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 the branch is a good visual cue.]
 
*Tap left around above the bush to correctly position yourself and not hit the target. Don't tap left for too long/early or you'll hit the bee. Timing may differ depending how long you initially held Right.
 
*Immediately swap.
 
*This saves about ~0.2s compared to a completely optimal normal swap 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.