Difference between revisions of "Bramble Scramble"

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(Safe)
(Safe)
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**While it's not necessary, it's recommended to wait until you hear the hook fully come back to the Krook before jumping off the ivy to load the beetle.
 
**While it's not necessary, it's recommended to wait until you hear the hook fully come back to the Krook before jumping off the ivy to load the beetle.
 
*00:15 You want to move a bit backwards after landing on the beetle, or you'll risk bonking the bramble and not grabbing the invincibility barrel when you damage boost.
 
*00:15 You want to move a bit backwards after landing on the beetle, or you'll risk bonking the bramble and not grabbing the invincibility barrel when you damage boost.
*The frame window of the clash rather becomes more, or even less lenient depending on how you jumped into the corner of the bramble.
+
*The frame window of the clash rather becomes more, or even less lenient depending on how you jumped into the wall of bramble.
 
*You want to jump at the end of the bramble (more or less at the big thorn). Jumping too early can result in Dixie not getting a chance to turn around and do the clash.
 
*You want to jump at the end of the bramble (more or less at the big thorn). Jumping too early can result in Dixie not getting a chance to turn around and do the clash.
 
*Slow down or stop (as shown in the video) to confirm you are in the correct position. The example shown in the video may or may not have stopped too late for some players. Experiment what works for you.
 
*Slow down or stop (as shown in the video) to confirm you are in the correct position. The example shown in the video may or may not have stopped too late for some players. Experiment what works for you.
*You want to clash (let go and repress Y) right when Dixie automatically turns around. With the set-up shown in the video, the timing for the clash is a little after when Dixie starts to fall. Try jumping into the bramble without throwing to get a good feel for the timing.
+
*You want to clash (let go and repress Y) right when Dixie automatically turns around. With the set-up shown in the video, the timing for the clash is a little after when Dixie starts to fall. Timing can be different depending how high/low you jumped. Try jumping into the bramble without throwing to get a good feel for the timing.
 
*Stall at the plank at 00:23 to correctly set the camera for the Krook.
 
*Stall at the plank at 00:23 to correctly set the camera for the Krook.
 
*Hit the hook back to the Krook when he throws it, then simply jump through him to kill him, or jump over him.
 
*Hit the hook back to the Krook when he throws it, then simply jump through him to kill him, or jump over him.

Revision as of 03:51, 8 November 2016

Level Details
Game Donkey Kong Country 2
World name Krazy Kremland
Level name Bramble Scramble
Previous level Target Terror
Next level Rickety Race

Difficulty: 8/10

Any%

Warpless videos



Optimal

  • This is the TackBlossom's video that is to explain this trick.


Safe

  • The most important factor for the IDs is to spawn the invincibility barrel while the hook is still loaded, before spawning the beetle. Take the climb slowly to ensure everything is correct.
    • While it's not necessary, it's recommended to wait until you hear the hook fully come back to the Krook before jumping off the ivy to load the beetle.
  • 00:15 You want to move a bit backwards after landing on the beetle, or you'll risk bonking the bramble and not grabbing the invincibility barrel when you damage boost.
  • The frame window of the clash rather becomes more, or even less lenient depending on how you jumped into the wall of bramble.
  • You want to jump at the end of the bramble (more or less at the big thorn). Jumping too early can result in Dixie not getting a chance to turn around and do the clash.
  • Slow down or stop (as shown in the video) to confirm you are in the correct position. The example shown in the video may or may not have stopped too late for some players. Experiment what works for you.
  • You want to clash (let go and repress Y) right when Dixie automatically turns around. With the set-up shown in the video, the timing for the clash is a little after when Dixie starts to fall. Timing can be different depending how high/low you jumped. Try jumping into the bramble without throwing to get a good feel for the timing.
  • Stall at the plank at 00:23 to correctly set the camera for the Krook.
  • Hit the hook back to the Krook when he throws it, then simply jump through him to kill him, or jump over him.
  • Jump and quickly throw to the left at the Squawk crate.

Extra Wrong Warp info

Things That Matter

  • The most important thing is to spawn the invincibility barrel before the beetle while the hook is still loaded so the IDs are correct. You can go slower and still get correct IDs, but it will cost a few seconds over a fast vine climb.
  • 0:00 Setup for if you get the wrong ID on the beetle. You need to recognize that you did the climb incorrectly which is fairly difficult (sometimes a "bad" vine climb still loads correct ids).
  • 0:40 Proper movement through the post-clash section is very important, as there are small movement errors that can mess with the IDs of the final objects. There are 2 ways to move through this section; by either doing a small hop (full jump will ruin IDs) through the hook or by jumping over him. Both ways will guarantee the box and bonus have the required IDs.
  • 1:28 The beetle can live from the clash and you must make sure he dies before you proceed.