you might not be centred enough to enter the hole. (Sorry!)
  1068. Time: 31.52 (3.28)
  1069.  
  1070.  
  1071. Hole 7-7
  1072.  
  1073. Shot 1: R, R, right spin 5, Full Power, A some after Spark, B Spark before Stone, B Stone to stop before hole
  1074. Shot 2: 0 Power
  1075. Time: 27.75
  1076.  
  1077. Gold backup 2 [normal] / Gold [UFO]: Hole in one.
  1078. Time: 22.94 (4.81)
  1079.  
  1080.  
  1081. Hole 7-8
  1082.  
  1083. Shot 1: Jump shot, full forward spin, < 3/4 Power, A on bounce, B ASAP after bounce, go across and get the pumpkins and come back and B into the hole
  1084. Time: 29.57
  1085.  
  1086. Reset - If you think you have a water bounce memory which will not work on 8-2 (only can happen if you screw up and water is involved), use the reset button on your console instead of L+R+Start+Select.
  1087.  
  1088. ---
  1089.  
  1090. Course 8
  1091.  
  1092. Optimal Score: 8
  1093. Optimal Speedrun Score: 15
  1094. Gold Medal Cutoff: 18
  1095. Silver Medal Cutoff: 23
  1096.  
  1097.  
  1098. Hole 8-1
  1099.  
  1100. Shot 1: Left spin 1
  1101. - > 7/8 Power (low), A as you get first guy, you will get both guys at the bottom and not have to turn around for shot 2, A before divider, A after divider
  1102. - > 7/8 Power (high), A as you get first guy, A twice after rolling before divider
  1103. - << Full Yellow Power (low), you will get both guys at the bottom and not have to turn around for shot 2, A before divider, A after divider
  1104. - << Full Yellow Power (high)
  1105. - < Full Yellow Power (low), A after rolling before divider
  1106. Shot 2: (R, R, R, R, if necessary), < Full Power
  1107. Time: 35.26
  1108.  
  1109. Highscore 2:
  1110. Shot 1: Jump shot, left 13x, left spin 4, full forward spin, Full Power (frame-perfect), A on bounces 2 and 4, A early on 5th bounce, A early on 2nd divider, A at 4th divider or maybe it's just a touch late, A at 8th divider or maybe it's just a touch early (whether or not it's going to work is mainly decided by these divider boosts and I have no idea how precise the inputs are), A on bounce to the right of where the 1st enemy was, coming back down, A on 2 slight bounces, no A on next slight bounce, then A on next 3 bounces, A against all 4 dividers, while rolling A in middle of left slope, A as you pass the middle slope, A in middle of white tile as you're turning around on right slope.
  1111. Time: 50.52 (-15.26)
  1112.  
  1113.  
  1114. Hole 8-2
  1115.  
  1116. Shot 1-a: > 1/2 Power (low) to < 5/8 Power (high), A on bounce in middle of slope if > 1/2 Power, mash A to cross water (the first water bounce is the most important), B at tile line right below guy, A on 1st and 4th bounces.
  1117. Shot 2-a: < 1/2 Power
  1118. Time: 32.05
  1119.  
  1120. Shot 1-b: Same as above, but if not going to make it to just below the guy with good speed (honestly maybe just never even go for it), press B close to the very edge of water so that you get the guy but don't land on trampoline on the 1st bounce. If you also don't land on the trampoline on the 2nd bounce, press A on the 4th bounce. - If you're not even going to make it across the water, press B 3 tile lines from the edge of the water, don't press A on the 1st bounce, press A as needed to stop at the next guy.
  1121. Shot 2-b: R, adjust left/right as needed (it's right if stopped past the star, left if stopped behind it), < 5/8 Power
  1122. Time: 32.58
  1123.  
  1124. Highscore 3:
  1125. Before attempting this hole-in-one you probably need to shoot a jump shot across water with full forward spin, ~Full Power, and then soft-reset after bouncing twice on the water. You can use the "Shot on the water" Demo Play to do this for you if you don't have Course Select unlocked. If you want to attempt this in a full game run, a successfully-executed 7-3 hole-in-one using the water bounce memory setup from 5-4 will prime 8-2 to work, however, you MUST fly the UFO around the water in 7-8. (This wastes a few tenths; I didn't include that in the timing difference.)
  1126. Shot 1: R, R, left 6x
  1127. - 1/2 Power (high), A right after you hit the tree.
  1128. - > 1/2 Power (either), A ASAP.
  1129. Then, A slightly early on 1st bounce on water, great timing for A on 2 more bounces on the water, A slope boost at the edge of the water and get great speed (all of those boosts are somewhat precise), A against plenty of dividers (and more if needed) until you've got enough speed to make it, then at some point stop boosting to try to slow down so that you can have at least a few frames to press B, the timing for B is in the late-middle of one of the fully-trampolined white tiles one row down-left of the hole (however it varies whether you should Hi Jump SE or NW, due to the sum of all the variance in your boosting and the angles you get, but you should probably be about halfway into the tile when you decide to use it, and very rarely there will be no timing at all that could work), if you slow down to a reasonable speed you should have maybe a 3-frame window (but varies) where you can bounce off the divider as you land, and finally A on the bounce doesn't seem to hurt and should speed up the shot.
  1130. Time: 43.44 (-11.39)
  1131.  
  1132.  
  1133. Hole 8-3
  1134.  
  1135. Shot 1: Shoot quickly, left spin 4, << 1/4 Power
  1136. Shot 2: Jump shot, full forward spin, > 1/2 Power, A on bounces 1 and 2
  1137.  
  1138. Here are some fast ways to enter the hole if you can get on track for them:
  1139. Shot 1-a: Shoot quickly, left spin 4, << 1/4 Power (low). Visual: Kirby's foot is touching the tile line to lower-left of him.
  1140. Shot 2-a: Jump shot, full forward spin
  1141. - 5/8 Power (high hangs on lip), A on bounce 1
  1142. - < 5/8 Power, A on bounces 1 and 3
  1143. - >> 1/2 Power (low hangs on lip), A on bounces 1 and 2
  1144. Shot 1-b: Shoot quickly, left spin 4, << 1/4 Power (high). Visual: Kirby's foot is past the tile line to lower-left of him.
  1145. Shot 2-b: Jump shot, full forward spin
  1146. - > 1/2 Power, A on bounces 1 and 2 (high hangs on lip)
  1147. - 1/2 Power, A on all bounces (Best Option)
  1148. - < 1/2 Power (high), A on bounces 1, 2, 4, and 6. Low frame (hangs on lip): If the 4th bounce is not on the slope, don't boost on 6th bounce.
  1149. Time: 29.59
  1150.  
  1151. Baby Strat (over 2s slower):
  1152. Shot 1: Jump shot, full forward spin, 5/8 Power (> 5/8 Power is best), A on first 2 bounces, A on 2nd bounce on slope, clips edge of hole.
  1153. Shot 2: (Aim if needed, maybe use a spin) 0 Power.
  1154. Time: 32.79
  1155.  
  1156. Gold backup 5:
  1157. Shot 1: Jump shot, full forward spin, > 1/2 Power (high) to 5/8 Power (high) (7 frames), A on bounces 1 and 2, A on 1st bounce on slope (that's usually 5th bounce overall, except it's 4th bounce with 5/8 Power).
  1158. Time: 27.52 (3.09)
  1159.  
  1160.  
  1161. Hole 8-4
  1162.  
  1163. Shot 1: Full Power, A plenty, B just past 3rd vent, B to stop
  1164. Shot 2: > 1/4 Power
  1165. Time: 24.46
  1166.  
  1167. Gold backup 6 part 1:
  1168. Shot 1: Left 10x, right spin 3, < 3/4 Power (low) to > 3/4 Power (low), boost ASAP 3 times if < 3/4 Power
  1169. Shot 2: Aim as needed, > 1/4 Power (varies slightly)
  1170. Time: 28.10 (-3.64)
  1171.  
  1172. Highscore 1:
  1173. Shot 1: L, L, right 20x, full right spin, > 7/8 Power (high) to Full Yellow Power (6 frames), A against first divider (3 frames), A twice after Hi Jump if > 7/8 Power (high) or A just before warp if << Full Yellow Power (some combinations of boosts might occasionally fail by getting the Wheel right after coming out of the warp, particularly with << Full Yellow low), B Hi Jump as early as possible while stilling getting the Wheel (frame-perfect), B Wheel when shadow is over middle of next white tile (usually not precise).
  1174. Time: 24.85 (3.25)
  1175.  
  1176.  
  1177. Hole 8-5
  1178.  
  1179. Shot 1: 3/4 Power, B Stone to stop right in front of guy (don't stop so close that you pick up the fireball on this shot)
  1180. Shot 2: Jump shot, < 1/4 Power, B Fireball into pumpkins (don't miss), B Tornado just before 2nd bounce after guy, get guys on slope (don't miss), steer to hole
  1181. Time: 33.20
  1182.  
  1183. Gold backup 6 part 2:
  1184. Shot 1: 0 Power, B Wheel ASAP, B Fireball at right height, A on bounce, B Tornado just before next bounce, finish it out.
  1185. Time: 28.27 (4.93)
  1186.  
  1187.  
  1188. Hole 8-6
  1189.  
  1190. Shot 1: L, Jump shot, full backspin, Full Power, A on bounce, B ASAP after, get the guys on the ground, get the other UFO, run into divider next to hole to stop.
  1191. Shot 2: 0 Power
  1192. Time: 31.79
  1193.  
  1194. Gold backup 4: Hole in one. (Don't forget to press B to activate the 2nd UFO before trying to stop into the hole.)
  1195. Time: 28.30 (3.49)
  1196.  
  1197.  
  1198. Hole 8-7
  1199.  
  1200. Shot 1: Full Power, B ASAP, get the Freeze and go a bit behind the Needle and turn just as you get to the edge of it so you go over the side of the ramp at just the right height to clear the divider, pick up the Spark, go the left and get the Hi Jump, go around the tree and get the Fireball (to avoid the camera panning to open the hole, go a full tile line below the tree before turning left, then don't turn left to line up with the Fireball until you're pretty close to it, then turn right directly into it), and run into the side of the tree facing the hole. If your UFO speed & movement were bad, instead align with the hole and wait for it to stop. (If you're a maniac, you can save 2 or 3 seconds by firing over the booster for extra UFO speed.)
  1201. Shot 2: Aim if needed, < 3/8 Power.
  1202. Time: 30.75
  1203.  
  1204. Gold backup 7: Hole in one. It's fastest to turn around immediately after using the UFO and get the Needles before the Freeze. Avoid the Spark. Get the Hi Jump, Tornado, turn back up toward the Fireball and B Tornado immediately, steer to hole.
  1205. Time: 30.25 (0.50)
  1206.  
  1207.  
  1208. Hole 8-8
  1209.  
