Difference between revisions of "Misty Mine"

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}}
 
}}
 
Difficulty:
 
Difficulty:
*Optimal: 9/10
+
*Safe (Superjump): 2/10
*Super Jumproll: 5/10
+
*Super Jumproll: 6/10
*101%: 10/10
+
*No Major Skips: 10/10
  
 
==All Stages==
 
==All Stages==
===Optimal (no SJR)===
+
 
{{#ev:youtube|DD-VEO_X4Ls|560||http://www.youtube.com/watch?v=YM8QThu59cI}}
+
===Newbie Route (Superjump)===
Notes:
+
{{#ev:youtube|Yaerg8gcNpw|560||http://www.youtube.com/watch?v=Yaerg8gcNpw}}
*At :08 make sure you roll before the edge where the rope is. Rolling on the edge will often cause you to teleport back to the rope (it's very possessive). On this stage, it can actually cause you to clip out of bounds and die.  
+
*Very slow alternative if you're having a really tough time with the level.
*This level is full of walls and skull barrels that you can bonk into. It will take quite a bit of time to get the feel of good movement down in this stage because of this.
+
 
*The roll at :19 is tight, if you land to early you grab the TNT, if you land to late, your roll dies as you hit the ground and you take damage.
+
===Safe Route===
*The jump at :56 is quite hard, and scary to go for late in a run, to early and you die, to late and you hit the armadillo.
+
{{#ev:youtube|p-ez9sN4Y9U|560||http://www.youtube.com/watch?v=p-ez9sN4Y9U}}
 +
*This route avoids some tough rolls, risky jumps underneath the snakes, and the very precise jump over the very last pit at the end.
 +
*You'll need to tap left for a moment to hit the third Army when doing the normal roll at the end.
 +
 
 +
===Optimal SFR===
 +
{{#ev:youtube|JqXW4SS1avU|560||http://www.youtube.com/watch?v=JqXW4SS1avU}}
 +
*With 4 baddies, this route is slightly slower than the SJR, but faster than playing the level normally.
 +
*Setup is similar to SJR. When you superjump, hold B and Y, bounce off the snake and hold right which will cause you to grab the rope. if you got the insta-bounce, the game will eat your next Y input. You will need to let go of Y and repress it at some point in the air, or press down to crouch after you land on the can
 +
*Careful not to bump off the wall as you rise so you don't lose speed.
 +
*Visual cue if you hit 4 idiots is the snake can after the large gap after halfway. If you get 3 idiots it's the snake can right before the gap.
 +
 
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 +
'''Alt SFR Setups'''
 +
<div class="mw-collapsible-content">
 +
{{#ev:youtube|1i0LUvof_Z8|560||https://www.youtube.com/watch?v=1i0LUvof_Z8}}
 +
*This is a slightly different setup that is less precise at a small time cost.
 +
*You don't lose your extendo in an SFR state, so you store your snake boost to release after you corner.
 +
 
 +
{{#ev:youtube|J1lbsEzcRIk|560||https://youtu.be/J1lbsEzcRIk}}
 +
*Tutorial for an easy and consistent SFR. Start with this as your basic setup
 +
*Holding left and rolling immediately off the can cuts out a lot of waiting time compared to other setups
 +
 
 +
{{#ev:youtube|o4TejFqHC8w|560||https://www.youtube.com/watch?v=o4TejFqHC8w&feature=youtu.be}}
 +
*Slower than other setups.
 +
*Easier and is a guaranteed 3 idiot roll.
 +
</div>
 +
</div>
  
 
===Optimal (Super Jumproll)===
 
===Optimal (Super Jumproll)===
 
{{#ev:youtube|aGT-HA01zZE|560||https://www.youtube.com/https://www.youtube.com/watch?v=aGT-HA01zZE}}
 
{{#ev:youtube|aGT-HA01zZE|560||https://www.youtube.com/https://www.youtube.com/watch?v=aGT-HA01zZE}}
 
Notes:
 
Notes:
*When attempting the jumproll you want to tap y, when Diddy goes over the snake tap y to start an extended roll, and repress y when Diddy is over the ledge that you preformed the super jumproll on, if done correctly you will roll threw one more snake giving max speed.
+
*To do this [[DKC_Tricks#Super_Jumproll | SJR]], you must release Y within 5 frames after pressing it while holding B, tap Y again to extendo off the snake, then press and hold it when you are over the ledge that you started on.
*Right after the halfway barrel there are 3 sets of bananas when the first banana touches the left side of the screen release B.
+
*If done correctly, you will roll through a third snake to get a faster SJR. (Hitting the fourth one is effectively TAS only.)
*See the [[DKC_Tricks#Super_Jumproll | tricks]] section for a detailed explanation of the super jumproll.
+
*Release B when the first banana after the halfway barrel touches the left side of the screen. If you missed the third snake, you'll have to release earlier.
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 +
'''When to release B'''
 +
<div class="mw-collapsible-content">
 +
{{#ev:youtube|QEf2J8NsjHc|560|}}
 +
Notes:
 +
* If you happen to get the slow SJR, refer to the video above (or the image below) to know where to release B.
 +
[[File:MistySJR.png]]
 +
</div>
 +
</div>
  
