The Roll Mechanics of Donkey Kong CountrySilentWolf4442026-09-20 | The Roll Mechanics of Donkey Kong CountryDKC: Jungle Hijinxs Strat (Any%)SilentWolf4442023-04-29 | Float storage gap roll.DKC: Manic Mincers Strat (Any%)SilentWolf4442023-04-29 | The idea is to do a B + A jump to get the high jump off the ostrich, which aligns you nicely with the barrel. Then continue to hold B until right before you grab the DK barrel, so that you float more while approaching it. It's easier to get the barrel grab that way, since you can hover at the ideal height for a longer period of time (granted you timed the jump in the correct spot).DKC: Jungle Hijinxs IL - 2159SilentWolf4442023-04-19 | ...DKC: Ropey Rampage IL - 2756SilentWolf4442023-04-19 | ...DKC: Clam City IL - 4302SilentWolf4442023-04-15 | hotDKC: All Stages W2 Exit - 6:26.300SilentWolf4442023-04-15 | 6:25 soon?DKC: Rope Bridge Rumble SJR (Alternative Setup)SilentWolf4442023-04-08 | After breaking the DK barrel, do a buffered roll down to the lower section as usual. Do a max jump in the usual spot and buffer your next roll (same as the old setup so far). Where this setup gets different is that you continue to hold B after the full jump over the first Army and during the next roll, so that you use float storage to bounce over the first Army after you roll into the second one. After that happens, you can release B (or not, doesn't matter), then run into the Army and take damage as DK. Once Diddy has just passed the peak of his jump, begin moving right - this will set the Army's up in the correct position for the SJR. If you moved to the right too early, one of the Armys will roll off the platform, if you moved to the right too late, the Army won't go far enough to the right for you to hit both with the SJR.DKC: 2nd Krem SFR with InstabounceSilentWolf4442023-04-05 | Instabounce saves around a secondDKC: Millstone Mayhem StratSilentWolf4442023-04-05 | ...DKC: Snow Barrel Blast IL (SJR) - 4627SilentWolf4442023-04-04 | Oops mutedDKC: Reptile Rumble IL - 2611SilentWolf4442023-03-25 | RTA StratsDKC: Rope Bridge Rumble IL (NMG/NMS) - 4049SilentWolf4442023-03-25 | RTA Strats. I got a 40"45 from a save state but can't seem to manage to recreate it.DKC: Elevator Antics IL (NMG) - 5058SilentWolf4442023-03-25 | RTA StratsElevator Antics StratSilentWolf4442023-03-04 | Saves ~0.2-0.25s over the standard strat. You basically use float storage to get a high enough roll through the Klump to reach the elevator.EZ Credits Skip SetupSilentWolf4442023-02-16 | ...Yoshis Island: Warpless - 1:43:26SilentWolf4442023-01-17 | Broadcasted live on Twitch -- Watch live at twitch.tv/silentwolf4445-8 StratSilentWolf4442023-01-07 | Saves ~0.4s over bouncing on the 2nd Bullet Bill1-2 Alternative StratSilentWolf4442023-01-03 | ...4-6 StratSilentWolf4442023-01-02 | This lets you avoid that last slope before the piranha plantMe Dodging My Responsibilities..SilentWolf4442022-12-29 | ...Yoshis Island: 2-7 IL (Warpless) - 1:03.633SilentWolf4442022-12-28 | 3818 framesDonkey Kong Land: Any% - 29:19 [Former WR]SilentWolf4442022-12-22 | Played on Gameboy Player (GBI). 26:56 IGT.Donkey Kong Land: Any% - 29:36 [Former WR]SilentWolf4442022-12-21 | Took a quick death in Oil Drum Slum but outside of that it was a solid run.Donkey Kong Country: No Major Glitches - 34:05SilentWolf4442022-12-09 | ...Humunga DungaSilentWolf4442022-12-06 | ...DKC: Oil Drum Alley IL (NMG/NMS) - 4814SilentWolf4442022-11-23 | ...Oil Drum Alley Strat (and backup)SilentWolf4442022-11-23 | Old strat, but now made consistent from float storage. The 2nd variation is the backup for when your roll overshoots the tireJacky Extendo SetupSilentWolf4442022-11-23 | The camera manip seems to make getting this extended roll slightly more lenient.DKC: Blackout Basement IL - 3957SilentWolf4442022-11-17 | ...DKC: Manic Mincers IL (NMG/NMS) - 4612SilentWolf4442022-11-12 | 46"0X should be doableDKC: Elevator Antics IL (NMG) - 5102SilentWolf4442022-11-12 | Never sub 51DKC: Poison Pond IL - 5436SilentWolf4442022-11-12 | ...DKC: Rope Bridge Rumble IL (NMG/NMS) - 4051SilentWolf4442022-11-12 | RTA stratsDKC: Manic Mincers IL (NMG/NMS) - 4614SilentWolf4442022-10-07 | ...DKC: Snow Barrel Blast IL - 5125SilentWolf4442022-09-24 | ...Yoshis Island: 5-5 IL (Warpless) - 1:19.483SilentWolf4442022-09-18 | ...Yoshis Island: 5-2 IL (Warpless) - 58.400SilentWolf4442022-09-17 | Can be improved still but I'll wait until someone else beats itBubsy - Chapter 1 (Updated Glide Strat)SilentWolf4442022-08-16 | For some reason I overlooked that you can forego the wiggle during the last glide sequence. It's a little harder but saves almost half a second.Bubsy - Chapter 16SilentWolf4442022-08-05 | There are some slightly faster strats you can do here, but I try to keep consistent movement throughout the stage because the rotating ufos operate on a global timer upon entering the stage and can be in deadly or obnoxious positions if you don't reach certain sections at the intended time. If you do a glide during the jump at 0:43, you will run straight into the lightning bolt instead of under it, if I recall correctly. Collecting the first checkpoint in chapter 15 and successfully getting the death finish after the boss fight allow you to not have to manually hit a switch to remove some acid towards the end of this stage (the section you fall into at 1:10).Bubsy - Chapter 15SilentWolf4442022-08-05 | Collecting the first checkpoint in this stage and successfully getting the death finish after the boss fight allow you to not have to manually hit a switch to remove some acid towards the end of chapter 16. The bug at 0:29 may be in 2 different positions, causing you to need to react and adjust your movement on the fly. The boss fight in this stage is really tricky though. How you can control Bubsy after bouncing on a ufo boss depends on whether or not you