Slipslide Ride

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Level Details
Game Donkey Kong Country
World name Gorilla Glacier
Level name Slipslide Ride
Previous level Snow Barrel Blast
Next level Ice Age Alley

Difficulty:

  • Optimal: 6/10
  • No Major Skips: 7/10

All Stages

Optimal

Notes:

  • Jumping as you gain control of your kong prevents you from being slowed down from the icy terrain at the start.
  • Spawn the first Kreml as soon as possible and bounce off him right before the peak of his fifth jump. You can opt for the sixth jump to be safer.
  • Jumping up the first rope saves up to ~8 frames per jump if done correctly.
  • To get into the warp barrel with Diddy, you must jump onto a ledge above the screen. To get above the screen, you must use a technique called Rope Scaling. To do this, hold down as you jump up and keep it pressed. To jump off, rotate to down left and hop off. Be careful - releasing down at any point while you're still on the rope will push you back onto the screen immediately. Mash Y before landing on the platform to roll immediately and land in the warp barrel in the top left of the screen.
  • You can go "under the bee" at 0:14. Roll from the middle of the platform to get a lower roll trajectory and do a very quick right-left wiggle once Diddy is fully off the platform. This strat typically saves less than 0.25 seconds and can kill you in various ways, so a good alternative is simply rolling off the platform and grabbing the rope above the bee instead.
  • To effectively climb the red rope at the end, you must make sure to hold up on the dpad the entire time you're jumping up the rope. If you don't do this, you will lose height between every jump and be required to do additional jumps up the rope.

Safe

Notes:

  • Spawn the first Kreml as soon as possible and bounce off him at the peak of his fifth jump. You can opt for the sixth jump to be safer.
  • Scaling the final rope quickly is really tough. Make sure you keep holding left until you're all the way off the rope. Practice lots and don't get discouraged.
  • You can also jump between the two ropes, but it's significantly slower.

No Major Skips

'Notes:

  • Any time saved by jumping up blue ropes is negligible, so it's not necessary at all
  • Rolling typically doesn't save time on icy terrain.
  • Buffering jumps on upwards slopes is important for not losing speed
  • At :11 you can avoid grabbing the rope as long as you run off the edge without jumping or rolling first
  • The jump off the rope to the left at :18 actually does save time because that part of the wall puts you back on the rope right away. You will want to jump twice in quick succession here to go flying off that blue rope, whoaaa!
  • The extendo at :23 can be tricky and very punishing. You want to roll through the 1st krem while holding Y, then release as you roll through the 2nd krem, then repress Y before you leave the ledge. The tricky part is timing your jump out of the roll. You need to jump after you roll completely through the blue rope, or else you will be teleported to the previous rope and hit the bee. If you timed your extendo poorly (probably too late on repress), but still made it past the blue rope, you will grab the blue rope and instantly die off the bottom. Cool trick.