Difference between revisions of "Snow Barrel Blast"

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| next = [[Slipslide Ride]]
 
| next = [[Slipslide Ride]]
 
}}
 
}}
Difficulty:
+
'''Difficulty:'''
*Optimal: 6/10
+
*Optimal (SJR): 7.5/10
*101%: 7/10
+
*Optimal (No SJR): 7.5/10
 +
*No Major Skips: 8/10
  
 
==All Stages==
 
==All Stages==
===Optimal===
+
===Optimal (SJR)===
{{#ev:youtube|aKKz3fnHEBU|560||https://www.youtube.com/watch?v=aKKz3fnHEBU}}
+
{{#ev:youtube|dSr7na1_3lA|560||https://www.youtube.com/watch?v=dSr7na1_3lA}}
Notes:
+
'''Notes:'''
*Rolling at :08 instead of jumping saves six frames if done correctly. If you just jump, let go of Y momentarily as you land (repress it as soon as you're in the air again) to avoid grabbing the barrel and sliding to your death.
+
*This [[DKC_Tricks#Super_Jumproll_.28SJR.29|SJR]] saves ~5.5s or more depending on how well you play out the stage without the SJR. The trick itself saves around 5s over an optimal stage, while you also save frames on the overworld up until Torchlight Trouble (10 frames per stage), in addition to lag frames in certain stages being reduced due to only having one kong. You do lose time grabbing DK in torchlight Trouble, but this is also accounted for.
*At :18 you can shoot the barrels so fast that you will hit the bee, just afterwards its possible to hit the klaptrap if your jump the first 1 or 2 frames after landing.
+
*This trick is very difficult and punishing, so it's only really worth going for in a run if you're going for a top time (30:XX or better). If you fail it, you will lose ~15 seconds over hitting the trick.
*The Barrel Boost just requires you to be on a slope. If you get the boost but miss a bird, it means you were turning around and jumped before you were fully facing forward.
+
*To reliably store the [[DKC_Tricks#Super_Jump|Super Jump]] for the SJR, be sure to do a quick dpad release after spawning the bee at 0:06. This makes sure Diddy doesn't fall into the pit and is able to get to a wall to jump off of. The dpad release also gives the bee time to be positioned favorably for jumping through him and clashing into him with the DK barrel quickly.
*Optimal barrel at :41 involves jumping directly into it from underneath, you have 6 frames to do this before reaching the death trigger, the best way to do this consistently is to use an audio cue from rolling threw the necky.
+
*After you break the DK barrel, run to the right and crouch under the Necky. Once you're about centered with the right edge of the Necky's sprite, jump into him. It is at this point that the Necky coming from the right edge of the screen should spawn. If he doesn't you jumped too early.
*Rolling isn't faster on icy terrain.
+
*After taking damage, continue holding B for the remained of the trick and immediately move to the left, until you reach the left side of the 2 trees in the first layer of the background, then run back to the right edge of those same 2 trees.
 +
*Crouch in place and allow the Necky to fly over you. Once he does, run towards the ledge and do your best to time your roll the same frame you run off and land on the Necky to hit the [[DKC_Tricks#Jumproll|Jumproll]] portion of the trick.
 +
*Once you reach the next ledge after hitting the Jumproll, you will need to crouch to allow yourself to roll again (your roll input will get eaten otherwise). Shortly after crouching, begin holding left, and then tap Y (not hold!) shortly after, making sure that you are holding left as you tap Y (this is absolutely crucial, or else you will get a slow roll and ruin the entire trick).
 +
*Once you are centered with the left edge of the Klap Trap sprite, tap Y once again to initiate your Extended Roll.
 +
*Then, you will want to have Y released as you pass through the next Necky, as not holding Y as you rolling through him will allow you to ascend faster. Once you get enough height after rolling through him, then you will want to repress and hold Y as you roll through the final Necky.
 +
*Watch the input display and exercise trial and error when finding the release point for when to release B during the SJR.
 +
 
 +
===Optimal (SJR - Alternative Setup)===
 +
{{#ev:youtube|ePkjsntDeXg|560||https://www.youtube.com/watch?v=ePkjsntDeXg}}
 +
 
