Donkey Kong Forum

General Donkey Kong Discussion => General Donkey Kong Discussion => Topic started by: marinomitch13 on February 04, 2013, 11:49:49 pm

Title: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 04, 2013, 11:49:49 pm
Over the course of playing DK, many players have come up with their own personal lingo and terms for describing certain aspects of the game. Many of theses terms, however, are common among players. For anyone new to DK these terms can often be confusing and you may be too shy to ask what they mean (or maybe the idea of having to type it all out on a chat/facebook/etc seems like too much of a bother). In any case, I've started a list below of some common ones, but please post more that I've either missed or that may be specific to your own particular jargon!


Barrel Stage Terms

Assassination: When an otherwise relatively safe or manageable situation becomes unsurvivable due to a wild barrel.

Bad Spacing: A difficult spacing between barrels to have to coordinate with successive jumps.

Bagel/Donut: A barrel jump yielding zero points.

Barrel Bukkake: A situation where Kong throws several wild barrels in quick succession, causing what was already a difficult situation to almost become a matter of luck. Kong's emissions are often and usually quite fierce.

BBB: An acronym used to quickly convey what type of death a particular death was. Means: 'Botched a Barrel Board'.

Blue Screw: A screwing that happens when a blue barrel is unable to be smashed, usually due to it being thrown as a wild barrel in an unreachable location. Can also happen if a blue barrel goes down a ladder without being steered, causing it to bypass where it could be hammered.

Bombs: Wild barrels that are caused by a sort of 'glitch' in the programing which fall significantly faster than other types of wild barrels and only in a straight path down from Kong's hands.

Danger Zone: The area between the two ladders on the left side of the 4th girder on the barrel boards. A difficult location to traverse due to the threats of wild barrels, barrels above you having two ladders to roll down (as well as just rolling over the left edge of the 5th girder), barrels uphill of you on the 4th girder, as well as any fireballs that may be pressuring you to rush from below or from the right (or even ones already above or uphill of you, blocking your way). Even the best players often have to retreat from this area if the situation demands it.

Double Jump: Leeching the same barrel twice on the same girder. Pretty risky.

Grouping: Steering barrels together so that they give more points when jumped. This is also used to make impassible combinations of barrels passable. Also frequently used to facilitate 'rejumping'.

In the Face!: Taking a wild barrel (usually on either level 3 or 4) to the face. Used to signify the sheer audacity with which Donkey Kong seeks to kill the player.

Jump-and-Smash (The Benziger): Jumping over a barrel (or enemy) while grabbing a hammer and then immediately smashing the same barrel. Almost exclusively used with the top hammer on barrel screens.

Kong's Ladder: The first broken ladder to the right and of Kong connecting the 6th and 5th girders. The highest broken ladder.

Matrix Smash: Performing a ‘Jump-and-Smash’ (also known as the ‘Benziger’) with the top hammer on the barrel boards while also smashing a wild barrel that would otherwise have likely killed you.

Over-Pressing: A point-pressing tactic on the barrel stages, where a player attempts to group and re-jump barrels on the 4th and 5th girders, after the top hammer has expired.

Rejumping: Jumping a barrel or group of barrels again by climbing down a girder.

Safe Zone/Scoring Zone (barrel screen): The location at the top left of the barrel screen (on the 5th girder), just to the right and under Kong, where Jumpman is 100% safe from wild barrels on levels 5+. There are also relatively safe spots for levels 1-4, but they are a bit more to the left. This is also considered one of, if not the, optimum spot for point pressing by grouping barrels and rejumping them.

Super Happy Fun Time!: An ironic description of the stress of having to deal with 1 or more fireballs on the 6th girder of the barrel boards and one’s likely impending death.

The Transition/Trans: The period during the course of a barrels screen where, after grabbing the bottom hammer, the player needs to navigate Jumpman up to the top hammer. The process of climbing from the 2nd to the 5th girder during a two-hammer barrel screen. Emphasis is put on executing The Trans safely and efficiently during high level play.

Triple Jump: Leeching the same barrel 3 times without climbing to another girder (the first jump is a leech while the barrel is on a ladder). Can only be done on the left side of the 4th girder. Very risky. Discovered by Jeff Willms.

XX_X (of Doom): A particularly hard combination of barrels that may arise during gameplay (it is represented by the characters 'XX_X' as if the 'x's are barrels and they are rolling to the left).



Conveyor Stage Terms

67 from Heaven: When you complete a conveyor screen with 6700 left on the timer. can only really happen due to a free pass

68'er: Finishing the conveyer screen with 6800 left on the bonus timer. Much rarer to get than the '67 from Heaven.'

Conveyor Reversal: When the bottom, long conveyor on the conveyor stage switches direction. This happens every time Kong reaches the left side of the screen.

