Platform Perils GBA

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Level Details
Game Donkey Kong Country GBA
World name Chimp Caverns GBA
Level name Platform Perils
Previous level Loopy Lights GBA
Next level Necky's Revenge GBA

Any%

Optimal

Notes:

  • You want to avoid holding B while entering the stage, or else you'll grab the barrel at the start.
  • The roll at 0:07 requires JMC to make it to the next platform and it's pretty risky to go for. You don't always get the same kind of roll through the Klumps and sometimes you miss the platform your roll continues off of, so you can't even get enough distance to make the jump. A good alternative is to do a wiggle (left -> right) once leaving the platform with the Klumps, as this makes the next jump much more convenient and still saves ~8 frames over top route.
  • The roll at 0:31 also seems inconsistent (from one moving beaver platform to the next). Sometimes you don't get speed from the beaver so you may not make it over the next platform (at least it seems that way). Again, just wanted to include it for anyone interested.
  • The roll off of the ascending platform with the barrel on it at 0:46 is much easier if you land, then walk to the ledge rather than trying to buffer a roll as you land. Dancing around the Krusha on the next platform looks scary but it's actually not very hard and saves a good chunk of time over the alternatives
  • DKC GBA has this weird thing with platforms where they kind of boost you upwards when you jump through them. When this happens, it also seems to activate the moving platforms in this stage as if you landed on them. This is particularly important to know for the jump off the tire at 0:52. If you just jump straight up, the platform will begin moving to the left before you have a chance to even land on it, making the next jump very difficult. Try to copy the video and bounce around the left side of the platform without touching it.

Safe

Notes:

  • Hero mode was used to simplify recording on console. The strats remain the same as regular Any% regardless.