Bandoum This or pikmin 3. Both because of the speedrun design. I got all shiny golds in this one and it was an amazing journey. In Pikmin 3 I took on the 10 day 100% challenge
Woah. You left out Tornadosido, lol. Let me explain what that is. Something interesting about Cranky Kong is that if you pick up any momentum boost, you can conserve that momentum by using Cranky's pogos. What's special about the level 3-3, or Frantic Fields, is that if you get Cranky in the beginning, go to a tornado (preferably the first one you see in the level) and roll backwards into it, it will sling you forward at a crazy speed. If you get lucky and pogo perfectly, you can bounce perfectly through the level and save up to 15 seconds. You must insanely fast with this trick but it's very difficult to pull off, as I have never gotten close to doing it before. It's super awesome if you get it though.
Also, most of the levels are globally cycled, but some, like Horn Top Bop (2-3) and Jammin' Jams (5-B), actually run on global cycles. Sorry, lol. I'm a huge Donkey Kong Country Tropical Freeze speedrun nerd. I love the game like crazy.
I used to have the time attack world record for that stage and let me tell you, it was incredibly difficult to perfect the dosido. It's incredibly satisfying to pull it off though.
Actually, i made a stage with 5 ways to finish: 1 - Average players: the player obtains 3 or 2 keys out of 4 keys and is capable of ending normally the level 2 - All Keys: getting all 4 keys and receive a small bonus room 3 - Easter eggs: getting all 5 red coins trough optional challenges 4 - n00b: got 0 keys but a cape so the player can sacrifice him 2 times to get 2 more keys 5 - cheater: a "debug zone" with different cheats is accessible trough hidden optional challenge so the player can cheat his way until the end with an optimised fast route So, yeah... 5 experiences for 1 stage is... much
Super Meat Boy works like this, too. You can (in most levels) take your time, or you can speed through them. At a certain point, when you're far enough into the game, you realize that all moving parts of a level are timed in such a way that they enable you to move through the level in one seamless motion and the level actually becomes easier if you hold the run button down all the time and only release it during certain jumps in order to not overshoot.
This is awesome! So convenient because I literally just got into speedrunning Donkey Kong Country Tropical Freeze. I love this game so much. If you haven't seen the AGDQ 2015 speed run of this game, I highly recommend watching it because it is absolutely amazing. If you would like to race sometime, I would love to race you head to head in this game.
There are a few levels in nsmbu such as Wendy's castle that are like these. I felt so awesome when I first dashed trough the stage without stoping! *This* inspired me to make a smm level.
This is something I noticed in DKCTF. Makes me hope that retro is working on a 2D Metroid game, because this is something I really like about Super Metroid.
I think the term you're looking for is "lenticular design". It refers to game design where the same piece of the game can be viewed completely differently by casual and advanced players.
@@beta511ee4 No. He works full time designing MtG. He does, however, have an hour-long lecture on TH-cam. It uses Magic cards to illustrate the points, but you don't need to know the game to be able to follow the lecture. Here's a link: th-cam.com/video/QHHg99hwQGY/w-d-xo.html
Reminds me of a speedrun I've seen of Super Mario All-Stars: the Lost Levels. The runner kept doing inkredibly risky jumps and just barely avoided obstacles. He never had to slow down. "The game rewards those who go fast", he always said. So seems like Nintendo know about this level design trick as well.
I ran this game a while ago at top level and i know that when you run Tropical Freeze at top level (top 50 or less) , Mechanics are way complicated than that , and it's very precise. (i have my speedruns of every levels on my channel,)
6:53 One time in a Daily Level in Geometry Dash, I skiped the Ship Part by Accident and that made getting the User Coin Easier. Instead of a Ship, you stay as a Wave which makes going up for the coin a Whole lot Easier than getting it with the Ship.
Great video, might I suggest an analysis on Super Mario 64 to see how we can use it's concepts to create more open-ended and larger levels while keeping flow in check?
While DKCTF is amazing the way it is, I can't help but wonder if there's ways for the community to make it even better. I guess it's one of the hardest-to-level-mod games ever, considering how the levels internally have to be 3D and how the file format is probably optimized for scripted events.
EDIT: I mean, it's an amazing game, but if I were straight up capable of replacing the Incognito Island levels with own creations, I wouldn't hesitate.
