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 | + | *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). | + | *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 | + | ===Optimal Alternative=== |
− | {{#ev:youtube| | + | {{#ev:youtube|z6BQGUzJ2ls|560||https://www.youtube.com/watch?v=z6BQGUzJ2ls}} |
'''Notes''' | '''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). | **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 | + | *This route is difficult to learn/memorize, but saves ~0.6 compared to Djeez's optimal route above. |
− | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:600px"> | ||
− | '''Map of | + | '''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
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.