  1210. Shot 1: Jump shot, 3/4 Power, Fireball once low enough to get next enemy, use A to go faster and get across the water (if you lost the Fireball, instead 3 forward spin and A on bounces except the 1st), Stone directly onto the Wheel (not always necessary), Wheel ASAP (after you touch ground if used Stone), Fireball as early as possible to hit the UFO, UFO ASAP (mash hard for max speed), Hi Jump 2 lines before tree.
  1211. Time: 38.35
  1212.  
  1213. Reset
  1214.  
  1215. ---
  1216.  
  1217. Normal Dedede
  1218.  
  1219. Shots 1-4: Jump shot, R, left 2x, full left spin, either 0 or 1 backspin, A on bounce/divider.
  1220. Time: 41.97
  1221.  
  1222. *---* * * *--*
  1223. | |\ | | \
  1224. | | \ | | *
  1225. *---* * * * * |
  1226. | | \ | | *
  1227. | | \| | /
  1228. *---* * * *--*
  1229.  
  1230. ---
  1231.  
  1232. Extra Course 1
  1233.  
  1234. Optimal Score: 8
  1235. Optimal Speedrun Score: 15
  1236. Gold Medal Cutoff: 13
  1237. Silver Medal Cutoff: 18
  1238.  
  1239.  
  1240. Extra 1-1
  1241.  
  1242. Shot 1-a: 0 Power, don't boost on these whiffs
  1243. Shot 2-a: Left 7x (slower option - faster options are the ones that aim less here on shot 2), left spin 2
  1244. - << 3/4 Power (either): A 2 times immediately, A 3 times after divider
  1245. - < 3/4 Power (either): A after getting Tornado
  1246. - 3/4 Power: (hangs on lip)
  1247. Shot 1-b: > 0 Power
  1248. Shot 2-b: Left 2x, left spin 2
  1249. - << 3/4 Power (high): A 3 times immediately, A 3 times after divider, A 2 times after opening hole (low hangs on lip)
  1250. - < 3/4 Power (either): A 2 times after Tornado, A after divider, if low frame A 3 times after hole opens (identify low frame by looking to the left of the HUD as the hole opens, you will see some pixels of blue before the next tile intersection on low frame, whereas high frame the HUD basically completely covers the blue)
  1251. - 3/4 Power (low): A just a bit before Tornado (high hangs on lip)
  1252. Shot 1-c: >> 0 Power (low) - Kirby's feet are covering the start point circle
  1253. Shot 2-c: Left 3x, left spin 2
  1254. - << 3/4 Power (high): A 3 times immediately, A 3 times after divider, A 2 times after opening hole (low hangs on lip)
  1255. - < 3/4 Power (either): A immediately, A 2 times after divider
  1256. - 3/4 Power (low): (high hangs on lip)
  1257. Shot 1-d: >> 0 Power (high) - The tips of Kirby's feet are just about touching the start point square
  1258. Shot 2-d: Left 4x, left spin 2
  1259. - << 3/4 Power (either): A 3 times immediately, A 3 times after divider, A 2 times after opening hole
  1260. - < 3/4 Power (either): A when south-west of Gordo, A after first divider, A as you pick up last enemy
  1261. - 3/4 Power (low): (high hangs on lip)
  1262. Shot 1-e: << 1/8 Power (low) - The tips of Kirby's feet are touching the start point square
  1263. Shot 2-e: Left 5x, left spin 2
  1264. - << 3/4 Power (either): A 3 times immediately, A 2 times after divider, A after opening hole
  1265. - < 3/4 Power (either): A after getting Tornado, A after divider
  1266. - 3/4 Power (low): (high misses)
  1267. Time: 20.59
  1268.  
  1269. The strat previous as I've described it is a bit messy, but you should be able to at least get it in almost every time after at worst hanging on the lip. It should still be at least a little faster than the baby strat below as long as you get into the hole.
  1270.  
  1271. Baby Strat: (1.25s slower)
  1272. Shot 1: 0 Power
  1273. Shot 2: 3/8 Power, B ASAP, steer to hole after it's open
  1274. Time: 22.32
  1275.  
  1276. Gold backup 1:
  1277. Shot 1: Left 1x, left spin 2
  1278. - < 3/4 Power, A twice ASAP, after divider wait a few frames then A twice before octopus. Trajectory will have started to curve back more noticably with low frame. Low frame should boost 3 more times after hole opens.
  1279. - 3/4 Power, watch Kirby's movement closely and decide whether or not you have low frame. If you have low frame you must boost twice starting about 1.5 tiles before the Octopus.
  1280. - << 3/4 Power (high), mash A not against divider, hangs on lip
  1281. - > 3/4 Power (low), hangs on lip
  1282. Time: 16.32 (4.27)
  1283.  
  1284.  
  1285. Extra 1-2
  1286.  
  1287. Shot 1-a: > 0 Power or >> 0 Power (low frame), don't boost on these whiffs to ensure the next shot will work properly.
  1288. Shot 2-a: L, right spin 2
  1289. - Full Power: A on first bounce, A while rolling on final slope close to hole
  1290. - Full Yellow Power: A 3 times after divider, A on first bounce, A on final slope halfway between side-slope and hole
  1291. - < Full Yellow Power: A immediately, A 3 times after divider, A on first bounce, A while rolling on final slope
  1292. Shot 1-b: Any other amount of power on shot 1 will result in hitting the arrow on shot 2, which is very slightly slower.
  1293. Shot 2-b: L, right spin 2, Full Power, A on first bounce. Throw in extra boosts while rolling if less power.
  1294. Time: 22.85
  1295.  
  1296. Gold:
  1297. Shot 1: L, right spin 2
  1298. - Full Power: A on first bounce
  1299. - Full Yellow Power: A immediately, A 3 times after divider, A on first bounce
  1300. - < Full Yellow Power: A immediately, A 3 times after divider, A on first bounce, A twice while rolling on final slope
  1301. Time: 18.41 (4.44)
  1302.  
  1303.  
  1304. Extra 1-3
  1305.  
  1306. Shot 1: Full Power, mash A, B after Stone
  1307. Shot 2: Jump shot, 7/8 Power, B after UFO, steer to hole, B to enter
  1308. Time: 29.53
  1309.  
  1310. Gold backup 5 part 1:
  1311. Shot 1: L, L, jump shot
  1312. - 4 forward spin, > 7/8 Power (high) or << Full Yellow Power (low), A on bounce, B UFO when Kirby is aligned up-right from the white half-tile to the right of the Kabu, turn left immediately, turn left again when up-right of the coloured half tile to the right of the tree, wait a second before turning left again, get the Stone, Kabu, and B into hole.
  1313. - 3 forward spin, << Full Yellow Power (low) to Full Yellow Power, A on bounce, timing of B for UFO is slightly earlier than for 4 forward spin with lower power levels and even (to slightly later) with higher power levels, turn left immediately, timing of turning left the 2nd time is the same as 4 forwward spin for higher power levels and slightly later for lower power levels, wait a second before turning left again, get the Stone, Kabu, and B into hole.
  1314. Time: 32.30 (-2.77)
  1315.  
  1316.  
  1317. Extra 1-4
  1318.  
  1319. Shot 1: Full Power, B UFO ASAP, get Hi Jump, broom guy, and Fireball, run into the divider directly to the right of the hole
  1320. Shot 2: < 1/4 Power
  1321. Time: 24.77
  1322.  
  1323. Gold backup 3: (Requires the UFO from Ex1-3)
  1324. Shot 1: Full Power, B UFO ASAP, get Hi Jump, broom guy, and Fireball, line up with the hole and cross the spikes, B Fireball while over the spikes, A on bounces
  1325. Time: 23.41 (1.36)
  1326.  
  1327. Gold backup 5 part 2: (No UFO)
  1328. Shot 1: Full Power, A to go fast throughout, B Fireball ASAP, keep pressing A.
  1329. Time: 30.29 (-6.88)
  1330.  
  1331.  
  1332. Extra 1-5
  1333.  
  1334. Shot 1: L, L, L, L, 0 Power
  1335. Shot 2: Full Power, B Fireball after you reach the top of the slope (2 frames), A on first bounce
  1336. - If you input fast, get good power levels, and use the Fireball as early as possible, or some combination of those things, it is possible reach the Gordo too early in his cycle.
  1337. - If you miss the arrow then you'll be on track to fly off the cliff. If you think that's going to happen, you can bail out with the Hi Jump and usually boost back to the hole.
  1338. - Sometimes you might miss the Octopus on the way in, hit the arrow, and bounce over him on the way out. Good boosts can still get you back to the hole though.
  1339. - And sometimes you don't sink directly into the hole, but you can still get back in when that happens, it just doesn't look as cool.
  1340. Time: 23.55
  1341.  
  1342. Gold: Hole in one. Turn around using R instead of L. Have to fire somewhat quickly to beat the Gordo cycle. I recommend A at base of slope before using the Fireball. (L is used in the two-shot to waste a small amount of time in the Gordo cycle.)
  1343. Time: 18.72 (4.83)
  1344.  
  1345.  
  1346. Extra 1-6
  1347.  
  1348. Shot 1: Right spin 3, Full Power, A against 2nd divider, A on 2 bounces AFTER 4th divider, B immediately after 5th divider, hold right after you push B if exactly Full Power.
  1349. Shot 1: Jump shot, aim for hole, >> 3/4 Power (adjust for position, could be as low as 3/4 Power)
  1350. Time: 27.66
  1351.  
  1352. Gold backup 4:
  1353. Shot 1: R, full left spin, < Full Yellow Power (high) to Full Power, A immediately if < Full Yellow, A on bounces 3, 4, and 5 (instead replace bounce 5 for bounce 6 if exactly Full Power), A twice once rolling on flat ground after rolling up and back down the slope.
  1354. Time: 29.45 (-1.79)
  1355.  
  1356.  
  1357. Extra 1-7
  1358.  
  1359. Shot 1: R, R, R, R, > 3/8 Power, boost 3 times if less, B Parasol once turned around
  1360. Shot 2:
  1361. - Full Power: B after 3rd bounce on water (usually hangs on lip; 1/4s slower if it does).
  1362. - Full Yellow Power: A 3 times immediately, B after 3rd bounce on water.
  1363. - < Full Yellow Power (high): A 4 times immediately, B after 3rd bounce on water.
  1364. Time: 28.05
  1365.  
  1366. Gold backup 2:
  1367. Shot 1: R, R, R, R, Jump shot, full backspin, 3/4 Power, A on 3rd bounce, B after 3rd bounce.
  1368. Time: 25.08 (2.97)
  1369.  
  1370.  
  1371. Extra 1-8
  1372.  
  1373. Shot 1: R, R, R, right 25x, jump shot, full backspin
  1374. - < 5/8 Power (high): A on bounces 1, 2, 3, 6, and 8.
