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Any2-3

From Windswept Speedrun

Optimal

This level features some precise jumps - it's important to be familiar with the route and timings to build consistency.

  • The dropdash at 0:03 can be omitted by jumping from the left side of the second stair and bouncing off the pip, just like in the Marbles Start route below.
  • It's possible to clip through the slope at 0:04.5, which will force you to jump and likely bounce off the pip wheel if you react in time, or go into the bonus if you don't. In the video, you can see Checkers begin to fall for a few frames before platform correction moves the player back up.
  • In order to reach the cannonball it's necessary to not bounce off the pip cannon from too far on the left side. You can be near the middle or towards the right side; the spacing is fairly lenient.
  • The spin-dash at 0:10 ensures the roll extends to the edge of the platform.
  • Remember to bounce the first thrillneck and land in front of the second one.
  • The bounce off the pip wheel before the midpoint is omittable.
  • At 0:25.2, high bounce off the snake, do a small flap, and release jump to low bounce off the pip cannon. Glide briefly to reach the next platform if needed. It's necessary to stand on the lower platform and jump up to the higher platform to trigger the snake to jump out of the way. Spin-dash again to regain full speed.
  • It's actually possible to roll through this snake, but it's very inconsistent. It's not clear exactly what allows this, as snakes cannot usually be defeated by rolls when they're standing. It's only about 0.1 seconds faster than going under the snake optimally.
  • The spin-dash at 0:31.2 is just used to reach the next platform.
  • It's possible to jump over the pipfall at 0:32.8. However, doing this causes the pipfall at 0:36.8 to intercept you, so the freeze frames aren't saved. This may be due to the camera's position.
  • You can switch to Checkers at the end of this level or the start of the next level.

Using this route, any 45 is good (+0.5 if you swap at the end).

Marbles Start

Ending Nippa's Nook with Marbles allows you to save time in this level.

  • The jump up the staircase at 0:03 is a little more difficult than the similar jump at 0:29 in Cawbie Cliffs, likely because the second platform is slightly smaller.
  • It's possible to jump up to the platform with the pip cannon and roll through it, then jump and shell jump, and you will be high enough to skip the rope.

Using this route, a 44 or low 45 is good (+0.5 if you swap at the end).