Difference between revisions of "Ghostly Grove"

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(Safe)
(Optimal)
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===Optimal===
 
===Optimal===
{{#ev:youtube|112u3EOThnk|560||http://www.youtube.com/watch?v=112u3EOThnk}}
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{{#ev:youtube|UuSlM08JoBg|560||https://www.youtube.com/watch?v=UuSlM08JoBg}}
 
'''Additions'''
 
'''Additions'''
 
*At 0:17, roll under the rope instead of grabbing onto it (Saves ~.15s).
 
*At 0:17, roll under the rope instead of grabbing onto it (Saves ~.15s).
*At 0:21, a [[Tricks#Moon_Walk | moonwalk]] is performed to extend the length of the roll. While it is still subject to debate, the general consensus is that it does not save time over the safe route, as the time saved from the roll is equal to the time lost executing the moonwalk.
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*At 0:26, not letting go of the D-pad for this jump is a little tight of a window, but it saves time.
*At 0:31, roll under the rope instead of grabbing onto it (Saves ~.15s).
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*At 0:30, 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 right.
 
*Do not despawn the Kloak at the end. Instead, roll under the rope and grab it from the right.
*(Not shown) A [[Tricks#Team_Up_Goal | team-up goal]] can be done to save time.
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*A [[Tricks#Team_Up_Goal | team-up goal]] is performed at the end.
  
  

Revision as of 03:41, 11 December 2016

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.
  • 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

  • At 0:17, roll under the rope instead of grabbing onto it (Saves ~.15s).
  • At 0:26, not letting go of the D-pad for this jump is a little tight of a window, but it saves time.
  • At 0:30, 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 right.
  • A team-up goal is performed at the end.


KLOSTY GROVE

  • 5-1 Jump #1 is a tighter rope skip than the others (Saves ~.15s).
  • 5-1 Jump #2 does not save any time, but is worth a lot of swag points. Therefore, it should be attempted at all times in race situations.
  • Grab the rope under the Kloak from the front instead of looping around to grab it from the back.
  • Crotch goal requires you to land just before the goal, then roll off the edge and back onto the goal (Saves ~.2s).
    • Getting a very optimal team-up goal saves about the same amount of time as crotch goal.