Free pass/Wiebe Freebie: On the conveyors, letting all the fireballs spawn on the left side, skipping the bottom hammer, and then being able to travel up the right side of the screen unhindered -finishing the stage.

FTU: An acronym that simply means either "Forgets the umbrella" or "F*** the umbrella". Usually takes place on the conveyor screen when a player seeking to get a "free pass" either forgets or intentionally skips the umbrella (sometimes it is skipped in order to not have to wait through another cycle of the retracting ladder).

Leap of Faith: Jumping towards either of the retracting ladders on the conveyor stage such that one would die if a pie were to appear. Not recommended. Should only be used if all else is hopeless (which isn’t often).

Pausing: Waiting on the left side of the conveyor screen for all the fireballs to spawn before crossing over to get the gift and possibly receive a ‘Free Pass’ up the right side.

Piemageddon: A conveyor stage screwing of epic proportions; usually causing multiple deaths in a row.



Elevator Stage Terms

Long Spring: A spring on the elevator stage which enters the screen and who’s first bounce is on the right side/edge of the yellow up-elevator’s pulley.

Medium Spring: A spring on the elevator stage which enters the screen and who’s first bounce is to the left side/edge the yellow up-elevator’s pulley.

Safe Zone(s) (elevator screen): Two locations at the top of the elevator stage where Jumpman is able to situate himself under the arc of the bouncing of the springs with no chance of being hit. The first is a little to the left of the top of the ladder to the right of Kong’s platform, and the second is above the right edge of the down-elevator’s yellow pulley.

Short Spring: A spring on the elevator stage which enters the screen and who’s first bounce is to the left of the yellow up-elevator’s pulley.

Super Jump: Jumping from the down elevator on the elevator screen to the bottom platform (the bottommost of the two platforms connected by a ladder) rather than riding it all the way down to the lowest, single platform.

Top Shelf: Jumping off the down elevator on the elevator screen to the top platform (the topmost of the two platforms connected by a ladder) rather than doing the 'super jump'. Takes more precise timing and is therefore riskier.



Rivet Stage Terms

Bottom Spawner: A fireball that spawns, after being smashed, on the bottom-left side of the rivet screen. Particularly annoying when one is point pressing, as they still have the possibility to climb the middle or right side of the screen and minimize your points gained from leaching Kong, rather than having just spawned higher up on the left side and been trapped by the rivet holes.

Democrats: A group of two to five "left-leaning" firefoxes who, at the beginning of a rivet screen, make an uncharacteristic rush for the left side, often forcing the player to abandon both of the standard patterns and play freestyle.

Dry Hammer or Cold Hammer: On the rivets stage, a description of a hammer grab that ends up yielding zero smashes.

Freestyling: Used when one has to abort their typical, perfered rivet pattern (and typical backup patterns) for a highly irregular or rarer one depending upon the nature of their predicament.

Get 'Em!: The hammer-wielding war cry on the rivets screen, while chasing the bad guys along the middle girder.

Republicans: A group of two to five "right-leaning" fireballs who, at the end of a rivet screen, hog the very top right rivet without leaving.

The Reverse Weave/The Juicebox: A very risky rivet pattern that is sometimes executed when one accidentally causes a fireball to spawn on the left by grabbing the bottom prize too quickly. This pattern consists in trying to clear the right 4 rivets first. If successful, clearing the left rivets may be easier, since fireballs tend to the right.

Star Pattern: Getting all the rivets on the left of the rivet stage, but leaving the rivet 2nd from the bottom till last (of the left rivets) so that you can cross over it after having grabbed the bottom hammer. Allows you to potentially get more points while also potentially smashing more fireballs so that they get trapped on the left side.

The Strategy/Strat: A rivet pattern which is much like the Reverse Weave, but is specifically employed during No-Hammer games. This pattern starts with an all-out run to the right at the start of the screen. This is done in order to try to cause the fireballs to spawn on the left and allow the player to get the two top-rightmost rivets first (since these are usually the most difficult to get during no-hammer games). This pattern many times requires navigating carefully past a fireball or two during the start of the screen in order to reap the benefits later on, but can also be aborted for the normal patterns if needed without much of an overall loss in efficiency.

Taunting: Leeching points from jumping beside Donkey Kong on the rivet screens and pressing a direction while at the apex. Can also be done without pressing a direction if close enough. Usually only used on levels 1-3, since there are diminishing points gained as the speed of the timer increases.

