Difference between revisions of "Creepy Caverns"

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{{#ev:youtube|vzS0v1keC4k|560||https://www.youtube.com/watch?v=vzS0v1keC4k}}
 
{{#ev:youtube|vzS0v1keC4k|560||https://www.youtube.com/watch?v=vzS0v1keC4k}}
 
Notes:
 
Notes:
*This route uses both Kongs for safety. It is faster than the worst RNG, but otherwise it is significantly slower. Recommended for situational use
+
*This route uses both Kongs. It is faster than the worst RNG, but otherwise it is significantly slower. Recommended for situational use
 
**(00:10) A 2-1 Jump can be used to avoid using this 1st ghost barrel
 
**(00:10) A 2-1 Jump can be used to avoid using this 1st ghost barrel
 
**(00:15) Zip: Align the back of Kiddy's foot with the stone on the ground. Jump three times. This should setup the Krumple
 
**(00:15) Zip: Align the back of Kiddy's foot with the stone on the ground. Jump three times. This should setup the Krumple

Revision as of 01:44, 4 June 2022

Level Details
Game Donkey Kong Country 3
World name KAOS Kore
Level name Creepy Caverns
Previous level Konveyor Rope Klash
Next level Lightning Lookout

Difficulty:

  • Safe: 6/10
  • Optimal: 8/10
  • Optimal alternative: 10/10

Any%

Safe

Notes:

  • The white barrels are random, which makes it a huge pain!

Optimal

Notes:

  • Bad luck can add 10+ seconds. This video focuses more on the platforming.
  • Note on ghost barrel RNG:
    • RNG is decided the frame you enter the level.
    • Not all ghost barrels have the same chances of giving perfect luck. As an example, the 3rd ghost barrel has a 66% chance of giving perfect luck, while the chances of the 1st ghost barrel giving perfect luck is much lower.
    • The worst possible luck for all the ghost barrels are 4-4-5-5-3-4 respectively. Keeping this in mind, you can preemptively jump into a ghost barrel if you're getting luck this bad.
  • At 0:29, you need optimal movement to reach the next ghost barrel before it disappears.
  • Remember to glide into the ghost barrel at 0:32 if it is facing the correct direction.
  • Getting in between the ghost barrel at 0:36 can be tricky. After leaving the barrel at 0:35, start a roll and do a tiny jump when Dixie is under the Banana bunch. Then, simply buffer a glide (glide at the peak of your jump).
  • The movement at 0:53 sets you up to skip a ghost barrel cycle. Positioning is quite precise, as alerting the 3rd green barrel too early will cause problems.
  • The ghost barrel at 1:08 can be reached if it is initially facing the correct direction. This is much more difficult on U than it is here, on J.

Optimal alternative

Notes:

  • This route uses different Kong order for 7-1, 7-2, and 7-3. Please refer to Optimal alternative for those levels as well
    • (00:30) The wiggle here will cause the bee to hover slightly higher so Kiddy can clear the gap
      • The jump must be very, very short. An alternative controller grip may be recommended for the small B press
    • (00:58) Team-ups and throws are done to decrease lag when entering the Ghost Barrels with two Kongs

MORE STRATS

Notes:

  • visualcues
  • Don't release y as you land from the hovers. If you do, dixie will lose momentum and you'll get bopped.
  • For the last roll if u start the hover close to the ground you get a quick roll.

Notes:

  • This route uses both Kongs. It is faster than the worst RNG, but otherwise it is significantly slower. Recommended for situational use
    • (00:10) A 2-1 Jump can be used to avoid using this 1st ghost barrel
    • (00:15) Zip: Align the back of Kiddy's foot with the stone on the ground. Jump three times. This should setup the Krumple
    • (00:33) Team-ups and throws are done to decrease lag when entering the Ghost Barrels with two Kongs