Difference between revisions of "Haunted Hall"

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m (keep this stuff to the discord we don't need 1 frame savers, speculation or random glitch notices)
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| next = [[Gusty Glade]]
 
| next = [[Gusty Glade]]
 
}}
 
}}
Difficulty:
+
Difficulty: Tupac Shakur/10
*Optimal: 1/10
 
*Optimal Alternative: Albert Einstein/10
 
 
==Any%==
 
==Any%==
 
===Optimal===
 
===Optimal===
{{#ev:youtube|bGZ641eKthc|560||https://www.youtube.com/watch?v=bGZ641eKthc}}
+
{{#ev:youtube|sgcW6lIqvBQ|560||https://www.youtube.com/watch?v=sgcW6lIqvBQ}}
 
'''Notes'''
 
'''Notes'''
 
*Jump up all upwards slopes, no matter the size.
 
*Jump up all upwards slopes, no matter the size.
*Jumping down small slopes will lose you time, only aim to jump down large slopes.
+
*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 on flat ground loses time, with some exceptions.
 
*Jumping into the transition doors also saves minimal frames. Aim as high as you can.
 
*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 3-4 seconds compared to a casual route.
+
**These may not feel like much, but an optimal Haunted Hall route can save up to 5-6 seconds over a casual route.
*Jumping over the bee at 1:17 can be tricky. You have to get really close to its hitbox (note that there are two bees in the U version).
+
*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).
 +
*You do not need to hold Right or Y in this stage.
  
===Optimal Alternative (TAS Route)===
+
===Optimal Alternative===
{{#ev:youtube|ss92B9Ev_N8|560||https://www.youtube.com/watch?v=ss92B9Ev_N8}}
+
{{#ev:youtube|iIgdLnNv-ho|560||https://www.youtube.com/watch?v=iIgdLnNv-ho}}
 
'''Notes'''
 
'''Notes'''
*Carefully follow precisely where the video jumps and the size of these jumps. This may seem like a lot to take in, but every jump adds up.
+
*Precisely follow where the video jumps and the size of these jumps. Failing to do so will cause you to not save nearly as much time as you could.
**Failing to follow exactly this 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).
 
**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 ~1.1 over the "optimal" route above.
+
**See the Optimal Alternative Map bellow for precise visual cues and jump heights.
**However, it only saves ~0.7 over [https://www.youtube.com/watch?v=l40D_jjzIYQ Djeez's Haunted].
+
*This route is difficult to learn/memorize, but saves ~.6s over Djeez' route.
*This could be ~0.1 faster on J (see safe route above at 1:15; the section where there is one bee instead of two).
+
*'''Bizhawk practice scripts:''' [https://cdn.discordapp.com/attachments/115874413815005184/626917315186786342/hh_J.lua J] [https://cdn.discordapp.com/attachments/115874413815005184/626917298921406507/hh_U.lua U] (uses the most updated route). See the section below for more info.
 +
 
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 +
'''Map of Optimal Alternative'''
 +
<div class="mw-collapsible-content">
 +
*[https://imgur.com/a/s64Jow3 Imgur Album.]
 +
*You should be jumping when the teeth of your cart touch the start of a line. Keep in mind that it takes a few frames for your cart to jump after pressing B. The lines in these images are precise to the pixel.
 +
*Note that all consecutive jumps are buffered.
 +
*White = A small jump is more optimal, but you should probably do a slightly larger jump for safety.
 +
*Green = Smallest possible jump.
 +
*Orange = Medium jump. It's on the larger side of medium, though (hard to explain).
 +
*Red = Largest possible jump.
 +
[[File:Before 1st Door.png]]<br>
 +
[[File:Door1.png]]<br>
 +
*Don't perform the crossed-out jump (I'm too lazy to remake the entire thing).
 +
[[File:Door 2.png]]<br>
 +
[[File:Door3.png]]<br>
 +
*For the jump down the 1st large slope, prioritize doing the earliest possible jump rather than grabbing the 1st [+] barrel. Grabbing the 2nd [+] barrel only loses half a frame's worth of distance.
 +
*Don't perform the crossed-out jump.
 +
[[File:Door 4.png]]<br>
 +
[[File:Door 5.png]]<br>
 +
*Minor Corrections: The 3rd and 4th gap jumps should be initiated as late as possible.
 +
[[File:J BEE SECTION.png]]<br>
 +
*[https://www.youtube.com/watch?v=F0B0L9E7kXM Do this on U.]
 +
[[File:WHIum3y.png]]<br>
 +
*Don't perform the crossed-out jumps.
 +
</div>
 +
</div>
  
 
[[Category:Gloomy Gulch]]
 
[[Category:Gloomy Gulch]]
 
[[Category:Level]]
 
[[Category:Level]]

Latest revision as of 19:01, 26 May 2023

Level Details
Game Donkey Kong Country 2
World name Gloomy Gulch
Level name Haunted Hall
Previous level Ghostly Grove
Next level Gusty Glade

Difficulty: Tupac Shakur/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 5-6 seconds over 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).
  • You do not need to hold Right or Y in this stage.

Optimal Alternative

Notes

  • Precisely follow where the video jumps and the size of these jumps. Failing to do so will cause you to not save nearly as much time as you could.
    • Nearly every jump has a visual cue at a railroad tie or wooden post (or shortly after one, in a few cases).
    • See the Optimal Alternative Map bellow for precise visual cues and jump heights.
  • This route is difficult to learn/memorize, but saves ~.6s over Djeez' route.
  • Bizhawk practice scripts: J U (uses the most updated route). See the section below for more info.

Map of Optimal Alternative

  • Imgur Album.
  • You should be jumping when the teeth of your cart touch the start of a line. Keep in mind that it takes a few frames for your cart to jump after pressing B. The lines in these images are precise to the pixel.
  • Note that all consecutive jumps are buffered.
  • White = A small jump is more optimal, but you should probably do a slightly larger jump for safety.
  • Green = Smallest possible jump.
  • Orange = Medium jump. It's on the larger side of medium, though (hard to explain).
  • Red = Largest possible jump.

Before 1st Door.png
Door1.png

  • Don't perform the crossed-out jump (I'm too lazy to remake the entire thing).

Door 2.png
Door3.png

  • For the jump down the 1st large slope, prioritize doing the earliest possible jump rather than grabbing the 1st [+] barrel. Grabbing the 2nd [+] barrel only loses half a frame's worth of distance.
  • Don't perform the crossed-out jump.

Door 4.png
Door 5.png

  • Minor Corrections: The 3rd and 4th gap jumps should be initiated as late as possible.

J BEE SECTION.png

WHIum3y.png

  • Don't perform the crossed-out jumps.