  1375. - 5/8 Power (either): A on bounces 1, 2, 3, and 5, A right after hitting tree (fastest option).
  1376. - > 5/8 Power (low): A on bounces 1, 2, 3, 4, 6, and 8 (slowest option).
  1377. Time: 28.08
  1378.  
  1379. Baby Strat: (2s slower)
  1380. Shot 1: Full Power, B Freeze ASAP, B Fireball just a bit after landing, A on first 3 bounces in pit
  1381. Time: 30.72
  1382.  
  1383. Reset
  1384.  
  1385. ---
  1386.  
  1387. Extra Course 2
  1388.  
  1389. Optimal Score: 8
  1390. Optimal Speedrun Score: 16
  1391. Gold Medal Cutoff: 15
  1392. Silver Medal Cutoff: 20
  1393.  
  1394.  
  1395. Extra 2-1
  1396.  
  1397. Shot 1: 0 Power
  1398. Shot 2: Jump shot, full forward spin, < 5/8 Power, A on bounces 2, 3, 4, and 5, A slope boost on 6th bounce (careful to not get too much speed).
  1399. Time: 28.00
  1400.  
  1401. Gold: Hole in one.
  1402. Time: 23.75 (4.25)
  1403.  
  1404.  
  1405. Extra 2-2
  1406.  
  1407. Shot 1: Right 1x, > 1/2 Power (either frame) -- 1/2 Power: A ASAP and near top of slope should hopefully line it up so both the low and high frames work.
  1408. Shot 2: Left 2x, 0 Power, B ASAP (a bit extra power and almost ASAP instead works better if > 1/2 low on shot 1), you can start boosting once Kirby's done bouncing (might occasionally be required to enter, but probably don't boost at all with 1/2 Power low on shot 1).
  1409. Time: 27.75
  1410.  
  1411. Gold backup 4:
  1412. Shot 1: Right 2x, < 5/8 Power, B after turned around and on flat ground, start mashing A -after- bounce on left slope of bottom pit. (Instead, A on 2nd bounce might be slightly more consistent, but 1/2s slower.)
  1413. Time: 24.70 (3.05)
  1414.  
  1415.  
  1416. Extra 2-3
  1417.  
  1418. Normal:
  1419. Shot 1: R, right spin 2, about >> 1/4 Power, boost as necessary to get lined up (see below how to get the perfect position)
  1420. - > 1/4 Power (high), A 4 times immediately.
  1421. - >> 1/4 Power (either), A immediately, A as you touch the spinning tile switch.
  1422. - < 3/8 Power (either), A as you leave the spinning tile switch.
  1423. Shot 2: Aim if not centred (left 1x if stopped early, right 1x if stopped late), > 7/8 Power
  1424. Time: 24.02
  1425.  
  1426. Alternate: (0.5s faster)
  1427. This strat can be a bit finicky due to the spinning tiles being active throughout.
  1428. Shot 1-a: L, L, 1/4 Power (low)
  1429. Shot 2-a: Right 2x, at most << Full Yellow Power (high)
  1430. Shot 1-b: L, L, < 1/4 Power (high)
  1431. Shot 2-b: At most < Full Yellow Power (low)
  1432. Shot 1-c: L, L, < 1/4 Power (low)
  1433. Shot 1-d: L, L, << 1/4 Power (high), mash A for 4 boosts (doesn't always line up well)
  1434. Shot 2-c/d: Left 2x, Full Yellow Power (A ASAP if less)
  1435. Time: 23.30
  1436.  
  1437. Gold backup 3:
  1438. Shot 1: L, L, right 8x, right spin 1, < Full Yellow Power (low) to Full Yellow Power, A against 1st divider, A as you get 2nd guy if < Full Yellow, mash A if you're going slow after 2nd divider (hard to tell)
  1439. Time: 20.11 (3.19)
  1440.  
  1441.  
  1442. Extra 2-4
  1443.  
  1444. Shot 1: 5/8 Power, B in 2nd coloured tile, A on 2nd and 3rd bounces, B at 2nd tile line after Hi Jump, B Stone ASAP
  1445. Shot 2: > 1/2 Power, A on bounce if < 1/2 Power, B into hole if not going to sink directly in (press it just a bit late if not sure you'll miss)
  1446. Time: 27.97
  1447.  
  1448. Gold backup 2:
  1449. Shot 1: 5/8 Power, B in 2nd coloured tile, A on 2nd and 3rd bounces, B near end of 2nd white tile after Hi Jump, A on 2nd bounce, B into hole if not going to sink directly in.
  1450. Time: 23.99 (3.98)
  1451.  
  1452.  
  1453. Extra 2-5
  1454.  
  1455. Shot 1: R
  1456. - Full Power: B after 1st bounce on water.
  1457. - Full Yellow Power: A immediately, A after first divider (possible to be too early), B after 1st bounce on water.
  1458. - < Full Yellow Power (high): B just before lip of water.
  1459. Shot 2: Aim if needed, 1/2 Power, B just past middle of first half of sand. Don't miss the guy in air and hopefully don't hang on the lip of the hole.
  1460. (The most likely aim prefered after Full Power on shot 1 is Right 2x, and after < Full Yellow Power (high) on shot 1 is Left 1x.)
  1461. Time: 29.54
  1462.  
  1463. Highscore 1:
  1464. Shot 1: R, Full Power, (A in middle of tile before divider and in middle of tile after divider if Full Yellow Power), B Freeze right after 2nd divider, B Hi Jump at the right time while turning around on back slope to get the guy in the air. The boosts you'll need to get into the hole from here are going to vary depending on everything, and it might not always be possible. You will probably want to boost on the first bounce at least. If you bounce on the slope next, boosting might be required or it might mess it up, but I think if you bounce higher on the slope, you probably don't want to boost. If you bounce on the flat ground, A on most bounces until heading down toward the hole is probably the right move, though if you're particularly close to bouncing on the slope, perhaps that won't work and you should skip boosting the 2nd bounce? I didn't figure out a way to make this consistent.
  1465. Time: 30.53 (-0.99)
  1466.  
  1467.  
  1468. Extra 2-6
  1469.  
  1470. Shot 1: R, R, 1/2 Power, B Wheel ASAP, B Parasol a bit before guy, precisely steer into both pumpkins (tricky), use last little bit of air to steer closer to hole
  1471. Shot 2: Aim for hole, > 3/8 Power
  1472. Time: 33.83
  1473.  
  1474. Gold backup 6:
  1475. Shot 1: L, L, L, left 17x, jump shot, left spin 3, full backspin, 3/4 Power, B Wheel ASAP, B Parasol as you get guy, steer to the pumpkin and back to the hole.
  1476. Time: 33.99 (-0.16)
  1477.  
  1478.  
  1479. Extra 2-7
  1480.  
  1481. Shot 1: 0 Power to >> 0 Power (low)
  1482. Shot 2: Right 6x
  1483. - Full Yellow Power: A twice immediately; if 0 Power on Shot 1, instead A once immediately
  1484. - < Full Yellow Power (either): A 3 times immediately; if > 0 Power on Shot 1, instead A immediately, A twice on first patch of grass. (If 0 Power on Shot 1, still 3 times immediately but the consistency is unfortunately not 100% so be ready with the Parasol.)
  1485. If you get Full Power, you have to use the Parasol inside the hole to save it.
  1486. If you get << Full Yellow (high), in most cases it should be possible if you mash A (6 times?), but it won't always work so be ready with the Parasol.
  1487. Time: 21.25
  1488.  
  1489. Gold backup 1:
  1490. Shot 1: Right 6x
  1491. - Full Yellow Power: A 3 times immediately
  1492. - < Full Yellow Power (either): A 3 times immediately, A at the start of the last patch of grass
  1493. Time: 17.09 (4.16)
  1494.  
  1495.  
  1496. Extra 2-8
  1497.  
  1498. The alternate strat is only faster than the normal if you can avoid both the camera pan as well as hanging on the lip in shot 2, which can be a bit inconsistent to do.
  1499. Alternate strat's shot 1 power level can be kind of tricky to hit, but the normal strat has an awkward boost correction to memorize. So your mileage may vary as far as which strat you find easier.
  1500.  
  1501. Normal:
  1502. Shot 1:
  1503. - Full Power: A ASAP. (These boost corrections are extremely important for ensuring you are in the correct position for shot 2.)
  1504. - Full Yellow Power: A as you get guy (or slightly before).
  1505. - < Full Yellow Power (high): A ASAP, A as you get guy.
  1506. Then, B Parasol just after you hit the wall.
  1507. Shot 2: Jump shot, full forward spin, 5/8 Power, A on first bounce, A while rolling up slope if underpowered.
  1508. Time: 24.10
  1509.  
  1510. Alternate: (Barely faster)
  1511. Shot 1: Jump shot, full forward spin, 1/4 Power (high) to > 1/4 Power (high) (3 frames), A on first 3 bounces, B Parasol and coast onto flat. You can steer just a bit left before coming to a stop to try and avoid hanging on the lip in shot 2.
  1512. Shot 2: Right 1x, 3/4 Power (probably A ASAP if exactly 3/4)
  1513. Time: 23.83
  1514.  
  1515. Gold backup 5:
  1516. Shot 1: Jump shot, full forward spin, Full Power, A on first bounce, A on bounces coming back down, B Parasol at right time to coast into hole (typically this is near the end of the vent).
  1517. Time: 29.99 (-6.16)
  1518.  
  1519. Reset
  1520.  
  1521. ---
  1522.  
  1523. Extra Course 3
  1524.  
  1525. Optimal Score: 10
  1526. Optimal Speedrun Score: 15
  1527. Gold Medal Cutoff: 17
  1528. Silver Medal Cutoff: 22
  1529.  
  1530.  
  1531. Extra 3-1
  1532.  
  1533. Shot 1: Jump shot, left spin 5, full backspin, 3/4 Power. (I like the throw in a boost while rolling near the very end of the shot if I'm under > 3/4 Power, but I don't actually know if it helps.)
  1534. Shot 2: Jump shot, right 1x, full forward spin
  1535. - < 1/4 Power (either): A on 1st & 3rd bounce
  1536. - 1/4 Power (either): A on 1st bounce
  1537. - > 1/4 Power (either): A on 2nd & 3rd bounce
  1538. - << 1/4 Power or >> 1/4 Power: don't boost.
  1539. (This strat is not 100% consistent at avoiding hanging on the lip due to minor variance in position after shot 1.)
  1540. Time: 36.19
  1541.  
  1542.  
  1543. Extra 3-2
  1544.  