The Trudeaux/Trudeiauoeaux Pattern: A rivet pattern pioneered by the former, elite DK player Phil Tudose. This pattern adds first climbing up the bottom middle ladder and immediately removing the bottom-right rivet before moving back left and executing out the start of the 'Star Pattern'. This pattern may be risky if not appropriately timed with the first two firefox spawns. Additionally, it is safer and more effective to use this pattern on levels 1 and 2, since the fireballs are slower. The point is to create a sort of trap for the fireballs just below the middle level so that the bottom hammer results in more smashes -which it usually does.

Toyota: When clearing the last rivet using a jump and jumpman freezes in mid-air as Kong falls to his doom.

Weave Pattern: Getting all of the left rivets on a rivet screen first and then seeking to only grab the top hammer. Often a sort of auxiliary pattern to the 'Star Pattern' used in certain situations where the location of the fireballs may make it (The Weave) safer.

Yahtzee!!!: Getting 5 or more fireball smashes with the bottom hammer on a rivet screen.

Yoleaux-ing: The act of grabbing the bottom right prize after having climbed the bottom middle ladder and grabbed the bottom right rivet at the start of the Rivet stage. This is, essentially, an added risk to the Trudeaux Pattern.



General Terms/Multiple Stages

Back jump: Jumping over barrels or fireballs in the direction in which they are rolling/traveling

BOOM, baby!: An exclamation of excitement reserved for 800 point smashes and especially well played situations/boards.

Coward: A fireball which climbs up or down a ladder just as you grab the hammer, effectively avoiding getting smashed.

Double-Death: an oft-observed phenomenon after a death, wherein a second death comes almost immediately. In many cases coincidental; in others undoubtedly psychological in nature.

Freezer: A term used to describe a fireball that is in its 'freezing cycle' -meaning it is prone to 'freezing', or staying still, off and on for several seconds at a time.

Friendly Fire: Unusually cooperative fireballs. Particularly with them allowing you to smash them or bypass them in a dire situation when you really need to. Also used when fireballs are slow to scale the barrel screen –allowing more points to be pressed or a safer passage.

Front Jump: Jumping over barrels, fireballs, or springs in the opposite direction than which they are rolling/traveling/bouncing.

Giving Seconds: A situation where a fireball initially eludes the hammer by darting up or down a ladder, then graciously returns, giving the player a second opportunity to dish out the deserved punishment.

Good Death: A death that comes with having already gained a good amount of points from the stage.

Invisible Death: When a restart is imminent on an early stage due to a sub-par scoring pace. Often an invisible death is delayed by trying to over-press and 'make up' points by risking it more.

Killscreen: The final screen of Donkey Kong. The 117th screen of the game; Level 22-1, where the programming causes you to die after a few seconds.

Kongrats!: The DKer's version of 'Congrats!' reserved for congratulating other players on special or significant DK achievements.

Ladder Camper: A ‘freezer’ which blocks access to a ladder by freezing either near the bottom or right at the top.

Leaching: Gaining points from jumping in proximity to enemies and obstacles while not actually jumping over them. This happens due to how the programing searches under Jumpman at the apex of a jump. Holding left or right while at this point in the jump widens the range the program uses to detect enemies and obstacles, thereby giving the player a better chance to score points without needing to actually jump over them.

Meltdown/Mletdown: When a game that was once promising potential comes to a sudden end in a matter of boards; or just when the end is in sight. Usually accompanied with unusual or uncharacteristic deaths for that player that are often caused by rushing, weariness, or nervousness. A choke or tanking.

Overhead Smash: Getting a hammer smash while the hammer is in an overhead position. Often used with smashing wild barrels and barrels/fireballs that are descending a ladder.

Pauline's Ladder: The final ladder which must be climbed to rescue Pauline on the barrel and elevator screens.

"Point-pressing": Trying to gain more points per board or scenario than one would if they were just playing to safely complete each screen. Types of 'point-pressing' can include: Using the bottom hammer on barrel screens, leeching Kong on the rivets, leeching the fireball on the early elevators, snagging more gifts on each stage, and doing additional grouping as to jump more barrels at once.

PPP: Means 'Pixel Perfect Placement/Precision'. Most often used to explain how very difficult feats in the game were accomplished.

Retreating: Backtracking from a dangerous situation in order to avoid a death or difficult scenario. Can be either a vertical or horizontal direction. Most often used of the elevator screens when one has to abort an attempt to climb the last ladder due to a ‘Long Spring’ and therefore they return to the ‘Safe Zone’. Also used of the conveyor and barrels screens when fireballs or barrels block your way and you have to wait for a better opening to appear.

"Running boards": Trying to simply fly through boards quickly, efficiently, and safely. When pertaining to the barrel boards, this phrase typically means that the bottom hammer is not being employed. It is basically a term used to connote the opposite of "point-pressing".

Screwing: A term used to describe when the random elements of the game work against you to a significant degree such that you to either lose points while point-pressing or have a much smaller chance of surviving the stage.

