Difference between revisions of "Temple Tempest"

From DKC Speedruns
Jump to: navigation, search
(101%)
m
 
(20 intermediate revisions by 3 users not shown)
Line 7: Line 7:
 
| next = [[Orang-utan Gang]]
 
| next = [[Orang-utan Gang]]
 
}}
 
}}
Difficulty:
+
'''Difficulty:'''
*Safe: 3/10
+
*Optimal: 8/10
*Optimal: 7/10
+
*Safe (SFR): 5/10
*101%: 5/10
+
*Safe (Expresso): 3/10
  
 
==All Stages==
 
==All Stages==
 +
===Optimal===
 +
{{#ev:youtube|qOUV2gVm2ds|560||}}
 +
'''Notes:'''
 +
*Try to jump off of vertical ropes as early as you can. You don't have to wait for vertical ropes to come to a complete stop to jump off of them, you just need to wait for them to become slower than your running speed, so that you can jump away from them.
 +
*The extendo through the millstone just after halfway at 0:22 (Fathlo Extendo) is pretty difficult and will kill your run if you mess it up (saves ~0.7s). Alternatively you can roll through the krems and jump over the millstone. This extendo can be made more consistent with [[DKC_Tricks#Float_Storage|Float Storage]] though. To perform this roll with Float Storage, get close enough to the Krems to spawn all 3 of them, then max jump (and continue to hold B until you're ready to jump out of the roll). You want to roll through the first Krem while holding Y, then release Y as you roll through the 2nd Krem. Once you're about to roll through the 3rd Krem, repress Y, but make sure to release it once more before rolling through the 3rd Krem. Finally, repress Y once your roll is about to end to get the last extension and make it over the gap with the millstone Gnawty.
 +
*The roll over the bee at 0:28 is consistent as long as you don't roll from too far left.
 +
*The omega extendo at 0:33 is very difficult. Watch the breakdown in the video linked in the section below for a detailed breakdown of how to do this trick.
 +
*The roll over the gap onto the tire at 0:43 requires Float Storage to clear consistently. This only saves a handful of frames but isn't too difficult.
 +
 +
===Omega Extendo Breakdown===
 +
{{#ev:youtube|j1gTS4YOjHQ|560||}}
 +
'''Notes:'''
 +
*Go to 6:22 in the video to see a detailed breakdown of what inputs to do for this extended roll
 +
 +
===Safe (SFR)===
 +
{{#ev:youtube|QIwGormaFus|560||}}
 +
'''Notes:'''
 +
*Quite a bit slower than optimal, but some find it easier and more consistent. Loses a few seconds to an optimal Temple Tempest though.
 +
 
===Safe (with Expresso)===
 
===Safe (with Expresso)===
 
{{#ev:youtube|a9hm6c1Ssek|560||}}
 
{{#ev:youtube|a9hm6c1Ssek|560||}}
Notes:
+
'''Notes:'''
 
*Expresso is very straightforward. Jump in the right places and mash B at a steady rhythm in the air to flap.
 
*Expresso is very straightforward. Jump in the right places and mash B at a steady rhythm in the air to flap.
 
*The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible.
 
*The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible.
 
*You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.
 
*You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.
 
+
*This route loses 5+ seconds over an optimal stage.
===Optimal===
 
{{#ev:youtube|BkyBBcoeJOo|560||}}
 
Notes:
 
*All the extended rolls are basically mandatory for this route, so the Expresso one is recommended until you feel comfortable with them.
 
*You don't have to wait for vertical ropes to come to a complete stop to jump off of them. You can jump off as soon as they start to slow down.
 
*You can squeeze a roll in at :17, but it's a bit scary.
 
*At :26, it is the same speed to roll through 2 Kremlings instead of 3. Rolling through three risks dying to the Millstone Gnawty
 
*The roll over the bee at :32 isn't hard, but risky, and has the chance of causing your roll to drop when you try to roll under the next rope.
 
*Rolling and jumping off the tire at :35 is faster then bouncing. To do so, roll right before reaching the tire and jump right after touching it.
 
*The (double) extended roll is very difficult. You can tell whether you will safely make it over the gap by watching the tire. If you roll on top of it, you'll make it across. If you go through it, you'll have to jump. Keep an eye on the tire so you can react as soon as possible, or just jump every time if you aren't comfortable.
 
