Difference between revisions of "Topsail Trouble"
(Added Luke Topsail) |
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{{#ev:youtube|t1VaAakcrxw|560||http://www.youtube.com/watch?v=t1VaAakcrxw}} | {{#ev:youtube|t1VaAakcrxw|560||http://www.youtube.com/watch?v=t1VaAakcrxw}} | ||
'''Additions''' | '''Additions''' | ||
− | *Aim for a fast beetle clash, to avoid | + | *Aim for a fast beetle clash, to avoid Dixie's throwing animation. A slow clash is a bigger time sinks than it seems. |
*Do not walk to the right to line yourself for the throw at the end. Do it as you fall. | *Do not walk to the right to line yourself for the throw at the end. Do it as you fall. | ||
*Throw as far left as you possibly can. | *Throw as far left as you possibly can. | ||
+ | |||
+ | ===Luke Topsail (Optimal)=== | ||
+ | {{#ev:youtube|t1VaAakcrxw|560||http://www.youtube.com/watch?v=xi_2GiYYP0M}} | ||
+ | *Notes | ||
+ | *This is currently the fastest version of the Topsail wrong warp saving a little over .08 | ||
+ | *Taking a sharp corner falling to the right is the best way to perform this as it will save the most time | ||
+ | *Jumping into the beetle facing left is roughly the same as jumping into it to the right, utilizing a full jump into it. | ||
===Backups=== | ===Backups=== |
Revision as of 23:33, 3 April 2016
Game | Donkey Kong Country 2 |
---|---|
World name | Gangplank Galleon |
Level name | Topsail Trouble |
Previous level | Lockjaw's Locker |
Next level | Krow's Nest |
Difficulty:
- Safe: 2/10
- Optimal: 9/10
Any%
The wrong warp route is intended for players who have some experience running the game already. Do not try if this is your first attempt.
DON'T YOU EVEN FUCKING DARE
Safe
Notes
Safe (Wrong Warp)
Notes
- If you cannot get the Wrong Warp, don't give up! It is one of the hardest Wrong Warps to get, and takes a lot of practice!
- It is estimated that this trick saves the most time out of all World 1 tricks, at ~3.5s
WRONG WARP TUTORIAL
- The first trick uses Rattly's True Double Jump.
- TDJ timing is 3 frames; you want to press Y+A+B roughly when the red star is fully white.
- If Rattly does a normal jump on land, you have pressed A+B too late.
- If Rattly starts charging, you have pressed A+B too early.
- TDJ timing is 3 frames; you want to press Y+A+B roughly when the red star is fully white.
- Rattly must land on top of the platform; he must not fall!
- See backup video below if he does fall.
- Beetle Clashing on slopes is different than normal clashing. It must be done while in the air.
- If you made it this far, the throw is also tighter than the one in Mainbrace Mayhem.
- Where you throw the invisible barrel in respect to your vertical height can make or break the ' Wrong Warp!
- Invisible Barrel
Optimal
Additions
- Aim for a fast beetle clash, to avoid Dixie's throwing animation. A slow clash is a bigger time sinks than it seems.
- Do not walk to the right to line yourself for the throw at the end. Do it as you fall.
- Throw as far left as you possibly can.
Luke Topsail (Optimal)
- Notes
- This is currently the fastest version of the Topsail wrong warp saving a little over .08
- Taking a sharp corner falling to the right is the best way to perform this as it will save the most time
- Jumping into the beetle facing left is roughly the same as jumping into it to the right, utilizing a full jump into it.
Backups
If you throw too high (shoutouts)
If Rattly doesn't land on the platform
- You want to wait for the beetle to get back on its feet. Be sure it happens on camera.
- Face right while waiting for the beetle to get up, otherwise it might not work.