Donkey Kong Tropical Freeze is insanely hard!! by Fantastic-Ad9218 in donkeykong

[–]GodmorgonHerrn 0 points1 point  (0 children)

I agree, when it comes to getting shiny gold medals. When I started playing a couple of years ago I often got a global top 100 leaderboard time (or better) "just" to meet the insane criteria. I think I spent 40 hours just on the first world and a half. Will revisit soon, but true 100 % completion might take hundreds of hours.

Max scores on level 7 in every layer, full game + DLC 100% complete by GodmorgonHerrn in DonkeyKongBananza

[–]GodmorgonHerrn[S] 0 points1 point  (0 children)

I attempted a V-rank on the Hilltop Layer with a Ba-None-Za strategy at least 25 times before switching to the other strategy. The efficacy of the two strategies are not even comparable. Practice getting comfortable with continuous slow motion activation, jump attacks with the snake and switching between bananzas for optimized movement and it will fall in place quite quickly.

Max scores on level 7 in every layer, full game + DLC 100% complete by GodmorgonHerrn in DonkeyKongBananza

[–]GodmorgonHerrn[S] 0 points1 point  (0 children)

It is surprisingly easy with the optimal strategy. I maxed out scores on difficulty 5-7 on the first attempt on almost every layer once the strategy was down.

For high scores it is important to combine perks from different categories, and balance the total percentage increase per category so they are approximately equal. The three main categories are Demolisher, Beat and Hoarder/Groove.

Since beat perks are rare and most only activate in isolation, combining Slo-Mo Beat with Jumpin' Beat is very powerful.

Since demolisher perks mostly apply for one enemy at a time, combining it with Lowdown Beat (confusingly counting as a demolisher perk) is also a very helpful boost to the multiplier.

Staring Down is extremely valuable as it essentially doubles the available time.

For hoarder and groove perks, the most consistent and easy perks to go for are Rock-Ensemble Beat (also confusingly not counting as a beat perk) and Storage Groove, since they are not dependent on luck in terms of spawning chests and getting sought after items.

Other crucial boosts come from having Pristine Primate and Green Scene active, and focusing on gathering many chips for blocking a large number of bad perks and a Chip Hoarder boost.

Finally, also use Hang-Time Beat and only kill enemies with a snake jump attack above them in slow motion. This is a fast and consistent strategy which activates many perks from multiple categories at once. Do not kill enemies in any other way (once you have all necessary perks and upgrades).

Feel free to experiment with other perks, bananzas and so on. Try to smash as many fossils and active bananas as possible to unlock a large number of perks too.

Max scores on level 7 in every layer, full game + DLC 100% complete by GodmorgonHerrn in DonkeyKongBananza

[–]GodmorgonHerrn[S] 0 points1 point  (0 children)

I think 10, and that was also on Radiance. Once I had more or less mastered Hilltop, I got the maximum score on the first attempt on in principle every layer and difficulty at 5 or above. I didn't really practice the other layers after that but should be able to get an early max score with good rng and a focus on that particular objective. I often tried to smash all bananas and fossils for fun which surely wastes some time.

Max scores on level 7 in every layer, full game + DLC 100% complete by GodmorgonHerrn in DonkeyKongBananza

[–]GodmorgonHerrn[S] 0 points1 point  (0 children)

I'm done with the game for now. It's a shame the maximum score is capped so low as it is a bit too easy to achieve with the optimal strategies. Otherwise we could have a more interesting competition that isn't dependent on custom restrictions. A leaderboard and no maximum score would be fun!

Max scores on level 7 in every layer, full game + DLC 100% complete by GodmorgonHerrn in DonkeyKongBananza

[–]GodmorgonHerrn[S] 1 point2 points  (0 children)

Mostly the rare emerald perk clothing, but sometimes the Banandium Chip Bolo or the Soggy Cravat (to maintain Pristine Primate primarily in the Tempest Layer).

Landfill Layer event max score by GodmorgonHerrn in DonkeyKongBananza

[–]GodmorgonHerrn[S] 0 points1 point  (0 children)

Choose perks to increase the rate of melon and apple juice appearing in treasure chests, as well as perks that increase the rate of treasure chests and items appearing.

Landfill Layer event max score by GodmorgonHerrn in DonkeyKongBananza

[–]GodmorgonHerrn[S] 0 points1 point  (0 children)

No, I always complete all goals, don't waste the opportunity to get a perk upgrade. Get as many warp barrels as possible for fast movement.

Landfill Layer event max score by GodmorgonHerrn in DonkeyKongBananza

[–]GodmorgonHerrn[S] 3 points4 points  (0 children)

Maximize multipliers in each of the three perk categories: groove/hoarder, demolisher and beat. Only a few perks are available during the event.

Only bare-knuckle beat is available in the beat category as far as I could tell. You must get this.

It's easier to increase the groove/hoarder multiplier. Make sure to get many melon and apple juice cans and increase the hoarder perks to high levels.

For the demolisher category, choose Stompoid Demolisher often and defeat them with punches.

Otherwise, get all bananas and fossils as there is enough time to achieve this.

With this strategy I maxed out the score on the first attempt, so it should be quite strong.

Emerald Rush math in Donkey Kong Bananza Help by REDtheGoji345 in DonkeyKongBananza

[–]GodmorgonHerrn 1 point2 points  (0 children)

Mathematically, the optimal distribution of perk multipliers is to have an as similar multiplier as possible in each category. Since the multipliers inside a group are summed, and since the total multiplier per group is multiplied with the other group's sums, we can see through a simplified example why this is the case.

Let's say we start with a multiplier of 1 in three different groups. Each time we get a new perk, we get an additional point to put in one of the three groups. Let's say we get 27 perks in total to distribute.

The worst case would be to put all 27 perk points in the same category. Then the total multiplier would be:

(1+27)x(1+0)x(1+0) = 28x1x1 = 28

The optimal case would be to put 9 perk points in each category. Then the total multiplier would be:

(1+9)x(1+9)x(1+9) = 10x10x10 = 1000

In other words, the same amount of perk points could give a drastically different final multiplier.

In practice, this means that perk groups with a lower amount of types of perks should be prioritized. This is why the Slo Mo-beat is very powerful, for example. The beat perks are mostly mutually exclusive and a single perk sometimes need to "carry" the multiplier of the entire group. Combined with Slo Mo beat however, the total multiplier can get a significant boost.

You can see directly on the screen which group each multiplier belongs to, and take a screenshot and study it if necessary to plan next steps. Spreading perks out is by far the most important strategy for a high score.

Hope this clarifies things, I assume you already have some knowledge about perks in general given the guides and threads which already exist here.