 +
===Optimal (No SJR)===
 +
{{#ev:youtube|X3XdtP1ZhRs|560||https://www.youtube.com/watch?v=X3XdtP1ZhRs}}
 +
'''Notes:'''
 +
*Jumping as you gain control of your kong prevents you from being slowed down from the icy terrain at the start.
 +
*Rolling is generally only slightly faster on icy terrain.
 +
*Only go for the 6-frame Joe In The Snow (roll at 0:09 over the gap) if you are feeling particularly frisky that day. If you start the roll too early, your trajectory will be too low to make it over the gap.
 +
*To do Zera Roll (roll at 0:12), you must tap Y right in the Necky's face, then repress a moment after you descend past the peak of the slope (see visual below)
 +
*At 0:18 you can shoot the barrels so fast that you will hit the bee, although this is difficult.
 +
*The jump over the Klap Trap at 0:20 is simpler to do optimally if you buffer a jump right before you land with no directional input, then begin holding right right before the peak of your jump. If you took damage, you pressed right too soon. If you bounced on him, you pressed right too late.
 +
*The slopes in this stage are generous and allow you to get a [[DKC_Tricks#Barrel_Boost|Barrel Boost]] from any point on them. To get the Barrel Boost at 0:23, make sure to land on the slope past the Gnawtys (a large jump makes this easier). You can release dpad, jump, and then begin holding forward again shortly after to get the Barrel Boost without accidentally walking off the slope before jumping.
 +
*Buffer a jump right before you grab halfway to avoid lag frames
 +
*Make sure to start your roll very close to the ledge for the extendo through the 3 Neckys at 0:33
 +
*The optimal barrel entry at 0:41 involves jumping directly into it from underneath. No extendo is necessary to reach the barrel, in fact doing one only adds another layer of complication to the trick. This is a ~6 frame window.
 +
 
 +
===Zera Roll Visual===
 +
[[File:zeraroll.png|720px]]
 +
 
 +
===Safe===
 +
{{#ev:youtube|j6CjgI3AtPg|560||https://www.youtube.com/watch?v=aKKz3fnHEBU}}
 +
'''Notes:'''
 +
*Jumping past the DK barrel in the begin requires letting go of Y briefly as you land and repressing once you're airborne again. If you grab it, hold left as soon as possible or you'll likely slide into the pit and die.
 +
*The barrel boost just requires you to be on a slope. You have to tap backwards slightly to make it into the barrel
 +
*If you get the boost but miss a bird, it means you were turning around and jumped before you were fully facing forward, or just had low speed.
 +
*You can make the entry into the shortcut barrel underneath the screen easier by rolling and jumping into the barrel above it and shooting down instead of falling down next to it.
 +
*Rolling is generally only slightly faster on icy terrain.
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
'''EXTENDO TUTORIAL'''
+
'''Barrel Boost Backup'''
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{{#ev:youtube|8Oy7soIxLBc|560||https://www.youtube.com/watch?v=8Oy7soIxLBc}}
+
{{#ev:youtube|8UWnSFQJTHQ|560||https://www.youtube.com/watch?v=8Oy7soIxLBc}}
*Basic extendo, roll at the very edge of the first platform, then release Y, and after you hit the second vulture roll at the edge of the other platform and jump to the barrel.
+
*You can roll into the barrel if you fail the boost, but you have to tap Y more than once or the roll won't register. You can also skip a barrel by bouncing on the bird correctly, but it risks death, making it not ideal for a backup.
*101 strat but used in any all stages, basically same that the last one, but after you hit the second vulture repress Y right after you hit so you can roll through the third vulture.
 
 
</div>
 
</div>
 
</div>
 
</div>
  
==101%==
+
==No Major Skips==
{{#ev:youtube|rc2sBXf7w7c|560||https://www.youtube.com/watch?v=rc2sBXf7w7c}}
+
{{#ev:youtube|uDJuczZR410|560||}}
 
Notes:
 
Notes:
*Most of the hard tech is noted in the all stages video, check that out as well.
+
*The stage plays exactly like All Stages until 0:42
*To make the extended roll at :44 you have to roll through all 3 birds but may take some time to be consistent with. The video above explains it a bit.
+
*The barrel section at the end is not that bad, despite what memories you may retain from childhood
*You can do a bonus skip on the bonus you re-enter the stage for, the bonus is off screen making it hard to time. If you hear the barrel shoot and your game is paused you got it.
+
*The rightwards barrel shot at :51 is very tight, but saves a whopping 23 frames. If you don't feel like shitting the bed, you can shoot diagonally up and right and the shot becomes EZ mode
*Any bonus skip that is a balloon bonus saves around 10 seconds(like in this stage)
 

Latest revision as of 20:52, 29 September 2023

Level Details
Game Donkey Kong Country
World name Gorilla Glacier
Level name Snow Barrel Blast
Previous level Bumble B Rumble
Next level Slipslide Ride

Difficulty:

  • Optimal (SJR): 7.5/10
  • Optimal (No SJR): 7.5/10
  • No Major Skips: 8/10

All Stages

Optimal (SJR)

Notes:

