Difference between revisions of "Web Woods"
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**Always repress Y before the rats on the lowest section. If you get the optimal roll nothing will be affected, but if you get the slow one, you will avoid dying by restarting a new roll. | **Always repress Y before the rats on the lowest section. If you get the optimal roll nothing will be affected, but if you get the slow one, you will avoid dying by restarting a new roll. | ||
*At 0:40, reach the platform in 2 webs after the damage boost. If you've taken the damage boost near the eye of the top bee or further, it is not too difficult (Saves ~.3s). | *At 0:40, reach the platform in 2 webs after the damage boost. If you've taken the damage boost near the eye of the top bee or further, it is not too difficult (Saves ~.3s). | ||
− | *At 0:57 is Eagle Jump: only use 3 webs to cross the chasm | + | *At 0:57 is Eagle Jump: only use 3 webs to cross the chasm. You need to be confident in your ability to know where the last web will auto-create to be optimal. Check the guide below for visual cues and tips. |
**You can also manually create the last web. It is safer, but an extra input is needed. | **You can also manually create the last web. It is safer, but an extra input is needed. | ||
*At 1:09 is Leap of Faith: jump before your platform is created. Once again, you can time an auto-platform or manually input the web formation. | *At 1:09 is Leap of Faith: jump before your platform is created. Once again, you can time an auto-platform or manually input the web formation. | ||
− | + | <br /> | |
+ | <div class="toccolours mw-collapsible mw-collapsed" style="width:600px"> | ||
+ | '''Eagle Jump Detailed Guide with Visual Cues''' | ||
+ | <div class="mw-collapsible-content"> | ||
+ | [[File:WWVulturePit.png]]<br> | ||
+ | </div> | ||
+ | </div> | ||
Revision as of 18:02, 2 August 2016
Game | Donkey Kong Country 2 |
---|---|
World name | Gloomy Gulch |
Level name | Web Woods |
Previous level | Parrot Chute Panic |
Next level | Kreepy Krow |
Difficulty:
- Baby: 6/10
- Safe: 8/10
- Optimal: 12/10
Contents
Any%
Baby
Notes
- Do not be fooled, the baby route is still hard. It does however use a lot of extra platforms, and avoids all the damage boosts.
- Instant Platforms will need to be practiced before you can be consistent at this stage, no matter the route.
- Getting the proper feel for good platforms takes a while. The main mistake is usually making it too late, which is typically an instant death.
Safe
Notes
- Before the Squitter section, use the bottom path and roll through the rats. The purple flower before the TNT Klobber is a good cue for where to roughly jump from.
- The two Squitter damage boosts will require practice before you can tackle this route.
- A good visual cue for this would be the damage star sprite: jump as soon as it disappears (note that cues of the sort are different from what platform you play the game on, and other input lag variables).
- At 1:13, the banana coin on the screen is a good point of reference to know how close your web is to the platform.
Optimal
Additions
- At 0:09, take the corners as tight as you can so that you get optimal speed rolling through the rats.
- Always repress Y before the rats on the lowest section. If you get the optimal roll nothing will be affected, but if you get the slow one, you will avoid dying by restarting a new roll.
- At 0:40, reach the platform in 2 webs after the damage boost. If you've taken the damage boost near the eye of the top bee or further, it is not too difficult (Saves ~.3s).
- At 0:57 is Eagle Jump: only use 3 webs to cross the chasm. You need to be confident in your ability to know where the last web will auto-create to be optimal. Check the guide below for visual cues and tips.
- You can also manually create the last web. It is safer, but an extra input is needed.
- At 1:09 is Leap of Faith: jump before your platform is created. Once again, you can time an auto-platform or manually input the web formation.
MORE STRATS
- First strat is easy if you buffer the first roll very hard. Repress Y after the DK barrel (Saves ~.3s).
- Failing to get full speed for the 2nd roll will still make you just as quick as the safe route.
- TAS Up-In-2 is a different method of doing the first damage boost section, if you struggle with the other one. It is roughly the same speed if you don't stop to take your shots.