Uploaded November 2012 | Updated September 2026, 1 week ago
This is 4 back-to-back successful attempts at quality control early using this set-up. The good thing about this set-up is you can turn around back and forth all you want and you will keep a consistent angle. So you shouldn't have to worry about losing heath and hopefully you will probably not lose any eggs too. The bad thing is obvious though, and it's that the pooped eggs bounce randomly. I'm not sure how likely it is you could find a way to keep a consistent angle using some non RNG-based set-up.
Note: I didn't test this with the crushers on. I'm not sure how they will affect the set-up.
Steps:
1. Get right in front of the door and line up with the middle of the crack.
2. Line up the right side of the aiming sight with the left side of the crack.
3. Hold R until the camera is centred behind Banjo. If the camera doesn't move, use C-Left to move it so you can centre it. This is important to be able to turn around and keep a consistent angle.
4. Hold Z and turn around. As long as you never face left or right for too long you should keep a consistent angle. If you want to verify your angle, you can turn back around and check with C-Up. If your angle is bad, start again from Step 2.
5. Poop a grenade egg.
6. If the egg goes through the crack, quickly turn around and fire a Clockwork Kazooie egg straight ahead.
7. Hold forward to bring the Clockwork into the loading zone since it usually doesn't go in on its own.
Gotchas:
- You will probably want to at least press R the first time and start turning around while pooping the grenade egg. It's possible to react to seeing it go through and get the Clockwork in the loading zone in time, but the timing seems very tight if you do that.
- The main thing you want to watch out for is that it's possible to have the Clockwork go completely OoB and blow up out in space somewhere. The farther to the left your position is (you can tell by how much of the inside of the door frame you can see), the more likely this is to happen, so the more precise of an angle you will need so that it doesn't happen. That sounds easy enough to avoid, right, just get a good position... except the farther to the left that you stand, the more likely the grenade eggs will clip. So it'll be about finding a good balance between clipping the egg and not losing the Clockwork. The farther to the left that you stand, the more to the outside of the aiming sight you need to aim.
- There's a really small angle where the Clockwork hatches in-bounds but then falls OoB anyway. To help avoid this from happening you can hold left/up-left as soon as it hatches. But don't hold left for too long because it is possible to move too far to the left and completely avoid the explosion.
- It's possible to fire too early but I've only managed to do it once.
- I haven't managed to fail the trick by having the Clockwork accidentally collect the grenade egg or by having the grenade egg fall OoB but maybe it's possible, IDK.
This is 4 back-to-back successful attempts at quality control early using this set-up. The good thing about this set-up is you can turn around back and forth all you want and you will keep a consistent angle. So you shouldn't have to worry about losing heath and hopefully you will probably not lose any eggs too. The bad thing is obvious though, and it's that the pooped eggs bounce randomly. I'm not sure how likely it is you could find a way to keep a consistent angle using some non RNG-based set-up.
Note: I didn't test this with the crushers on. I'm not sure how they will affect the set-up.
Steps:
1. Get right in front of the door and line up with the middle of the crack.
2. Line up the right side of the aiming sight with the left side of the crack.
3. Hold R until the camera is centred behind Banjo. If the camera doesn't move, use C-Left to move it so you can centre it. This is important to be able to turn around and keep a consistent angle.
4. Hold Z and turn around. As long as you never face left or right for too long you should keep a consistent angle. If you want to verify your angle, you can turn back around and check with C-Up. If your angle is bad, start again from Step 2.
5. Poop a grenade egg.
6. If the egg goes through the crack, quickly turn around and fire a Clockwork Kazooie egg straight ahead.
7. Hold forward to bring the Clockwork into the loading zone since it usually doesn't go in on its own.
Gotchas:
- You will probably want to at least press R the first time and start turning around while pooping the grenade egg. It's possible to react to seeing it go through and get the Clockwork in the loading zone in time, but the timing seems very tight if you do that.
- The main thing you want to watch out for is that it's possible to have the Clockwork go completely OoB and blow up out in space somewhere. The farther to the left your position is (you can tell by how much of the inside of the door frame you can see), the more likely this is to happen, so the more precise of an angle you will need so that it doesn't happen. That sounds easy enough to avoid, right, just get a good position... except the farther to the left that you stand, the more likely the grenade eggs will clip. So it'll be about finding a good balance between clipping the egg and not losing the Clockwork. The farther to the left that you stand, the more to the outside of the aiming sight you need to aim.