==101%==
+
===No Major Skips===
===SJR===
+
{{#ev:youtube|IIG3FsmHCFw|560||}}
{{#ev:youtube|K8OHCjUaB3I|560||https://www.youtube.com/watch?v=K8OHCjUaB3I}}
 
 
Notes:
 
Notes:
*This video has commentary explaining a couple things, input display should also help
+
*At :07, make sure you roll early before reaching the edge where the rope is. Rolling on the edge will cause you to teleport back to the rope. On this stage, it can actually cause you to clip out of bounds and die.
 +
*This level is full of walls and Dumb Drums that you can get stuck on. It takes quite a bit of time to get the feel of good movement down in this stage. Heavy practice is recommended.
 +
*The roll at :18 is tight. Too early and you grab the TNT barrel; too late and your roll dies as you hit the ground, causing you to get hit. Starting your roll as far away from the ledge, while also not grabbing the TNT barrel makes this roll consistent
 +
*The jump at :54 is quite difficult and nerve-wracking during a good run. To make this jump a lot easier, simply release d-pad for an instant as soon as you see the final Army spawn.

Revision as of 21:49, 3 February 2020

Level Details
Game Donkey Kong Country
World name Chimp Caverns
Level name Misty Mine
Previous level Manic Mincers
Next level Loopy Lights

Difficulty:

  • Safe (Superjump): 2/10
  • Super Jumproll: 6/10
  • No Major Skips: 10/10

All Stages

Newbie Route (Superjump)

  • Very slow alternative if you're having a really tough time with the level.

Safe Route

  • This route avoids some tough rolls, risky jumps underneath the snakes, and the very precise jump over the very last pit at the end.
  • You'll need to tap left for a moment to hit the third Army when doing the normal roll at the end.

Optimal SFR

  • With 4 baddies, this route is slightly slower than the SJR, but faster than playing the level normally.
  • Setup is similar to SJR. When you superjump, hold B and Y, bounce off the snake and hold right which will cause you to grab the rope. if you got the insta-bounce, the game will eat your next Y input. You will need to let go of Y and repress it at some point in the air, or press down to crouch after you land on the can
  • Careful not to bump off the wall as you rise so you don't lose speed.
  • Visual cue if you hit 4 idiots is the snake can after the large gap after halfway. If you get 3 idiots it's the snake can right before the gap.

Alt SFR Setups

  • This is a slightly different setup that is less precise at a small time cost.
  • You don't lose your extendo in an SFR state, so you store your snake boost to release after you corner.
  • Tutorial for an easy and consistent SFR. Start with this as your basic setup
  • Holding left and rolling immediately off the can cuts out a lot of waiting time compared to other setups
  • Slower than other setups.
  • Easier and is a guaranteed 3 idiot roll.

Optimal (Super Jumproll)

Notes:

  • To do this SJR, you must release Y within 5 frames after pressing it while holding B, tap Y again to extendo off the snake, then press and hold it when you are over the ledge that you started on.
  • If done correctly, you will roll through a third snake to get a faster SJR. (Hitting the fourth one is effectively TAS only.)
  • Release B when the first banana after the halfway barrel touches the left side of the screen. If you missed the third snake, you'll have to release earlier.

When to release B

Notes:

  • If you happen to get the slow SJR, refer to the video above (or the image below) to know where to release B.

MistySJR.png

No Major Skips

Notes:

  • At :07, make sure you roll early before reaching the edge where the rope is. Rolling on the edge will cause you to teleport back to the rope. On this stage, it can actually cause you to clip out of bounds and die.
  • This level is full of walls and Dumb Drums that you can get stuck on. It takes quite a bit of time to get the feel of good movement down in this stage. Heavy practice is recommended.
  • The roll at :18 is tight. Too early and you grab the TNT barrel; too late and your roll dies as you hit the ground, causing you to get hit. Starting your roll as far away from the ledge, while also not grabbing the TNT barrel makes this roll consistent
  • The jump at :54 is quite difficult and nerve-wracking during a good run. To make this jump a lot easier, simply release d-pad for an instant as soon as you see the final Army spawn.