Difference between revisions of "Haunted Hall"

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'''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 4-5 seconds compared to a casual route.
 
**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).
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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 only one bee in the J version).
  
===Optimal Alternative (TAS Route)===
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===Optimal Alternative===
{{#ev:youtube|OGB_BHw7Db8|560||https://www.youtube.com/watch?v=OGB_BHw7Db8}}
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{{#ev:youtube|z6BQGUzJ2ls|560||https://www.youtube.com/watch?v=z6BQGUzJ2ls}}
 
'''Notes'''
 
'''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.
+
*Precisely follow 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 and only saves ~0.4 over Djeez's optimal route above.
+
*This route is difficult to learn/memorize, but saves ~0.6 compared to 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.
 
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
'''Map of TAS Route'''
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'''Map of Optimal Alternative'''
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
[[File:TASHauntedCondensed.jpg]]<br>
 
[[File:TASHauntedCondensed.jpg]]<br>

Revision as of 09:24, 9 May 2018

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: Tupac Shakur/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. 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 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 only one bee in the J version).

Optimal Alternative

Notes

  • Precisely follow 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 ~0.6 compared to Djeez's optimal route above.

Map of Optimal Alternative

TASHauntedCondensed.jpg