Difference between revisions of "Haunted Hall"
m |
Cryptonberry (talk | contribs) (→Optimal Alternative (TAS Route)) |
||
Line 24: | Line 24: | ||
{{#ev:youtube|ss92B9Ev_N8|560||https://www.youtube.com/watch?v=ss92B9Ev_N8}} | {{#ev:youtube|ss92B9Ev_N8|560||https://www.youtube.com/watch?v=ss92B9Ev_N8}} | ||
'''Notes''' | '''Notes''' | ||
− | *Carefully follow precisely where the video jumps and the size of these jumps. | + | *Carefully follow precisely where the video jumps and the size of these jumps. Failing to do so 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 | + | *This route is difficult to learn/memorize, but saves ~0.7 over Djeez's optimal route above. |
− | + | *Note that this could be ~0.1 faster on J where there would be a single bee at 1:15 instead of two. | |
− | * | ||
[[Category:Gloomy Gulch]] | [[Category:Gloomy Gulch]] | ||
[[Category:Level]] | [[Category:Level]] |
Revision as of 17:45, 27 March 2017
Game | Donkey Kong Country 2 |
---|---|
World name | Gloomy Gulch |
Level name | Haunted Hall |
Previous level | Ghostly Grove |
Next level | Gusty Glade |
Difficulty:
- Optimal: 4/10
- Optimal Alternative: Albert Einstein/10
Any%
Optimal
Notes
- 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 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 3-4 seconds compared to 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 is one bee in the J version).
Optimal Alternative (TAS Route)
Notes
- Carefully follow precisely where the video jumps and the size of these jumps. Failing to do so 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).
- This route is difficult to learn/memorize, but saves ~0.7 over Djeez's optimal route above.
- Note that this could be ~0.1 faster on J where there would be a single bee at 1:15 instead of two.