Loopy Lights GBC

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Level Details
Game Donkey Kong Country GBC
World name Chimp Caverns GBC
Level name Loopy Lights
Previous level Necky Nutmare
Next level Platform Perils GBC

This spooky dark level features moving platforms, jumping Klaptraps, and not much else - but the variety of enemy and platform layouts combined with the reduced visibility make it tough both casually and as a speedrun.

Any%

  • This video was recorded with the memory variable for the lights frozen so that they don't turn off, making the level fully visible for demonstration purposes.
  • This level doesn't have much rolling tech since there's almost nothing to roll through, but there are a few applications of ledge extends and stamina routing. Optimizing this level generally depends on doing the smallest jumps possible over the Klaptraps without bouncing any of them - be careful, they have very large collision boxes.
  • Bouncing off the first Klaptrap doesn't lose that much time, but jumping clear over him and doing a small roll-jump up to the next platform is slightly faster.
  • After jumping over the Klaptrap at 0:08 you can roll immediately and jump out of the pit, but running onto the moving platform and rolling across the gap is slightly faster.
  • When the lights flicker and go out it creates a few lag frames, so one small optimization is to not switch them on and off a lot. Therefore it's good to hit the on/off barrel at 0:09 if possible since you will most likely be grabbing the one before and after it.
  • At 0:18 you want to get to the edge of the platform to roll over the Klaptraps below. If you land on the left side of this platform do a roll-jump, if you land further right you can do a roll-walk instead.
  • At 0:21 as long as you don't roll from the far left of the platform you can roll across the gap, which is faster than rolling into the pit and jumping out.
  • Rolling from the left side of the star barrel platform at 0:29 lets you ledge extend twice, if you roll from too far right you can get a dead roll in the pit with the DK barrel. Alternatively, you can roll from further right so you can jump out of the pit before the second end frame.
  • Another ledge extend at 0:32, just don't roll from the far left side of the platform.
  • Rollover once at 0:38, then quickly recover stamina at the top of the hill so you can get a ledge extend followed by another rollover at the bottom.
  • Go under the Klaptrap at 0:42.
  • The tire jumps at 0:46 are janky and tough to do without releasing right. You can do small jumps from the left side, or a large jump from the right and skip a platform. It's also possible to land through the tire and roll from the platforms, but this is extremely inconsistent and should not be attempted in full-game runs.
  • If you rolled through the Kritter you may have a stored extended roll to use at 0:49, otherwise if you roll from the left edge of the platform you may be able to ledge extend.
  • There is a nice consistent way to set up the rolls through the first two Mankys - simply roll into the wall below him, then do a small jump with right released. The wall will stop you moving but not take away your speed, and when you jump your speed will quickly decay to subpixels by the time you clear the wall. This puts you exactly into position to land on the platform without taking damage, setting up the roll. The first approach uses a reroll, meaning the second risks dead rolling, but you can hold B to use your stored extended roll instead. It's also possible to approach the Mankys with camera locked rolls and bounce off of them, but this is more difficult and not faster. The roll through the last Manky has to be set up manually. Camera locking and rolling through the Mankys is theoretically fastest, but this is not really RTA viable.

87%

  • This video shows the lights behaving normally. This is a good reference for any% as well since the routes are very similar.
  • Simply holding right and B to rollover and run into the first bonus is fast, consistent, and avoids the banana.
  • You spawn on the ground in the bonus, so you can roll immediately (some bonuses spawn you in the air). Rolling is faster if done within about 8 frames.
  • At 0:19 a small variation is shown by landing further right on the platform and walking out of the next roll.
  • Be very careful with the barrel pickup at 0:40, the Necky likes to eat the barrel. The fastest option is to start running and jump over the right nut when it arrives from behind, but a safer option is to take the barrel down one step and push it into the left wall to let the right nut pass. You could also just wait until after the middle nut before picking up the barrel.
  • Throwing the barrel from afar is slightly faster than running it into the wall.