Difference between revisions of "Elevator Antics"

From DKC Speedruns
Jump to: navigation, search
(All Stages)
(Optimal)
Line 26: Line 26:
 
*The jump over the Necky nut at :09 requires the crawl space zip, and landing on the rope at a good height after the zip. The jumps up the rope don't have to be perfect, but you need to do them.
 
*The jump over the Necky nut at :09 requires the crawl space zip, and landing on the rope at a good height after the zip. The jumps up the rope don't have to be perfect, but you need to do them.
 
*At :13 the jump into the crawlspace to bounce on the snake is tight. If you time it to early you will jump in and die to the snake, so jump as late as possible.
 
*At :13 the jump into the crawlspace to bounce on the snake is tight. If you time it to early you will jump in and die to the snake, so jump as late as possible.
*The roll at :31 threw the Necky is tricky. Jump to early, you bump the ceiling and land on the nut and die. Try timing it later, and make sure to hold b until you land on the ground again. If you jump to late(while holding b) you will bounce on the Necky and land on the platform above, losing very little time.
+
*The roll at :31 threw the Necky is tricky. Jump to early, you bump the ceiling and land on the nut and die. Try timing it later, and make sure to hold b until you land on the ground again. If you jump to late(while holding b) you will bounce on the Necky and land on the platform above, losing very little time. You can take this strat safely by jumping later and wiggling in the air, losing minimal time.
 
*At :37 you are rolling outwards to load the elevators so that when you jump back you can land on them, or else they would be in a bad position.
 
*At :37 you are rolling outwards to load the elevators so that when you jump back you can land on them, or else they would be in a bad position.
 
*At :43 land on the mini Necky as left most as possible and don't hold b, roll immediately after landing on the platform. If your rolls dies after rolling off the platform you either bounced to far to the right on the Necky, or held b while bouncing on him
 
*At :43 land on the mini Necky as left most as possible and don't hold b, roll immediately after landing on the platform. If your rolls dies after rolling off the platform you either bounced to far to the right on the Necky, or held b while bouncing on him

Revision as of 21:29, 31 December 2016

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

Difficulty:

  • Safe: 6/10
  • Optimal: 12/10
  • 101%: 12/10

All Stages

Safe (Super Jump)

Notes:

  • For this to be possible you need to grab a DK barrel in a previous stage, you lose 10 seconds to entering a stage with 2 Kongs and the time it took to grab the DK barrel.
  • You MUST get the crawl skip with DK for this to work
  • This Super Jump is risky. If you release B too early you softlock. Better to hold it longer and waste time than reset.
  • Because you can softlock doing this Super Jump, it may be best just to learn the optimal route and take a few steps out of it, regardless of what route you choose you will need to practice this stage a lot.

Optimal

Notes:

  • The jump over the Necky nut at :09 requires the crawl space zip, and landing on the rope at a good height after the zip. The jumps up the rope don't have to be perfect, but you need to do them.
  • At :13 the jump into the crawlspace to bounce on the snake is tight. If you time it to early you will jump in and die to the snake, so jump as late as possible.
  • The roll at :31 threw the Necky is tricky. Jump to early, you bump the ceiling and land on the nut and die. Try timing it later, and make sure to hold b until you land on the ground again. If you jump to late(while holding b) you will bounce on the Necky and land on the platform above, losing very little time. You can take this strat safely by jumping later and wiggling in the air, losing minimal time.
  • At :37 you are rolling outwards to load the elevators so that when you jump back you can land on them, or else they would be in a bad position.
  • At :43 land on the mini Necky as left most as possible and don't hold b, roll immediately after landing on the platform. If your rolls dies after rolling off the platform you either bounced to far to the right on the Necky, or held b while bouncing on him
  • In the very next section follow the video step by step, we are manipulating the spawn of the last elevator. Saves 2 seconds, a lot of your positioning is pretty lenient.

101%

Optimal

Notes:

  • This stage is exactly the same as all stages until the very end, and re-entering the stage for the bonus at the start. Just watch the end of this video for how to enter the bonuses optimally and use the all stages video for notes on hard strats