  1545. Shot 1: Left 5x
  1546. - Full Power: A while rolling as you pass the white-to-coloured tile line between the conveyors (slower option)
  1547. - Full Yellow Power: A at 1st white-to-coloured tile line once you're past the conveyor
  1548. - < Full Yellow Power (high): A at the coloured-to-white tile line beside the warp, A at the white-to-coloured tile line between the conveyors
  1549. Shot 2: Right 3x, jump shot, full forward spin
  1550. - Full Power: A on 1st bounce, B right after 3rd bounce (maybe timing is a frame or two later if Full Power shot 1) (slower option)
  1551. - Full Yellow Power: A on 1st bounce
  1552. - < Full Yellow Power (high): A on 1st and 3rd bounce
  1553. Time: 29.80
  1554.  
  1555. Highscore 1:
  1556. Shot 1: Left 21x, jump shot, full right spin, full forward spin, Full Yellow Power (frame-perfect), A on all bounces until you get the guy (will have to manipulate the boost timings to fit them all in), A on the bounce as you get the guy (3 frames before and 1 frame after), start mashing A just before leaving the grass to the hole.
  1557. Time: 28.41 (1.39)
  1558.  
  1559.  
  1560. Extra 3-3
  1561.  
  1562. Shot 1: Right 1, Full Power, A a lot, B Needle to stop with hole directly south of you
  1563. Shot 2: > 3/8 Power
  1564. Time: 21.20
  1565.  
  1566. Gold backup 4:
  1567. Shot 1: Shoot quickly, left 5x
  1568. - Full Power: A immediately, A on 1st bounce, A on bounce after 2nd divider
  1569. - Full Yellow Power: A on 1st bounce, A on bounce after passing bump again, A 3 times after 2nd divider
  1570. - < Full Yellow Power (high): A immediately, then same as with Full Yellow.
  1571. Time: 19.62 (1.58)
  1572.  
  1573.  
  1574. Extra 3-4
  1575.  
  1576. Shot 1: Right spin 1, Full Power, A a lot and on dividers, B Needle to stop when centred after getting both guys - Sometimes possible to miss 2nd guy, seems to happen more often if the only divider boost you get is against 2nd divider?
  1577. Shot 2: If not centred then aiming 2 ticks might increase the chances of being lined up well enough to enter without needing the Stone, Full Power, A a lot, B Wheel ASAP, B Stone into hole (may not be required).
  1578. Time: 26.44
  1579.  
  1580. Gold backup 3:
  1581. Shot 1: Right spin 1, Full Power, A a lot not on divders, ride conveyor, B wheel ASAP, B Stone if don't sink directly in.
  1582. Time: 24.45 (1.99)
  1583.  
  1584.  
  1585. Extra 3-5
  1586.  
  1587. Normal:
  1588. Finishing this hole in two shots can be 2s faster than using 3 shots, but it's slower if you have to slide down the slope into the hole, and it's difficult to do the 2nd shot consistently without having to do a slide. And probably needing to be more purposeful with your aiming will eat heavily into that possible timesave. This 3-shot strategy I think will be better in practice, but it's probably better to spend the time to make the 2-shot work if you're going for a gold medal.
  1589. Shot 1: Left 11x, 1 left spin, Full Power, A ASAP if < Full Yellow, B Freeze ASAP (wait until just before water if exactly Full Power), B Needle ASAP.
  1590. Shot 2: Right spin 2, Full Power, mash A, B Needle to stop just back of the pumpkin.
  1591. Shot 3: Aim if needed, jump shot, 3/4 Power (adjust for position).
  1592. Time: 31.72 (-2.13)
  1593.  
  1594. Pro:
  1595. Shot 1: Left 11x, 1 left spin, Full Power, A ASAP if < Full Yellow, B Freeze ASAP (wait until just before water if exactly Full Power), B Needle in middle of white tile.
  1596. Shot 2: Right 12x?, left spin 3, Full Power. Boost a few times immediately if lower power and/or farther away. Boost immediately once on slope. More boosts on slope may be needed if power was higher and/or initial position was closer. B Stone directly into hole if possible.
  1597. Time: 29.59
  1598.  
  1599.  
  1600. Extra 3-6
  1601.  
  1602. Shot 1: < 3/8 Power
  1603. Shot 2: 3/4 Power, A on 1st bounce (maybe 2nd bounce sometimes too)
  1604. Time: 29.47
  1605.  
  1606. Gold backup 6:
  1607. Shot 1: Jump shot, full backspin, 1/2 Power, A on bounce, B about 3/5 way across the 2 vents, A on bounce, B at middle of first white-to-coloured tile line after 2nd Hi Jump.
  1608. Time: 30.16 (-0.69)
  1609.  
  1610.  
  1611. Extra 3-7
  1612.  
  1613. Shot 1: R, R, jump shot, right 7x, full forward spin, 3/4 Power (low) to > 3/4 Power (high), A on first 3 bounces, B after. (Underpowered shot: Maybe bounce an extra time on the water before using the Freeze, then try to figure something out for Shot 2.)
  1614. Shot 2: R, right 1x if > 3/4 Power on shot 1, 3/4 Power (low) to > 3/4 Power (low; high works if you got a high frame on shot 1, but in general overpowering this shot is a very bad idea), B ASAP (mash hard to get this out before touching the water).
  1615. Time: 38.94
  1616.  
  1617. Gold backup 5:
  1618. Shot 1: L, L, L, right 1x, jump shot, full forward spin > 5/8 Power (low) to < 3/4 Power (low), A on first 3 bounces,
  1619. - For low frames: A before next bounce
  1620. - For high frames: A after next bounce
  1621. - In the case of << 3/4 Power, A very slightly after next bounce can work for both low and high frames.
  1622. - But for > 5/8 Power, you have to decide whether to do the low or high frame boost. Perhaps assume you've missed << 3/4 Power by only 1 frame unless you're sure you've got low.
  1623. Then, A on 2nd bounce on water, B Hi Jump when the Kirby is just barely still touching the next white-to-coloured tile line (no promises the timing doesn't vary a little bit), A on next 3 bounces, B Freeze after 3rd bounce.
  1624. Time: 39.40 (-0.46)
  1625.  
  1626.  
  1627. Extra 3-8
  1628.  
  1629. Shot 1: Left 19x, jump shot, right spin 4, full backspin, 7/8 Power, A on bounce, B ASAP after, immediately turn and get the guy to the left, get the guy down by the warp, head back up the slope and get the guy, avoid the wall and the water switch and get the guy there, get the two guys in the back-right, leaving the hole where the guy by the other warp was. B into hole.
  1630. Time: 28.31
  1631.  
  1632. Reset
  1633.  
  1634. ---
  1635.  
  1636. Extra Course 4
  1637.  
  1638. Optimal Score: 8
  1639. Optimal Speedrun Score: 15
  1640. Gold Medal Cutoff: 17
  1641. Silver Medal Cutoff: 22
  1642.  
  1643.  
  1644. Extra 4-1
  1645.  
  1646. Shot 1: R, R, R, R
  1647. - Full Yellow Power (slower option)
  1648. - < Full Yellow Power, A immediately, A after sand
  1649. - << Full Yellow Power, A twice immediately, A after sand (maybe twice)
  1650. Shot 2: Jump shot, full forward spin, Full Yellow Power (Full Power and < Full Yellow Power high will also work or not depending on position -- the boosts on shot 1 are supposed to correct so that at least Full Power always works), A on bounces, B Hi Jump in first half of last coloured tile before tree. (If stopped too far forward after first shot, try 5 forward spin.)
  1651. Time: 30.44
  1652.  
  1653. Gold backup 5:
  1654. Shot 1: R, R, R, right spin 1, < Full Power, B once turned around, ride side slope for a bit, come down and get Hi Jump, coast up back slope before entering hole. (1.5s faster to Hi Jump directly into the hole, but it's too hard.)
  1655. Time: 28.50 (1.94)
  1656.  
  1657.  
  1658. Extra 4-2
  1659.  
  1660. Shot 1: R, R, right 2x, left spin 5, Full Power, B Hi Jump when pointing at back-left Octopus
  1661. Shot 2: Aim at right side of Hi-Jump/hole, > 5/8 Power
  1662. Time: 32.84
  1663.  
  1664. Gold backup 4:
  1665. Shot 1: R, R, R, right 8x, left spin 3
  1666. - Full Power: Mash A 4 times while on slope with the 2nd and 3rd enemies
  1667. - Full Yellow Power: A immediately, mash A 6 times between 1st and 4th enemies
  1668. - < Full Yellow Power (high): A twice immediately, mash A between 1st and 4th enemies
  1669. Then, B into Hi Jump, A on 1st bounce. (Perhaps 2 frames to press B to enter hole, and 2 slower frames before that where you can get in if you boost on bounces 1, 2, and 4, but you have to guess whether or not those extra boosts are needed.)
  1670. Time: 30.04 (2.80)
  1671.  
  1672.  
  1673. Extra 4-3
  1674.  
  1675. Shot 1: Jump shot, left exactly 17x, left spin 3, full forward spin, < 5/8 Power, A on bounces, B Stone to stop at next guy
  1676. Shot 2: > 1/2 Power, B into hole.
  1677. Time: 22.43
  1678.  
  1679. Gold backup 7:
  1680. Shot 1: Jump shot, left 24x, 1 right spin, full backspin, < 3/4 Power (low) to 3/4 Power (high), A on bounces 3 and 4, A on bounce in middle of spinning tile.
  1681. Time: 25.47 (-3.04)
  1682.  
  1683.  
  1684. Extra 4-4
  1685.  
  1686. Shot 1: L, L, L, 5/8 Power, B to stop at guy
  1687. Shot 2: Left spin 4 (give or take, may need to adjust aim as well), < 3/4 Power, A on bounces 1 and 2 (get good speed going), A as needed to try and get good bounces (be careful you don't sail completely over last guy), B into hole (usually necessary)
  1688. Time: 30.97
  1689.  
  1690. Gold backup 6:
  1691. Shot 1: R, R, R, R, right 1x, < 5/8 Power (low) to 5/8 Power (high), A on 4th bounce if < 5/8 Power, B Fireball just before tile line on Gordo's flat (can sometimes be a little precise), A on bounces, B Stone into hole.
  1692. Time: 29.41 (1.56)
  1693.  
  1694. Highscore 1 & 2 part 1:
  1695. Shot 1: Jump shot, full backspin
  1696. - < 1/2 Power (high), A on bounces 2, 3, and 4, A early on slope after next Octopus guy, A on slope after next guy, A on 2nd bounce on flat, A at bottom of next slope.
  1697. - 1/2 Power, A on bounces 2 and 3, A early (not too early) rolling up slope, A bounce on slope after wall, A on before wall after 4th enemy (rarely, you'll miss this), A on first 2 bounces at bottom (you might start rolling from hitting the bottom of the slope instead of bouncing, but that's fine).
  1698. - > 1/2 Power (low), A on bounces 1, 2, 3, and 4, A on bounce on slope after wall, A early on slope after next enemy, then if you start pressing A on bounces or if rolling slowly starting from after hitting the next wall it almost always works, stop pressing A once going fast enough.