- There's a really small angle where the Clockwork hatches in-bounds but then falls OoB anyway. To help avoid this from happening you can hold left/up-left as soon as it hatches. But don't hold left for too long because it is possible to move too far to the left and completely avoid the explosion.
- It's possible to fire too early but I've only managed to do it once.
- I haven't managed to fail the trick by having the Clockwork accidentally collect the grenade egg or by having the grenade egg fall OoB but maybe it's possible, IDK.





![Kirbys Dream Course - Extra Course in 36:45
EDIT: Faster run here - https://www.youtube.com/watch?v=jfkNB-X4t1Y
The categorys rules [didnt used to] specifically allow for this, but I did this run from a completed file. The only way to get a fresh Extra Course file is to spend 40 minutes unlocking it theres no way Im doing that before every single attempt! (At least... no way Im doing that until Im ready to tackle both Normal and Extra together. The difference between a fresh file and a completed file is that, with a completed file, I have to scroll down to the next course rather than being placed on it automatically. But it does skip some animations. Rough timing suggests the use of a completed file is slower by about 2s. The other difference is that you cant tell whether or not you reset too early at the end of a course until after the run and you watch it back.
Extra Course is super hard. Many of shots require precise power levels, and there are many things that can go very wrong when things dont go exactly according to plan.
Notable Mistakes:
3-2: Full Power isnt the ideal power to use on the 2nd shot. The window for the B press is sometimes smaller or larger depending on how shot 1 went, but I definitely wanted to press B a lot sooner after the 3rd bounce than I did.
3-7: Too much power on shot 2, so I jumped the divider. Its a bad mistake as it usually takes 2 shots to recover.
4-6: I didnt put enough power on shot 2 and jumped the divider. I reacted in time to stop myself from flying off the cliff, so thats nice, but the recovery goes downhill after that.
5-5: Pushed B too late and so I hit some lag frames and it didnt come out at all. I had to turn around and go back, but luckily I still got everything done I wanted to do on that shot.
5-8: Underpowered the shot and so I didnt get the boost I needed which would have lined up my trajectory perfectly for the next two enemies.
Extra 7: This is by far the hardest course in the game to speedrun. I lost over 30s in this course, most of it on 7-6, and previous bests go of it lost about 10s of its own.
7-2: Sinking right into the hole is hard. Sometimes I get it and sometimes I dont. This runs effort was somewhat feeble.
7-4: Sometimes it goes in on this shot and sometimes it doesnt. Costs me over a second on the next hole too because Kirby complains after the first shot.
7-6: This was the runs biggest mistake, and it was pretty dumb. Apparently I didnt press up before firing the shot, or at least I pressed it too early or not hard enough or something. I basically just flailed around after that. This isnt supposed to be a place where you can lose this much time...
7-7: Had to use the Hi Jump to reach the hole due to some bad power levels and bad boosts. Normally the Tornado is a faster backup, but thanks to the nonsense of 7-6, I didnt have it with me.
A sampling of minor mistakes: After 2-8 (rankings menu - this wouldnt happen with a fresh file), 5-6 (had to resort to using Tornado), and 7-1 (boosted too hard). Kirbys Dream Course - Extra Course in 36:45](https://i.ytimg.com/vi/Q4OIOZYvz7w/mqdefault.jpg)




![Comparison Video (AFV) [NEW | OLD]
And heres the full, hopefully RTA-viable setup. Starts at 2:52 on the left. Saves about 8 minutes. Sub 50 is gonna be tough! Theres potential to save a couple more minutes with a faster setup maybe one you could do somewhere closer to the Shockwave but everything that seemed possible was so much more difficult, RNG-reliant nonsense, and the trick is already plenty difficult enough.
(I was going to put a full description of how to perform the credits warp in the description but it was apparently too many characters and then after failing to save after I edited it down it then deleted all of the formatting and I cant be bothered to fix it just to have it fail to save again probably, so no full explanation for you I guess.) Comparison Video (AFV) [NEW | OLD]](https://i.ytimg.com/vi/TBiFMfx7T3g/mqdefault.jpg)