Difference between revisions of "Temple Tempest GBA"

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{{#ev:youtube|wt-s2aCrwg8|560|}}
 
{{#ev:youtube|wt-s2aCrwg8|560|}}
 
Notes:
 
Notes:
*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
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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. To do this, you basically just want to release B after rolling through the 3rd beaver and then jump without having B held.
 
*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.  
 
*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.  
*Max jump off the ropes asap if you can, aside from the ones before midway
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*Jump off the ropes asap if you can, aside from the ones before midway. It's worth noting that when grabbing a swinging rope, your momentum is preserved even after you jump off. So if you have a lot of momentum from rolling through enemies prior to grabbing a swinging rope, you can do a JMC as you leave the rope to retain some of that momentum (not performed in video)
*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
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*To roll through all 3 Krems right after halfway you need to roll off of the middle ledge rather than from the top edge or the ground
 
*You can skip the first 2 ropes at 0:31 with a tight roll + Jump Momentum Conservation but it's probably not really worth it
 
*You can skip the first 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 roll a few times in a row though.
 
*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 roll 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
 
*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. Sometimes a jump into the barrel is necessary, so it's good to do a late one just in case
 
*Rolling through the 3 Krems and going into the barrel at the end is fast so do it. Sometimes a jump into the barrel is necessary, so it's good to do a late one just in case
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===Additional Strat===
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{{#ev:youtube|_W8pb1UOiA4|560|}}
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Notes:
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*You can use [[DKC GBA Tricks#Jump_Momentum_Conservation | Jump Momentum Conservation]] to make it over the gap, allowing you to take advantage of rolling through the beaver for your entire roll rather than having to cut it short. Only saves like ~0.1s or less and is pretty hard though.

Latest revision as of 16:45, 1 July 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. To do this, you basically just want to release B after rolling through the 3rd beaver and then jump without having B held.
  • 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.
  • Jump off the ropes asap if you can, aside from the ones before midway. It's worth noting that when grabbing a swinging rope, your momentum is preserved even after you jump off. So if you have a lot of momentum from rolling through enemies prior to grabbing a swinging rope, you can do a JMC as you leave the rope to retain some of that momentum (not performed in video)
  • To roll through all 3 Krems right after halfway you need to roll off of the middle ledge rather than from the top edge or the ground
  • You can skip the first 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 roll 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. Sometimes a jump into the barrel is necessary, so it's good to do a late one just in case

Additional Strat

Notes:

  • You can use Jump Momentum Conservation to make it over the gap, allowing you to take advantage of rolling through the beaver for your entire roll rather than having to cut it short. Only saves like ~0.1s or less and is pretty hard though.