  1699. Time: 33.28 (-3.87)
  1700.  
  1701.  
  1702. Extra 4-5
  1703.  
  1704. Shot 1: R, R, left spin 1, > 5/8 Power (boost twice ASAP if 5/8 Power), B ASAP after Needle (don't bounce again).
  1705. Shot 2: Right 4x to 6x (usually 5 is best but depends on position), Full Power, A on bounce, B Fireball above first tile line of upper landing (I like to go a touch earlier if I aimed 6x, so timing may need to be adjusted depending on aim and power), some boosts may be needed after hitting the divider.
  1706. Time: 26.24
  1707.  
  1708. Highscore 1 & 2 part 2:
  1709. Must bring Fireball from Extra 4-4.
  1710. Shot 1: R, right 7x, jump shot, full right spin, full backspin, >> 3/4 Power, B Fireball as shadow is just starting to touch the base of the slope, no A as you first press into the slope but do A on the following 3 bounces.
  1711. - If you got low frame on the power, then you should be picking up the first Needles as you're trying to do that 3rd boost. You can get in with a semi-trick slope boost, so press A early-ish on the 2nd bounce on the 2nd slope. This only works if you hit the perfect frame for the Fireball.
  1712. - If you get high frame you will have a 2-frame window for the Fireball. You need to memorize the visual cue as you use the Fireball and hopefully be able to tell which one you've got. If you got the earlier of the 2 frames, A on bounce after opening the hole. If you got the later of the 2 frames, A at bottom of 2nd slope.
  1713. Time: 27.23 (-0.88)
  1714.  
  1715.  
  1716. Extra 4-6
  1717.  
  1718. Shot 1: R, jump shot, full forward spin, > 1/2 Power, A on bounce, B Fireball ASAP, A a lot, B Stone to stop between final two guys (stopping slightly late may cause a camera pan on hole opening, so try to avoid that).
  1719. Shot 2: Jump shot, full forward spin, < 3/4 Power (might vary slightly), A on bounce, B into hole (usually necessary).
  1720. Time: 31.64
  1721.  
  1722. Highscore 2 part 3:
  1723. Must bring Fireball from Extra 4-5.
  1724. Shot 1: L, L, L, right 5x, right spin 2, Full Power (frame-perfect), A against divider (2 frames - the 3rd divider boost frame doesn't work), A before 1st bounce, A on 2nd and 4th bounce, A against wall (there's 1 frame in the middle where you can't boost, but it's maybe a 5-frame window, though the timing for B varies a bit after), B ASAP after 2nd bounce (perhaps a 3 frame-window?), A plenty, B halfway between last divider and Stone (if you got the Stone already, the shot might sometimes still work), A over slope.
  1725. Time: 50.83 (-19.19)
  1726.  
  1727.  
  1728. Extra 4-7
  1729.  
  1730. Shot 1: 3/4 Power, B to stop when lined up with remaining guys. (If you don't have the Stone: 3/8 Power and boost twice immediately. Don't boost if > 3/8 Power low and boost the entire shot if 3/8 Power high. If you don't get lined up, if you're far enough away from centred then aiming one tick might be able to correct it.)
  1731. Shot 2: Full Power, A on bounce, A against divider, A into slope (crucial), A on next bounce, if you want to go for some bonus speed you can A as you transition into rolling up the slope, B into hole (if necessary). (If you don't have the Stone: Full Yellow Power will usually go in on its own as long as the slope boost wasn't too perfect. Full Power should skip the boost on the bounce before you get the last guy. Full Power and < Full Yellow Power high should throw in a boost while rolling to get enough speed to make it to the hole if necessary.)
  1732. Time: 24.59
  1733.  
  1734. Gold backup 3:
  1735. Shot 1: Right 11x or 12x, left spin 2
  1736. - Full Power, A ASAP if aimed 12x, A on bounce as you cross first slope
  1737. - Full Yellow Power, A twice ASAP, A on bounce as you cross first slope, starting from after hitting the first divider mash A to boost 5 more times (not against dividers) prior to becoming airborne.
  1738. Time: 20.94 (3.65)
  1739.  
  1740.  
  1741. Extra 4-8
  1742.  
  1743. Shot 1: R, R, R, R, jump shot, full forward spin, 1/2 Power, A on bounces 2, 3, and 4, A against divider if speed is low, leave it alone for a bit to make sure you're on the ground when you go to press B, B Hi Jump three tile lines before UFO (try to press as soon as you can while still getting UFO on the way up), you should bounce on the portion of the slope which is sticking out of the water (if this isn't happening, just take the UFO slowly to the hole), A on bounce, B UFO ASAP after bounce, B to enter hole.
  1744. Time: 33.44
  1745.  
  1746. Reset
  1747.  
  1748. ---
  1749.  
  1750. Extra Course 5
  1751.  
  1752. Optimal Score: 8
  1753. Optimal Speedrun Score: 15
  1754. Gold Medal Cutoff: 15
  1755. Silver Medal Cutoff: 20
  1756.  
  1757.  
  1758. Extra 5-1
  1759.  
  1760. Shot 1: L, L, jump shot, immediate 1 spin, 3/4 Power (< 3/4 Power if 2 spin; A on first bounce if 0 spin), hit booster, A a lot, get UFO, B UFO when close to ground, steer to lower-left guy, right guy, upper-left guy (possible camera pan if you come at the last guy in a weird way), and run into wall next to hole to stop. BEWARE the delay after picking up a powerup!
  1761. Shot 2: 1/8 Power
  1762. Time: 27.20
  1763.  
  1764. Gold backup 5: Hole in one. Get the guy on the flat ground before the upper-left guy, and run into the wall next to the hole to enter. B Needles might save it if not centred enough to not bounce over the hole.
  1765. Time: 24.58 (2.62)
  1766.  
  1767.  
  1768. Extra 5-2
  1769.  
  1770. Shot 1: Full Power, mash A for 3 boosts starting from the first bounce on the water (only do 2 boosts if exactly Full Power)
  1771. Shot 2: Jump shot, full forward spin, 1/8 Power, A on bounces, B in middle of last coloured tile before slope, A on 1st bounce.
  1772. Time: 27.77
  1773.  
  1774. Gold backup 4:
  1775. Shot 1: Jump shot, full foward spin, Full Power, A on bounces, B just past the middle of the tile Hi Jump was on, A on 2nd bounce.
  1776. Time: 24.51 (3.26)
  1777.  
  1778.  
  1779. Extra 5-3
  1780.  
  1781. Shot 1: R, R, R, R, > 3/8 Power (high) to < 1/2 Power (low), A early on slope if > 3/8 Power.
  1782. Shot 2: Jump shot, full forward spin, 3/4 Power (more if stopped farther back), A on bounce, B when underneath 1st pumpkin, A on 1st bounce, A on 5th bounce (skip if you think your B press was very early, instead 4th bounce if you think your B press was late).
  1783. Time: 36.02
  1784.  
  1785. Gold backup 6:
  1786. Shot 1: R, R, R, R, jump shot, full backspin, > 1/2 Power, A on all bounces, B just before base of slope before 1st pumpkin, A on 3rd bounce, A Tornado ASAP and hold left at first, steer past the hole and up the next slope to slow down for hole entry.
  1787. Time: 36.73 (-0.71)
  1788.  
  1789.  
  1790. Extra 5-4
  1791.  
  1792. Shot 1-a: << 1/8 Power (low - stopped feet on line of start point square), don't boost on these whiffs.
  1793. Shot 2-a: Jump shot, right 19x, left spin 3
  1794. - Full Yellow Power to Full Power: A on all bounces except the 1st (Full Power is tricky due to extra bounce on water; < Full Yellow Power high also works, hangs on lip)
  1795. Shot 1-b: >> 0 Power (high - no start point circle visable below Kirby)
  1796. Shot 2-b: Jump shot, right 19x, left spin 3
  1797. - Full Yellow Power or Full Power: A on all bounces except the 1st.
  1798. Shot 1-c: >> 0 Power (low - some start point circle visable below Kirby)
  1799. Shot 2-c: Jump shot, right 19x, left spin 3
  1800. - Full Yellow Power (slowest option): A on bounces 1, 3, and 5, B after 5th bounce.
  1801. - Full Power: A on all bounces except the 1st.
  1802. This was the simplest thing I could find that was usually fast and had at least 3-frame windows for everything.
  1803. Certainly there are more fast routes than these but I didn't think it would be worth the brain space to memorize more branches than these.
  1804. If you get off-book, you can probably just make something up, and while it won't be as fast, it usually works out okay.
  1805. If you screw something up, quite often there is some way to bail out using the Freeze, so see if you can feel something out to salvage the hole.
  1806. But any strat that has to use the Freeze is usually over 1s slower.
  1807. Time: 25.77
  1808.  
  1809. Gold backup 2: Jump shot, right 19x, left spin 3
  1810. - << Full Yellow Power (high - hangs on lip), A on bounces 2, 3, 4, 5, and 6.
  1811. - < Full Yellow Power (either - high hangs on lip, aim for this low frame), A on bounces 1, 3, 4, 5, and 6.
  1812. - Full Yellow Power, A on bounces 1, 3, 4, and 5, B after 5th bounce.
  1813. - Full Power, A on 1st bounce, B after 4th bounce.
  1814. Time: 22.03 (3.74)
  1815.  
  1816.  
  1817. Extra 5-5
  1818.  
  1819. Shot 1-a: R, >> 3/8 Power (high) or << 1/2 Power (low), A two times if >> 3/8 Power, A on next 2 bounces, B after getting 2nd Tornado and hold right, after getting the 3rd Tornado steer left and B to the final Tornado (hold left slightly longer than necessary so that you'll hit the side slopes after using the final Tornado), wait until halfway to the ground before using the final Tornado, wait 1/2s after hitting the ground before steering left and stopping to the right of the hole, and it's best if you stop pretty far from the hole.
  1820. Shot 1-b: R, > 3/8 Power (high) or >> 3/8 Power (low), A 4 times if > 3/8 Power or 2 times if >> 3/8 Power, tell the two >> 3/8 Power frames apart by how high Kirby is when he falls off the trampoline (low frame will go over the corner and have no trampoline visible below him), A on the bounce and B almost ASAP after bouncing and hold right at first, steer back to the left to get the 3rd Tornado and then proceed as described above from there. This route is probably over 1/2s slower.
  1821. Shot 2: Ideally you're pretty far away and need 1/4 Power mash A, but aim/curve and power as needed.
  1822. Time: 34.80
  1823.  
  1824. Gold backup 1: Hole in one. On the 2nd last Tornado, don't hold left quite as long, use the final Tornado closer to the ground, and hold right at first to reach the hole.
  1825. Time: 29.96 (4.84)
  1826.  
  1827.  
  1828. Extra 5-6
  1829.  
