Difference between revisions of "Temple Tempest GBA"

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===Optimal===
 
===Optimal===
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Notes:
 
Notes:
*WIP
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*You want to use [[DKC GBA Tricks#Jump_Momentum_Conservation | Jump Momentum Conservation]] after rolling through the first 3 beavers to keep that 3 baddie momentum on your way to the rope afterwards
*Hero mode was used to simplify recording on console. The strats remain the same as regular Any% regardless.
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*Grabbing the barrel at the start and hitting the beaver with it is a handful of frames faster than rolling through him and getting a dead roll. The gap after this section is tough to make without using Jump Momentum Conservation
 +
*Max jump off the ropes asap if you can, aside from the ones before midway
 +
*The roll at 0:26 through both krems is very precise to set up, so pay close attention to where Diddy jumps prior to this roll. You also want to use Jump Momentum Conservation after rolling through them both to carry that momentum into the rope, similarly to the beginning of the stage
 +
*You can skip the frist 2 ropes at 0:31 with a tight roll + Jump Momentum Conservation but it's probably not really worth it
 +
*Wouldn't be surprised if there's a faster strat for the section at 0:35 but this one is fairly consistent. Again, it's very important where you jump out of your roll prior to rolling through the Krems here. If you set it up correctly you can just ropll a few times in a row though.
 +
*The roll -> bounce off the tire can be made more lenient with your good friend Jump Momentum Conservation! It seems as though despite 'landing' on the tire you're still able to conserve your momentum(?) Sure
 +
*Rolling through the 3 Krems and going into the barrel at the end is fast so do it

Revision as of 03:21, 21 June 2023

Level Details
Game Donkey Kong Country GBA
World name Vine Valley GBA
Level name Temple Tempest
Previous level Clam City GBA
Next level Bumble B Rumble GBA

Any%

Optimal

Notes:

  • You want to use Jump Momentum Conservation after rolling through the first 3 beavers to keep that 3 baddie momentum on your way to the rope afterwards
  • Grabbing the barrel at the start and hitting the beaver with it is a handful of frames faster than rolling through him and getting a dead roll. The gap after this section is tough to make without using Jump Momentum Conservation
  • Max jump off the ropes asap if you can, aside from the ones before midway
  • The roll at 0:26 through both krems is very precise to set up, so pay close attention to where Diddy jumps prior to this roll. You also want to use Jump Momentum Conservation after rolling through them both to carry that momentum into the rope, similarly to the beginning of the stage
  • You can skip the frist 2 ropes at 0:31 with a tight roll + Jump Momentum Conservation but it's probably not really worth it
  • Wouldn't be surprised if there's a faster strat for the section at 0:35 but this one is fairly consistent. Again, it's very important where you jump out of your roll prior to rolling through the Krems here. If you set it up correctly you can just ropll a few times in a row though.
  • The roll -> bounce off the tire can be made more lenient with your good friend Jump Momentum Conservation! It seems as though despite 'landing' on the tire you're still able to conserve your momentum(?) Sure
  • Rolling through the 3 Krems and going into the barrel at the end is fast so do it