Difference between revisions of "Gusty Glade"

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Difficulty:  
 
Difficulty:  
 
*Safe: 4/10
 
*Safe: 4/10
*Optimal: 6/10  
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*Optimal: 7/10  
 
==Any%==
 
==Any%==
===Safe==={{#ev:youtube|KW9tqHm_X5g|560||http://www.youtube.com/watch?v=KW9tqHm_X5g}}
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===Safe===
'''Fundamentals'''
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{{#ev:youtube|bPi4UKy_tLM|560||https://www.youtube.com/watch?v=bPi4UKy_tLM}}
*Learn the wind patterns, and the timings for the wind changes.
+
'''Notes'''
*The wind can be used to your advantage in this level. An exemple 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.
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*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==={{#ev:youtube|Jz_IU6qqOgU|560||http://www.youtube.com/watch?v=Jz_IU6qqOgU}}
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===Optimal===
 +
{{#ev:youtube|0E8RObEPIkQ|560||https://www.youtube.com/watch?v=0E8RObEPIkQ}}
 
'''Additions'''
 
'''Additions'''
*At 0:08, do not grab the chest before starting your roll (Saves about 10 frames).
+
*At 0:10, do not grab the chest before starting your roll (Saves ~.25s).
*At 0:15, roll over the lower pillars.  
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*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.
*The roll at 0:29 is named the Rolly Roll. The inputs are quite precise; after jumping to the ledge with the DK barrel, momentarily let go of Y and then press it again when you're close enough off the ledge (Saves about 15 frames).
+
*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).
**If you press Y too early, then you grab the DK barrel. Too late and you fall down off the ledge.
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**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 0:42, swap to Dixie earlier, allowing you to fully use the wind to your advantage on the ledge after the barrels.
+
*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).
*A [http://cronikeys.com/dkc2/index.php?title=Tricks#Team_Up_Goal team-up goal] can also be done to save time.
 
 
 
  
<div class="toccolours mw-collapsible mw-collapsed" style="width:450px">
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<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
'''More strats'''
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'''MORE STRATS'''
<div class="mw-collapsible-content">{{#ev:youtube|bKwxgdcR8Rw||http://www.youtube.com/watch?v=bKwxgdcR8Rw}}
+
<div class="mw-collapsible-content">
*The pillars can be done in different ways, all being roughly the same speed.  
+
{{#ev:youtube|Lz25AO-d6FA|560||https://www.youtube.com/watch?v=Lz25AO-d6FA}}
*This version of the Rolly Roll can save up to 5 frames, and is the most common method of going through this section. So do this instead. Please.
+
*Kipples Chestless can save minimal time if you pull it off optimally.
*The Barrel Skip is risky and somewhat tight to do. Accounting for the DK barrel you will need to pick up in the next level, this trick saves about 30 frames.
+
*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.  
 +
{{#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>
 
 
==102%==
 
{{#ev:youtube|s9SNpCFkbek|560||http://www.youtube.com/watch?v=s9SNpCFkbek}}
 
'''Notes'''
 
*The worst bonus in the game can be seen at 0:57.
 
 
  
 
[[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.