  1830. Shot 1: L, L, L, 0 Power
  1831. Shot 2: Right spin 1 (aim for the very left edge of the warp if your whiff was exactly > 0 Power), Full Power, boost immediately to correct for less power, A on all bounces starting from the bounce on the warp, can use Tornado if not going to make it over the bump, B Wheel ASAP, B Parasol just after you should enter the hole (to hopefully save you in case you bounce over).
  1832. Time: 32.85
  1833.  
  1834. Gold backup 3: Hole in one. You must aim instead of using a curve.
  1835. Time: 29.32 (3.53)
  1836.  
  1837.  
  1838. Extra 5-7
  1839.  
  1840. Shot 1: Jump shot, left 2x, full left spin, full backspin, << 3/4 Power (either), A on bounces 1 and 4.
  1841. Shot 2: Jump shot (will have to aim right 3x if high frame on shot 1), < 3/4 Power (> 3/4 Power if high frame).
  1842. Time: 31.54
  1843.  
  1844. I guess if you miss the power on shot 1 you can try bailing out by using the Parasol (always assuming you still have it -- disaster can sometimes strike in the previous hole) once you're just high enough to coast to the Hi Jump. Then you can try to salvage the hole with some kind of grounder. Position is going to vary a bit from shot 1 so it's difficult to prescribe the perfect shot 2, so I can't promise it'll work exactly like this, but try something like: Left 14x, << 3/4 Power or < 3/4 Power, A in late-middle of slope if << 3/4 Power, A on 3rd bounce. This should leave you in a pretty similar position to where you would normally have to shoot into the hole, but of course a custom aim and power will be required.
  1845.  
  1846. Gold backup 7:
  1847. Shot 1: L, L, L, jump shot, left 7x, full right spin, full backspin
  1848. - Full Power, A on 1st and 2nd bounces, A on 1st bounce on trampoline, A on all subsequent bounces.
  1849. - Full Yellow Power, A on 1st and 2nd bounces, B slightly after hitting 1st trampoline (7 frames), A on bounces 3, 5, 6, 7, 9, and 10. (This is 4s slower than Full Power.)
  1850. Time: 41.46 (-9.92)
  1851.  
  1852.  
  1853. Extra 5-8
  1854.  
  1855. Shot 1: L, L, L, L, right 1x, right spin 4
  1856. - Full Power: This is about 3s slower than Full Yellow. A a bit after touching conveyor (11 frames), B ASAP after Tornado, steer to hole. You'll have to coast up the slopes at least once to slow down enough to enter. (Perhaps spend some time in the bottom corner?)
  1857. - Full Yellow Power: A on bounce on slope before Spark, A on bounce on slope before Tornado.
  1858. - < Full Yellow Power (high): This is pretty difficult so it's best avoided. A immediately (4 frames), A on bounce on slope before Spark (you can try skipping boost this if you think you were late on the 4-frame window; the last frame of that 4-frame window and the 1st frame after it will work without this boost), A on bounce on slope before Tornado, A a bit after start rolling (avoid slope boosts), more A if speed is low (tends to occur mainly if you got 1st-frame A on the immediate boost). If you don't bounce on that last slope before the Tornado in the right way, use the Tornado ASAP and steer to hole, using the slopes to slow down (Tornado bail out is about 3s slower).
  1859. Time: 26.70
  1860.  
  1861. Reset
  1862.  
  1863. ---
  1864.  
  1865. Extra Course 6
  1866.  
  1867. Optimal Score: 8
  1868. Optimal Speedrun Score: 15
  1869. Gold Medal Cutoff: 16
  1870. Silver Medal Cutoff: 21
  1871.  
  1872.  
  1873. Extra 6-1
  1874.  
  1875. Shot 1: 0 Power
  1876. Shot 2: Full Power, A on all dividers, B ASAP, A between dividers. (This hole in one shot arbitrarily decides not to work about as often as it works. You might rather try this on shot one and just take the hole in one if it happens.)
  1877. Time: 33.26
  1878.  
  1879. Gold backup 2: Hole in one.
  1880. Time: 28.98 (4.28)
  1881.  
  1882.  
  1883. Extra 6-2
  1884.  
  1885. Shot 1: L, 1/4 Power, B Fireball at edge of start point, A against divider, A coming over slope, A on bounce in sand, B Stone over arrow
  1886. Shot 2: 3/8 Power, B Hi Jump in middle of first coloured tile of highest ground (3 frames; 1 frame for clean entry). - If you'd like a 6 frames to use the Hi Jump (only really works if you're centred, which you should be), press B around the base of the highest slope; timing is from the front of Kirby's shadow touching the bottom of the slope until the back of Kirby's shadow touching the bottom tile line on the slope. A on 1st bounce if you Hi Jump before the front of Kirby's shadow is touching bottom tile line on the slope. This is over 1s slower.
  1887. Time: 27.87
  1888.  
  1889. Gold backup 3:
  1890. Shot 1: L, 5/8 Power, B just before 2nd white-to-coloured tile line, B Hi Jump at right time.
  1891. Time: 24.60 (3.27)
  1892.  
  1893.  
  1894. Extra 6-3
  1895.  
  1896. Normal:
  1897. Shot 1: Right 9x, Full Power, mash A 3 times (Full Yellow Power: Start boosting constantly ASAP and time your boosts perfectly instead of just mashing), B ASAP after Stone.
  1898. Shot 2: Jump shot, full forward spin, 1/2 Power, A on bounces (you can sometimes skip boosts to get a quicksink, but it's hard to gauge when to do that), B into hole (if necessary).
  1899. Time: 30.20
  1900.  
  1901. Easier Alternate: (over 2s slower)
  1902. Shot 1: Right 25x, jump shot, left spin 6, full forward spin, Full Power (5 frames), A on bounces, B Stone once centred.
  1903. Shot 2: Jump shot, full forward spin, > 3/8 Power (adjust for position -- approx. < 3/8 Power for closest position, 1/2 Power for farthest back), A on bounces (you can sometimes skip boosts to get a quicksink, but it's hard to guage when to do that), B into hole (if necessary).
  1904. Time: 32.87
  1905.  
  1906. Highscore 1:
  1907. Shot 1: R, R, right 21x, right spin 2, Full Power (frame-perfect), A against divider (3 frames), A twice on way up, A on two bounces at bottom, A slope boost next bounce halfway between guy and divider, A against last divider on that side (3 frames), A once right away on slope and again at the star, A probably at least 3 times while rolling back across. (It's tough to boost just the right amount so that you'll leave the slopes at the perfect angle.)
  1908. Time: 41.61 (-11.41)
  1909.  
  1910.  
  1911. Extra 6-4
  1912.  
  1913. Shot 1: L, L, < 7/8 Power, B Hi Jump once turned around on slope (might have to wait a bit if rolled far), mash B when near the ground to UFO and stop ASAP
  1914. Shot 2: Full Power, B ASAP, steer to hole, B to enter
  1915. Time: 30.92
  1916.  
  1917. Gold backup 6: Hole in one. Instead of using the Hi Jump ASAP, wait until you're fully off of the slope so that you bounce on the slope when you land. Boost on the bounce, B ASAP, and steer to the hole.
  1918. Time: 30.48 (0.44)
  1919.  
  1920.  
  1921. Extra 6-5
  1922.  
  1923. Shot 1: Full Power, B ASAP, get Hi Jump, get other Hi Jump, get Tornado, get other Tornado, get broom guy, get octopus guy, run into divider nearest hole
  1924. Shot 2: 1/2 Power (add A if less)
  1925. Time: 27.78
  1926.  
  1927. Gold backup 4: Hole in one. Leave the upper Hi Jump for the hole. Come across from the Kabu and use the Tornado when above first coloured tile.
  1928. Time: 24.53 (3.25)
  1929.  
  1930.  
  1931. Extra 6-6
  1932.  
  1933. Shot 1: 3/8 Power, B Tornado once over slope, steer to Needle and straight down the hill, hit the front of the booster, get the upper of the remaining two guys on the hill (rarely, you'll get too much speed from the booster to do this cleanly -- sorry about that), hit divider, get last guy on hill, steer down the hill and into the warp, B Needle to stop after opening hole.
  1934. Shot 2: Aim if necessary, jump shot, > 3/4 Power
  1935. Time: 30.11
  1936.  
  1937. Gold backup 7:
  1938. Shot 1: L, left 4x, jump shot, full forward spin, 7/8 Power, A on all bounces, B Tornado just before divider, steer between the two close dividers at the bottom and hit one towards the end of the small gap, get both guys on right side of hill and steer down and into the warp. (I know a strategy that's 8s faster but it's a little too inconsistent for RTA.)
  1939. Time: 41.13 (-11.02)
  1940.  
  1941.  
  1942. Extra 6-7
  1943.  
  1944. Shot 1: 5/8 Power, B Needle on way up when level with ground to stop before guy
  1945. Shot 2: < Full Yellow Power (low) to Full Yellow Power, A ASAP (skip if Full Yellow or higher, a great mash for 2 boosts can fix << Full Yellow high), A on 1st bounce (Full Power: B Hi Jump at tile intersection between sand and start of following slope)
  1946. Time: 25.17
  1947.  
  1948. Gold backup 5:
  1949. Shot 1:
  1950. - << 3/4 Power (low), A on all bounces except the 1st.
  1951. - > 5/8 Power (either), A on 3rd bounce, A on 2nd bounce on slope.
  1952. - 5/8 Power (either), A on 3rd bounce (slightly early to avoid slope boost), A on 2nd bounce on slope, A on 2nd bounce on flat, A on 2nd bounce on grass.
  1953. - < 5/8 Power (high), A on bounces 2 and 3, A on final 3 bounces starting at 1st bounce on flat.
  1954. Time: 22.31 (2.86)
  1955.  
  1956.  
  1957. Extra 6-8
  1958.  
  1959. Shot 1: < Full Power, A on bounces except the first, B Fireball almost ASAP, A on bounce on trampoline
  1960. Time: 25.23
  1961.  
  1962. Reset
  1963.  
  1964. ---
  1965.  
  1966. Extra Course 7
  1967.  
  1968. Optimal Score: 8
  1969. Optimal Speedrun Score: 16
  1970. Gold Medal Cutoff: 16
  1971. Silver Medal Cutoff: 21
  1972.  
  1973.  
  1974. Extra 7-1
  1975.  
  1976. Shot 1: 0 Power. (You might consider tapping it into the hole instead or whiffing the first shot so that everything isn't riding on actually getting into the hole. If you get a hole in one accidentally it might still be faster than using a Hi Jump.)
