Vine Valley 101

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World Details
Game Donkey Kong Country
World name Vine Valley
Optimal time N/A
Previous world Monkey Mines
Next world Gorilla Glacier

Vulture Culture

Notes

  • If you are doing the mapwarp route(which you 100% should be) holding right and mashing a b x y or start, while the fanfare of beating w3 is going on will skip the animation of your kongs walking up to world 4 and you can re-enter world 3 immediately, saves 3~ seconds.
  • This video has commentary explaining alot of the tech, listen with sound.
  • You can attempt a bonus skip on the very last bonus, saves minimal time.

Tree Top Town

Notes

  • You will need to first complete the stage using the All Stages route before going back to enter the bonuses.
  • The jump to the first barrel requires an extended roll. Tap Y before hitting the Gnawty, turn around as soon as you hit him and repress Y right before you stop rolling. This will give you just enough extra height compared to jumping from the left side normally.
  • If you miss the first extendo or don't want to try it, just run to the right to spawn the Necky and jump on him to reach the barrel once he's close enough.
  • You can attempt a bonus skip for the last bonus, if you hear the barrel shot and your game is paused, you got it.

Forest Frenzy

No SJR

Notes

  • This video has commentary explaining some things
  • The cue to release B for this superjump is when the DK barrel before the Kremling reaches the left edge of the screen.
  • You will need to fall into the bonus barrel, which is under the screen just near the sixth bird. If you can't see it the lip of the barrel on your TV, make sure you start counting the birds.
  • To reach the barrel above the screen at the end, you will need to bounce on the Kremling when he is at the highest point of his jump. If you don't reach it, double back and grab the barrel out of the ground next to the first Kremling and use it to break the wall. If you lose the barrel, there is no other way to reach the bonus game, so be very careful with it.

SJR

Notes

  • Super Jumproll
  • This video has commentary explaining where to let go of B during your sjr.
  • because you wont do the sjrs the EXACT same way every time, practicing this is quite important. Dieing missing the bonus after getting the sjr is terrible.
  • If you want to play it safe you can release B a little bit later and this will put you higher up giving you more birds to roll threw before landing into the bonus.

Temple Tempest

Notes

  • You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.
  • The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible. See the videos below for more details on how to avoid this:

Notes

  • I don't know the specifics on why this happens, but if you run into the bird, Diddy gets hit as if you have the split up glitch. If you get hit with donkey, or fall into the pit, you will wrong warp to 1-1. I was only able to start-select out of 1-1 because this is on a completed file.
  • If you do manage to get hit, don't fret! just wait a few seconds with Donkey and the warp will kick you out into the stage, which is still a big time loss, but not as bad as warping to 1-1, which essentially kills the run.

Notes

  • This wrong warp is much rarer. To avoid it, run a little ways into the bonus before rolling into the Klap Trap. Rolling immediately is how you can get Diddy in that frozen state.
  • If i was to get hit again as donkey, i would have wrong warped to 1-1 with Expresso. Instead, the video shows what happens if you avoid the second hit.
  • Again, getting sent to 1-1 is pretty much run over.

Orang-utan Gang

Notes

  • This is the first stage started in World 3. Boss 2 is skipped to save time, as regular bosses don't count towards the completion percentage.
  • Mapwarp only where shown in the video, as other corners take you to different locations.
  • At :23, you have to load the Manky on screen so he throws the barrel. If you go to far to the right after loading him, you will have to do it again. Wait a little bit so the barrel he throws isn't in your way.
  • After the bonus at :58, hold right, Y, and B after the bonus music stops, and Expresso will jump when you exit the bonus. The timing is very lenient.
  • At 1:03, if you break open the bonus door too quickly, it will close as it hasn't been properly loaded. Don't take the corner too quickly and you should avoid it.

Clam City

Notes

  • No bonus stages here, so just use the All Stages route.