Difference between revisions of "Orang-utan Gang"

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(No Major Skips)
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Notes:
 
Notes:
 
*Holding Y while entering this stage starts your roll automatically (Similar to 4-3)
 
*Holding Y while entering this stage starts your roll automatically (Similar to 4-3)
*Getting the roll through the krem at :08 is very difficult, but if you get, good for you!!
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*Getting the roll through the krem at :08 is very difficult. Just try to start your roll leading up to them as soon as possible and hope for the best. If you got a slow roll, you rolled too early.
*The extendo at :11 depends on where you start your roll. To execute it, you roll through the first 3 krems while holding Y, and if you see yourself go airborn after the 3rd krem, then you release Y before the 4th, then repress shortly after
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*Going airborne during the extendo at :11 depends on where you start your roll, but it's pretty difficult to do consistently. You'll want to release Y as you roll through the 4th krem and repress shortly after. If you go airborne, you'll be able to skip the first ledge jump this way. If you don't go airborne, this won't really have any negative effects on your roll either, so you may as well do it.
 
 
  
 
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Revision as of 18:53, 27 March 2022

Level Details
Game Donkey Kong Country
World name Vine Valley
Level name Orang-utan Gang
Previous level Temple Tempest
Next level Clam City

Difficulty:

  • Mapwarp: Spoon/10
  • No Major Skips: 4/10

All Stages

Level Preface

  • All Stages currently uses the map warp in World 1 to skip the majority of Orang-utan Gang. After beating Temple Tempest, simply go to Funky's and travel back to World 1, then perform the warp. You do not need to leave Funky's barrel.

Mapwarp

Notes:

  • Map Warp is 1 frame. You can mash A, B, X, Y, and Start (don't use Start). Use the corner in the video, as the other corners take you different places.
  • The common method for mashing is to slide back-and-forth over all four face buttons rapidly. Make sure to press down firmly so that all buttons are pushed down far enough. Using tools is allowed since this technique is a pain in the dong. If you prefer using a Wiimote or a spoon, more power to you.
  • Many runners have opted out of mashing and use techniques called "Triple Input" or "Quad Input" to attempt getting the frame (as seen in the video). What this entails is trying to press 3 or 4 faces buttons, each 1 frame apart, effectively giving yourself a 3-4 frame window to hit the trick if executed correctly. For this technique, it is recommended to practice getting mapwarp with a single input to identify where the frame is located, then go from there.
  • Dying in this stage loses a lot of time, so spend a bit practicing the last few seconds, as it is very frustrating to die here.

No Major Skips

Notes:

  • Holding Y while entering this stage starts your roll automatically (Similar to 4-3)
  • Getting the roll through the krem at :08 is very difficult. Just try to start your roll leading up to them as soon as possible and hope for the best. If you got a slow roll, you rolled too early.
  • Going airborne during the extendo at :11 depends on where you start your roll, but it's pretty difficult to do consistently. You'll want to release Y as you roll through the 4th krem and repress shortly after. If you go airborne, you'll be able to skip the first ledge jump this way. If you don't go airborne, this won't really have any negative effects on your roll either, so you may as well do it.

Jumproll (Obsolete)

Notes:

  • If you have DK already, just swap before you leave the trees and make sure you get hit in the same spot.
  • It's much easier to time by running from the right than waiting at the left.
  • This jumproll wastes a lot of time if you fail. It's also easy to die while attempting it. Not recommended as anything but a backup strat.
  • It is possible to run past the frame of the jumproll, making it impossible to get. To have a better chance, you'll need to start walking shortly before you hit the Klap Trap.
  • About 10 seconds slower than mapwarp