Millstone Mayhem
Game | Donkey Kong Country |
---|---|
World name | Monkey Mines |
Level name | Millstone Mayhem |
Previous level | Stop & Go Station |
Next level | Necky's Nuts |
Difficulty:
- Optimal: 1/10
- No Major Skips 8/10
All Stages
Optimal
Notes:
- This stage utilizes a trick called a Super Jump, which stores the jump that the Kongs make to the top of the screen when they die near a wall.
- There is no difficult input required for this trick. Simply follow what you see in the video.
- Holding the TNT barrel with DK allows you to take damage while storing the Super Jump slightly faster.
- After taking damage on the Krush to initiate the Super Jump, hold B as you bounce off the Krusha and let go as soon as DK is fully off screen.
- Diddy is sacrificed as the warp barrel only appears for Donkey Kong.
No Major Skips
Notes:
- Both kongs are capable of rolling through the millstones. This is used heavily to save time. Only the circle of the millstone is the hitbox (not the shadowed part on the left).
- Bouncing off enemies puts you in a state invulnerable to millstones as well
- Using the lines on the ground as visal cues is very important for knowing when to cut your rolls short, so not to bonk a millstone
- If you cut your first roll in the stage short before the backboost, it will give you more room to roll through the DK barrel while still getting the same amount of roll time in
- At :18 it is alright to do a full roll and let it die for the sake of spawning the millstone as early as possible, since you'll have to wait for it anyways