Author Topic: My Donkey Kong Junior Ambitions  (Read 51100 times)

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Offline ChrisP

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Re: My Donkey Kong Junior Ambitions
« Reply #15 on: February 01, 2014, 12:33:38 am »
Well of course it offers an advantage. Missing the superjump on a high-pace run can throw the whole board into the shitter. (That's why Dean hates it so much, to the point of almost considering the game unplayable  :D ) If double-mapping the jump key made Graham able to hit it every time then he never has to deal with that problem.

And if he didn't think it gave him an advantage, or facilitated his gameplay in some way, why bother doing it?
http://donkeykongblog.blogspot.com

4 Quarters :-* - 800K Avg. Per Qtr. :o - No Restarts 8) - No Proof :'(

7/26/2013   Coin 35,946   710,800   18-1
7/28/2013   Coin 35,947   903,700   22-1
8/16/2013   Coin 35,948   694,100   17-6
8/17/2013   Coin 35,949   893,100   22-1

3,201,700: the $1 World Record?
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Offline dimmu--borgir

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Re: My Donkey Kong Junior Ambitions
« Reply #16 on: February 01, 2014, 01:01:16 am »
Quote
You map keys Q,W,E,R,T,Y to Hypersports running button 1 and smash them simultaneously, to get unhuman button pushing speed

Is that really possible? Do they all register simultaneously?
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Offline Monstabonza

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Re: My Donkey Kong Junior Ambitions
« Reply #17 on: February 01, 2014, 05:54:24 am »
Nice going Corey.

I just had a quick watch of grahams inp then but ill give it a good look at later.
It appears Graham missed the first jump on 9 different levels.
Atleast 5 levels took 3 or more attempts to get on the platform.
ill get better stats later
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Re: My Donkey Kong Junior Ambitions
« Reply #18 on: February 01, 2014, 08:35:36 am »
I will improve my score again soon, and by improve, I mean get further in the game at 1.25M pace. What bothers me the most is a miss timed jump over a blue snapper on the top of the jungle stage. Or a wall of red snappers raining down on you on the blue chains. Or just some stupid death due to trying to cut a corner, or trying something new in a game that goes bad. Any ways, I will say it again, experience will become my friend over time, I need to develop a greater familiarity.

It is my understanding that only one input is registered at one time. He said in another post that if it offered no advantage that he would continue to use it for psychological reasons. He said that his stats with one button was about the same. As I do not want to discredit his score, I only brought it up as an example of how the game could be played differently by people and wondered if from here on out maybe we should have a rule about double mapping explicitly stated in the criteria. I mean, if the game was meant to be played with one jump button, then it should be one. I mean what if I mapped qwertyuiop, the entire top row of letters on my keyboard as jump buttons and then just slid my finger easily across them. Just try it, run your finger across the top of this top row and see how much easier it is. You can easily do ten inputs a second if you really wanted and if we calculate about 10 frames per second, we are talking about getting one input per frame, if timed right. Well, either though I would have less of an issue with 2 buttons, since scratching one button may yield the same results, the potential of the ten button press tempts even me to try it out, and there is no telling who might use it. I don't recall, but do we have a rule against auto-fire explicit for both DK and DKJR?

Offline ChrisP

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Re: My Donkey Kong Junior Ambitions
« Reply #19 on: February 01, 2014, 04:17:40 pm »
"Psychological" nothing! Even if it only registers one input at a time, you can physically alternate between two buttons faster than you can hit a single button repeatedly. As long as you get the on/off action, you can definitely get more hits in when using two separate buttons. Try this in a newer MAME with the input viewer turned on. Try hitting your "button 1" input key while watching the viewer, then double-map the "1" input and alternate between keys. No matter how fast you can tap the single key, you can tap two a lot faster (watch as the "1" blinks on and off like crazy once it's double-mapped), and with less effort.

In any case, double-mapping would not be a factor in DK since there is no point in the game at which rapid button-pressing is an imperative, except perhaps for "hammer expiration insurance", but you don't need to hit it particularly fast in those spots.

So maybe a rule for Junior but not for DK?
http://donkeykongblog.blogspot.com

4 Quarters :-* - 800K Avg. Per Qtr. :o - No Restarts 8) - No Proof :'(

7/26/2013   Coin 35,946   710,800   18-1
7/28/2013   Coin 35,947   903,700   22-1
8/16/2013   Coin 35,948   694,100   17-6
8/17/2013   Coin 35,949   893,100   22-1

3,201,700: the $1 World Record?
Member for 11 Years DK Masters - Rank D DKJR Killscreener IGBY 2016 DKF Team Member IGBY 2015 DKF Team Member IGBY 2014 DKF Team Member Blogger Twitch Streamer DK Killscreener CK Killscreener

Donkey Kong Genius

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Re: My Donkey Kong Junior Ambitions
« Reply #20 on: February 01, 2014, 05:43:21 pm »
When I first started playing DK on mame I originally started with auto-fire on which enabled me to maximize my jumps next to kong and if I needed a fast jump upon landing, holding the jump button would also all you to maximize the input. This auto-fire issue may be more dangerous in DK because of this reason. But I think my case stands with the qwertyuiop mapped for jump in order to place some kind of rule on mame. Is there a way to map more than two buttons for jump in Junior? Perhaps I should ask that first.

