Today is December 22nd, just 25 days before the release of DKCRHD. We're getting new trailers for the game, and speculating about how the game will work (and why the visuals are oddly disappointing...). There will likely be a lot of activity upon release, so I highly recommend joining the Discord server if you plan to play it.
I am very pleased to announce that the boards have been created in advance, and are in safe hands (shoutout to SRC staff). There will be a one-week embargo on submissions, just in case there's anything in the game that we don't expect and need to address (and to ease the pressure on mods for the first week). Do have a look now and follow the boards if you're interested: https://www.speedrun.com/dkcrhd
In other, more important news for DKCR Wii: the revised version of LRT has now been implemented for Any%. Back in October, I realised that loads also occur on the results screens, particularly affecting physical runs (as is the trend). This was something that needed to be addressed, as the timeloss can add up quite a lot when there are 50 of these screens to deal with. I researched some other possible sources of loads to make sure I got this new version correct; a rogue load at the end of 7-R and an additional load in each shop are also accounted for now. With some other adjustments to the timing to correct oversights, here are the overall adjustments to the LRT times. This will hopefully be applied to other categories (All Stages and Full Worlds) soon :)
Today is December 22nd, just 25 days before the release of DKCRHD. We're getting new trailers for the game, and speculating about how the game will work (and why the visuals are oddly disappointing...). There will likely be a lot of activity upon release, so I highly recommend joining the Discor