Difference between revisions of "Gusty Glade"
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Revision as of 23:32, 30 January 2015
Game | Donkey Kong Country 2 |
---|---|
World name | Gloomy Gulch |
Level name | Gusty Glade |
Previous level | Haunted Hall |
Next level | Parrot Chute Panic |
Difficulty:
- Safe: 4/10
- Optimal: 6/10
Any%
===Safe===
Notes
- The wind can be used to your advantage in this level. An exemple being the 3 first pits of the level; by letting yourself fall a little longer, you can get a bigger wind push onto the platform.
===Optimal===
Additions
- At XXX, do not grab the chest before starting your roll (Saves ~.25s).
- At XXX, roll over the pillars, instead of jumping on all of them.
- At XXX is the Rolly Roll. After jumping to the ledge with the DK barrel, momentarily let go of Y and then press it again when you're close to the ledge (Saves ~.4s).
- On failure, use either the DK barrel (if you rolled too early) or the chest (too late) to quickly dispatch a Kutlass and keep moving.
- Note that if you get stuck on the hook just before, you will come in too late on the Kutlass cycle and might fall on him.
- At XXX, swap to Dixie before the barrels, allowing you to fully use the wind to your advantage on the ledge after the barrels.
- A team-up goal can also be done to save time.
MORE STRATS
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- Kipples Chestless can save minimal time if you pull it off optimally.
- With good jumps, you can skip the 3rd rat entering the pillars section. It is pretty precise and not recommended (Saves ~.25s).
- The pillars can be done in various ways, all being the same speed.
- Barrel Skip, accounting for the DK barrel you will need to pick up in Parrot Chute Panic, saves ~.5s.
- The backups will save you if you miss the glide timing. However, missing the barrel timing will kill you.
102%
Notes