  • This SJR saves ~5.5s or more depending on how well you play out the stage without the SJR. The trick itself saves around 5s over an optimal stage, while you also save frames on the overworld up until Torchlight Trouble (10 frames per stage), in addition to lag frames in certain stages being reduced due to only having one kong. You do lose time grabbing DK in torchlight Trouble, but this is also accounted for.
  • This trick is very difficult and punishing, so it's only really worth going for in a run if you're going for a top time (30:XX or better). If you fail it, you will lose ~15 seconds over hitting the trick.
  • To reliably store the Super Jump for the SJR, be sure to do a quick dpad release after spawning the bee at 0:06. This makes sure Diddy doesn't fall into the pit and is able to get to a wall to jump off of. The dpad release also gives the bee time to be positioned favorably for jumping through him and clashing into him with the DK barrel quickly.
  • After you break the DK barrel, run to the right and crouch under the Necky. Once you're about centered with the right edge of the Necky's sprite, jump into him. It is at this point that the Necky coming from the right edge of the screen should spawn. If he doesn't you jumped too early.
  • After taking damage, continue holding B for the remained of the trick and immediately move to the left, until you reach the left side of the 2 trees in the first layer of the background, then run back to the right edge of those same 2 trees.
  • Crouch in place and allow the Necky to fly over you. Once he does, run towards the ledge and do your best to time your roll the same frame you run off and land on the Necky to hit the Jumproll portion of the trick.
  • Once you reach the next ledge after hitting the Jumproll, you will need to crouch to allow yourself to roll again (your roll input will get eaten otherwise). Shortly after crouching, begin holding left, and then tap Y (not hold!) shortly after, making sure that you are holding left as you tap Y (this is absolutely crucial, or else you will get a slow roll and ruin the entire trick).
  • Once you are centered with the left edge of the Klap Trap sprite, tap Y once again to initiate your Extended Roll.
  • Then, you will want to have Y released as you pass through the next Necky, as not holding Y as you rolling through him will allow you to ascend faster. Once you get enough height after rolling through him, then you will want to repress and hold Y as you roll through the final Necky.
  • Watch the input display and exercise trial and error when finding the release point for when to release B during the SJR.

Optimal (SJR - Alternative Setup)

Optimal (No SJR)

Notes:

  • Jumping as you gain control of your kong prevents you from being slowed down from the icy terrain at the start.
  • Rolling is generally only slightly faster on icy terrain.
  • Only go for the 6-frame Joe In The Snow (roll at 0:09 over the gap) if you are feeling particularly frisky that day. If you start the roll too early, your trajectory will be too low to make it over the gap.
  • To do Zera Roll (roll at 0:12), you must tap Y right in the Necky's face, then repress a moment after you descend past the peak of the slope (see visual below)
  • At 0:18 you can shoot the barrels so fast that you will hit the bee, although this is difficult.
  • The jump over the Klap Trap at 0:20 is simpler to do optimally if you buffer a jump right before you land with no directional input, then begin holding right right before the peak of your jump. If you took damage, you pressed right too soon. If you bounced on him, you pressed right too late.
  • The slopes in this stage are generous and allow you to get a Barrel Boost from any point on them. To get the Barrel Boost at 0:23, make sure to land on the slope past the Gnawtys (a large jump makes this easier). You can release dpad, jump, and then begin holding forward again shortly after to get the Barrel Boost without accidentally walking off the slope before jumping.
  • Buffer a jump right before you grab halfway to avoid lag frames
  • Make sure to start your roll very close to the ledge for the extendo through the 3 Neckys at 0:33
  • The optimal barrel entry at 0:41 involves jumping directly into it from underneath. No extendo is necessary to reach the barrel, in fact doing one only adds another layer of complication to the trick. This is a ~6 frame window.

Zera Roll Visual

Zeraroll.png

Safe

Notes:

  • Jumping past the DK barrel in the begin requires letting go of Y briefly as you land and repressing once you're airborne again. If you grab it, hold left as soon as possible or you'll likely slide into the pit and die.
  • The barrel boost just requires you to be on a slope. You have to tap backwards slightly to make it into the barrel
  • If you get the boost but miss a bird, it means you were turning around and jumped before you were fully facing forward, or just had low speed.
  • You can make the entry into the shortcut barrel underneath the screen easier by rolling and jumping into the barrel above it and shooting down instead of falling down next to it.
  • Rolling is generally only slightly faster on icy terrain.

Barrel Boost Backup

  • You can roll into the barrel if you fail the boost, but you have to tap Y more than once or the roll won't register. You can also skip a barrel by bouncing on the bird correctly, but it risks death, making it not ideal for a backup.

No Major Skips

Notes:

  • The stage plays exactly like All Stages until 0:42
  • The barrel section at the end is not that bad, despite what memories you may retain from childhood
  • The rightwards barrel shot at :51 is very tight, but saves a whopping 23 frames. If you don't feel like shitting the bed, you can shoot diagonally up and right and the shot becomes EZ mode