Difference between revisions of "Misty Mine"

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Difficulty:
 
Difficulty:
 +
*Safe (Superjump): 2/10
 
*Optimal: 9/10
 
*Optimal: 9/10
 
*Super Jumproll: 5/10
 
*Super Jumproll: 5/10

Revision as of 01:41, 9 February 2017

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
  • Optimal: 9/10
  • Super Jumproll: 5/10
  • 101%: 10/10

All Stages

Safe (Superjump)

Optimal (no SJR)

Notes:

  • 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.
  • 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.
  • 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.

Optimal (Super Jumproll)

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.
  • Right after the halfway barrel there are 3 sets of bananas when the first banana touches the left side of the screen release B.
  • See the tricks section for a detailed explanation of the super jumproll.

101%

SJR

Notes:

  • This video has commentary explaining a couple things, input display should also help

Optimal

Notes:

  • Keeping the TNT barrel can be tricky and is the only way to open the bonus, practise jumping over the klaptraps so it doesn't seem terrifying.
  • You don't gain control of your kongs in the last bonus until about half way threw the bonus so you have to let go of the dpad, jump and then hold right, if you try to hold right and jump you would only jump threw the last barrel
  • The jump at 1:15 is tight, to early you will fall in the pit and die, to late and you will hit the army and die