Difference between revisions of "Loopy Lights"

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(Optimal)
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| next = [[Platform Perils]]
 
| next = [[Platform Perils]]
 
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}}
Difficulty:
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'''Difficulty:'''
*Optimal: 10/10
+
*Optimal: 8/10
*101%: 10/10
+
*Intermediate: 6.5/10
 +
*Safe: 2/10
  
 
==All Stages==
 
==All Stages==
 +
'''Note:''' If you are going to do the Optimal Perils Skip, you want to return to [[Manic Mincers]] to set up the [[DKC_Tricks#Controlling_Two_Kongs_.28Split-up_Glitch.29|Split-up Glitch]] before entering Loopy Lights. Be careful, however, because any damage taken that's not over a pit will cause you to softlock the game. If you don't want to risk the run not being able to continue do to softlocking, feel free to return to Manic Mincers after beating Loopy Lights.
 +
 
===Optimal===
 
===Optimal===
{{#ev:youtube|wz1V5H2jrXw|560||}}
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{{#ev:youtube|uPhCRzwTr20|560||}}
Notes:
+
'''Notes:'''
*The Klap Traps in this level jump along with you. If they are on the screen, they will hop when you press B. You'll need to plan your jumps around this mechanic. The very first one is bugged, however, and will let you roll into him harmlessly.
+
*The roll over the tire between the 2 Klap Traps at 0:12 only saves a few frames over bouncing on the tire and is much riskier.
*The roll at :18 is tight, find a visual cue that works or opt out of it. It only saves 5 frames over jumping out of the roll right before hitting the platform, failing it can lose a second.
+
*The roll over the gap at 0:15 is only fully consistent if you use [[DKC_Tricks#Float_Storage|Float Storage]] and roll fairly close to the ledge.
*Skip the half way point if you are confident, it causes a bit of lag.
+
*Doing the Klap Trap stair section at 0:17 without releasing right on the dpad is quite precise. Use the bananas above for when to start a min height jump. Once you land, immediately buffer another min height jump to bounce on the first Klap Trap. You then need to max jump over the 2nd Klap Trap, and then max jump and bounce on the final Klap Trap. This saves ~0.3s over the safer alternative in the video below.
*There is a barrel on the top platform at :35, you do not want to grab it, it is slow and can cause you to get hit by the necky shooting nuts which is above the barrel.  
+
*The jump in front of the Klap Trap at 0:34 requires a quick dpad release, so that you can still land on the ledge afterwards and get a roll out.
*The tire rolls in the dark at :41 are scary, you can just bounce on them if you wish
+
*To roll over the bee at 0:42, you will have to do a fairly precise min jump to land in between the ledge and the bee to the right beforehand. The roll prior to the roll over the bee should be cut short ever so slightly too, otherwise you may take damage while rolling over the bee.
*To do a single roll at :44 and make it over the bees is very tight, it requires a very optimal roll or else you will hit the bee.
+
*In the bee section, it is possible to only let go of the d-pad once - right before you jump over the bee where the G is. Releasing it in other spots can make the section much easier though, such as when you're walled in by the 3 bees right before the G.
*In the bee section it is possible to only let go of the d-pad once which would be right before you jump over the bee where the G is. There is no shame in letting go of the dpad more then is needed as it doesn't lose much time.
+
*To get a clean, fast roll through the Manky at the end, do a max jump before you touch the rightmost banana on the ledge before him. No dpad release required.
*At :55 you can land on the platform where the manky is and roll threw him, its quite hard. Bouncing on him is the usual way of failing this, but it is possible to take damage from him which sucks, just bounce on him if you are not comfortable with it.
+
 
 +
===Intermediate===
 +
{{#ev:youtube|ax9yhJijsCc|560||}}
 +
'''Notes:'''
 +
*This route avoids a handful of strats in the optimal video. Aside from those, refer to the notes above.
 +
 
 +
===Safe===
 +
{{#ev:youtube|PVkUQuet3C4|560||}}
 +
'''Notes:'''
 +
*This route opts for easier jumps along the floating platforms, and skips the precise double-bee jump at the end, as well as the roll through the Manky afterwards.
 +
*The Klap Traps in this level jump along with you. If they are on the screen, they will hop when you press B if they are already spawned. You'll need to plan your jumps around this mechanic. The very first one is bugged, however, and will let you roll into him harmlessly.
 +
*At the top of the "mountain" at 0:33, you'll need to do a max-length jump to avoid grabbing the barrel accidentally, as doing so wastes time and can get you killed by the Necky. Releasing Y for a bit as you land helps here.
  
