Difference between revisions of "Haunted Hall"
Cryptonberry (talk | contribs) |
Cryptonberry (talk | contribs) |
||
Line 32: | Line 32: | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
[[File:Before 1st Door.png]]<br> | [[File:Before 1st Door.png]]<br> | ||
+ | [[File:Door 1.png]]<br> | ||
+ | [[File:Door 2.png]]<br> | ||
+ | [[File:Door 3 with text.png]]<br> | ||
+ | [[File:Door 4.png]]<br> | ||
+ | [[File:Door 5.png]]<br> | ||
+ | [[File:Door 6.png]]<br> | ||
+ | [[File:Door 7.png]]<br> | ||
</div> | </div> | ||
</div> | </div> |
Revision as of 09:33, 9 May 2018
Game | Donkey Kong Country 2 |
---|---|
World name | Gloomy Gulch |
Level name | Haunted Hall |
Previous level | Ghostly Grove |
Next level | Gusty Glade |
Difficulty:
- Optimal: Tupac Shakur/10
- Optimal Alternative: Albert Einstein/10
Any%
Optimal
Notes
- Jump up all upwards slopes, no matter the size.
- Jumping down small slopes will lose you time. Aim to jump down large slopes only.
- Jumping on flat ground loses time, with some exceptions.
- Jumping into the transition doors also saves minimal frames. Aim as high as you can.
- These may not feel like much, but an optimal Haunted Hall route can save up to 4-5 seconds compared to a casual route.
- Jumping over the bees at 1:14 can be tricky. You have to get really close to their hitboxes (note that there is only one bee in the J version).
Optimal Alternative
Notes
- Precisely follow where the video jumps and the size of these jumps. Failing to do so will cause you to lose time instead of save.
- Nearly every jump has a visual cue at a railroad tie or wooden post (or shortly after one, in a few cases).
- This route is difficult to learn/memorize, but saves ~0.6 compared to Djeez's optimal route above.