Rope Bridge Rumble

From DKC Speedruns
Jump to: navigation, search
Level Details
Game Donkey Kong Country
World name Gorilla Glacier
Level name Rope Bridge Rumble
Previous level Torchlight Trouble
Next level Really Gnawty Rampage

Difficulty:

  • Optimal: 8/10
  • Safe: 6/10

All Stages

Optimal (SJR)

Notes:

  • This won't work at all if you don't enter with Diddy already in front.
  • Saves ~9s over playing the stage optimally but has a very costly setup time, so consider whether or not this is worth it for your specific goals in this game.
  • To do this setup, place the DK barrel next to the wall, so that when you take damage as Diddy to set up the Super Jump, you immediately grab the barrel as DK and clash it on the Krem.
  • Once you gain control as DK, buffer a roll to the right and max jump once the right side of DK passes the wire coil thing on the ground (and continue to hold B).
  • Once you start to descend, do a quick dpad release to ensure the Army on the left doesn't despawn and to help set up the positioning of the Armies in general.
  • Roll into the Army on the right while continuing to hold B, so that you bounce over the Army coming from the left. once you bounce over him, you can release B.
  • Run to the right and take damage as DK. Begin holding B afterwards to ensure you're ready to Super Jump. Once Diddy is almost at the peak of his jump after taking damage as DK, begin moving to the right - if both of the Armies are on top of each other on the edge of the tire, you timed the right press correctly.
  • From there just try to time the Jumproll while continuing to hold B to get the SJR.
  • Since this SJR is off of a tire, the frame window varies. Sometimes it's a 1 frame window, and other times it's an 8 frame window. The factors which determine this are not fully understood, but it has ben seen that even something as small as buffering your roll as DK 1 frame differently can change this window. So as of now there is no way to consistently get the 8 frame window.
  • If you fail the setup it is recommended to grab the next DK barrel you come across.
  • If you lose Diddy in torchlight, it is still faster to re-enter Torchlight and grab a kong to go for the SJR than to play the stage optimally without it.

Optimal (SJR Alternative - Old Setup)

Notes:

  • This won't work at all if you don't enter with Diddy already in front.
  • Saves ~9s over playing the stage optimally but has a very costly setup time, so consider whether or not this is worth it for your specific goals in this game.
  • This setup risks despawning the Army, which will ruin the entire trick, but avoiding doing so can be made consistent with practice.
  • If you don't get the instant clash as DK for this setup, it usually will despawn the Army if you try to do it as normal.
  • If you fail the setup it is recommended to grab the next DK barrel you come across.
  • If you lose Diddy in torchlight, it is still faster to re-enter Torchlight and grab a kong to go for the SJR than to play the stage optimally without it.

Optimal (No SJR)

Notes:

  • To do the extendo at 0:23, release Y after the second guy and repress on the tire. If you realize you've mistimed it, you just have to jump right after rolling over the tire.
  • The turn around right after the extended roll is done to manipulate the time that the moving platforms spawn on the screen. Failing to do so will make the jumps impossible without waiting for them to cycle back around. After practice, you can do it very fast like shown in the video, but you can wait longer to start off (waiting longer makes it more lenient).
  • You also need to quickly release and repress right on the D-pad before the second tire roll in order to make the jump and not overshoot the tire.
  • To do the section at 0:33, you will want to roll off the first tire right after it starts moving towards the right, which can be tricky to time. Then you'll need to jump and land low enough on the next tire platform so that you only land on the platform instead of bouncing on the tire. While standing somewhere near the center, you will want to roll off the 2nd platform right before you reach the banana at the top of the screen
  • To make it under the bees at the end, you need to turn around before hitting the army as late as possible. If you get a good backboost, roll immediately. Slightly weaker and you need to step forward a bit. If you lose a lot of speed, don't try to go under the bees at all.

Camera Manip

There is a setup that can save you the time to wait for the tires. To execute it, you need to following steps. The arrow will refer to the visual aid below. Camera Manip.JPG

  • When getting to the red arrow, you need to turn around to manipulate the camera (you don't need to wait more than a full second though). If you succeed, the platform with the tire won't appear on screen until you continue to the next step.

Notes:

  • Turn around and jump, and tire roll on the tire on the platform with the yellow arrow.
  • Between the time a bit before landing on the platform and landing on the next tire for the roll, you need to release and repress quickly the right button to avoid overshooting the tire.
  • Tire roll on the platform and once again time your jump to get through.

Safe

Notes:

  • This route avoids all tire rolls, the extendo, and the backwards bounce off the Army at the end. Some of the rolls are in different places as a result.
  • The Armadillo roll at 0:47 may look scary, but all you need to consider is to not scroll the screen too much to the right before hitting the enemy. Doing so will spawn the tire earlier and the strat will fail.

Safe (Super Jump)

Notes:

  • This setup is the slowest, but is a decent option to go through this stage without many problems, before learning optimal strats.
  • After taking damage with Diddy, Hold Y+B and wait for Donkey to pick up the barrel, then release.
  • You need to release B as seen in the clip. There's a row of 4 bananas near a tire. You wanna release B when the fourth banana goes off-screen.