Difference between revisions of "Gusty Glade"

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m (Any%)
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Difficulty:  
 
Difficulty:  
 
*Safe: 4/10
 
*Safe: 4/10
*Optimal: 6/10  
+
*Optimal: 7/10  
 
==Any%==
 
==Any%==
 
===Safe===
 
===Safe===
Line 17: Line 17:
  
 
===Optimal===
 
===Optimal===
{{#ev:youtube|m7aaS2vf-VU|560||https://www.youtube.com/watch?v=m7aaS2vf-VU}}
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{{#ev:youtube|0E8RObEPIkQ|560||https://www.youtube.com/watch?v=0E8RObEPIkQ}}
 
'''Additions'''
 
'''Additions'''
*At 0:07, do not grab the chest before starting your roll (Saves ~.25s).
+
*At 0:10, do not grab the chest before starting your roll (Saves ~.25s).
*At 0:14, roll over the pillars, instead of jumping on all of them. This is deceptively hard since the edges of the pillars can eat your rolls.
+
*At 0:16, roll over the pillars, instead of jumping on all of them. This is deceptively hard since the edges of the pillars can eat your rolls.
*At 0:28 is the Rolly Roll. After jumping to the ledge with the DK barrel, momentarily let go of Y and then press it again when you're close to the ledge (Saves ~.4s).
+
*At 0:31 is the Rolly Roll. After jumping to the ledge with the DK barrel, momentarily let go of Y and then press it again when you're close to the ledge (Saves ~.4s).
 
**On failure, use either the DK barrel (if you rolled too early) or the chest (too late) to quickly dispatch a Kutlass and keep moving.
 
**On failure, use either the DK barrel (if you rolled too early) or the chest (too late) to quickly dispatch a Kutlass and keep moving.
**Note that if you get stuck on the hook just before, you will come in too late on the Kutlass cycle and might fall on him.
+
*At 0:43, do not switch to Dixie for the final glide. Instead, team throw her into the barrel, allowing you to finish the stage with Diddy and to perform a [[DKC2 Tricks#Goal_Swapping | Goal Swap]] (Saves over 1s).
*At 0:41, do not switch to Dixie for the final glide. Instead, team throw her into the barrel, allowing you to finish the stage with Diddy and to perform a [[Tricks#Goal_Swapping | Goal Swap]] (Saves over 1s).
 
**Note that the goal swap won't work without team throwing into the barrel.
 
 
 
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
'''MORE STRATS'''
 
'''MORE STRATS'''
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{{#ev:youtube|Kzk8tgvBunc|560||https://www.youtube.com/watch?v=Kzk8tgvBunc}}
+
{{#ev:youtube|Lz25AO-d6FA|560||https://www.youtube.com/watch?v=Lz25AO-d6FA}}
 
*Kipples Chestless can save minimal time if you pull it off optimally.
 
*Kipples Chestless can save minimal time if you pull it off optimally.
 
*With good jumps and wind usage, you can skip the 3rd rat entering the pillars section. It is pretty precise and not recommended (Saves ~.25s).
 
*With good jumps and wind usage, you can skip the 3rd rat entering the pillars section. It is pretty precise and not recommended (Saves ~.25s).
 +
*Rat Roll saves the same amount of time as Fat Roll.
 
*The pillars can be done in various ways, all being the same speed.  
 
*The pillars can be done in various ways, all being the same speed.  
 +
{{#ev:youtube|9pEcFeMQG6I|560||https://youtu.be/9pEcFeMQG6I}}
 +
*Alternate way to take the rat pillars. saves -0.1s over jumping on rat 2,3 and 4.
 
</div>
 
</div>
 
</div>
 
</div>
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
'''CRYPTON SWAP'''
 
<div class="mw-collapsible-content">
 
{{#ev:youtube|t42yRmnEVow|560||https://www.youtube.com/watch?v=t42yRmnEVow}}
 
*You only have to hold Right long enough to get over the bee. [http://imgur.com/YcOvnoE Letting go of Right before Diddy reaches this branch is a good visual cue.]
 
*Tap left around the bush to correctly position yourself and not hit the target. Don't tap left for too long or you'll hit the bee. Timing may differ depending how long you initially held Right.
 
*Instantly swap.
 
*This saves about ~0.2 compared to a completely optimal normal method.
 
</div>
 
</div>
 
 
  
 
[[Category:Gloomy Gulch]]
 
[[Category:Gloomy Gulch]]
 
[[Category:Level]]
 
[[Category:Level]]

Revision as of 20:34, 3 March 2019

Level Details
Game Donkey Kong Country 2
World name Gloomy Gulch
Level name Gusty Glade
Previous level Haunted Hall
Next level Parrot Chute Panic

Difficulty:

  • Safe: 4/10
  • Optimal: 7/10

Any%

Safe

Notes

  • The wind can be used to your advantage in this level. An example being the 3 first pits of the level; by letting yourself fall a little longer, you can get a bigger wind push onto the platform.

Optimal

Additions

  • At 0:10, do not grab the chest before starting your roll (Saves ~.25s).
  • At 0:16, roll over the pillars, instead of jumping on all of them. This is deceptively hard since the edges of the pillars can eat your rolls.
  • At 0:31 is the Rolly Roll. After jumping to the ledge with the DK barrel, momentarily let go of Y and then press it again when you're close to the ledge (Saves ~.4s).
    • On failure, use either the DK barrel (if you rolled too early) or the chest (too late) to quickly dispatch a Kutlass and keep moving.
  • At 0:43, do not switch to Dixie for the final glide. Instead, team throw her into the barrel, allowing you to finish the stage with Diddy and to perform a Goal Swap (Saves over 1s).

MORE STRATS

  • Kipples Chestless can save minimal time if you pull it off optimally.
  • With good jumps and wind usage, you can skip the 3rd rat entering the pillars section. It is pretty precise and not recommended (Saves ~.25s).
  • Rat Roll saves the same amount of time as Fat Roll.
  • The pillars can be done in various ways, all being the same speed.
  • Alternate way to take the rat pillars. saves -0.1s over jumping on rat 2,3 and 4.