Difference between revisions of "Gangplank Galleon 102"

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(Mainbrace Mayhem)
(Gangplank Galley)
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==Gangplank Galley==
 
==Gangplank Galley==
{{#ev:youtube|7JEX-DAUFhs|560||http://www.youtube.com/watch?v=7JEX-DAUFhs}}
 
  
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Difficulty: 4/10 (with Jedi Boi, 1/10 without) 
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{{#ev:youtube|56hsbowEtCU|560||https://www.youtube.com/watch?v=56hsbowEtCU}}
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'''Notes'''
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*Jedi Boi (which is basically 2 [https://dkcspeedruns.com/Tricks#Team_Throw_Super_Jumps_aka_DaBigBoi Team Throw Super Jumps] in a row) can be seen at 0:07. You can perform it again after the first bonus in case you missed grabbing the DK coin on your first attempt.
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*The first bonus in this stage is the only additional instance of RNG in this category over Any%, and it's around 2-3 seconds of variance at most.
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*An alternative route can be used (as seen in [https://www.youtube.com/watch?v=7JEX-DAUFhs Riz's video]) to completely avoid Jedi Boi.
  
 
==Lockjaw's Locker==
 
==Lockjaw's Locker==

Revision as of 04:05, 1 March 2017

World Details
Game Donkey Kong Country 2
World name Gangplank Galleon
Optimal time N/A
Previous world None
Next world Crocodile Cauldron

Pirate Panic

Difficulty: 2/10

Notes

  • As seen in the 2nd bonus, changing directions with an airborne Rambi will stop your jump and quickly send you back down. Be swift on the initial charge as you can bounce off the 2nd rat instead of charging through it.
  • The charged jump with Rambi at 1:00 is very tight. It is recommended for newer players to take a step back to have a bigger window for the takeoff.

Mainbrace Mayhem

Difficulty: 6/10

Notes

  • This is a very complete level, and by far the hardest stage of World 1 to optimize in this category.
  • Rolling through the rat at 0:32 is purely a visual cue for the team throw that follows.
  • The barrel throw at 0:48 can be done in such a way that will kill all 5 Klingers (as seen in Riz's video). However, this method is much more consistent.
  • A 2-1 jump can be performed at 0:58 to gain the required height to enter the bonus barrel.

Gangplank Galley

Difficulty: 4/10 (with Jedi Boi, 1/10 without)

Notes

  • Jedi Boi (which is basically 2 Team Throw Super Jumps in a row) can be seen at 0:07. You can perform it again after the first bonus in case you missed grabbing the DK coin on your first attempt.
  • The first bonus in this stage is the only additional instance of RNG in this category over Any%, and it's around 2-3 seconds of variance at most.
  • An alternative route can be used (as seen in Riz's video) to completely avoid Jedi Boi.

Lockjaw's Locker


Topsail Trouble