Difference between revisions of "Kudgel's Kontest"

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{{Infobox level
 
{{Infobox level
| image = GangplankGalleon.gif
+
| image = Kudgel.jpg
 
| game = Donkey Kong Country 2
 
| game = Donkey Kong Country 2
 
| world_name = [[Krem Quay]]
 
| world_name = [[Krem Quay]]
Line 6: Line 6:
 
| previous = [[Bramble Blast]]
 
| previous = [[Bramble Blast]]
 
| next = [[Hornet Hole]]
 
| next = [[Hornet Hole]]
 +
| previous1 = [[Bramble Blast 102 | Bramble Blast 102%]]
 +
| next1 = [[Hornet Hole 102 | Hornet Hole 102%]]
 
}}
 
}}
 +
Difficulty:
 +
*Safe: 0/10
 +
*Quick-kill: 5/10
 +
 
==Any%==
 
==Any%==
Level description like talking about how you should roll off the ledge and jump right when you pick up the DK barrel and run into the Sneak or whatever the rats are called and then jump on the platform barrels and do that sweet team throw into the warp barrel and then explain how to properly roll into the goal.
+
===Safe===
 
+
{{#ev:youtube|TECFNQwKxuQ|560||http://www.youtube.com/watch?v=TECFNQwKxuQ}}
{{#ev:youtube|eWCE3i1rM_I|560||Video Comments: }}
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'''Notes'''
 
+
*Use the yellow plant in the background to align Dixie's throw spot with.
==102%==
 
  
Rofl who even plays this.
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===Quick Kill===
 +
{{#ev:youtube|c2Chjg1PZ1I|560||https://www.youtube.com/watch?v=c2Chjg1PZ1I}}
 +
'''Notes'''
 +
*It saves up to 2s over the non-quick kill method, depending on how optimally it is performed.
 +
*Missing a cycle costs approximately 10 seconds, depending on which cycle is dropped.
 +
*In order to time when Dixie should run, you must pick up the TNT immediately when it spawns.
 +
*After grabbing the barrel, Dixie's breathing is used to measure when you should start running.
 +
**1st cycle - ~6 breaths (start of the sixth exhale)
 +
**2nd cycle - ~4 breaths (start of the fourth exhale)
 +
**3rd cycle - ~2 breaths (right after second exhale)
 +
**4th cycle - ~3 breaths (start of third inhale)
 +
**5th cycle - ~2 breaths (just before second exhale)
 +
**6th cycle - ~1 breath
 +
*In general, the timing for when to start running is usually faster than you would think. You don't wait for the complete full breathe to occur, you start right on the last breath of any cycle.
  
{{#ev:youtube|eWCE3i1rM_I|560||Video Comments: }}
+
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 +
'''IMPORTANT VISUAL CUE'''
 +
<div class="mw-collapsible-content">
 +
[[File:kudgelqk.jpg|588px]]
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*The TNT spawns on this plant. Positioning is lenient, but you want Dixie slightly left of covering the plant completely.
 +
</div>
 +
</div>
  
 +
===Alternative Setup===
 +
{{#ev:youtube|t8Wiz4I8uNg|560||https://www.youtube.com/watch?v=t8Wiz4I8uNg}}
 +
'''Notes'''
 +
*This Alternative Setup uses jumps instead of counting Dixie's breath as the cue for when to move.
 +
*Pay attention to at what point during Dixie's barrel pick-up animation a jump is initiated (pickup animation complete or midway through).
  
 
[[Category:Krem Quay]]
 
[[Category:Krem Quay]]
 
[[Category:Level]]
 
[[Category:Level]]

Latest revision as of 04:30, 1 December 2019

Level Details
Game Donkey Kong Country 2
World name Krem Quay
Level name Kudgel's Kontest
Previous level Bramble Blast
Next level Hornet Hole
Previous level Bramble Blast 102%
Next level Hornet Hole 102%

Difficulty:

  • Safe: 0/10
  • Quick-kill: 5/10

Any%

Safe

Notes

  • Use the yellow plant in the background to align Dixie's throw spot with.

Quick Kill

Notes

  • It saves up to 2s over the non-quick kill method, depending on how optimally it is performed.
  • Missing a cycle costs approximately 10 seconds, depending on which cycle is dropped.
  • In order to time when Dixie should run, you must pick up the TNT immediately when it spawns.
  • After grabbing the barrel, Dixie's breathing is used to measure when you should start running.
    • 1st cycle - ~6 breaths (start of the sixth exhale)
    • 2nd cycle - ~4 breaths (start of the fourth exhale)
    • 3rd cycle - ~2 breaths (right after second exhale)
    • 4th cycle - ~3 breaths (start of third inhale)
    • 5th cycle - ~2 breaths (just before second exhale)
    • 6th cycle - ~1 breath
  • In general, the timing for when to start running is usually faster than you would think. You don't wait for the complete full breathe to occur, you start right on the last breath of any cycle.

IMPORTANT VISUAL CUE

Kudgelqk.jpg

  • The TNT spawns on this plant. Positioning is lenient, but you want Dixie slightly left of covering the plant completely.

Alternative Setup

Notes

  • This Alternative Setup uses jumps instead of counting Dixie's breath as the cue for when to move.
  • Pay attention to at what point during Dixie's barrel pick-up animation a jump is initiated (pickup animation complete or midway through).