  1977. Shot 2: Jump shot, full forward spin, < 7/8 Power (if you'd rather shoot a grounder with Full Power and use the Hi Jump to cross the gap, which will require you to also use the Hi Jump to reach the hole, the timing is at the 2nd-last tile line, but it's over 1s slower for crossing the gap, and then A on bounces 2, 3, and 4), A on all bounces (if the last two bounces are going to be very close together, then you can probably make it to the hole with a good roll-transition boost, and it'll probably be easier that way), A when transitioning into rolling (possible to overdo it), more A if necessary (if you'd rather Hi Jump into the hole, the timing is at the first coloured-to-white tile line on the final slope, but it's over 1.5s slower).
  1978. Time: 27.19
  1979.  
  1980. Gold backup 2: Hole in one.
  1981. Time: 22.58 (4.61)
  1982.  
  1983.  
  1984. Extra 7-2
  1985.  
  1986. Shot 1: L, L, < 3/4 Power, A on bounce, B after Hi Jump at base of slope. It's pretty essential that you stop mostly centred to very slightly back of where the Fireball was, so maybe throw in some boosts if you think that'll help get you into position.
  1987. Shot 2: L, left 4x (adjust for position if you have to but it's better if you don't have to -- further back aim less, closer aim more), 0 Power, B Fireball ASAP, A against dividers 1, 3, 5, and 6 (the more of these boosts you hit the more likely you hit the booster and the arrow as planned), B Parasol a bit after bouncing and briefly tap left to hopefully slide into hole. You may have to adjust timing of B press and the amount of left press depending on speed or position, but that's easier said than done.
  1988. Time: 37.76
  1989.  
  1990. Highscore 1 & 2 part 1:
  1991. Shot 1: L, L, jump shot, right 19x, full left spin, Full Power, A on bounce, B Hi Jump near end of next coloured tile, B Fireball once stopped bouncing. You'll want to press A some but it's a bit inconsistent to get all the guys up here and make it into the gap in a single cycle. I think if you get Full Power on the shot and press B just a tad later, A against the first divider and A on the divider right after you pick up the Parasol, might give you the result you want. B Parasol just before becoming airborne, steer to the Hi Jump and aim in the general direction of the hole and B Hi Jump toward it and hopefully you can find a way to get into the hole.
  1992. Time: 48.24 (-10.48)
  1993.  
  1994.  
  1995. Extra 7-3
  1996.  
  1997. Shot 1: L, left 1x, full right spin, < Full Power, A on 2 bounces, B Parasol immediately after 2nd bounce.
  1998. Shot 2: Aim if needed, 5/8 Power (try > 5/8 Power is stopped a bit late with the Parasol -- you want to bounce off the lip of the water but it's a bit arbitrary whether or not that happens), B a few frames after crossing the water and slide into the hole. (Usually about 2 frames to press B to make the shot work. Sometimes you won't bounce off the edge of the water, but often Kirby will slide up the slope and back down into the hole. Technically 1/2 Power on shot 2 is a few tenths faster but it's risky as slightly missing the B timing can send you off the cliff.)
  1999. Time: 26.22
  2000.  
  2001. Highscore 2 part 2:
  2002. You must have the Hi Jump from Extra 7-2. This highscore strat isn't that bad by itself, but taking the Hi Jump out of the previous hole is a pain to do even in 2 shots.
  2003. Shot 1: R, left spin 5, Full Power, B Hi Jump at first coloured-to-white tile line on slope. You probably won't have any kind of water bounce memory set up, so there might be a small amount of inconsistency here? Try A on 2nd and 3rd bounce after using Hi Jump, hopefully you'll clip the edge of the hole and roll back in.
  2004. Time: 30.53 (-4.31)
  2005.  
  2006.  
  2007. Extra 7-4
  2008.  
  2009. Shot 1: > 7/8 Power, A coming over slope, A on bounce, B Wheel ASAP after divider, B Needle in middle to late-middle of next coloured tile.
  2010. Shot 2: Full Power (Full Yellow, boost right away and then a bit before the 2nd guy), B Needle in air (almost as soon as possible is best) and get Fireball.
  2011. Shot 3: Aim north (L if necessary), left 1x give or take?, 0 Power, B Fireball ASAP, A after wall and after divider maybe, boost more while rolling up top if it'll help get in the hole. I don't know exactly what you need to do for this shot, it's just inconsistent I guess. I'd suggest that the distance from the wall when you use the Fireball is an important factor? (If you've stopped very close to the wall after shot 2, you may need something else to make it up the hill. You could try boosting against the divider instead, and/or not aiming as far left?)
  2012. Time: 37.34
  2013. Shot 4: Tap it in. Hopefully this shot isn't needed. Remember on the next hole not to use a Whiff/HIO strategy to avoid Kirby complaining.
  2014. Time: 42.88
  2015.  
  2016. If you're going for a gold medal, it's basically useless to think of taking 2 or (consistent) 3 shots on this hole because all of those strats are so much slower that you might as well just get the hole in one and skip some other backup. That's not completely true, but it's close enough to true that I won't bother listing the easy 3-shot option, and coming up with a 2-shot option that's actually worth doing seems difficult. Honestly, if you think you could use a 2-shot safety net (you might) and aren't confident you can make this hole in 3 shots (you aren't), just take the hole in one on this hole. But if the rest of the course is going well and you think you might be able to get this hole in 3, if needed you can use the other backups instead (the best of which is Ex7-7's).
  2017.  
  2018. Gold backup 5 & 6 part 1:
  2019. Shot 1: L, L, L, L, right 12x, jump shot, full right spin, full forward spin
  2020. - Full Power: A on 3rd bounce, B Fireball really ASAP (if you can B Parasol right before it gives you a bigger window), A 4 times rolling down the big slope.
  2021. - Full Yellow Power: A on 3rd and 5th bounces, B Fireball ASAP (Parasol won't be needed), A 4 times rolling down the big slope.
  2022. Time: 44.76 (-2.31)
  2023.  
  2024.  
  2025. Extra 7-5
  2026.  
  2027. Normal:
  2028. This strategy is complicated, but it can be mostly consistent.
  2029. Shot 1-a: 0 Power
  2030. Shot 2-a: R, R, right 1x, << 3/4 Power (low) to Full Yellow Power, A after 2nd arrow (before slope), B before tree
  2031. Shot 1-b: > 0 Power
  2032. Shot 2-b: R, R, R, << 3/4 Power (low) to >> 3/4 Power (low), A after 2nd arrow, B before tree
  2033. Shot 1-c: >> 0 Power (low)
  2034. Shot 2-c: R, R, R
  2035. - < 3/4 Power (high): A after 2nd arrow, B before tree
  2036. - 3/4 Power (either): A at 1st coloured-to-white tile line after boosters, A after 2nd arrow, B before tree
  2037. - > 3/4 Power (either): A after 1st arrow, A after 2nd arrow, B before tree
  2038. Shot 1-d: >> 0 Power (high - Kirby's feet just touching the start point square)
  2039. Shot 2-d: R, R, R
  2040. - < 3/4 Power (high): B Spark before tree
  2041. - 3/4 Power (either): A at 1st arrow, B before tree
  2042. Time: 30.25
  2043.  
  2044. Fireball: (Slightly inconsistent, but does save a half second if it works, and it often does.)
  2045. Shot 1: 0 Power
  2046. Shot 2: R, R, R, (R, R, right 1x, if exactly 0 Power on whiff), jump shot, 0 Power, B Fireball at apex, A on bounce on booster, A after 2nd arrow, B Spark before tree.
  2047. Time: 29.69
  2048.  
  2049. Alternate:
  2050. This strategy is slightly slower, but much simpler. Even if you do the Normal or Fireball strategy, it's worth learning this one as well because it's actually faster if you reach this hole with less than full health.
  2051. Shot 1: R, right spin 3, 3/4 Power, A as much as you want, B Tornado at 2nd-last coloured-to-white tile line before tree, steer left around the tree and back to the right to get the guy, stop near the southern-most part of the pit.
  2052. Shot 2: Left spin 1, 1/2 Power (adjust for position).
  2053. Time: 30.62
  2054.  
  2055. Gold backup 3: Hole in one (Fireball).
  2056. Or use the potentially more consistent but 0.5s slower strategy listed below.
  2057. You will have to use the strategy below if you don't have the Fireball from the previous hole.
  2058. Time: 25.23 (4.46)
  2059.  
  2060. Gold backup 5 & 6 part 2:
  2061. Shot 1: R, R, R
  2062. - > 3/4 Power (either): A immediately (but not too immediately?), A after 2nd arrow, B before tree
  2063. - 3/4 Power (either): A after 2nd arrow, B before tree
  2064. - < 3/4 Power (either): A 3 times immediately, A after 2nd arrow, B before tree (this one not quite as consistent).
  2065. Time: 25.79 (3.90) (-0.56)
  2066.  
  2067.  
  2068. Extra 7-6
  2069.  
  2070. Shot 1: Jump shot, > 5/8 Power, B Tornado ASAP, B UFO near ground, B ASAP to stop
  2071. Shot 2: 3/8 Power
  2072. Time: 24.17
  2073.  
  2074. Gold backup 4:
  2075. Shot 1: Jump shot, > 5/8 Power, B Tornado ASAP, B UFO at highest possible height while still low enough to get Tornado, B Tornado at first tile line at edge of tile where the tornado was (later if lower), hopefully sink right in. (If you don't care that it's 3.5s slower and you just want to get into the hole, the next-best option is to use the UFO too high and B to stop it at the top of the last white tile on slope. The Hi Jump isn't as useful as a backup in the next hole as the Tornado is.)
  2076. Time: 22.01 (2.16)
  2077.  
  2078.  
  2079. Extra 7-7
  2080.  
  2081. Shot 1-a: > 0 Power (don't boost on these whiffs).
  2082. Shot 2-a: R, R, R, R, jump shot, full forward spin
  2083. - 1/2 Power (high), A on bounces 1 and 2, A slope boost next bounce (see Note on what to do after bad slope boosts), more A likely required to reach hole.
  2084. - > 1/2 Power (either), A 1st bounce. (Ideally you want these 'A on 1st bounce' routes.) If you can identify that you have low frame, fastest option if you add A on bounce at Hi Jump and A on bounce on flat. Look for a single white pixel to be visible to Kirby's lower-left as the hole opens, that's a sign you've got low frame.
  2085. - Too much power, boost on all bounces to try and at least get back over the big slope (see Note).
  2086. Shot 1-b: >> 0 Power (low - Kirby's feet not quite touching start point square).
  2087. Shot 2-b: R, R, R, R, jump shot, full forward spin, > 1/2 Power (high) or >> 1/2 Power (low), A on 1st bounce. (No good way to tell if you've over or underpowered the shot. If it's underpowered, try to react and boost enough to at least get up the big slope -- see Note for what to do after bad boosts. If it's overpowered, you're going on an adventure, sorry to say, so start boosting for 4 bounces starting from the bounce on the arrow, A slope boost coming over slope but boost early to not get too much speed from it, and A again while rolling on the flat of the bump. To avoid slope boost jank instead you can skip those last two boosts, then B Wheel early over the hole.)
