Slipslide Ride GBC

From DKC Speedruns
Jump to: navigation, search
Level Details
Game Donkey Kong Country GBC
World name Gorilla Glacier GBC
Level name Slipslide Ride
Previous level Snow Barrel Blast GBC
Next level Ice Age Alley GBC

Being the only other warp level in the game, any% runners sadly won't see much of the sliding rope mechanics or unique song in this level.

Any%

  • Quick review of rope mechanics: You cannot roll through ropes. Holding B does cause you to climb up/down faster. The base speed of the ropes either matches or nearly matches your maximum climb speed, which means that if you try to climb in the opposite direction of the rope you either move extremely slowly or not at all. Jumping off the ropes gives you a massive horizontal launch. This mechanic makes it impossible to jump-climb ropes.
  • This level is pretty uneventful in this category, just get into the warp and finish out the stage.
  • The rope at the start is completely inaccessible without the Kritter. It's a bit safer to wait for him to do 4 bounces before landing on him, but possible in only 3.
  • At 0:09 you can either time your jumps or just mash A, both are pretty much fine. If you go high enough you can even go over one of the ropes.
  • At 0:13 it's necessary to zig-zag. It's recommended to hold up and B and time jumps.

87%

  • This level gets much more interesting in this category.
  • You cannot complete the level, go back for the bonuses, and start-select out of the level. The bonuses only count after collecting them and then subsequently finishing the level.
  • After picking up a barrel your speed is set to 0 and you accelerate much faster in the air than on the ice, so it's best to jump forward. When you land holding a barrel your speed is again set to 0, so if you still need to move it's best to jump again (this situation does not arise in the video). After picking up the second barrel at 0:23 you may need to run slightly left before jumping, or do two small jumps.
  • The first two bonuses do not have ice physics for some reason, but the third one does.
  • The Klaptrap at 0:49 is a real nuissance, jumping over him usually doesn't work and results in taking damage, therefore stomping him is usually the best way.
  • If you go too fast up the 3rd rope at 0:54 you can take damage on the bee.
  • You have to wait a brief moment at 1:02 for the bee to move out of the way.

87% (Death Warp)

  • Similar to Stop & Go Station, you can collect bonus 2, die, then go back for the other two bonuses via the warp. This route also theoretically saves around 5 seconds.
  • You can switch to DK after breaking the bonus without losing any time since you need to wait for bonus block to end anyways. You don't actually have to worry about positioning yourself to not enter the bonus, as long as you aren't holding left you won't enter it.
  • After finishing bonus 2, take damage and die on the nearby enemies and reenter the level. Go up to get bonus 1, take the warp, and head down to bonus 3.
  • After coming out of the warp, run right a little bit before rolling to ensure you clear the bee. Stomp the first Klaptrap, then jump down after the second, he should despawn below.
  • Don't jump too quickly at 0:49 or you can get killed by the bee.
  • After exiting bonus 3, finish the level as normal. There will be a floating DK barrel directly in your path in Ice Age Alley after the star barrel.