Kid Chameleon High Scores - Whale Grotto (23,320 Points) [WR]
This level contains a rather unique highscoring strategy, because there's only one time clock present in the level. By taking a telepad after collecting this clock, we can backtrack to recollect it, as it will respawn. As a result of so much teleporter usage, there are five critical times: 5:52, 5:52, 8:41, 8:41, and 8:32.
Upon entering this level as Cyclone, you need to progress to the far left of the level, where you will find a clock and a telepad. The fastest way to get there is to run off the first ledge, and after bouncing off the first Orca, tap the C button three times within about half a second, so that Cyclone will hit the ceiling. While descending, tap the C button twice, separated by about half a second, and you should bounce off a second Orca, granted you a huge boost of speed. Try to keep a low altitude here, pressing the C button four times, each separated by about half a second, and you should smoothly land on the telepad at the end.
In the prize block above you is a clock. Now, the highest possible time in which to leave the telepad is 5:52, so the easiest way in which to do this is to simply let the clock fall on you while standing on the telepad. It's really close to being a 5:53, but I can find no conceivable way in which to get this time. 5:52 and 8:41 each constitute two critical times because you will be collecting a time clock and teleporting on the exact same second for each.
Upon reappearing, there will be a Berzerker helmet in a prize block immediately to your left. Transform into him, and begin charging he bottom-most row of steel blocks to your right. Taking this route as Berzerker will save two seconds over going around the long way as Cyclone. Since clocks respawn each time a telepad is taken, you will need to head back left to where this clock is again for recollection. When dropping through to the chamber below, you will find a drill block conveniently waiting to damage you. Use invulnerability to avoid the HP loss. Immediately after landing on this drill block, do a very short jump to bounce off the Orca to your left, and a second bounce off the Tar Monster. This should land you at the telepad, and if you collect the clock in the exact same fashion as before, you should have met the two 8:41 critical times.
After exiting the telepad, charge the bottom row of steel blocks to the right, just as before, except now you want to head right to the flag. Use invulnerability during this time, to avoid taking damage from an Orca, and possibly a Sphere along the way. The final trek mainly involves simple platforming on pillars that are one block in width, so be sure to carefully time these jumps. The final jump before the flag needs to be short, or else you will bounce off the last Orca, and miss the flag.
The game is fairly generous with the final 8:32 critical time at the flag (as well as the other four times, for that matter). Watching this video may give you the impression that it is a complicated, technical level, but it really doesn't seem like that to me. Once you nail a couple of good practice runs, the muscle memory is implanted really quick. I mean, don't worry, you'll find this level is actually pretty basic, compared to some of the other craziness we've seen so far XD
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