Difference between revisions of "Oil Drum Alley"

From DKC Speedruns
Jump to: navigation, search
m
(19 intermediate revisions by 5 users not shown)
Line 8: Line 8:
 
}}
 
}}
 
Difficulty:
 
Difficulty:
*Safe: 7/10
+
*Safe: 6/10
 
*Optimal (no SJR): 10/10
 
*Optimal (no SJR): 10/10
 +
*Optimal (SJR): 5/10
 +
*101% 11/10
  
 
==All Stages==
 
==All Stages==
 
===Safe===
 
===Safe===
{{#ev:youtube|iIC3qPgHnzI|560||}}
+
{{#ev:youtube|_EuBapA8jN8|560||}}
 
Notes:
 
Notes:
*This route avoids all scary oil drum rolls
+
*This route skips some hard jumps and makes the oil drum section at the end much easier without sacrificing nearly as much time as waiting for the full cycle does.
*At :43 do a big bounce off the Kremling, and when you land on the oil drum the fire will not hurt you
+
*The oil drums on this stage only hurt you when the flame is fully out. When it's still moving in or out, it is safe to land on. As in Torchlight Trouble, they also don't hurt Diddy at any point if he lands on the edge.
 +
*The double Gnawty roll at :13 is not an extendo; just follow the movements and hold down Y the whole time. A well-timed jump will get you into the barrel instantly.
 +
*At :40, do a big bounce off the Kremling, and you'll land late enough on the oil drum to avoid getting hit.
 +
 
 +
===Optimal (SJR)===
 +
{{#ev:youtube|beODTfD1UmM||}}
 +
Notes:
 +
*If your setup is too fast, you'll only get a single burst effect when hitting the Kremling and hitting the frame will only net you a normal jumproll. To get the SJR, you need to delay more. Make sure you land a little past the pole in the background, and don't start running right until after you land.
 +
*You have to do a precise left-right wiggle to hit the Grawty. It's very easy to wiggle too fast and then hit the wall or to wiggle too slow and miss it completely.
 +
 
 +
The cue to release B will be different depending on whether you hit the Gnawty. See below:
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 +
'''When to release B'''
 +
<div class="mw-collapsible-content">
 +
[[File:ODA B Release.png]]
 +
Reference Video:
 +
{{#ev:youtube|DjKzFSg6Hq0|560||}}
 +
</div>
 +
</div>
  
 
===Optimal (no SJR)===
 
===Optimal (no SJR)===
Line 23: Line 43:
 
*Arguably one of the hardest stages in the game.
 
*Arguably one of the hardest stages in the game.
 
*The extended roll at :31 saves 5 frames.
 
*The extended roll at :31 saves 5 frames.
*It is possible to get over both barrels with 1 jump at :44 but it is frame perfect, and saves minimal time.
+
*It is possible to get over both barrels with 1 jump at :44, but it is frame perfect, and saves minimal time.
*The flames from the oil drums will only harm you when they are fully extended from the barrels and only if your Kong's sprite is touching the center when you land. This can be used heavily in our favor to speed the stage up tremendously.
+
*You need to be at the correct height to jump through the middle of the oil drums; too high or low and you'll hit the flame and die.
*You need to be at the correct height to jump through the middle of the oil drums; too high and you'll hit the flame and die.
 
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
Line 33: Line 52:
 
{{#ev:youtube|5CI8vxWav-c|560||https://www.youtube.com/watch?v=5CI8vxWav-c}}
 
{{#ev:youtube|5CI8vxWav-c|560||https://www.youtube.com/watch?v=5CI8vxWav-c}}
 
Notes:
 
Notes:
*Check [http://dkcspeedruns.com/DKC1_Visuals visual cues] for more info
+
*Check [[DKC1_Visuals | visual cues]] for more info
 +
</div>
 +
</div>
 +
 
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 +
'''Damageless Kanis SJR Setup'''
 +
<div class="mw-collapsible-content">
 +
 
 +
{{#ev:youtube|q3t-J_xraeo|560||https://www.youtube.com/watch?v=q3t-J_xraeo}}
 +
Notes:
 +
*You want to do an SJR setup where you don't take damage if you intend to go for the Antics SJR.
 
