Difference between revisions of "Haunted Hall"

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m (Optimal)
(Optimal)
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==Any%==
 
==Any%==
 
===Optimal===
 
===Optimal===
{{#ev:youtube|l40D_jjzIYQ|560||https://www.youtube.com/watch?v=l40D_jjzIYQ}}
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{{#ev:youtube|l40D_jjzIYQ|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.
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*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 5-6 seconds compared to a casual route.
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**These may not feel like much, but an optimal Haunted Hall route can save up to 4-5 seconds compared to a casual route.
*Jumping over the bees at 1:14 can be tricky. You have to get really close to its hitbox (note that there is one bee in the J version).
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*Jumping over the bees at 1:14 can be tricky. You have to get really close to their hitboxes (note that there is one bee in the J version).
  
 
===Optimal Alternative (TAS Route)===
 
===Optimal Alternative (TAS Route)===

Revision as of 03:58, 11 August 2017

Level Details
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 4-5 seconds compared to 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 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 ~0.15 faster on J where there would be a single bee at 1:15 instead of two.

Map of Where to Jump

TupacLibrary.jpg