Difference between revisions of "Topsail Trouble"
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Revision as of 07:09, 22 June 2015
Game | Donkey Kong Country 2 |
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World name | Gangplank Galleon |
Level name | Topsail Trouble |
Previous level | Lockjaw's Locker |
Next level | Krow's Nest |
Difficulty:
- Safe: 2/10
- Optimal: 9/10
Any%
The wrong warp route is intended for players who have some experience running the game already. Do not try if this is your first attempt.
DON'T YOU EVEN FUCKING DARE
===Safe===
Notes
===Safe (Wrong Warp)===
Notes
- If you cannot get the Wrong Warp, don't give up! It is one of the hardest Wrong Warps to get, and takes a lot of practice!
- It is estimated that this trick saves the most time out of all World 1 tricks, at ~3.5s
WRONG WARP TUTORIAL
- The first trick uses Rattly's True Double Jump.
- TDJ timing is 3 frames; you want to press Y+A+B roughly when the red star is fully white.
- If Rattly does a normal jump on land, you have pressed A+B too late.
- If Rattly starts charging, you have pressed A+B too early.
- TDJ timing is 3 frames; you want to press Y+A+B roughly when the red star is fully white.
- Rattly must land on top of the platform; he must not fall!
- See backup video below if he does fall.
- Beetle Clashing on slopes is different than normal clashing. It must be done while in the air.
- If you made it this far, the throw is also tighter than the one in Mainbrace Mayhem.
- Where you throw the invisible barrel in respect to your vertical height can make or break the Wrong Warp!
- Invisible Barrel
===Optimal===
Additions
- Aim for a fast beetle clash, to avoid dixie's throwing animation. A slow clash is a bigger time sinks than it seems.
- Do not walk to the right to line yourself for the throw at the end. Do it as you fall.
- Throw as far left as you possibly can.
Backups
If you throw too high (shoutouts)
If Rattly doesn't land on the platform
- You want to wait for the beetle to get back on its feet. Be sure it happens on camera.
- Face right while waiting for the beetle to get up, otherwise it might not work.