Difference between revisions of "Haunted Hall"

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(Created page with "'''PLEASE REPLACE THESE VIDEOS AND DELETE THIS TEXT''' ==Any%== Level description like talking about how you should roll off the ledge and jump right when you pick up the DK ...")
 
m (keep this stuff to the discord we don't need 1 frame savers, speculation or random glitch notices)
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'''PLEASE REPLACE THESE VIDEOS AND DELETE THIS TEXT'''
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{{Infobox level
 
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| image = HauntedHall.jpg
 +
| game = Donkey Kong Country 2
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| world_name = [[Gloomy Gulch]]
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| level_name = Haunted Hall
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| previous = [[Ghostly Grove]]
 +
| next = [[Gusty Glade]]
 +
}}
 +
Difficulty: Tupac Shakur/10
 
==Any%==
 
==Any%==
Level description like talking about how you should roll off the ledge and jump right when you pick up the DK barrel and run into the Sneak or whatever the rats are called and then jump on the platform barrels and do that sweet team throw into the warp barrel and then explain how to properly roll into the goal.
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===Optimal===
 
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{{#ev:youtube|sgcW6lIqvBQ|560||https://www.youtube.com/watch?v=sgcW6lIqvBQ}}
{{#ev:youtube|eWCE3i1rM_I|560||Video Comments: }}
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'''Notes'''
 
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*Jump up all upwards slopes, no matter the size.
==102%==
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*Jumping down small slopes will lose you time. Aim to jump down large slopes only.
 
+
*Jumping on flat ground loses time, with some exceptions.
Rofl who even plays this.
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*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.
  
{{#ev:youtube|eWCE3i1rM_I|560||Video Comments: }}
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===Optimal Alternative===
 +
{{#ev:youtube|iIgdLnNv-ho|560||https://www.youtube.com/watch?v=iIgdLnNv-ho}}
 +
'''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:''' [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">
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'''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.