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Any2-B

From Windswept Speedrun

This is a very difficult stage due to its length, precision, and the fact that you can't create checkpoints to practice segments. In a full-game run this level begins with a cutscene which takes 33.716 seconds as Marbles, or 33.700 seconds as Checkers.

  • At 0:05.8 a midair spin dash is used to cross from the first platform to the third. This sets you up to easily land on top of the upcoming barrel instead of having to roll through it or awkwardly jump over it. See the image at the bottom for a visual comparison of the two routes.
  • At 0:09 doing 2 or 3 midair spin dashes helps you cross under the cork cannons without needing to glide.
  • You can swap to Checkers before entering the cannon or inside the cannon.
  • Taking damage after this point is extremely costly as there are no buddy bubbles until the boss fight and solo Marbles has a very difficult time in this stage. Play carefully and learn the backups to prevent this stage from ending runs.
  • You can dropdash under the first pipfall, but if you do, the second one will usually fall in time to roll through it, so it's not clear whether it's faster to dropdash over or under.
  • At 0:20.8 it's important to roll off the platform so you can groundpound immediately. If you don't roll, the groundpound may not register and you will have to do a backup.
  • The dropdash through the pip tunnel is precise and is one of the most likely places to lose Checkers. You can dash through all the pips but there is a cannonball following them which you must bounce on. Therefore the dash must be done near the top of the tunnel. If you are a little too low it's possible to jump out of the dash, but if you jump directly into a pip you may take damage.
  • It's OK to just jump up the platforms after the tunnel instead of piggybacking. The semisolid dropdash at the top is useful for instantly gaining top speed, but risks colliding with the cork. If you piggyback up the platforms make sure to drift right and delay the dropdash to give the cork time to move.
  • There are slower and easier alternatives to the climb in the top-left corner of the map at 0:25.5. It's also possible to bounce over the two pip cannons (either using the cannonball or the lower pip). Experiment and determine what works for you.
  • If you lose Checkers at or before this point, Marbles can pass the spiked pip wheel at 0:31.5. You can spin-dash from the platform and get over it or glide against the wall. Practice this backup as it's much faster than waiting.
  • At 0:33.8 it's possible to fire the cannon directly into the cork and dropdash after getting bounced and before re-entering the cannon. This is very precise, so it's not shown in the video, but since you just bounce back into the cannon it's not very risky.
  • The boss is easily defeated with a single groundpound.

With lots of experience it's possible to get about 1:31 to 1:32 consistently (58-59 without the cutscene). For a beginner, aim for sub-1:40.

Platform Staircase Visual

Red: Non spin-dash route from platform 1 to 5. Lands in front of the barrel and has to roll through it or uncomfortably jump over it.

Green: Spin-dash route from platform 1 to 3 to 4. Can jump to 6 and then to the barrel to roll-jump off it.