Difference between revisions of "Elevator Antics"

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(Any% All Stages)
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| next = [[Poison Pond]]
 
| next = [[Poison Pond]]
 
}}
 
}}
==Any% All Stages==
+
Difficulty:
{{#ev:youtube|v=DDYCYsJzxro|560||comparation between strats}}
+
*Optimal Antics Blaster - DK Yolo Strat: 50%/10
 +
*Safe Antics Blaster - Diddy: 7/10
 +
*No Major Glitches: 10/10
 +
*No Major Skips: 10/10
 +
 
 +
==All Stages==
 +
 
 +
===Optimal: Antics Blaster - DK Yolo Strat===
 +
{{#ev:youtube|RwIC6tlgw1U|560||}}
 +
'''Notes:'''
 +
*This strategy saves 16 or more seconds over playing the stage optimally without the Antics Blaster
 +
*The section at 0:06 is tough. To beat the Mini Necky's nut, you need to do a zip out of the crawlspace and jump fairly quickly afterwards to grab the rope at a good height. Then you will want to try and do 2 jumps up the rope while also holding up on the dpad during the whole climb (this helps you gain height during any downtime while you're not jumping).
 +
*The strat at 0:10 is difficult to do such that it saves time over just bouncing on the snake. You basically want to do a full roll leading up to the snake, max jump over the snake, and try to spawn the bee before you land so you don't have to keep dpad released while you wait on the oil drum for too long.
 +
*For snake bounce at 0:12, it helps if you down a large jump, so that you stay airborne longer and have a smaller chance of landing in front of the snake and dying.
 +
*This setup for the Antics Blaster is ~50% consistent if done correctly, but saves a handful of seconds over the 100% consistent Antics Blaster strategy, as well as the now obsolete SJR in this stage.
 +
*See the tutorial below for a more in depth explanation:
 +
 
 +
{{#ev:youtube|_xpeBlI_lLA|560||}}
 +
 
 +
===Safe [Needs to be Updated with Safe Antics Blaster]===
 +
{{#ev:youtube|5K-ULVglrkQ|560}}
 +
'''Notes:'''
 +
*This route avoid some tough jumps and the elevator manip. The manip is easier than the other stuff, though, so it's worthwhile to consider learning that as well.
 +
*For details about other specific sections, see the optimal route notes.
 +
 
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 +
'''SJR Variations (Obsolete)'''
 +
<div class="mw-collapsible-content">
 +
===SJR/SFR Collection===
 +
*There are several methods that are of varying difficulty and varying time saves. What matters is what works for you
 +
*Any of the SJRs/SFRs require you to have both Kongs. You must do the damageless Oil Drum Alley SJR
 +
 
 +
===Newbie Strat (Super Jump)===
 +
{{#ev:youtube|7_YAQieeZDE|560||https://www.youtube.com/watch?v=7_YAQieeZDE}}
 +
'''Notes:'''
 +
*For this to be possible, you need to grab a DK barrel in a previous stage.
 +
*You MUST get the crawlspace skip with DK for this to work
 +
*This [[DKC_Tricks#Super_Jump | Super Jump]] is risky. If you release B too early, you will get stuck in the wall and have to reset. Practice so that you are very familiar with the timing.
 +
 
 +
SFR/SJR Off The Can Comparison:
 +
{{#ev:youtube|hbtW3ZMI2E4|560||}}
 +
 
 +
thesnaaake:
 +
{{#ev:youtube|OsAuoxic-Yk|560}}
 +
 
 +
SFR Backtrack Method
 +
{{#ev:youtube|c9LwlAXg_mM|560||}}
 
Notes:
 
Notes:
*the upper video its the "optimal" way, its possible to save a few more frames  "maybe" up to 60, so veery optimal should be 58.x, possible doing IL but really hard for RTA because you need to climb a rope very fast (probably -30 frames) then after the checkpoint you want to hit the mini necky by rolling instead of jumping (probably -20 frames).
+
*This is extremely difficult
*Superjump can be a very good option, right now im not sure how much slower it is, first you need to get donkey in Oil Drum Alley (probably +120 frames or even more),then moving in the map with two kongs its 10 frames slower, so going from ODA to TTT its +130 frames, then from TTT to EA it should be at least +140 frames. As i said it can be less or more.
+
</div>
 +
</div>
  
==101%==
+
==No Major Glitches==
 +
===Optimal:===
 +
{{#ev:youtube|QS1tExWkO3o|560||}}
 +
'''Notes:'''
 +
*The section at 0:06 is tough. To beat the Mini Necky's nut, you need to do a zip out of the crawlspace and jump fairly quickly afterwards to grab the rope at a good height. Then you will want to try and do 2 jumps up the rope while also holding up on the dpad during the whole climb (this helps you gain height during any downtime while you're not jumping).
 +
*The strat at 0:10 is difficult to do such that it saves time over just bouncing on the snake. You basically want to do a full roll leading up to the snake, max jump over the snake, and try to spawn the bee before you land so you don't have to keep dpad released while you wait on the oil drum for too long.
 +
*For snake bounce at 0:12, it helps if you down a large jump, so that you stay airborne longer and have a smaller chance of landing in front of the snake and dying.
 +
*If you climb the rope at 0:15 quickly, you will need to hold down on the dpad as you grab the rightmost rope. This allows you to grab the rope from above the screen, so that you don't take damage on the bee. if you do this section slowly the bee won't be in your way though.
 +
*The roll at 0:25 uses float storage to roll through the Klump without having to wait as long for the elevator to come down. You will need to slow down to some degree before rolling off the ledge to make this work though.
 +
*For the roll at 0:28, you want to max jump out of it once you touch the right side of the dark spot on the ground, such that you bonk your head on the ceiling and land past the nut. It's better to aim on the later side - if you're early you'll land on the nut and die. If you're late, you'll bounce on the Mini Necky and can at least land on the next elevator.
 +
*Facing left at 0:46 is a camera manip for one of the upcoming elevators. You want to face left until you get pretty close to the bottom of the screen, then proceed to the next elevator.
  
