Difference between revisions of "Misty Mine"

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(All Stages)
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| next = [[Loopy Lights]]
 
| next = [[Loopy Lights]]
 
}}
 
}}
Difficulty:
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'''Difficulty:'''
*Safe (Superjump): 2/10
+
*SFR: 4/10
 
*Super Jumproll: 6/10
 
*Super Jumproll: 6/10
*101%: 10/10
 
 
*No Major Skips: 10/10
 
*No Major Skips: 10/10
  
 
==All Stages==
 
==All Stages==
 
+
===Optimal (SFR)===
===Newbie Route (Superjump)===
 
{{#ev:youtube|Yaerg8gcNpw|560||http://www.youtube.com/watch?v=Yaerg8gcNpw}}
 
*Very slow alternative if you're having a really tough time with the level.
 
 
 
===Safe Route===
 
{{#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}}
 
{{#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.
+
'''Notes:'''
*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
+
*With 4 baddies, the [[DKC_Tricks#Super_Free_Roll_.28SFR.29|SFR]] is slightly slower than the SJR (1.5s - 2.5s), but significantly faster than playing the level normally.
 +
*When you Super Jump, hold B and Y, bounce off the snake and hold right which will cause you to grab the rope. if you got the [[DKC_Tricks#Instabounce|Instabounce]], 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.
 
*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.
 
*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">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
'''Alt SFR Setups'''
+
'''Alternative SFR Setups'''
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
{{#ev:youtube|1i0LUvof_Z8|560||https://www.youtube.com/watch?v=1i0LUvof_Z8}}
 
{{#ev:youtube|1i0LUvof_Z8|560||https://www.youtube.com/watch?v=1i0LUvof_Z8}}
 +
'''Notes:'''
 
*This is a slightly different setup that is less precise at a small time cost.
 
*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.
 
*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}}
 
{{#ev:youtube|J1lbsEzcRIk|560||https://youtu.be/J1lbsEzcRIk}}
 +
'''Notes:'''
 
*Tutorial for an easy and consistent SFR. Start with this as your basic setup
 
*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
 
*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}}
 
{{#ev:youtube|o4TejFqHC8w|560||https://www.youtube.com/watch?v=o4TejFqHC8w&feature=youtu.be}}
 +
'''Notes:'''
 
*Slower than other setups.
 
*Slower than other setups.
 
*Easier and is a guaranteed 3 idiot roll.
 
*Easier and is a guaranteed 3 idiot roll.
Line 48: Line 41:
 
</div>
 
</div>
  
===Optimal (Super Jumproll)===
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===Optimal (SJR - 4 Snakes)===
{{#ev:youtube|aGT-HA01zZE|560||https://www.youtube.com/https://www.youtube.com/watch?v=aGT-HA01zZE}}
+
{{#ev:youtube|hbiN5kGdHhY|560||https://www.youtube.com/https://www.youtube.com/watch?v=hbiN5kGdHhY}}
Notes:
+
'''Notes:'''
*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.
+
*Once you take damage to set up the Super Jump, you will need to move to the left of the snake, then back to the right, then back to the left again to set up the camera in such a way that you can hit the 2nd snake earlier.
*If done correctly, you will roll through a third snake to get a faster SJR. (Hitting the fourth one is effectively TAS only.)
+
*To do this [[DKC_Tricks#Super_Jumproll | SJR]], you must release Y within 5 frames after pressing it when initiating the Jumproll, while also continuing to hold B to keep your Super Jump stored.
*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 initiating your Extended Roll through the 2nd snake, it is absolutely crucial that you start moving to the right before you do the Y tap, otherwise you will not be able to get all 4 snakes no matter what.
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
+
*The repress for the extendo after the 2nd snake is shortly after you're over the left ledge.
'''When to release B'''
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*Release B when the left side of the screen ends up between the 2nd and 3rd bananas near the last DK barrel that's floating over a pit (see video). If you missed the 4th snake, you'll have to release earlier.
<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%==
+
===Newbie Route (Super Jump)===
===SJR===
+
{{#ev:youtube|Yaerg8gcNpw|560||http://www.youtube.com/watch?v=Yaerg8gcNpw}}
{{#ev:youtube|K8OHCjUaB3I|560||https://www.youtube.com/watch?v=K8OHCjUaB3I}}
+
'''Notes:'''
Notes:
+
*Very slow alternative if you're having a really tough time with the level.
*This video has commentary explaining a couple things. Input display should also help
 
 
 
===SFR===
 
Watch the video in the All Stages section to learn how to do the SFR.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
'''When to release B'''
 
<div class="mw-collapsible-content">
 
[[File:misty_sfr_101.png]]
 
</div>
 
</div>
 
  
 +
==No Major Glitches/No Major Skips==
  
 
===Optimal===
 
===Optimal===
{{#ev:youtube|gdDJkYK7zMM|560||https://www.youtube.com/watch?v=gdDJkYK7zMM}}
 
Notes:
 
*Keeping the TNT barrel can be tricky and is the only way to open the bonus. Practice 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 through 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'll only jump through the last barrel.
 
*The jump at 1:15 is really precise. Too early you will fall in the pit and die. Too late and you will hit the army and die
 
 
===No Major Skips===
 
 
{{#ev:youtube|IIG3FsmHCFw|560||}}
 
{{#ev:youtube|IIG3FsmHCFw|560||}}
Notes:
+
'''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.
 
*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.
 
*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 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.
 
*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.

Latest revision as of 21:05, 29 September 2023

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

Difficulty:

  • SFR: 4/10
  • Super Jumproll: 6/10
  • No Major Skips: 10/10

All Stages

Optimal (SFR)

Notes:

  • With 4 baddies, the SFR is slightly slower than the SJR (1.5s - 2.5s), but significantly faster than playing the level normally.
  • When you Super Jump, hold B and Y, bounce off the snake and hold right which will cause you to grab the rope. if you got the Instabounce, 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.

Alternative SFR Setups

Notes:

  • 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.

Notes:

  • 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

Notes:

  • Slower than other setups.
  • Easier and is a guaranteed 3 idiot roll.

Optimal (SJR - 4 Snakes)

Notes:

  • Once you take damage to set up the Super Jump, you will need to move to the left of the snake, then back to the right, then back to the left again to set up the camera in such a way that you can hit the 2nd snake earlier.
  • To do this SJR, you must release Y within 5 frames after pressing it when initiating the Jumproll, while also continuing to hold B to keep your Super Jump stored.
  • When initiating your Extended Roll through the 2nd snake, it is absolutely crucial that you start moving to the right before you do the Y tap, otherwise you will not be able to get all 4 snakes no matter what.
  • The repress for the extendo after the 2nd snake is shortly after you're over the left ledge.
  • Release B when the left side of the screen ends up between the 2nd and 3rd bananas near the last DK barrel that's floating over a pit (see video). If you missed the 4th snake, you'll have to release earlier.

Newbie Route (Super Jump)

Notes:

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

No Major Glitches/No Major Skips

Optimal

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.