Difference between revisions of "Donkey Kong Land III/Game Mechanics"

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(Created page with "The following is background information that might be useful for anyone intending on doing their own routing for this game. =Horizontal Speeds= ==As Kongs== Running (hold B a...")
 
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=Horizontal Speeds=
 
=Horizontal Speeds=
 
==As Kongs==
 
==As Kongs==
Running (hold B and left/right): 35
+
*Running (hold B and left/right): 35
In air, not holding B: 35
+
*In air, not holding B: 35
In air, holding B: 40
+
*In air, holding B: 40
Rolling: 35
+
*Rolling: 35
Rolling after defeating one enemy: 45
+
*Rolling after defeating one enemy: 45
Rolling after defeating two enemies: 55
+
*Rolling after defeating two enemies: 55
Rolling after defeating three enemies: 65
+
*Rolling after defeating three enemies: 65
While holding a horizontal rope: 30
+
*While holding a horizontal rope: 30
After bouncing on an enemy: 30
+
*After bouncing on an enemy: 30
Gliding (as Dixie): 35
+
*Gliding (as Dixie): 35
  
General rule: Jump everywhere you can (and ideally small jumps, because after a certain amount of time in the air you'll drop from 40 back to 35). If there's an enemy(ies) you can roll through, do that instead. Don't use ropes if you can help it: use Dixie to glide over them instead.
+
General rule: Jump everywhere you can (and ideally small jumps, because after a certain amount of time in the air you'll drop from 40 back to 35). If there's an enemy(ies) you can roll through, do that instead, but jump before the roll stops to keep some momentum. Don't use ropes if you can help it; use Dixie to glide over them instead.
  
 
==As Kongs, in water==
 
==As Kongs, in water==
Swimming, not holding B: 15
+
*Swimming, not holding B: 15
Swimming, holding B: 20
+
*Swimming, holding B: 20
Swimming upwards (with either A or up+A), holding B: 26
+
*Swimming upwards (with either A or up+A), holding B: 26
  
 
General rule: Keep to the ceiling and keep swimming up against it to maximise frames with 26 speed.
 
General rule: Keep to the ceiling and keep swimming up against it to maximise frames with 26 speed.
  
 
==As Enguarde==
 
==As Enguarde==
Swimming, holding B: 30
+
*Swimming, holding B: 30
Swimming, holding B and attacking: 35
+
*Swimming, holding B and attacking: 35
  
 
General rule: Attack everywhere (unless you're moving purely vertically). The only time you should not be attacking is if you need to delay an attack to avoid getting hit.
 
General rule: Attack everywhere (unless you're moving purely vertically). The only time you should not be attacking is if you need to delay an attack to avoid getting hit.
  
 
==As Squawks==
 
==As Squawks==
Flying, not holding B:
+
*Flying, not holding B:
Flying, holding B:
+
*Flying, holding B:
Flying upwards (with A or up+A), holding B:  
+
*Flying upwards (with A or up+A), holding B:  
  
 
General rule: Just hold B everywhere, only releasing briefly to fire a shot, after which hold it again.
 
General rule: Just hold B everywhere, only releasing briefly to fire a shot, after which hold it again.
  
 
==As Squitter==
 
==As Squitter==
Running, not holding B: 30
+
*Running, not holding B: 30
Running, holding B: 30
+
*Running, holding B: 30
  
 
General rule: Squitter doesn't gain any speed from holding B, so only use B to attack. The speeds are given just to show that you shouldn't use Squitter unless you have to (and you do in two stages in 103%).
 
General rule: Squitter doesn't gain any speed from holding B, so only use B to attack. The speeds are given just to show that you shouldn't use Squitter unless you have to (and you do in two stages in 103%).
  
 
==As Ellie==
 
==As Ellie==
Running, not holding B:
+
*Running, not holding B:
Running, holding B:
+
*Running, holding B:
  
 
General rule: Ellie does gain speed holding B, which is really unfortunate. Thankfully, you only need to use her in one stage in the Lost World.
 
General rule: Ellie does gain speed holding B, which is really unfortunate. Thankfully, you only need to use her in one stage in the Lost World.
 
Also, if you get hit, release B until you get away from the enemy that hit you. If you try and jump away while holding B Ellie will just try to attack instead.
 
Also, if you get hit, release B until you get away from the enemy that hit you. If you try and jump away while holding B Ellie will just try to attack instead.

Latest revision as of 05:18, 28 June 2015

The following is background information that might be useful for anyone intending on doing their own routing for this game.

Horizontal Speeds

As Kongs

  • Running (hold B and left/right): 35
  • In air, not holding B: 35
  • In air, holding B: 40
  • Rolling: 35
  • Rolling after defeating one enemy: 45
  • Rolling after defeating two enemies: 55
  • Rolling after defeating three enemies: 65
  • While holding a horizontal rope: 30
  • After bouncing on an enemy: 30
  • Gliding (as Dixie): 35

General rule: Jump everywhere you can (and ideally small jumps, because after a certain amount of time in the air you'll drop from 40 back to 35). If there's an enemy(ies) you can roll through, do that instead, but jump before the roll stops to keep some momentum. Don't use ropes if you can help it; use Dixie to glide over them instead.

As Kongs, in water

  • Swimming, not holding B: 15
  • Swimming, holding B: 20
  • Swimming upwards (with either A or up+A), holding B: 26

General rule: Keep to the ceiling and keep swimming up against it to maximise frames with 26 speed.

As Enguarde

  • Swimming, holding B: 30
  • Swimming, holding B and attacking: 35

General rule: Attack everywhere (unless you're moving purely vertically). The only time you should not be attacking is if you need to delay an attack to avoid getting hit.

As Squawks

  • Flying, not holding B:
  • Flying, holding B:
  • Flying upwards (with A or up+A), holding B:

General rule: Just hold B everywhere, only releasing briefly to fire a shot, after which hold it again.

As Squitter

  • Running, not holding B: 30
  • Running, holding B: 30

General rule: Squitter doesn't gain any speed from holding B, so only use B to attack. The speeds are given just to show that you shouldn't use Squitter unless you have to (and you do in two stages in 103%).

As Ellie

  • Running, not holding B:
  • Running, holding B:

General rule: Ellie does gain speed holding B, which is really unfortunate. Thankfully, you only need to use her in one stage in the Lost World. Also, if you get hit, release B until you get away from the enemy that hit you. If you try and jump away while holding B Ellie will just try to attack instead.

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