Bramble Scramble

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Revision as of 09:25, 13 November 2016 by Cryptonberry (talk | contribs) (Safe)
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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

  • Nothing in the IDs matter until the first Krook.
  • The most important factor for the IDs is to load the invincibility barrel while the hook is still loaded, before loading the beetle. Take the climb slowly to ensure everything is correct.
  • 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.
  • 00:20 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 automatically turn around (which is required for the clash).
    • The frame window of the clash can also become more, or even less lenient depending on how early/late you jumped into the wall of bramble.
    • Slow down or stop (as shown in the video) to confirm you are in the correct position and this shouldn't be a problem. The example shown in the video may or may not have stopped too late for some players. Experiment what works for you.
    • Make Sure you jump as deep in the corner of the bramble as possible. This is because you want to land where the bramble wall slightly inclines. Refer to this picture: http://imgur.com/a/mwSRz. Doing this is required for the clash because it's the moment you have to clash.
  • You want to clash (quickly let go and repress Y) right when Dixie automatically turns around. Keep in mind that you have to be falling to get the clash. Clash when your feet are around here: http://imgur.com/a/mwSRz. If you threw the beetle to the right, then you clashed too early. If you threw the beetle to the left, then you clashed too late.
    • I recommend you to let go of the D-pad while performing the clash. This isn't required, but it may help you find out if you're clashing too early or late (as stated above). I've heard from some players that this makes the clash easier. This may or may not be true.
  • Slightly 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. This is necessary for the correct IDs.
  • Do a short jump and quickly throw to the left at the Squawks 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.