Difference between revisions of "Orang-utan Gang GBA"

From DKC Speedruns
Jump to: navigation, search
m
m
 
(One intermediate revision by the same user not shown)
Line 11: Line 11:
  
 
===Optimal===
 
===Optimal===
{{#ev:youtube|YLgyL3gOqgE|560|}}
+
{{#ev:youtube|n-ODfF8H-o0|560|}}
 
Notes:
 
Notes:
*WIP
+
*This is one of the few stages where you can buffer inputs while entering the stage, so it's ideal to buffer a roll as the screen fades in
*No Mapwarp shenanigans this time around.
+
*The length of your rolls on the slopes will vary quite a bit depending on where you start them. Pay close attention to the video and experiment with them yourself, the rolls in the demo video are consistent as long as you start them in the correct places
*Hero mode was used to simplify recording on console. The strats remain the same as regular Any% regardless.
+
*For the roll through the 3 Krems at 0:11 you can jump out of your roll early and use [[DKC GBA Tricks#Jump_Momentum_Conservation | Jump Momentum Conservation]] to save ~0.15s over following through with your roll and doing an additional short roll. It can be tricky though, as you need to jump out of your roll earlier than you would if you were to continue holding B instead
 +
*Holding B does make you run faster as the Ostrich
 +
*You might want to use claw grip so you can hold B and mash A while flying as the Ostrich (index finger on B, thumb on A)
 +
*There is probably a route you can do with Expresso that's similar to SNES NMG Ogang if you don't feel like mashing

Latest revision as of 20:39, 24 June 2023

Level Details
Game Donkey Kong Country GBA
World name Vine Valley GBA
Level name Orang-utan Gang
Previous level Forest Frenzy GBA
Next level Clam City GBA

Any%

Optimal

Notes:

  • This is one of the few stages where you can buffer inputs while entering the stage, so it's ideal to buffer a roll as the screen fades in
  • The length of your rolls on the slopes will vary quite a bit depending on where you start them. Pay close attention to the video and experiment with them yourself, the rolls in the demo video are consistent as long as you start them in the correct places
  • For the roll through the 3 Krems at 0:11 you can jump out of your roll early and use Jump Momentum Conservation to save ~0.15s over following through with your roll and doing an additional short roll. It can be tricky though, as you need to jump out of your roll earlier than you would if you were to continue holding B instead
  • Holding B does make you run faster as the Ostrich
  • You might want to use claw grip so you can hold B and mash A while flying as the Ostrich (index finger on B, thumb on A)
  • There is probably a route you can do with Expresso that's similar to SNES NMG Ogang if you don't feel like mashing