Misty Mine GBC

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Level Details
Game Donkey Kong Country GBC
World name Chimp Caverns GBC
Level name Misty Mine
Previous level Manic Mincers GBC
Next level Necky Nutmare

This level is basically an extended roll gauntlet with tons of enemies to boost through. It's not precise, but optimizing it depends on following the correct roll pattern.

Any%

  • It's good to be familiar with extended rolls, extended roll storage and ledge extends, and pay attention to where these techniques are applied in this level.
  • Bonking into drums will set your speed to 0, so it's important to jump before crashing into them. This is in contrast to normal walls, which block you but don't take away your speed,
  • You can roll under the rope at 0:05 by rolling from the left edge of the platform, but rolling into the rope and jumping off it is slightly faster. You can save a tiny amount of time by uppercutting the Gnawty, but this is more of an IL strat. It's also possible to get up by roll-jumping from the drum.
  • At 0:12 the goal is to fall down, hit the Slippa, and carry the boosted roll as far as possible. You want to roll from as far right as possible without going over the snake, which is from the right edge of the drum or the ground immediately after it. You can also roll from the left edge of the drum and ledge extend before hitting the snake to get another extension, this is shown in the 87% video.
  • Use background indicators to find the earliest possible place to jump off the ropes.
  • If you roll directly into the rope at 0:22 you won't be able to climb to the top by the time you reach the earliest possible position to jump from, so it's optimal to roll as far as possible into the rope and jump immediately before reaching it to gain a small amount of extra height. The jump can be done even later than in the video. The difference this makes is only a few frames anyways.
  • To get the pentakill at 0:27 you have to let the first Slippa move a little bit to the right, then roll directly into him. If you approach him as optimally as possible and roll immediately the roll won't make it all the way, so you have to briefly stall by jumping early out of the approaching roll. Make sure to jump before reaching the drum at the end of the platform so you don't lose your speed from bonking it.
  • Taking the first bonus saves about 4 seconds.
  • There is a rollover at 0:38 and another at 0:47, you should recover stamina naturally between these two unless your rolls are very optimal. Be careful not to dead roll in between, especially with the roll off the drum at 0:41.
  • The roll across the drums at 0:44 is a bit precise, you want to try to roll from the middle of the drum. If you are too far left you won't clear the gap, if you are too far right you won't ledge extend.
  • You can also jump out of the roll at 0:47 and bounce the Klaptrap, but rerolling and jumping over is slightly faster.
  • After hitting the Army at 0:51, jump before the roll extends and use the extended roll across the wide empty space at 0:53.
  • The camera trick at 0:55 causes the first Slippa to double spawn, the camera locked roll has to be performed from the middle-right side of the drum. The easier, more natural strat is to simply roll from the drum and reroll through the snakes, this is demonstrated in the 87% video below. The camera lock strat saves about 0.2-0.3 seconds - missing the double spawn loses a similar amount of time.

87%

  • The level is mostly the same, there's just one more bonus to get.
  • There's a slight variation at 0:12 - by rolling from the left side of the drum, you can ledge extend before hitting the Slippa, earning another extended roll. If you are too far left your roll will end before leaving the platform.
  • Be careful with the TNT barrel at 0:40, both Klaptraps and the drum can eat it and there's no backup.
  • At 1:11, the more natural option of simply rolling off the drum and rerolling through the snakes is shown.