Millstone Mayhem GBC

From DKC Speedruns
Jump to: navigation, search
Level Details
Game Donkey Kong Country GBC
World name Monkey Mines GBC
Level name Millstone Mayhem
Previous level Stop & Go Station GBC
Next level Necky's Nuts GBC

Red Rats on Wheels.

Any%

  • Prepare for a big difficulty spike.
  • You are invulnerable to the Millstones while bouncing, but not while rolling. The beaver on top can also damage you. This level has several difficult blind jumps over them and it's easy to get hit twice and die.
  • Be careful to jump out of the roll between the first two Krushas before it ends so you don't waste your stamina.
  • It's fine to roll-jump at the start instead of roll-walking, the latter is only slightly faster theoretically.
  • A safer alternative at 0:09 is to bounce the first Kritter, which allows you to pass through the Millstone without risking taking damage.
  • Look for background lineups to learn the jumps over the Millstones at 0:12, 0:18 and 0:36, you can't really react to these and you need to have their positions memorized. For the first of these three jumps you also need to avoid the bonus (in any%).
  • At 0:13 you can use the line on the floor to position your roll to end on the middle stair so you can buffer a reroll which ledge extends on the way down into the pit. You want to roll from just behind this line. It's important to have the first roll not get ledge extended on one of the stairs - if it does, then the reroll will start right before the pit causing you to roll into the Millstone. If you do get the ledge extend on one of the stairs, you can jump down into the pit which is only slightly slower.
  • The Krushas at 0:16 can also be hard to clear, it's helpful to memorize their positions as well.
  • The camera lock at 0:30 is used to delay the platform so it catches you and lets you carry the boosted roll further across the gap. A safer alternative is to skip the camera lock and simply jump down to the moving platform and roll off of it.
  • If you start the next roll from a little further to the right you can jump out of the snake pit before the next extended roll segment starts, allowing you to carry the extended roll to the long empty section at 0:37.
  • Briefly walk to recover stamina before the snake pit at 0:40. You can go straight through the Millstone after bouncing the snake, buffer a roll through the next snake, and jump to save this extended roll for later.
  • At 0:44 you want to reroll on the approach to the Necky, then use the stored extended roll on the other side. If you do this in the opposite order you'll end up rolling into the Millstone. If you accidentally didn't get the extended roll storage this strat is still safe, you will simply run off the ledge, bounce the snake and not take damage on the Millstone.
  • If you go really fast you can beat the song loop.

87%

  • Jumping directly up the slope at the start to the first bonus is kinda janky, it's less than a second slower to just run forward and use the tire. The steep slope will push you off unless you roll into it so you need to do two quick roll jumps for this to work.
  • You can't make it to the upper platform from the first bonus exit, you need to just fall down and jump up.
  • The jump to the second bonus is just like the jump in any% but bigger.
  • Getting the TNT barrel over the Krushas to the third bonus is difficult and there's absolutely no backup if one of the Krushas eats the barrel. One way to make these jumps slightly easier to use gravity glitch by doing full height jumps up the ledge and over both Krushas. The only safe alternative is to switch to DK, kill both Krushas, and go back for the barrel, this costs around 7 seconds.
  • Sniping the wall through the Millstone saves around half a second over running the barrel into the wall since bonus block will prevent the fadeout from occuring until the bonus reveal jingle finishes playing. If you're in the air moving forward when you throw a barrel you'll get stuck moving forward for the duration of the throw. Therefore it's important to stand still and jump straight up before throwing or you'll get pushed into the Millstone and take damage.
  • Losing the bonus is a bit over a second faster than winning it. If you still have the RNG manipulation for Candy's Challenge 3, barrel 4 is safe.