==101%==
+
===Safe (Super Jump)===
===Optimal===
+
{{#ev:youtube|QHMqGwmDTnc|560||}}
{{#ev:youtube|6TuPUMewHGs|560||https://www.youtube.com/watch?v=6TuPUMewHGs}}
+
'''Notes:'''
Notes:
+
*Slow alternative if you're having a really tough time with the level.
*The all stages section has good notes if you are having trouble with some tricky sections, this video has input display so watching both won't hurt.
 
*At :40 make sure to grab the barrel, this is one of the easiest bonuses to forget because in all stages you actively avoid grabbing the barrel.
 
*The tire rolls in the dark are pretty scary, just bounce on them if you aren't comfortable.
 

Latest revision as of 21:06, 29 September 2023

Level Details
Game Donkey Kong Country
World name Chimp Caverns
Level name Loopy Lights
Previous level Misty Mine
Next level Platform Perils

Difficulty:

  • Optimal: 8/10
  • Intermediate: 6.5/10
  • Safe: 2/10

All Stages

Note: If you are going to do the Optimal Perils Skip, you want to return to Manic Mincers to set up the Split-up Glitch before entering Loopy Lights. Be careful, however, because any damage taken that's not over a pit will cause you to softlock the game. If you don't want to risk the run not being able to continue do to softlocking, feel free to return to Manic Mincers after beating Loopy Lights.

Optimal

Notes:

  • The roll over the tire between the 2 Klap Traps at 0:12 only saves a few frames over bouncing on the tire and is much riskier.
  • The roll over the gap at 0:15 is only fully consistent if you use Float Storage and roll fairly close to the ledge.
  • Doing the Klap Trap stair section at 0:17 without releasing right on the dpad is quite precise. Use the bananas above for when to start a min height jump. Once you land, immediately buffer another min height jump to bounce on the first Klap Trap. You then need to max jump over the 2nd Klap Trap, and then max jump and bounce on the final Klap Trap. This saves ~0.3s over the safer alternative in the video below.
  • The jump in front of the Klap Trap at 0:34 requires a quick dpad release, so that you can still land on the ledge afterwards and get a roll out.
  • To roll over the bee at 0:42, you will have to do a fairly precise min jump to land in between the ledge and the bee to the right beforehand. The roll prior to the roll over the bee should be cut short ever so slightly too, otherwise you may take damage while rolling over the bee.
  • In the bee section, it is possible to only let go of the d-pad once - right before you jump over the bee where the G is. Releasing it in other spots can make the section much easier though, such as when you're walled in by the 3 bees right before the G.
  • To get a clean, fast roll through the Manky at the end, do a max jump before you touch the rightmost banana on the ledge before him. No dpad release required.

Intermediate

Notes:

  • This route avoids a handful of strats in the optimal video. Aside from those, refer to the notes above.

Safe

Notes:

  • This route opts for easier jumps along the floating platforms, and skips the precise double-bee jump at the end, as well as the roll through the Manky afterwards.
  • The Klap Traps in this level jump along with you. If they are on the screen, they will hop when you press B if they are already spawned. You'll need to plan your jumps around this mechanic. The very first one is bugged, however, and will let you roll into him harmlessly.
  • At the top of the "mountain" at 0:33, you'll need to do a max-length jump to avoid grabbing the barrel accidentally, as doing so wastes time and can get you killed by the Necky. Releasing Y for a bit as you land helps here.

Safe (Super Jump)

Notes:

  • Slow alternative if you're having a really tough time with the level.