*Skipping the rope at the start and end of the stage is exceedingly difficult. Top-level runners typically don't go for it. You can set it up in a way that is safe on failure, as there is a barrel on the right side in the pit, but doing so is quite slower.
 
 
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
'''EXTENDO TUTORIAL (NORMAL SPEED & HALF SPEED)'''
 
<div class="mw-collapsible-content">
 
{{#ev:youtube|Tcbkm0Dm3kM|560||}}
 
*Watch at 0:02 Kappa b
 
*Check [[DKC1_Visuals | visual cues]] for more info
 
 
 
</div>
 
</div>
 
 
 
==101%==
 
===Optimal===
 
{{#ev:youtube|X3T0UE54-FU|560||https://www.youtube.com/watch?v=X3T0UE54-FU}}
 
Notes:
 
*See the notes about the Expresso bonus under the Safe Route section of All Stages.
 
*It is possible to get locked out of the first bonus and glitch warp in both of them. See the videos below for details on how to avoid this:
 
 
 
{{#ev:youtube|IIa04MkYNYc|560||https://www.youtube.com/watch?v=IIa04MkYNYc}}
 
Notes:
 
*I don't know the specifics on why this happens, but if you run into the bird, Diddy gets hit as if you have the split up glitch. If you get hit with donkey, or fall into the pit, you will wrong warp to 1-1. I was only able to start-select out of 1-1 because this is on a completed file.
 
*If you do manage to get hit, don't fret! just wait a few seconds with Donkey and the warp will kick you out into the stage, which is still a big time loss, but not as bad as warping to 1-1, which essentially kills the run.
 
 
 
{{#ev:youtube|0y9Ly9LRWys|560||https://www.youtube.com/watch?v=0y9Ly9LRWys}}
 
*This wrong warp is much rarer. To avoid it, run a little ways into the bonus before rolling into the Klap Trap. Rolling immediately is how you can get Diddy in that frozen state.
 
*If i was to get hit again as donkey, i would have wrong warped to 1-1 with Expresso. Instead, the video shows what happens if you avoid the second hit.
 
*Again, getting sent to 1-1 is pretty much run over.
 

Latest revision as of 20:50, 29 September 2023

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

Difficulty:

  • Optimal: 8/10
  • Safe (SFR): 5/10
  • Safe (Expresso): 3/10

All Stages

Optimal

Notes:

  • Try to jump off of vertical ropes as early as you can. You don't have to wait for vertical ropes to come to a complete stop to jump off of them, you just need to wait for them to become slower than your running speed, so that you can jump away from them.
  • The extendo through the millstone just after halfway at 0:22 (Fathlo Extendo) is pretty difficult and will kill your run if you mess it up (saves ~0.7s). Alternatively you can roll through the krems and jump over the millstone. This extendo can be made more consistent with Float Storage though. To perform this roll with Float Storage, get close enough to the Krems to spawn all 3 of them, then max jump (and continue to hold B until you're ready to jump out of the roll). You want to roll through the first Krem while holding Y, then release Y as you roll through the 2nd Krem. Once you're about to roll through the 3rd Krem, repress Y, but make sure to release it once more before rolling through the 3rd Krem. Finally, repress Y once your roll is about to end to get the last extension and make it over the gap with the millstone Gnawty.
  • The roll over the bee at 0:28 is consistent as long as you don't roll from too far left.
  • The omega extendo at 0:33 is very difficult. Watch the breakdown in the video linked in the section below for a detailed breakdown of how to do this trick.
  • The roll over the gap onto the tire at 0:43 requires Float Storage to clear consistently. This only saves a handful of frames but isn't too difficult.

Omega Extendo Breakdown

Notes:

  • Go to 6:22 in the video to see a detailed breakdown of what inputs to do for this extended roll

Safe (SFR)

Notes:

  • Quite a bit slower than optimal, but some find it easier and more consistent. Loses a few seconds to an optimal Temple Tempest though.

Safe (with Expresso)

Notes:

  • Expresso is very straightforward. Jump in the right places and mash B at a steady rhythm in the air to flap.
  • The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible.
  • You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.
  • This route loses 5+ seconds over an optimal stage.