Kid Chameleon High Scores - Devil's Marsh I (24,330 Points) [WR]

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Ok, so if you recall from the Highwater Pass I description, I explained that collecting three time clocks in any given level automatically nullifies your speed bonus, the sole exception being Bagel Brothers. Well, since then, Skarloey100 and I have discovered that collecting a third time clock actually lowers your speed bonus by 120 seconds, the new speed bonus time being enforced from the 10:00 mark upon collecting the third time clock!

To explain this, I will use this level as an example. The speed bonus on this level is normally 171 seconds. Collecting a third time clock will lower this speed bonus to 51 seconds _*both from when the third time clock is collected and from the 10:00 mark.*_ This means that if I collect the third time clock at 8:00, the clock becomes 9:59 and I have 50 seconds to reach the flag. However, if I collect it at 6:30, the clock becomes 9:30, and I only have 21 seconds to reach the flag. Since the speed bonus is lowered by a huge 120 seconds, this allows for only two new levels to be added, where collecting three time clocks and achieving a speed bonus is still possible. These are Devil's Marsh I and Devil's Marsh II.

If you'll notice, I can collect the third clock from 6:59 to any higher time, and the end result will be the exact same, a clock reading of 9:59. This means that in this particular level, I literally have more than two minutes to reach the third time clock, which is way more time than what is needed. That's why you'll see me allow any mistakes that I've made prior to collecting the third clock to slide.

And now for the actual technical level-running stuff: Iron Knight is the star of this level, due to how much faster stomping rock blocks is compared to down-swiping with Red Stealth. My critical times have been established at 9:59 (collecting third time clock), 9:42 (when I should be teleported via the telepad), and 9:33 (touching the flag). The first thing you should watch out for are the fireballs at the bottom-left, as their RNG *will* make you restart most of the time. Collect the first and second clocks at the locations shown in the video, but before collecting the third, go right beyond the wall of ice blocks as I do before revealing it's Prize Block. Just beyond it, you'll notice a giant stack of haphazardly-placed rock blocks and evanescent blocks. Break exactly the ones I do in exactly the same fashion, as doing so will greatly increase your movement through here after collecting the third time clock, when time actually matters.

Tar Monsters shoot projectiles on an approximately 8-second cycle. Before collecting the third time clock, I purposefully wait about 8 seconds before stomping the Prize Block to collect it, because if movement afterwards is perfect, you will bypass the Tar Monster in the chamber below you while he is in his innocuous phase. As far as catching the next row of ghost blocks on a good cycle, I do not actually have a reliable way to predict its cycles, and I've lost many attempts due to it.

The first Circle of Doom power will be used at the very bottom chamber when you see a Tar Monster and two Fireballs. To avoid having to deal with them, use diamond powers to destroy the Fireballs and jump over the Tar Monster. Climb the iron blocks to the next chamber with the Dragon and Tar Monster. Refer to the video on how to best orient yourself as you jump to the Tar Monster. The Circle of Doom should still be active, and it should kill the dragon if he gives you problems. Bounce off the Tar Monster, but don't bounce too far, as Iron Knight's stomping properties will cause him to skid across the row of iron blocks there, and you won't be able to jump at the problem. Jump through the iron block gap, and descend to the telepad, hopefully at a time of 9:42.

The final section is pretty tight for completing in 9 seconds. The first row of iron blocks you need to descend through contains a row of shooter blocks above it. Activate them, such that you can use the right side of the shooter block immediately to the left of the gap you're descending toward to thread yourself through it without interruption. Run right to the next gap, and try to drop through with as little interruption as possible. There's only slight room for error, so try to decelerate so that you fall through this gap seamlessly. Activate Circle of Doom to bypass the next fireball, turn right to thread through the next gap, turn left, then right again. Fall down the last set of platforms (be sure to turn left after the last one for a split second to not hit the last Tar Monster), and jump for the flag!

Well, you people are actually in luck, because the attempt I had for collecting two clocks required you to do the entire beginning section without error. The new way this level is done is many times easier than the first way I did this, so if you're thinking about attempting to highscore this level, be glad you don't have to worry about the crazy ghost block patterns like I once did :P




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