Coming soon!
+
==No Major Skips==
 +
===Optimal===
 +
{{#ev:youtube|4AeXVIqnW_o|560||https://www.youtube.com/watch?v=4AeXVIqnW_o}}
 +
'''Notes:'''
 +
*The only difference from All Stages is that rather than taking the bonus halfway through, you play the stage normally.
 +
*Make sure to roll at the very edge of the gap between the 2 crawlspaces (over the bee) so you don't fall down or lose speed.

Latest revision as of 20:57, 29 September 2023

Level Details
Game Donkey Kong Country
World name Kremkroc Industries
Level name Elevator Antics
Previous level Trick Track Trek
Next level Poison Pond

Difficulty:

  • Optimal Antics Blaster - DK Yolo Strat: 50%/10
  • Safe Antics Blaster - Diddy: 7/10
  • No Major Glitches: 10/10
  • No Major Skips: 10/10

All Stages

Optimal: Antics Blaster - DK Yolo Strat

Notes:

  • This strategy saves 16 or more seconds over playing the stage optimally without the Antics Blaster
  • The section at 0:06 is tough. To beat the Mini Necky's nut, you need to do a zip out of the crawlspace and jump fairly quickly afterwards to grab the rope at a good height. Then you will want to try and do 2 jumps up the rope while also holding up on the dpad during the whole climb (this helps you gain height during any downtime while you're not jumping).
  • The strat at 0:10 is difficult to do such that it saves time over just bouncing on the snake. You basically want to do a full roll leading up to the snake, max jump over the snake, and try to spawn the bee before you land so you don't have to keep dpad released while you wait on the oil drum for too long.
  • For snake bounce at 0:12, it helps if you down a large jump, so that you stay airborne longer and have a smaller chance of landing in front of the snake and dying.
  • This setup for the Antics Blaster is ~50% consistent if done correctly, but saves a handful of seconds over the 100% consistent Antics Blaster strategy, as well as the now obsolete SJR in this stage.
  • See the tutorial below for a more in depth explanation:

Safe [Needs to be Updated with Safe Antics Blaster]

Notes:

  • This route avoid some tough jumps and the elevator manip. The manip is easier than the other stuff, though, so it's worthwhile to consider learning that as well.
  • For details about other specific sections, see the optimal route notes.

SJR Variations (Obsolete)

SJR/SFR Collection

  • There are several methods that are of varying difficulty and varying time saves. What matters is what works for you
  • Any of the SJRs/SFRs require you to have both Kongs. You must do the damageless Oil Drum Alley SJR

Newbie Strat (Super Jump)

Notes:

  • For this to be possible, you need to grab a DK barrel in a previous stage.
  • You MUST get the crawlspace skip with DK for this to work
  • This Super Jump is risky. If you release B too early, you will get stuck in the wall and have to reset. Practice so that you are very familiar with the timing.

SFR/SJR Off The Can Comparison:

thesnaaake:

SFR Backtrack Method

Notes:

  • This is extremely difficult

No Major Glitches

Optimal:

Notes:

  • The section at 0:06 is tough. To beat the Mini Necky's nut, you need to do a zip out of the crawlspace and jump fairly quickly afterwards to grab the rope at a good height. Then you will want to try and do 2 jumps up the rope while also holding up on the dpad during the whole climb (this helps you gain height during any downtime while you're not jumping).
  • The strat at 0:10 is difficult to do such that it saves time over just bouncing on the snake. You basically want to do a full roll leading up to the snake, max jump over the snake, and try to spawn the bee before you land so you don't have to keep dpad released while you wait on the oil drum for too long.
  • For snake bounce at 0:12, it helps if you down a large jump, so that you stay airborne longer and have a smaller chance of landing in front of the snake and dying.
  • If you climb the rope at 0:15 quickly, you will need to hold down on the dpad as you grab the rightmost rope. This allows you to grab the rope from above the screen, so that you don't take damage on the bee. if you do this section slowly the bee won't be in your way though.
  • The roll at 0:25 uses float storage to roll through the Klump without having to wait as long for the elevator to come down. You will need to slow down to some degree before rolling off the ledge to make this work though.
  • For the roll at 0:28, you want to max jump out of it once you touch the right side of the dark spot on the ground, such that you bonk your head on the ceiling and land past the nut. It's better to aim on the later side - if you're early you'll land on the nut and die. If you're late, you'll bounce on the Mini Necky and can at least land on the next elevator.
  • Facing left at 0:46 is a camera manip for one of the upcoming elevators. You want to face left until you get pretty close to the bottom of the screen, then proceed to the next elevator.

No Major Skips

Optimal

Notes:

  • The only difference from All Stages is that rather than taking the bonus halfway through, you play the stage normally.
  • Make sure to roll at the very edge of the gap between the 2 crawlspaces (over the bee) so you don't fall down or lose speed.