Difference between revisions of "Gusty Glade"

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==102%==
 
{{#ev:youtube|s9SNpCFkbek|560||http://www.youtube.com/watch?v=s9SNpCFkbek}}
 
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[[Category:Gloomy Gulch]]
 
[[Category:Gloomy Gulch]]
 
[[Category:Level]]
 
[[Category:Level]]

Revision as of 00:18, 25 March 2016

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: 6/10

Any%

Safe

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.


Optimal

Additions

  • At 0:07, 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.
  • 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).
    • 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 0:41, 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 Goal Swap (Saves over 1s).
    • Note that the goal swap won't work without team throwing into the barrel.


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).
  • The pillars can be done in various ways, all being the same speed.