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Re: My Donkey Kong Junior Ambitions
« Reply #21 on: February 03, 2014, 06:30:43 pm »
I made two videos of my recent scores. No, I have not gotten a new high score yet, I am still scoring in the 400K range for my 1.2M+ attempts. These are just videos of my 22,700 Level 1 score w/ 12,700 on 1-1, and my 106,700 After 3 Levels score. I had 69,600 going into the first Hideout. I really wanted 70K but that is good enough. These are by no means the highest that I will get, I am just starting to keep track of these scores.

Donkey Kong Junior 12,600, 22,700 Level 1

Donkey Kong Junior 106,700 After 3 Levels
« Last Edit: February 03, 2014, 06:33:36 pm by Donkey Kong Genius »

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Re: My Donkey Kong Junior Ambitions
« Reply #22 on: February 06, 2014, 12:23:52 am »
Well, I had a decent run this evening. I got a new best at the 1.25M+ pace. I scored 554,900. I had two deaths that were very stupid, so I just need to get rid of those. One death, I think was avoidable. Another death was totally screwed but I could have just waited for the snappers to go down instead of putting myself in a risky situation. This could have been a good game. Lesson learned, and plenty more of those to come. I had 72,900 going into the first hideout so I finally passed the 70K mark there. I was pleased with this. I had a start of 167,300 after 4 levels which is also a new best and is around what I would like to have going into level 5. As long as I keep pushing up my pb at this pace, getting more experience with the game over time, I can foresee eventually getting to the end.

Here is the first 4 levels of this game. Not played the best.

Donkey Kong Junior: 72,900 going into first Hideout, 167,300 Start
« Last Edit: February 06, 2014, 02:05:49 am by Donkey Kong Genius »

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Re: My Donkey Kong Junior Ambitions
« Reply #23 on: February 07, 2014, 10:32:15 pm »
Earlier in the thread I had shared that if you missed the first opportunity to get the second fruit smash on Mario's Hideout to remember that the fast spark cycles 9 times. Here is the video to show what I mean. So, if one missed the first pass for some reason, you can still press points while waiting for the next opportunity.

Donkey Kong Junior: Hideout Mistake Fix #1

Donkey Kong Genius

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Re: My Donkey Kong Junior Ambitions
« Reply #24 on: February 07, 2014, 10:41:31 pm »

Donkey Kong Genius

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Re: My Donkey Kong Junior Ambitions
« Reply #25 on: February 07, 2014, 10:51:44 pm »
Point pressing on top in case you miss fast spark with 2nd and 3rd fruit:

Donkey Kong Junior: Hideout Mistake Fix #3

Donkey Kong Genius

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Re: My Donkey Kong Junior Ambitions
« Reply #26 on: February 07, 2014, 10:59:23 pm »
Here is a variation of the second fix to smash the fast spark with the third fruit.

Donkey Kong Junior: Hideout Mistake Fix #4

Donkey Kong Genius

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Re: My Donkey Kong Junior Ambitions
« Reply #27 on: February 10, 2014, 12:54:49 am »
Got 791,800 this evening at 1.25M pace. For the most part I was pleased with the game. I will need to work on a few things before I make another attempt. I got to work out a way to address one of the bird patterns for sure. I am inching closer to my goal. I don't have an estimated time for a new score but I can't imagine it being too far off.

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Re: My Donkey Kong Junior Ambitions
« Reply #28 on: February 11, 2014, 04:10:47 am »
I got 888,000 at 1.2M+ this morning, night, whatever time it is. My last two deaths were dumb. I dropped off a vine a bit too high, and then system lag caused my last death. I was so upset. Any ways, I am getting closer to my goal. Keep tuned.

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Re: My Donkey Kong Junior Ambitions
« Reply #29 on: February 12, 2014, 02:54:04 am »
I know this idea has been posted before, but I wanted to make a video of it for my youtube account. This shows how to time the quad smash with the top fruit on the hideout. I had worked out a reference point from a time when I got the quad smash unintentionally. After speaking with Mark and seeing his post on the forum I liked his reference point for the same timing better. This video demonstrates that reference point.

Donkey Kong Junior: Hideout Quad Smash Timing