Kid Chameleon High Scores - Wind Castles II (23,400 Points) [WR]

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Ok here is another crazy technical level, whose individual level strategy differs quite a bit from the single-segment method. Here, we use Skycutter instead of Cyclone for faster speed. The largest consideration we must fulfill in this level is similar to that of the technique used in Lion's Den: one clock is present, so we must take a telepad in order to respwan in for a second collection. This gives four critical times of 5:54, 5:49, 8:44, and 8:40.

To begin this level and get past the giant shooter block complex, the best way to get through it is actually to simply move right. Use invulnerability at the very moment before you're hit by a projectile. Once you find yourself stopped by a prize block, hold the A button, so that you can fall down and move past the ghost blocks without hitting the overhang from the castle entrance. Fly to the right to trigger the three shooter blocks without bouncing on the sphere, and get through them as fast as possible. Immediately past them, you will notice a row of four prize blocks and a fifth above them. The fifth one contains the first clock. If you did all previous steps as efficient as possible, you should be able to collect this clock by 5:54.

Head back out the castle the way you came in, and fly up towards the castle entrance beneath where you started the level. Be careful, as invulnerability will be running out at about this time, and projectiles will still be flying from the shooter blocks triggered earlier. At the bottom of that castle, you'll find a telepad, which should transport you by 5:49.

The telepad will transport you slightly forward into the level, spawning you pretty much above where the box containing the clock is. Hold A+Start during the teleportation phase, so that you can use invulnerability the frame of spawing, as a Dragon will immediately be in your face. Continue forward and trigger the first two shooter blocks in the column *without ducking*. The reason is because triggering two of these will generate significant enough lag, to where you will have better reaction time in later steps, and still meet the next critical time. Fall and go left next, trigger the shooter block, fall again, and trigger the column of shooter blocks off to the right just like last time. Collect the clock again, preferably by 8:44.

Now, with your invulnerability still active, you want to fall off into the abyss to the right, and land on a bunch of shooter blocks. When falling off the second shooter block you land on, you need to flip upside down at a precise moment. The background sprite I use to determine this is when Skycutter's hoverboard touches the top light blue horizon line in the background. You may think that at this point, you could just simply fly to the flag as Skycutter, but you invulnerability will be running out very soon, and if you take the straight path, you are guaranteed to run into a sphere and lose a hit point. To avoid this, we will be taking a slight tangent, for which the end result would actually be the same if that sphere were not present.

Now's where it gets hard; you need to be able to improvise depending on exactly the moment you decided to flip as Skycutter. Improvisation would include adjusting Skycutter horizontally and knowing when to hold right/not hold right to control your vertical ascent speed. The basic path you want to take is to go below the gray rock outcrop, and then rise until you've passed two floating rock masses off to the right. As soon as Skycutter's board passes the brick-surfaced/dragon statue rock to the right, you want to flip right-side up. Your continued momentum should send you arcing completely over a Flying Dragon if done properly. You need to align and handle Skycutter very carefully here, because your goal is to as seamlessly as possible pass through the brick wall and reach the flag. The adjustments I made here in the video were to: 1) Move to the left very briefly to avoid Skycutter hitting one of the various overhangs present on the bricked structure in question. 2) Start to flip upside-down when Skycutter's altitude matches exactly with the Flying Dragon's, and immediately flip back to right-side up. What this does is that it alters Skycutter's descent speed, such that he will almost perfectly line up with the gap in the brick wall, and enter it as soon as possible. But we're not done yet! You need to slow down here because a Flying Dragon is waiting on the other side of the wall, which you must avoid. With the huge degree of lag still occurring, this shouldn't be too hard, and you should be able to touch the flag at a very low 8:40.

All in all, a whole load of crazy things need to be paid attention to in this level, with precise movements required. Luckily, the high degree of lag improves the player's reaction for most of this level, making this level slightly easier for players wishing to challenge this score. If not for the lag, I think this would be one of the top 5 hardest levels to highscore :P




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