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This level appears to be an autoscroller casually, but for a speedrunner the slow bucket rides are easy to skip. While Marbles is generally better for this type of level layout, the fact that this level begins with Checkers and requires switching to Checkers again at the end means that there is a viable Checkers route in this level.
==Optimal==
==Optimal==
This stage is optimal with marbles and use a lot of [[Tech and glitches#Shell Jump / Mid-Air Shell Jump|shell jumps]]. You want to make sure your still gliding while hitting the first bee as you can take damage otherwise if you release glide. You also need to a spin of the edge before the jump while being at max speed.
<youtube>ZBYWc4Hgpg0</youtube>


==Checkers strat (slower)==
<youtube>Rfiz93nlIdw</youtube>
 
*Hold tagteam to swap to Marbles at the start of the level.
*Rolling through the anemometers (wind cups) generates 5 freeze frames, so they should be avoided. The exception is if you lose speed and need to accelerate back to [[Tech and glitches#Maximum Speed|top speed]], which can happen at 0:29.0 as you pass under the wall.
*Be very careful with the first enemy - roll as far as possible, jump as high as possible and don't delay flapping to ensure you don't take damage. Fortunately there is a bubble immediately after, so taking damage only loses about 1 seconds.
*Try to flap as late as possible and as little as possible to [[Tech and glitches#Maximum Speed|maintain speed]].
*At 0:16 if you land too far to the right on this platform just roll through the dragonfly.
*If you initiate a roll from too far left after reaching the upper platform (where the disk is located), the roll will die without hitting the wheel and you will fall. Therefore it helps to do a spin-dash here to ensure the roll reaches the wheel and extends. Doing a small roll-jump is OK too.
*It's possible to avoid the wheels on the upper platform after the midpoint, but it's quite risky and not recommended for full-game runs.
*Taking the cannon only loses 0.1-0.2 seconds.
*The maneuver through the underground passage at 0:28 is tough. The key is pressing left at the right moment to clear the tap-tap platform, and repressing roll at the correct time to charge the spin-dash. It is not possible to climb over the wall here.
*Marbles cannot clear the final water section without flapping and losing a lot of speed, so swapping to Checkers is faster. You can dropdash through the first bee to refresh Checkers' dash, then piggyback and [[Tech and glitches#Quad Jump|triple jump]] to the end. However, since Marbles is required for [[Any1-b|Octulent's Onslaught]], it makes sense to [[Tech and glitches#Midair Swap|swap midair]].
 
==Checkers Route==
 
<youtube>sUg8ZypHHgA</youtube>
<youtube>sUg8ZypHHgA</youtube>
*It's even more important to avoid rolling through the wind cups as Checkers, as rolling through things [[Tech and glitches#Maximum Speed|slows checkers down]].
*Be careful on the first platform at 0:03.8; jump early to avoid rolling through the wind cup, then do a big jump so your roll can reach the edge of the platform.
*You may need to dash forward before jumping in a few places to ensure the jump reaches the next platform. Note 0:14.5, 0:25.0 and 0:27.2.
*The underground passage may be slightly easier with Checkers, but be mindful of the [[Tech and glitches#Snap to Ground|snap to ground]] effect, which is demonstrated in the video.
*As with the previous route, it's possible to end the level with either character, with Marbles being the better choice since Marbles is required in the next level.
*This route is likely only slower by a few tenths if done optimally. Choose the route you are most comfortable with.
Assuming you enter the level with Checkers, any 40 is good in this level.

Latest revision as of 19:26, 30 May 2026

This level appears to be an autoscroller casually, but for a speedrunner the slow bucket rides are easy to skip. While Marbles is generally better for this type of level layout, the fact that this level begins with Checkers and requires switching to Checkers again at the end means that there is a viable Checkers route in this level.

Optimal

  • Hold tagteam to swap to Marbles at the start of the level.
  • Rolling through the anemometers (wind cups) generates 5 freeze frames, so they should be avoided. The exception is if you lose speed and need to accelerate back to top speed, which can happen at 0:29.0 as you pass under the wall.
  • Be very careful with the first enemy - roll as far as possible, jump as high as possible and don't delay flapping to ensure you don't take damage. Fortunately there is a bubble immediately after, so taking damage only loses about 1 seconds.
  • Try to flap as late as possible and as little as possible to maintain speed.
  • At 0:16 if you land too far to the right on this platform just roll through the dragonfly.
  • If you initiate a roll from too far left after reaching the upper platform (where the disk is located), the roll will die without hitting the wheel and you will fall. Therefore it helps to do a spin-dash here to ensure the roll reaches the wheel and extends. Doing a small roll-jump is OK too.
  • It's possible to avoid the wheels on the upper platform after the midpoint, but it's quite risky and not recommended for full-game runs.
  • Taking the cannon only loses 0.1-0.2 seconds.
  • The maneuver through the underground passage at 0:28 is tough. The key is pressing left at the right moment to clear the tap-tap platform, and repressing roll at the correct time to charge the spin-dash. It is not possible to climb over the wall here.
  • Marbles cannot clear the final water section without flapping and losing a lot of speed, so swapping to Checkers is faster. You can dropdash through the first bee to refresh Checkers' dash, then piggyback and triple jump to the end. However, since Marbles is required for Octulent's Onslaught, it makes sense to swap midair.

Checkers Route

  • It's even more important to avoid rolling through the wind cups as Checkers, as rolling through things slows checkers down.
  • Be careful on the first platform at 0:03.8; jump early to avoid rolling through the wind cup, then do a big jump so your roll can reach the edge of the platform.
  • You may need to dash forward before jumping in a few places to ensure the jump reaches the next platform. Note 0:14.5, 0:25.0 and 0:27.2.
  • The underground passage may be slightly easier with Checkers, but be mindful of the snap to ground effect, which is demonstrated in the video.
  • As with the previous route, it's possible to end the level with either character, with Marbles being the better choice since Marbles is required in the next level.
  • This route is likely only slower by a few tenths if done optimally. Choose the route you are most comfortable with.

Assuming you enter the level with Checkers, any 40 is good in this level.