Donkey Kong Strategy > Advanced Donkey Kong Strategy

About time for a new comprehensive point pressing guide?

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twinxen:
There is a lot of useful information on this forum scattered in different threads, but I like the idea of a centralized community driven knowledge base - like a wiki.

dnickolas:
Ok - let’s talk about what I call 1-2-O blazit (in honor of the 4-2 smb1 strat inventor).

Description - On 1-2 and potentially 2-3, just run right, grab prize, go up the far ladder, and run all the way back on the second level taking out both rivets. You WILL get a guy that spawns on the left. If he’s in your way, just jump him.

From this point, climb the next left ladder and do whatever you want.

Pros:

Takes out both girders without a pause to wait for a right spawn.
You get a couple hundred in EV from the additional prize grab.
Gets low spawners to climb faster without as much room to go back and forth (like the standard method of removing the right girder sans prize).
Saves you 2 ladder climbs worth of time if you’re prevented from removing that girder the normal way.

Cons:
You get 1 or 2 left spawners.
You might die jumping a fireball.

Why I like it:

Improves your chances of a big rivet.
If you get screwed it’ll happen early in the level, not after 30 seconds of leeching.

Like, this isn’t a strat for safety, and it’s really for people who either reset or go full billy to get back on pace on 2-1 and 3-1 if they’re not at 20k and 50k respectively. I’ve had good results with it.

This is from the “fail fast” mentality, but I think it has something going for it. By 3-4 I recommend against it since you’re already more committed to the run and death is more likely due to faster spawns and firefoxes.

Discussion?

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