Difference between revisions of "Mine Cart Carnage"

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Difficulty:
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'''Difficulty:'''
 
*Optimal: 1/10
 
*Optimal: 1/10
*Super Optimal: you're finished/10
+
*No Major Skips: 6/10
*No Major Skips: 3/10
 
  
 
==All Stages==
 
==All Stages==
 
===Optimal===
 
===Optimal===
{{#ev:youtube|qnFj-m6wD9g|560||http://www.youtube.com/watch?v=qnFj-m6wD9g}}
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{{#ev:youtube|TBtjZkrC3qE|560||http://www.youtube.com/watch?v=Bq3oUdeJA8g}}
Notes:
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'''Notes:'''
*To get this roll, tap Y to start the roll (don't hold), then repress very quickly after jumping, when Diddy is off the ground.
+
*To get the roll at the start, tap Y (don't hold) right after you gain control of Diddy, then repress very quickly after jumping, when Diddy is off the ground to avoid grabbing the DK barrel.
*Alternatively, an easier method is to grab the barrel and jump with it.
+
*Alternatively, an easier method is to either just grab the barrel and jump with it or don't hold Y until you jump past the barrel.
 +
*There is quite a bit of variance in how much time you save in the mine cart section of this stage, depending on how you do it. *Optimally, you want to buffer a full jump before landing in the cart, then buffer 3 min jumps afterwards. After these jumps, ride the cart until you begin to near the Krash at the end. You then want to do 2 min jumps such that you land right in front of him, buffer a small jump over the Krash, then buffer 3 more min jumps afterwards.
 +
*Pay close attention to where the jumps before the Krash are started - the planks on the track make for good cues.
 +
*It is unknown whether or not holding left before landing in the mine cart saves any time. If it does save time, it's very minimal (less than 5 frames).
  
===Super Optimal===
+
==No Major Skips==
{{#ev:youtube|kB1nThI656Y|560}}
 
Notes:
 
*Hold left after coming out of the barrel (without holding Y) to get yourself behind the cart, then begin holding right + Y after a while. Jump as soon as you hit the cart. Saves about 0.2s.
 
==101%==
 
 
 
*There are no bonuses, so this level is played the same as All Stages.
 
 
 
===No Major Skips===
 
 
{{#ev:youtube|NlERChQgkns|560||}}
 
{{#ev:youtube|NlERChQgkns|560||}}
Notes:
+
'''Notes:'''
*A lot of time save comes from buffered jumps carrying over momentum (I'm guessing that's what's happening).  
+
*A lot of time save comes from buffered jumps.
 
*Try to copy the jumps in the video as closely as you can. Some of the jumps have to be in pretty specific spots while others do not.  
 
*Try to copy the jumps in the video as closely as you can. Some of the jumps have to be in pretty specific spots while others do not.  
 
*Learning the jumps will save you a lot more time than you think, don't be lazy and learn this shit!!
 
*Learning the jumps will save you a lot more time than you think, don't be lazy and learn this shit!!
 
*The roll at the start only saves ~2 frames.
 
*The roll at the start only saves ~2 frames.

Latest revision as of 20:48, 29 September 2023

Level Details
Game Donkey Kong Country
World name Monkey Mines
Level name Mine Cart Carnage
Previous level Winky's Walkway
Next level Bouncy Bonanza

Difficulty:

  • Optimal: 1/10
  • No Major Skips: 6/10

All Stages

Optimal

Notes:

  • To get the roll at the start, tap Y (don't hold) right after you gain control of Diddy, then repress very quickly after jumping, when Diddy is off the ground to avoid grabbing the DK barrel.
  • Alternatively, an easier method is to either just grab the barrel and jump with it or don't hold Y until you jump past the barrel.
  • There is quite a bit of variance in how much time you save in the mine cart section of this stage, depending on how you do it. *Optimally, you want to buffer a full jump before landing in the cart, then buffer 3 min jumps afterwards. After these jumps, ride the cart until you begin to near the Krash at the end. You then want to do 2 min jumps such that you land right in front of him, buffer a small jump over the Krash, then buffer 3 more min jumps afterwards.
  • Pay close attention to where the jumps before the Krash are started - the planks on the track make for good cues.
  • It is unknown whether or not holding left before landing in the mine cart saves any time. If it does save time, it's very minimal (less than 5 frames).

No Major Skips

Notes:

  • A lot of time save comes from buffered jumps.
  • Try to copy the jumps in the video as closely as you can. Some of the jumps have to be in pretty specific spots while others do not.
  • Learning the jumps will save you a lot more time than you think, don't be lazy and learn this shit!!
  • The roll at the start only saves ~2 frames.