I think raymen legends does the speed and non speed thing pretty well. yeah the time attack(invaded levels) have different designs but u can still go pretty fast if i want
Ceave: DK country tropical freeze was the best game that enabled gamers to play and learn fast Crash Bandicoot Warped (the original game of time trial) : Am I a joke to you?
but the speed "option" and the "moving enemies which only moves when you are close and help you" is an standard almost since mario bros 1!! DKC 1, 2 and 3 has this sames tricks...
There Is No Mario 2D Game That EVER Had A Long Jump Or Dive. They Were Only Found In The 3D Series, Like The Koopalings Only Appeared In The 2D Series.
There's this creator called KaytchJam who makes levels styled like these, this is one of my favourite levels by him, supermariomakerbookmark.nintendo.net/courses/51C7-0000-02F9-C6D5
DK: TF might be optimized for replayability, but it's not fun to play the first time. Controls are sluggish, levels drag on forever, and the Collectathon level-design gives you a sense of dissatisfaction if you choose not to search every nook and cranny. There's something to be said about simplicity and design with the first-time player in mind. Hardcore players will find a way to speedrun, even if the levels haven't been designed in such a way, e.g. Speedrun of Metroid or the first 4 Mario games. Those speedruns are incredibly satisfying to watch *because* speedrunning was not specifically designed into them.
The focus is not on speedruns, but is on the flow of the game. On Mario games if you jump as first time you see a obstacle you can. Super Metroid is a totally diferent thing. It is good to speedrunners because they always looking for ways to break the game and save time. Super Metroid alows it because of wall jumping and shinespark, and of course, level design.
DKCTF is my number one favorite game...of all time.
Bandoum This or pikmin 3. Both because of the speedrun design. I got all shiny golds in this one and it was an amazing journey. In Pikmin 3 I took on the 10 day 100% challenge
why yes I am feeling especially "Oh bannana" today
One of the reasons this game is my favourite of all time.
Words can't express(o) how much I love this game.
I'm just waiting for Ceave to say "hooray."
Awesome video! So, donkey kong tropical freeze knows how to be a sonic game better than sonic!
yup lol
Claro
God, Marble Zone in Sonic 1 is so f***ing annoying. What an awful game.
Well sonic mania now exists so, uh, Idk
Sonic isn’t about going fast in the 2D games. It’s about momentum.
Woah. You left out Tornadosido, lol. Let me explain what that is.
Something interesting about Cranky Kong is that if you pick up any momentum boost, you can conserve that momentum by using Cranky's pogos. What's special about the level 3-3, or Frantic Fields, is that if you get Cranky in the beginning, go to a tornado (preferably the first one you see in the level) and roll backwards into it, it will sling you forward at a crazy speed. If you get lucky and pogo perfectly, you can bounce perfectly through the level and save up to 15 seconds. You must insanely fast with this trick but it's very difficult to pull off, as I have never gotten close to doing it before. It's super awesome if you get it though.
Also, most of the levels are globally cycled, but some, like Horn Top Bop (2-3) and Jammin' Jams (5-B), actually run on global cycles.
Sorry, lol. I'm a huge Donkey Kong Country Tropical Freeze speedrun nerd. I love the game like crazy.
I used to have the time attack world record for that stage and let me tell you, it was incredibly difficult to perfect the dosido. It's incredibly satisfying to pull it off though.
@@MrTikitombo Where are you ranked now?
@@legrandliseurtri7495I'm ranked 3rd on the Switch version in Funky mode. Time of 1:07.34
Y'all realize he complimented the game for being colorful while showing one of the black and white levels
Wow i actually used these mechanics just from my own research, but you explained it way better than I ever could
Cranky Kong.
DonkTales.
AWOOOOOOO
Actually, i made a stage with 5 ways to finish:
1 - Average players: the player obtains 3 or 2 keys out of 4 keys and is capable of ending normally the level
2 - All Keys: getting all 4 keys and receive a small bonus room
3 - Easter eggs: getting all 5 red coins trough optional challenges
4 - n00b: got 0 keys but a cape so the player can sacrifice him 2 times to get 2 more keys
5 - cheater: a "debug zone" with different cheats is accessible trough hidden optional challenge so the player can cheat his way until the end with an optimised fast route
So, yeah... 5 experiences for 1 stage is... much
Super Meat Boy works like this, too. You can (in most levels) take your time, or you can speed through them. At a certain point, when you're far enough into the game, you realize that all moving parts of a level are timed in such a way that they enable you to move through the level in one seamless motion and the level actually becomes easier if you hold the run button down all the time and only release it during certain jumps in order to not overshoot.
