Difference between revisions of "Mine Cart Carnage"
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− | Difficulty: | + | '''Difficulty:''' |
*Optimal: 1/10 | *Optimal: 1/10 | ||
− | *No Major Skips: | + | *No Major Skips: 6/10 |
==All Stages== | ==All Stages== | ||
===Optimal=== | ===Optimal=== | ||
− | {{#ev:youtube| | + | {{#ev:youtube|TBtjZkrC3qE|560||http://www.youtube.com/watch?v=Bq3oUdeJA8g}} |
− | Notes: | + | '''Notes:''' |
− | *To get | + | *To get the roll at the start, tap Y (don't hold) right after you gain control of Diddy, then repress very quickly after jumping, when Diddy is off the ground to avoid grabbing the DK barrel. |
− | *Alternatively, an easier method is to grab the barrel and jump with it. | + | *Alternatively, an easier method is to either just grab the barrel and jump with it or don't hold Y until you jump past the barrel. |
− | *There is quite a bit of variance in how much time you save in the mine cart section of this stage, depending on how you do it. Optimally, you want to buffer a full jump before landing in the cart, then buffer 3 min jumps afterwards. After these jumps, ride the cart until you begin to near the Krash at the end. You then want to do | + | *There is quite a bit of variance in how much time you save in the mine cart section of this stage, depending on how you do it. *Optimally, you want to buffer a full jump before landing in the cart, then buffer 3 min jumps afterwards. After these jumps, ride the cart until you begin to near the Krash at the end. You then want to do 2 min jumps such that you land right in front of him, buffer a small jump over the Krash, then buffer 3 more min jumps afterwards. |
− | * | + | *Pay close attention to where the jumps before the Krash are started - the planks on the track make for good cues. |
+ | *It is unknown whether or not holding left before landing in the mine cart saves any time. If it does save time, it's very minimal (less than 5 frames). | ||
− | + | ==No Major Skips== | |
{{#ev:youtube|NlERChQgkns|560||}} | {{#ev:youtube|NlERChQgkns|560||}} | ||
− | Notes: | + | '''Notes:''' |
*A lot of time save comes from buffered jumps. | *A lot of time save comes from buffered jumps. | ||
*Try to copy the jumps in the video as closely as you can. Some of the jumps have to be in pretty specific spots while others do not. | *Try to copy the jumps in the video as closely as you can. Some of the jumps have to be in pretty specific spots while others do not. | ||
*Learning the jumps will save you a lot more time than you think, don't be lazy and learn this shit!! | *Learning the jumps will save you a lot more time than you think, don't be lazy and learn this shit!! | ||
*The roll at the start only saves ~2 frames. | *The roll at the start only saves ~2 frames. |
Latest revision as of 20:48, 29 September 2023
Game | Donkey Kong Country |
---|---|
World name | Monkey Mines |
Level name | Mine Cart Carnage |
Previous level | Winky's Walkway |
Next level | Bouncy Bonanza |
Difficulty:
- Optimal: 1/10
- No Major Skips: 6/10
All Stages
Optimal
Notes:
- To get the roll at the start, tap Y (don't hold) right after you gain control of Diddy, then repress very quickly after jumping, when Diddy is off the ground to avoid grabbing the DK barrel.
- Alternatively, an easier method is to either just grab the barrel and jump with it or don't hold Y until you jump past the barrel.
- There is quite a bit of variance in how much time you save in the mine cart section of this stage, depending on how you do it. *Optimally, you want to buffer a full jump before landing in the cart, then buffer 3 min jumps afterwards. After these jumps, ride the cart until you begin to near the Krash at the end. You then want to do 2 min jumps such that you land right in front of him, buffer a small jump over the Krash, then buffer 3 more min jumps afterwards.
- Pay close attention to where the jumps before the Krash are started - the planks on the track make for good cues.
- It is unknown whether or not holding left before landing in the mine cart saves any time. If it does save time, it's very minimal (less than 5 frames).
No Major Skips
Notes:
- A lot of time save comes from buffered jumps.
- Try to copy the jumps in the video as closely as you can. Some of the jumps have to be in pretty specific spots while others do not.
- Learning the jumps will save you a lot more time than you think, don't be lazy and learn this shit!!
- The roll at the start only saves ~2 frames.