  2088. Time: 27.14 (26.14 - fastest if you can identify that one low frame)
  2089.  
  2090. Shot 1-c: 0 Power - You can attempt something along these lines for any whiff on shot one, but probably reduce power slightly since in most cases you will not move as far as with 0 Power.
  2091. Shot 2-c: R, R, R, R, jump shot, full forward spin, > 1/2 Power (high) to < 7/8 Power (low), A on bounces 1 and 2, A slope boost next bounce (exact timing will vary a bit depending on power, but be warned in some causes it is possible to get too much speed from it), A on the next bounce if speed is relatively low (if speed is very high you may need to throw in some boosts to ensure you bounce into the hole rather than clipping out of it).
  2092. Note: If you don't have enough speed to get from the Hi Jump over the bump, on the way down from the bounce prior to getting the Hi Jump, use the Tornado (hopefully you still have it) and coast to the hole. If you don't have enough speed to even get back over the big slope, use the Tornado to get to the Hi Jump, then Hi Jump at the first tile line on the slope of the bump.
  2093. Time: 27.44
  2094.  
  2095. If whiffing the first shot will cause Kirby to complain, instead use the Hole in One strategy, but attempt to clip the edge of the hole if it's not too much trouble. For 1/2 Power (high), unfortunately the hole clip isn't super friendly, but instead of the normal boosts after the Hi Jump: A as you crest the top of the slope up the bump and A at the bottom of the slope down from the bump. For > 1/2 Power (low): Add A on bounce as you get the Hi Jump.
  2096. Time: 27.59
  2097.  
  2098. Gold backup 1: Hole in one.
  2099. Shot 1: R, R, R, R, jump shot, full forward spin
  2100. - 1/2 Power (high), A on 1st bounce, A on bounce after Hi Jump, A on bounce on top of bump (0.5s faster than the other frame).
  2101. - > 1/2 Power (low): A on 1st bounce
  2102. - The backups for if you miss the power are about the same as above. Even the so-called 'adventure' works about the same.
  2103. Time: 21.86 (5.28)
  2104.  
  2105.  
  2106. Extra 7-8
  2107.  
  2108. Shot 1: Jump shot, full forward spin, 1/4 Power (high) to >> 1/4 Power (high), A on bounces, B UFO when close to ground but before wall with enough room to turn without hitting it, steer to hole, B to enter
  2109. Time: 27.37
  2110.  
  2111. Reset
  2112.  
  2113. ---
  2114.  
  2115. Extra Course 8
  2116.  
  2117. Optimal Score: 8
  2118. Optimal Speedrun Score: 15
  2119. Gold Medal Cutoff: 15
  2120. Silver Medal Cutoff: 20
  2121.  
  2122.  
  2123. Extra 8-1
  2124.  
  2125. Normal:
  2126. Shot 1: R, R, R, R, left spin 2
  2127. - Full Power, A 3 times after 2nd divider
  2128. - Full Yellow Power, A 4 times ASAP
  2129. - < Full Yellow Power (high), A 5 times ASAP, A after divider
  2130. Shot 2: Aim right 1x if Full Power on shot 1, 0 Power, B Wheel ASAP, B Fireball at 2nd-last tile line on slope after Fireball.
  2131. Time: 32.80
  2132.  
  2133. Maybe slightly faster alternate:
  2134. Shot 1: R, R, right 1x, right spin 1
  2135. - Full Power: A immediately, A against 1st divider, A twice as you get the octopus (stops just behind Wheel)
  2136. - Full Yellow Power: A immediately, A near end of slope, A on bounce, A against 1st divider, A twice as you get the octopus (stops just behind Wheel)
  2137. - < Full Yellow Power (high): A immediately, A near end of slope, A on bounce, A against 1st divider, A 4 times as you get the octopus, A again after last divider (slowest option because it stops after getting the Wheel)
  2138. Shot 2: 0 Power, B Wheel ASAP, B Fireball at 2nd-last tile line on slope after Fireball.
  2139. Time: 32.68
  2140.  
  2141. Gold backup 6 part 1:
  2142. Shot 1: R, R, R, R, Full Power, A, B Wheel ASAP after divider, B Fireball near top of slope before Octopus, A on all bounces, B when over first edge of start point (approx), steer to hole.
  2143. Time: 41.53 (-8.85)
  2144.  
  2145.  
  2146. Extra 8-2
  2147.  
  2148. Shot 1: Shoot quickly, L, right 1x, 0 Power, B Fireball ASAP, A against as many dividers as you can up until and including the last one before you reach the water, bounce on the water once if going fast (don't count that first little corner of water you pass as your bounce), B Freeze after bounce on water (or before if weren't going so fast), B Stone ASAP.
  2149. Shot 2: Down, aim for hole, Full Power, press A and/or B as needed.
  2150. Time: 29.56
  2151.  
  2152. Gold backup 6 part 2:
  2153. You won't have the Fireball right away so shoot with Full Power instead and use the Fireball once you get it.
  2154. Time: 31.23 (-1.67)
  2155.  
  2156. Highscore 1:
  2157. Shot 1: L, left 2, right spin 3, Full Yellow Power (frame-perfect, but if you underpower there is a small chance you could make it work but adding in some extra boots), B Fireball just a bit before 2nd divider (frame perfect), B Freeze right away (I find that waiting to use it increases the chance that you miss the Stone for no reason), B Stone into hole
  2158. Time: 26.33 (3.23)
  2159.  
  2160.  
  2161. Extra 8-3
  2162.  
  2163. Shot 1: Left 3x, > 1/2 Power, A before grass, B Stone after grass just before Fireball (without getting it).
  2164. Shot 2: 1/4 Power, B Fireball when 2/3 way through tile that Fireball is on, B Stone into hole if necessary.
  2165. Time: 22.08
  2166.  
  2167. Gold backup 1: Left 3x, Full Power, (Left 4x, 3/4 Power is good too), B Fireball when 2/3 way through tile that Fireball is on, B Stone into hole if necessary.
  2168. Time: 18.34 (3.74)
  2169.  
  2170.  
  2171. Extra 8-4
  2172.  
  2173. Shot 1: R, R, R, < Full Yellow Power (high) to Full Power, A ASAP except if Full Yellow Power, A on next 4 bounces (early on bounces 3 and 4 so you can fit them all in before you get taken by the warp), B shortly after bouncing at vents and steer right to Tornado and stop as you get it. The timing for all of this varies a bit depending on power.
  2174. Shot 2: Aim if necessary, 1/4 Power.
  2175. Time: 28.89
  2176.  
  2177. Gold backup 3:
  2178. Shot 1: R, R, R, R, left spin 3, Full Power or Full Yellow Power, get Tornado and first Kabu, B Tornado to jump over the warp, hold right after hitting divider and into the last Kabu, hit the divider and into the warp, should have enough speed to reach the hole.
  2179. Time: 27.98 (0.91)
  2180.  
  2181.  
  2182. Extra 8-5
  2183.  
  2184. Shot 1: < 5/8 Power (some A if less)
  2185. Shot 2: Jump shot, > 3/4 Power, B Fireball once low enough to get pumpkin, A on bounces, B Hi Jump two tiles lines before divider, A on 1st and (probably) 3rd bounce
  2186. Time: 32.56
  2187.  
  2188. Gold backup 5: (Requires the Tornado from 8-4)
  2189. Shot 1: Jump shot, 7/8 Power, B Tornado ASAP, get flying guy and coast back to the bottom, B Fireball once turned around, A at the base of 3rd slope, A on all bounces, B Hi Jump two tile lines before divider, A on 1st and (probably) 3rd bounce.
  2190. Time: 39.29 (-6.73)
  2191.  
  2192.  
  2193. Extra 8-6
  2194.  
  2195. Shot 1: Left spin 4, 7/8 Power (high) to Full Yellow Power, A on bounce, B Hi Jump into bottom of UFO, B UFO ASAP, B to stop ASAP.
  2196. Shot 2: Full Power, B ASAP, steer octopus guy, broom guy, Kabu, up the conveyors, B into hole.
  2197. Time: 33.30
  2198.  
  2199. Gold backup 4:
  2200. Shot 1: L, jump shot, full forward spin, 3/4 Power, A on 1st bounce, A on 2nd bounce (slope boost), B Parasol after a short bit, steer to UFO, align with grid, B UFO once low enough to get guys, get front two guys, kabu, steer to hole, B to enter.
  2201. Time: 37.89 (-4.59)
  2202.  
  2203.  
  2204. Extra 8-7
  2205.  
  2206. Shot 1: Full Power, B ASAP, steer to upper-left octopus guy, go counter-clockwise and get the guys except the Fireball, B to stop just down-right of the Pumpkin
  2207. Shot 2: Jump shot, full forward spin, > 1/2 Power, A on bounces 1 and 3.
  2208. Time: 37.53
  2209.  
  2210. Gold backup 2:
  2211. Shot 1: R, R, jump shot, full forward spin, 1/2 Power, A on bounce, B UFO once high enough to clear divider but still low enough to get the guys, steer counter-clockwise around to all the guys, turn immediately left from the last octopus, get centred and turn back to the right and B Fireball ASAP, that should get you into the warp, B Hi Jump in middle of next coloured tile.
  2212. Time: 34.96 (2.57)
  2213.  
  2214.  
  2215. Extra 8-8
  2216.  
  2217. Shot 1: Jump shot, full backspin, 3/4 Power, A on bounce, B Fireball in middle of next coloured tile after bouncing back, A on bounces and some more, hopefully bounce over both warps, get the broom guy and take the left warp, B Wheel ASAP, B Hi Jump a bit after hitting the spikes, land on the Freeze, hit half the booster, A on 2nd bounce on water and that should go in if you timed the Hi Jump properly. - If you are slightly late on the Hi Jump, reduce speed by bouncing on the water a few times and then use the Freeze. If you are early, just let it go and hopefully it clips the edge of the hole and doesn't go over the cliff.
  2218. Time: 40.88
  2219.  
  2220. Reset
  2221.  
  2222. ---
  2223.  
  2224. Extra Dedede
  2225.  
  2226. Shots 1-8: Jump shot, R, left 2x, full left spin, 0 or 1 backspin, A on bounce/divider - Fire these shots as quickly as possible!
  2227. Note: If you fire these shots too slowly (or just get bad RNG?), and a mini Dedede is about to hit you, waste a shot taking out the mini Dedede. If it's going to be close whether or not the mini will hit you, might be able to fire the shot without the full spin and still hit Dedede for max damage.
  2228. Time: 1:13.14
  2229.  
  2230. *---* * * *--*
  2231. | |\ | | \
  2232. | | \ | | *
  2233. *---* * * * * |
  2234. | | \ | | *
  2235. | | \| | /
  2236. *---* * * *--*
  2237.  
  2238. ---
  2239.  
  2240.  
  2241.  
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