This is awesome! So convenient because I literally just got into speedrunning Donkey Kong Country Tropical Freeze. I love this game so much. If you haven't seen the AGDQ 2015 speed run of this game, I highly recommend watching it because it is absolutely amazing. If you would like to race sometime, I would love to race you head to head in this game.
Amazing analysis, articulated a thing I had deeply experienced but never really been able to put my finger on
There are a few levels in nsmbu such as Wendy's castle that are like these. I felt so awesome when I first dashed trough the stage without stoping! *This* inspired me to make a smm level.
Love your videos! You help on my levels all the time! I wouldn't play Mario maker without you!
I know you really like the new super Mario bros series but this game is so much better than any of them
This is something I noticed in DKCTF. Makes me hope that retro is working on a 2D Metroid game, because this is something I really like about Super Metroid.
Impressive, colourful graphics.
Shows silhouette level.
I think the term you're looking for is "lenticular design". It refers to game design where the same piece of the game can be viewed completely differently by casual and advanced players.
Where'd you learn that?
@@beta511ee4 The lead designer of MTG, Mark Rosewater, writes articles on game design. He's talked about lenticular design a lot.
@@BasketOfPuppies642 Does he do college lectures?
@@beta511ee4 No. He works full time designing MtG. He does, however, have an hour-long lecture on TH-cam. It uses Magic cards to illustrate the points, but you don't need to know the game to be able to follow the lecture. Here's a link: th-cam.com/video/QHHg99hwQGY/w-d-xo.html
Reminds me of a speedrun I've seen of Super Mario All-Stars: the Lost Levels. The runner kept doing inkredibly risky jumps and just barely avoided obstacles. He never had to slow down. "The game rewards those who go fast", he always said.
So seems like Nintendo know about this level design trick as well.
This is the argument I've been trying to make since this game came out. Thanks for putting the word out there :)
that ending with the oooh banana xDDD
Great video, as always! Have a nice day, everyone who sees this!
I ran this game a while ago at top level and i know that when you run Tropical Freeze at top level (top 50 or less) , Mechanics are way complicated than that , and it's very precise. (i have my speedruns of every levels on my channel,)
Wow you have my respect. I usually rank somewhere in the top 200.
dk64 has a 202nd golden banana...
its in crystal caves
6:53 One time in a Daily Level in Geometry Dash, I skiped the Ship Part by Accident and that made getting the User Coin Easier. Instead of a Ship, you stay as a Wave which makes going up for the coin a Whole lot Easier than getting it with the Ship.
Double ceave upload! Could you do something with super Mario Galaxy? Maybe comparing it to a 2D platform game?
CEAVE IS AMAZING
"Impressive, colorful graphics"
SHOWS A LEVEL THAT IS MOSTLY BLACK AND WHITE
To be fair, those levels still look incredible. And distinctive.
Great video, might I suggest an analysis on Super Mario 64 to see how we can use it's concepts to create more open-ended and larger levels while keeping flow in check?
I like how you say Bananas
While DKCTF is amazing the way it is, I can't help but wonder if there's ways for the community to make it even better.
I guess it's one of the hardest-to-level-mod games ever, considering how the levels internally have to be 3D and how the file format is probably optimized for scripted events.
EDIT: I mean, it's an amazing game, but if I were straight up capable of replacing the Incognito Island levels with own creations, I wouldn't hesitate.
I think everyone who ever watched a Mario speedrun, especially SMW, will atest that the same is true of Mario games.
I think raymen legends does the speed and non speed thing pretty well. yeah the time attack(invaded levels) have different designs but u can still go pretty fast if i want
OOOH BANANA
*slams the subscribe button*
at 0:17 it looks like he is taking a giant leak :P
omg it does
Best game ever
I'm currently trying to get past a level shown in the vid where you have to get past spike fruited and the grip things that pick them up
Mario maker 2 is coming Out in june!!!!!
I‘d like to see tips, Tricks and ideas in sm2
This is exactly why I loved Country Returns on Wii, too bad there were some empty sections or unskippable cutscenes.
new Metroid game? sounds interesting
0:03 Shadow fight XD
5:25 where is this music from?
I think it's Amazing Plan by Kevin Macleod...
I need to get this game for the Switch!
This game is brilliant.
