Difference between revisions of "Ghostly Grove"

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*Avoid holding onto ropes for too long.
 
*Avoid holding onto ropes for too long.
 
*This is a great level to practice different length of jumps and rolls.
 
*This is a great level to practice different length of jumps and rolls.
*The jump at 0:17 can be tricky. [http://imgur.com/9X2tDaF Here's a good visual cue.] Not rolling makes the visual cue more viable, and the jump a bit easier. Timing may differ depending on varying amounts of input lag.
+
*The jump at 0:17 can be tricky. [http://imgur.com/9X2tDaF Here's a good visual cue.] Not rolling makes this visual cue more viable. Timing may differ depending on varying amounts of input lag.
 
*At 0:44, rolling through both [http://www.mariowiki.com/Klampon Klampons] can result in losing Diddy, if you start your roll too early.
 
*At 0:44, rolling through both [http://www.mariowiki.com/Klampon Klampons] can result in losing Diddy, if you start your roll too early.
 
**Sometimes, the rope after the two [http://www.mariowiki.com/Spiny_%28Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest%29 Spiny] will spawn slightly later or coming in too fast won't allow you to grab onto it. To prevent this, jump right after killing the second Spiny, cutting the roll short.
 
**Sometimes, the rope after the two [http://www.mariowiki.com/Spiny_%28Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest%29 Spiny] will spawn slightly later or coming in too fast won't allow you to grab onto it. To prevent this, jump right after killing the second Spiny, cutting the roll short.
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{{#ev:youtube|79Tw5HWJomY|560||https://www.youtube.com/watch?v=79Tw5HWJomY}}
 
{{#ev:youtube|79Tw5HWJomY|560||https://www.youtube.com/watch?v=79Tw5HWJomY}}
 
'''Additions'''
 
'''Additions'''
*This route takes damage with Dixie at the beginning instead of swapping. Grabbing the DK barrel in Haunted Hall doesn't lose any extra time because you leave the first cart of that level quicker with 1 Kong.
+
*This route takes damage with Dixie at the beginning instead of swapping. Grabbing the DK barrel in Haunted Hall won't lose any extra time because you leave the first cart of the level quicker with 1 Kong.
**Note that a crotch goal can be performed at the end of the level to make this route faster (See KLOSTY GROVE).
 
 
*At 0:15, roll under the rope instead of grabbing onto it (Saves ~.15s).
 
*At 0:15, roll under the rope instead of grabbing onto it (Saves ~.15s).
 
*At 0:28, roll under the rope instead of grabbing onto it (Saves ~.15s).
 
*At 0:28, roll under the rope instead of grabbing onto it (Saves ~.15s).
 
*Do not despawn the Kloak at the end. Instead, roll under the rope and grab it from the back.
 
*Do not despawn the Kloak at the end. Instead, roll under the rope and grab it from the back.
 +
*At 0:52, clip the last rope by grabbing it as high as possible while preemptively hold Down + Right.
  
  

Revision as of 09:46, 14 November 2018

Level Details
Game Donkey Kong Country 2
World name Gloomy Gulch
Level name Ghostly Grove
Previous level King Zing Sting
Next level Haunted Hall

Difficulty:

  • Safe: 3/10
  • Optimal: 5/10

Any%

Safe

Notes

  • Avoid holding onto ropes for too long.
  • This is a great level to practice different length of jumps and rolls.
  • The jump at 0:17 can be tricky. Here's a good visual cue. Not rolling makes this visual cue more viable. Timing may differ depending on varying amounts of input lag.
  • At 0:44, rolling through both Klampons can result in losing Diddy, if you start your roll too early.
    • Sometimes, the rope after the two Spiny will spawn slightly later or coming in too fast won't allow you to grab onto it. To prevent this, jump right after killing the second Spiny, cutting the roll short.
  • At 0:49, a despawn of the Kloak is performed. It is done by simply spawning him, then getting him off screen again.

Optimal

Additions

  • This route takes damage with Dixie at the beginning instead of swapping. Grabbing the DK barrel in Haunted Hall won't lose any extra time because you leave the first cart of the level quicker with 1 Kong.
  • At 0:15, roll under the rope instead of grabbing onto it (Saves ~.15s).
  • At 0:28, roll under the rope instead of grabbing onto it (Saves ~.15s).
  • Do not despawn the Kloak at the end. Instead, roll under the rope and grab it from the back.
  • At 0:52, clip the last rope by grabbing it as high as possible while preemptively hold Down + Right.


MORE STRATS

  • Klosty Grove is a tighter rope skip than the others (Saves ~.15s).
  • Grab the rope under the Kloak from the front instead of the back. This is easy to execute, but you can randomly clip the rope which results in a death (Saves ~.15s).
  • Crotch goal requires you to land just before the goal, then roll off the edge and back onto the goal (Saves ~.2s).