were holding Y while you hit them. For my strat, I personally hold Y for the 2 hits on the first ufo, then do Y taps to hit the last ufo, kill the spider, and glide into the yarn for the death finish, ensuring that I let go of Y before I hit any of above.Bubsy - Chapter 14SilentWolf4442022-08-05 | To make the first jump in the stage more consistent, you can do a full jump a bit earlier than where I jumped in this video. You can also do a wiggle on the dpad to make sure you bounce on the 3rd spider web at 0:12. You need to press right immediately after gliding off of the ufo at 0:22, or else you'll get intercepted by a platform as you're gliding.Bubsy - Chapter 13SilentWolf4442022-08-05 | A nice break during the late game.Bubsy - Chapter 12SilentWolf4442022-08-05 | Short but tough stage. You can use the yarn balls as a cue for when to jump out of the water slide and onto the eraser at 0:14. The sequence after being kicked by the boot at 0:20 is especially tricky. Bubsy will avoid landing in the water slides as long as he is in his "bouncing off an enemy" animation. To successfully avoid landing in any of the water slides during this section, it's important to release your glide after being kicked by the boot at the correct time (correct height particularly). The timing for this is right around when Bubsy is in between the 2 waterfalls at 0:20. Landing on the final boss platform can also be tricky. Just try to have consistent movement leading up to it each time. It also helps to keep the screen scrolled to the right during the final jump to lock the screen in place, allowing you to stay on the wooden platform more easily if it happens to be truncated on the left side of the screen upon landing. Alternatively to jumping off the ledge at the very end, you can stop and jump onto the rotating platform below.Bubsy - Chapter 11SilentWolf4442022-08-05 | Pretty straightforward stage, just need to get used to the timings of the mid jumps in the first half. If you do a min jump (Y tap) to reach the platform with the goal at the end, you can safely run into the goal afterwards without triggering the yarn.Bubsy - Chapter 10SilentWolf4442022-08-05 | Very tough stage. Prior to the ufo bounce at 0:15, pay close attention to the input display to see how the screen scrolls should be timed. You first scroll the screen to the right to spawn the eel earlier, then scroll the screen to the left to spawn the ufo later. The moment you bounce off of the ufo, immediately move to the left before going right. This will allow you to dodge the platforms above, which will intercept you if you glide up through them. Make sure not to land too far to the left on the erasers, or else you won't get a bounce from them. The last glide sequence is tough. I typically use a certain tree in the background going off the left side of the screen as my cue for when to drop onto the Woolie near the end, but this cue can change drastically depending on how you performed everything leading up to it. It takes practice.Bubsy - Chapter 9 (Safer Strats)SilentWolf4442022-08-05 | If you don't want to risk running off the ledge at 0:06, you can intentionally jump a bit before the ledge and screen scroll the camera to the left immediately after to ensure the ufo spawns late enough to bounce off of. The strat at 0:25 isn't necessarily safer, just an alternative I wanted to showcase.Bubsy - Chapter 9SilentWolf4442022-08-05 | Another tough canyon stage. For the first jump, you ideally want a ledge jump to be able to reach the ufo. Since getting the ledge jump is a really tight window, what you can do it begin screen scrolling to the left immediately after jumping. This way, if you jump too early, you can spawn the ufo later and still reach it without the extra speed from the ledge jump. If you realize you got the ledge jump though, you can stop scree scrolling immediately, as I did in this video. For the jump at 0:16, you'll want to make sure you have enough running speed, but also make sure not to do a jump from the very ledge as well. If you get a ledge jump here with the ideal speed, you'll overshoot the duck you need to land on afterwards. The last jump in front of the cactus at 0:53 is risky and probably not worth it. Alternatively, you can do a wiggle to dodge the rock right before it and land farther to the left instead (similarly to the safe strat video).Bubsy - Chapter 8SilentWolf4442022-08-05 | The first half of this stage is quite difficult. You want to approach the dynamite box that's hidden behind the wall after those Woolies, and then hold B and left the moment after you touch it. Once the bouncing Woolie is fully off the right side of the screen, you can press right + Y to shoot back towards him to bounce off of him. Depending on how much speed you get from the box, you may need to adjust your cue and head back to the right earlier though.Bubsy - Chapter 7 (Safer Strats)SilentWolf4442022-08-05 | This video contains a handful of slower but more consistent strats for this stage.Bubsy - Chapter 7SilentWolf4442022-08-05 | To reach the dynamite box with that first jump, you really need to jump off of the very ledge. Jumping off of ledges in this game gives you more speed than jumping the moment before them for whatever reason (at least it seems that way). I've never scienced the jump, but it feels like it's 1-2 frames. Finishing the train section of this stage by landing on the platform the Woolie is standing on is faster, since it takes you less time to jump into the ceiling before falling down into the canyon section. The jump/glide sequence in the second half of the stage is incredibly hard to pull off, but saves over a second (maybe 2?) compared to the safer version. Also, the last jump at 0:52 is inconsistent, since sometimes you don't make it up to the top ledge for whatever reason. It saves about a second though.