Difference between revisions of "Loopy Lights"

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(All Stages)
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==All Stages==
 
==All Stages==
===Safe (Superjump)===
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===Safe Route (Super Jump)===
 
{{#ev:youtube|QHMqGwmDTnc|560||}}
 
{{#ev:youtube|QHMqGwmDTnc|560||}}
*Not optimal, BY FAR
+
*Decent alternative if you're having a really tough time with the level.
*Safer because you keep both Kongs for perils.
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 +
===Safe Route===
 +
{{#ev:youtube|PVkUQuet3C4|560||}}
 +
*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 :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. Rolling for a moment beforehand makes this easier.
 +
 
 +
 
 
===Optimal===
 
===Optimal===
 
{{#ev:youtube|wz1V5H2jrXw|560||}}
 
{{#ev:youtube|wz1V5H2jrXw|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 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 at :18 is tough and only saves 5 frames, while getting stuck generally loses around 1 second. Do it if you're comfortable with it, or just opt for the strat in the safe video.
*Skip the half way point if you are confident, it causes a bit of lag.
+
*Skip the halfway barrel if you're confident, as it causes a bit of lag.
*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.  
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*To make it over the bees in a single jump at :44, you must jump at the very last possible moment in your roll. You can use Diddy as a visual cue for this, as his roll stops right when his hand touches the ground at the end of his roll.
*The tire rolls in the dark at :41 are scary, you can just bounce on them if you wish
+
*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.
*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 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.
 
*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.
 
  
 
==101%==
 
==101%==

Revision as of 20:20, 28 May 2017

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

Difficulty:

  • SJ: 2/10
  • Optimal: 7/10
  • 101%: 10/10

All Stages

Safe Route (Super Jump)

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

Safe Route

  • 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 :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. Rolling for a moment beforehand makes this easier.


Optimal

Notes:

  • The roll at :18 is tough and only saves 5 frames, while getting stuck generally loses around 1 second. Do it if you're comfortable with it, or just opt for the strat in the safe video.
  • Skip the halfway barrel if you're confident, as it causes a bit of lag.
  • To make it over the bees in a single jump at :44, you must jump at the very last possible moment in your roll. You can use Diddy as a visual cue for this, as his roll stops right when his hand touches the ground at the end of his roll.
  • 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.

101%

Optimal

Notes:

  • 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.