Cool vid
How do you roll/hop on the water?
I wish I could subscribe more than once.
I would assume this game is speedrun-friendl
do tips and tricks for spiny please
"This game focuses on speed."
That's funny because both Rayman and Luigi U focus on speed.
Tropical freeze also has more unique themes and grounded level design that makes the world come to life
The movement isn't nearly as complex in those games.
well done 34 comments and 121 likes in an hour...
well played Ceave...
Donkey Kong 64 reference!
How about a Q&A
ceave : "are you ready... lets find out"
me : WAIT A MINUTE WHY DIDNT YOU SAY LETS DO THIS
malso me : DID YOU CHANGE :C
8:25 contradicts 6:55, doesn't it?
You placed the time slots after he said the point so please say which points?
these are some great design choices!
And how can we use them in mario maker?
god I love this game
I'm feeling really OOOOH BANANA
As much as i loved Tropical Freeze, i still think DKC:R was better. It’s just more nostalgic for me.
Disect Super Mario Galaxy for why everyone likes the 2D sections more than a lot of 2D mario games.
kewl
Mark Brown is that you?
Wow, i feel really *ohh banana* today
inspired by bluex2's DK letsplay?
0:18 Sonic?
Ceave: DK country tropical freeze was the best game that enabled gamers to play and learn fast
Crash Bandicoot Warped (the original game of time trial) : Am I a joke to you?
...
Do little big planet!!
but the speed "option" and the "moving enemies which only moves when you are close and help you" is an standard almost since mario bros 1!! DKC 1, 2 and 3 has this sames tricks...
Yeah... but not in a lot of levels.
Wait what!? A NEW METROID GAME???
just look up their twitter
dedede drum dash confirmed
This video did not show up in my sub box... :(
There Is No Mario 2D Game That EVER Had A Long Jump Or Dive. They Were Only Found In The 3D Series, Like The Koopalings Only Appeared In The 2D Series.
I made a level using the cheetah speed of auto scrolling, it was the best level I ever uploaded.
And it was the third level I ever uploaded.
What's the ID?
you can complete tropical freeze with more than 100 %
OOOOOHHHHHHHH BANANA
Ok so I still can't figure it out. Where's your accent from?
He's from Austria, it seems. I knew the accent sounded German!
The wing ding level in world 2 is WAY too hard.
And way to fun! Plus that music💜
I think I don't quite feel like that
200% squad, where you at
No dislikes so far!
"stAGEs most have taken AGEes..
I need this game on Switch
Yes I'm so happy can't wait. Have a good time with your Switch !
6:20 rofl
*audio speaks of speed*
*visuals use Dixie Kong*
There's this creator called KaytchJam who makes levels styled like these, this is one of my favourite levels by him, supermariomakerbookmark.nintendo.net/courses/51C7-0000-02F9-C6D5
*O H B A N A N A*
"colorful graphics"
He says, in front of a colorless video of DK
more plis
Hooray counter: 0
Total so far: 78
this is new
sonic can learn from this.
DK64!!!
what if i was making a puzzle platformer?
dumdumdum
Early squad!
The speedrunning metals are bs... You have to play the level pixel perfect and even then you'll be barely off...
False. Even the best medal, the shiny gold medal, is often around 15 seconds slower than the world record. Sometimes much more.
try mirror mode lol
Please do a face reveal!
DK: TF might be optimized for replayability, but it's not fun to play the first time. Controls are sluggish, levels drag on forever, and the Collectathon level-design gives you a sense of dissatisfaction if you choose not to search every nook and cranny. There's something to be said about simplicity and design with the first-time player in mind. Hardcore players will find a way to speedrun, even if the levels haven't been designed in such a way, e.g. Speedrun of Metroid or the first 4 Mario games. Those speedruns are incredibly satisfying to watch *because* speedrunning was not specifically designed into them.
Vita Spieler the controls feel exactly like they should because you are controlling a gorilla.
Vita Spieler no problem with Long levels, they are well designed.
The focus is not on speedruns, but is on the flow of the game. On Mario games if you jump as first time you see a obstacle you can. Super Metroid is a totally diferent thing. It is good to speedrunners because they always looking for ways to break the game and save time. Super Metroid alows it because of wall jumping and shinespark, and of course, level design.
Shut up only Mario 3 and world are good for speedruns. And even those have to many scrolling level.
The rolling is absolutely flawless.