</div>
 
</div>
 
</div>
 
</div>
  
 
==101%==
 
==101%==
 
+
===Optimal===
Coming soon!
+
{{#ev:youtube|6McJgBKjZfk|560||https://www.youtube.com/watch?v=6McJgBKjZfk}}
 +
Notes:
 +
*The flames from the oil drums will only harm you when they are fully extended from the barrels and only if your Kong's sprite is touching the center when you land. This can be used heavily in our favor to speed the stage up tremendously.
 +
*You need to be at the correct height to jump through the middle of the oil drums; too high or low and you'll hit the flame and die.
 +
*You want to grab the DK barrel for the jumproll in the next stage.
 +
*When entering the bonus at :25, hold left briefly until your Kong is about to turn around, then start jumping to the right. If done correctly, the bananas will always be lined up. You will have to re-enter the stage to try again if you fail.
 +
*When the barrel drops from lining up the 3 bananas, DO NOT run at the wall. This will result in the victory animation and you won't actually make it into the bonus. You need to jump into the wall instead.
 +
*To do the extended roll at 1:20, tap Y as late as possible before hitting the Manky and repress when you are over the arrow sign.

Revision as of 23:25, 19 October 2018

Level Details
Game Donkey Kong Country
World name Kremkroc Industries
Level name Oil Drum Alley
Previous level Really Gnawty Rampage
Next level Trick Track Trek

Difficulty:

  • Safe: 6/10
  • Optimal (no SJR): 10/10
  • Optimal (SJR): 5/10
  • 101% 11/10

All Stages

Safe

Notes:

  • This route skips some hard jumps and makes the oil drum section at the end much easier without sacrificing nearly as much time as waiting for the full cycle does.
  • The oil drums on this stage only hurt you when the flame is fully out. When it's still moving in or out, it is safe to land on. As in Torchlight Trouble, they also don't hurt Diddy at any point if he lands on the edge.
  • The double Gnawty roll at :13 is not an extendo; just follow the movements and hold down Y the whole time. A well-timed jump will get you into the barrel instantly.
  • At :40, do a big bounce off the Kremling, and you'll land late enough on the oil drum to avoid getting hit.

Optimal (SJR)

Notes:

  • If your setup is too fast, you'll only get a single burst effect when hitting the Kremling and hitting the frame will only net you a normal jumproll. To get the SJR, you need to delay more. Make sure you land a little past the pole in the background, and don't start running right until after you land.
  • You have to do a precise left-right wiggle to hit the Grawty. It's very easy to wiggle too fast and then hit the wall or to wiggle too slow and miss it completely.

The cue to release B will be different depending on whether you hit the Gnawty. See below:

When to release B

ODA B Release.png Reference Video:

Optimal (no SJR)

Notes:

  • Arguably one of the hardest stages in the game.
  • The extended roll at :31 saves 5 frames.
  • It is possible to get over both barrels with 1 jump at :44, but it is frame perfect, and saves minimal time.
  • You need to be at the correct height to jump through the middle of the oil drums; too high or low and you'll hit the flame and die.

5 FRAMES EXTENDO (NORMAL SPEED & HALF SPEED)

Damageless Kanis SJR Setup

Notes:

  • You want to do an SJR setup where you don't take damage if you intend to go for the Antics SJR.

101%

Optimal

Notes:

  • The flames from the oil drums will only harm you when they are fully extended from the barrels and only if your Kong's sprite is touching the center when you land. This can be used heavily in our favor to speed the stage up tremendously.
  • You need to be at the correct height to jump through the middle of the oil drums; too high or low and you'll hit the flame and die.
  • You want to grab the DK barrel for the jumproll in the next stage.
  • When entering the bonus at :25, hold left briefly until your Kong is about to turn around, then start jumping to the right. If done correctly, the bananas will always be lined up. You will have to re-enter the stage to try again if you fail.
  • When the barrel drops from lining up the 3 bananas, DO NOT run at the wall. This will result in the victory animation and you won't actually make it into the bonus. You need to jump into the wall instead.
  • To do the extended roll at 1:20, tap Y as late as possible before hitting the Manky and repress when you are over the arrow sign.