Author Topic: Screwings or avoidable deaths  (Read 29733 times)

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Offline f_symbols

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Re: Screwings or avoidable deaths
« Reply #30 on: August 16, 2014, 08:28:27 am »

Should I just file this death as a screwing - or are there a bulletproof method for avoiding such deaths on level 3/4?


All wild barrels are released as soon as kong turns to position 2; your pause and wait timing was not flawed.  What happened here is that you were pausing a bit too far right and were left with too much ground to cover after he passed position 2 (not to mention this was just an ugly level 3 barrel). if you look at corey's video again you will notice that he actually spends the most time between the "white bars" but moves over the the red zone (which is just left of center on the short ladder) right before the turn from position 1-2.  waiting off-centered on the left of the ladder prevents a dropped bomb from splatting on your head.  So lets say that he throws a wild barrel while you briefly wait under the red line, you probably will jump toward the wall to try to avoid it.

Ok, so assuming you had moved over to that "red line" and waited, you would've had time enough to get your feet on the 5th girder and react to that barrel, but the trajectory and type made anything but a wall jump a likely death.  So this was a bit of bad luck in regards to the type and trajectory of the barrel, but you could have gotten to the 5th girder a bit sooner had you adjusted your "wait" position, possibly giving you a chance to jump out of harms way.

Finally, I would add that when you move over to the short ladder and "wait" that if he does drop a wild barrel you NEED to move back over to the "white bars" area and wait for the next time kong cycles (4-1) to head back over and take another chance; don't hang out under or near that short ladder.
« Last Edit: August 16, 2014, 08:31:35 am by f_symbols »
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Offline mrvaya

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Re: Screwings or avoidable deaths
« Reply #31 on: August 16, 2014, 12:44:46 pm »
Thanks Ethan. I wil conduct some testing!
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Offline up2ng

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Re: Screwings or avoidable deaths
« Reply #32 on: August 16, 2014, 07:39:30 pm »
With respect to bombs turning into wild barrels, there is another factor involved.  Barrel objects released onto the screen are stored into one of ten possible memory locations, 1 - 10.  Each of these objects stores the "last girder" information seperately.  So, only if that particular memory location is being reused will we have this possibility of a bomb turning into a wild barrel.  So, there can only be a bomb if that particular barrel object was already previously a wild barrel, and the bomb can only turn into a wild barrel if that previous wild barrel for this same barrel object went off the screen early, including being smasshed by a hammer.  Example, barrel object 1 was a wild barrel that bounced off of the screens after bouncing off the fifth girder.  Barrel object 2 was a wild barrel object that bounced all the way down.  Later on, barrel object 2 is reused and is a wild barrel.  This becomes a bomb but it does not turn into a wild barrel.  Only if barrel object 1 happens to be reused as another wild barrel will it end up being a bomb that turns into a wild barrel.  Phew!  Confused yet!??
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Offline JCHarrist

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Re: Screwings or avoidable deaths
« Reply #33 on: August 16, 2014, 08:24:21 pm »
Here's another example of a bomb turning into a wild barrel.

Bomb turns into wild barrel.
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Offline mrvaya

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Re: Screwings or avoidable deaths
« Reply #34 on: August 17, 2014, 01:39:19 am »
With respect to bombs turning into wild barrels, there is another factor involved.  Barrel objects released onto the screen are stored into one of ten possible memory locations, 1 - 10.  Each of these objects stores the "last girder" information seperately.  So, only if that particular memory location is being reused will we have this possibility of a bomb turning into a wild barrel.  So, there can only be a bomb if that particular barrel object was already previously a wild barrel, and the bomb can only turn into a wild barrel if that previous wild barrel for this same barrel object went off the screen early, including being smasshed by a hammer.  Example, barrel object 1 was a wild barrel that bounced off of the screens after bouncing off the fifth girder.  Barrel object 2 was a wild barrel object that bounced all the way down.  Later on, barrel object 2 is reused and is a wild barrel.  This becomes a bomb but it does not turn into a wild barrel.  Only if barrel object 1 happens to be reused as another wild barrel will it end up being a bomb that turns into a wild barrel.  Phew!  Confused yet!??

 ROFL
Hello Dean. Thanks for adding such specific details about the barrel behavior. Have you been reading through all of the code?

I guess this is an perfect "screwing-example", especially if the change to a wild barrel take place on the girder just above you.

With your great insight in the game and with that extremely impressive WR - what is your take on the screwing-talk? How many events in the game can create an "unavoidable death"?

One more thing - can anyone calculate the probability of the above mentioned event to happen on a single barrel screen?  ;D
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