Difference between revisions of "Barrel Drop Bounce"

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*Safe: 3/10
 
*Safe: 3/10
 
*Optimal: 5/10
 
*Optimal: 5/10
*103%: 9/10
 
 
 
==Any%==
 
==Any%==
  
Line 26: Line 24:
 
*Facing right at :32 when team throwing is necessary.
 
*Facing right at :32 when team throwing is necessary.
 
*The last team throws at :37 are hard. Try to land as high as possible and team-up instantly when you land on the barrel. Jump immediately to about half of max height, and team throw up, if done correctly you should gain quite a bit of height landing on the second barrel.
 
*The last team throws at :37 are hard. Try to land as high as possible and team-up instantly when you land on the barrel. Jump immediately to about half of max height, and team throw up, if done correctly you should gain quite a bit of height landing on the second barrel.
*Find a visual cue that you can rely on to be sure you will make it up in 2 team throws, there is no shame in taking a 3rd team throw, it waste a lot less time then failing to get up on the ledge in 2 throws.
+
*Find a visual cue that you can rely on to be sure you will make it up in 2 team throws, there is no shame in taking a 3rd team throw, it waste a lot less time then failing to get up on the ledge in 2 throws. The key here is to remain calm.
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 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
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'''MORE STRATS'''
 +
<div class="mw-collapsible-content">{{#ev:youtube|VVF7DmF6O_4|560||https://www.youtube.com/watch?v=VVF7DmF6O_4}}
  
==103%==
 
{{#ev:youtube|91hAK3ydpIo|560||http://www.youtube.com/watch?v=91hAK3ydpIo}}
 
 
Notes:
 
Notes:
*Bear coins count: 36
 
*To do the Flying Drop Barrel trick, you have to jump and release Y at the same time.
 
*The barrel that you need to step on to get to the second bonus won’t load if you do the throw with Kiddy to go up instead of walking around to the left.
 
  
 +
Up in Three (00:02)
 +
*There are different ways to go about this section - this is one example
 +
*It's recommended to approach these barrels consistently and find a cue that works best
 +
*When landing, try to aim for the middle of each barrel
 +
*Hold left on the last jump. If Kiddy doesn't make it to the autofire barrel, he will land safely on the 4th barrel instead
 +
 +
Team-Throw Skip (00:09)
 +
 +
*Crouching and sliding backwards will cause the camera to spawn the barrel in the correct cycle
 +
*Missing the slide will cause the barrel to spawn improperly and Kiddy will need to wait
 +
*This is roughly the same speed as an optimal team-throw for this section
 +
 +
2-1 Jumps (00:14)
 +
 +
1st 2-1 Jump
 +
 +
*The barrel needs to be high in the air to make it onto the ledge above
 +
*Begin jumping onto the barrel as soon as the top of the barrel is at the top of the screen
 +
*Land on the right grey line on the barrel and immediately 2-1 jump
 +
*Throw upwards and right at the jump's peak
 +
*This saves about 2 seconds
 +
 +
2nd 2-1 Jump
 +
 +
*Position Kiddy's feet on the small flower on the ground
 +
*The throw can be adjusted very slightly to the right for extra coverage, but don't overdo it. Kiddy may get stuck in the background layer and fall down
 +
*This saves about 1 second and breaks even if attempted twice
 +
 +
 +
<div class="mw-collapsible-content">{{#ev:youtube|lBQyY9E3rCg|560||https://www.youtube.com/watch?v=lBQyY9E3rCg}}
 +
 +
*If the 2-1 Jump fails, it's better to play it safe. Use a few extra team-throws if needed
 +
 +
 +
 +
</div>
 +
</div>
  
 
[[Category:Barrel Drop Bounce]]
 
[[Category:Barrel Drop Bounce]]
 
[[Category:K3]]
 
[[Category:K3]]

Latest revision as of 11:44, 4 June 2022

Level Details
Game Donkey Kong Country 3
World name K3
Level name Barrel Drop Bounce
Previous level Tearaway Toboggan
Next level Krack Shot Kroc

Difficulty:

  • Safe: 3/10
  • Optimal: 5/10

Any%

Safe

Notes:

  • Safe video with some unoptimal but easier team throws, forgets the last team throw all together

Optimal

Notes:

  • All of the team throws besides the last one are quite easy, just copy the video for where to be standing.
  • At :24 getting up the series of barrels is awkward at first, falling down loses quite a bit of time. You don't have to let go of the dpad at all jumping up them.
  • Facing right at :32 when team throwing is necessary.
  • The last team throws at :37 are hard. Try to land as high as possible and team-up instantly when you land on the barrel. Jump immediately to about half of max height, and team throw up, if done correctly you should gain quite a bit of height landing on the second barrel.
  • Find a visual cue that you can rely on to be sure you will make it up in 2 team throws, there is no shame in taking a 3rd team throw, it waste a lot less time then failing to get up on the ledge in 2 throws. The key here is to remain calm.

MORE STRATS

Notes:

Up in Three (00:02)

  • There are different ways to go about this section - this is one example
  • It's recommended to approach these barrels consistently and find a cue that works best
  • When landing, try to aim for the middle of each barrel
  • Hold left on the last jump. If Kiddy doesn't make it to the autofire barrel, he will land safely on the 4th barrel instead

Team-Throw Skip (00:09)

  • Crouching and sliding backwards will cause the camera to spawn the barrel in the correct cycle
  • Missing the slide will cause the barrel to spawn improperly and Kiddy will need to wait
  • This is roughly the same speed as an optimal team-throw for this section

2-1 Jumps (00:14)

1st 2-1 Jump

  • The barrel needs to be high in the air to make it onto the ledge above
  • Begin jumping onto the barrel as soon as the top of the barrel is at the top of the screen
  • Land on the right grey line on the barrel and immediately 2-1 jump
  • Throw upwards and right at the jump's peak
  • This saves about 2 seconds

2nd 2-1 Jump

  • Position Kiddy's feet on the small flower on the ground
  • The throw can be adjusted very slightly to the right for extra coverage, but don't overdo it. Kiddy may get stuck in the background layer and fall down
  • This saves about 1 second and breaks even if attempted twice


  • If the 2-1 Jump fails, it's better to play it safe. Use a few extra team-throws if needed