Sleepy/Dopey Fireballs: Fireballs which have effectively removed themselves from causing any real threats to the player.

Spawning: the appearance of fireballs on the screen either from 1) a blue barrel reaching the oilcan at the bottom of the barrel stage, 2) from the oilcan at the beginning of the conveyor screen (the number of fireballs that immediately spawn is equal to the level number up to a max of 5) increasing up to 5 total fireballs with time or some time (time before respawning depends on ‘internal difficulty’) after they have been smashed with a hammer (it is always in the direction of Jumpman on this stage), or 3) at the beginning of the rivet stage (how quickly they spawn at the beginning depends on the ’internal difficulty’) or some time (how quickly is dependent on the ‘internal difficulty’) after being smashed by a hammer (will respawn on the opposite side of the screen as Jumpman on this stage).

Standing Jump: Jumping without moving left or right. Jumping straight up.

Wall Jump: Jumping and bouncing off of any of the invisible walls which exist on the edge of the screen on each stage. Often used to pass over otherwise unjumpable barrels, but also used to avoid fireballs

Warping or Warp to L=5: This means to run through the more difficult early screens quickly and safely, sacrificing a few points for the purpose of getting the momentum for a long game going. This tactic is often used in a tournament setting, or perhaps playing in an arcade where a limited number of plays are feasible or a time limit must be adhered to, and time cannot be wasted restarting multiple times.

Whiff: An attempted hammer, prize, or rivet grab that misses. Also can be said of a missed hammer smash.

The WTF!!!: Getting through an extremely difficult situation or screen - often involving a significant investment of tension, time, and ingenuity - only to die almost immediately thereafter due to a no-win screwing, boneheaded mistake, or control mishap.



Twitch Jargon:

K-a-p-p-a (with no hyphens): When typed inside of a Twitch/Justin.tv stream results in an image most notably used to denote trolling/sarcasm. However, it can be used within the DK community, predominantly at the end of a sentence, to represent a wide variety of things inclusive of the above, as well as facepalm, self-depreciation, etc (e.g. So....it turns out I am the father after all.  Kappa.).

The Mario Shuffle: Coined by Tim Sczerby.  The double backjump performed by Mario when the player attempts a 2x100 barrel jump on the 6th girder.

Yolovit: YOLO! -love it?!
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 05, 2013, 12:22:49 am
Ok, I sifted through CAGDC and I found the thread I was thinking of. I'll sift through this later and add one's I missed!

http://www.classicarcadegaming.com/forums/index.php/topic,4746.0.html?PHPSESSID=f342725a43a6899bf8a8f230520e1bc6 (http://www.classicarcadegaming.com/forums/index.php/topic,4746.0.html?PHPSESSID=f342725a43a6899bf8a8f230520e1bc6)
Title: Re: Donkey Kong Terms/Acronyms
Post by: TheSunshineFund on February 05, 2013, 04:30:05 am
Free pass: On the conveyors, letting all the fireballs spawn on the left side, skipping the bottom hammer, and then being able to travel up the right side of the screen unhindered -finishing the stage.

When you have 6700 left on the bonus timer I like to call this a "67 from Heaven"
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 05, 2013, 04:44:02 am
Added! Thanks!
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 05, 2013, 05:18:35 pm

One small correction, Mitch:  "Kong's Ladder" actually connects the 5th and 6th girders.

An alternate name for the "Super Jump" is "Top Shelf Jump" (my personal preference).

The term "Front Jump" can be broken out into 2 categories:  "Broad Jump" or "Running Jump" for when the player is moving in the opposite direction of the enemy object, and "Standing Jump" or "Vertical Jump" for when the player jumps straight up and lands in the same horizontal position (and, optionally, presses left/right at the apex of the jump for points).

And, of course, it would be a crime if "Leeching" was omitted from the list.
Title: Re: Donkey Kong Terms/Acronyms
Post by: Jeffw on February 05, 2013, 07:42:12 pm
We also need names for the hammer grab moves where you jump a barrel while grabbing the hammer and smash it behind you upon landing. There's three ways to do this depending on whether you are doing a front-jump a back-jump or a sanding-jump. Can anyone think of any good names for these? I never know what to call them. Off the top of my head the only names I can think of are possibly the forward back-smash, vertical back-smash and backward back-smash.
Title: Re: Donkey Kong Terms/Acronyms
Post by: Xermon54 on February 05, 2013, 08:28:53 pm
Quote
We also need names for the hammer grab moves where you jump a barrel while grabbing the hammer and smash it behind you upon landing. There's three ways to do this depending on whether you are doing a front-jump a back-jump or a sanding-jump. Can anyone think of any good names for these? I never know what to call them. Off the top of my head the only names I can think of are possibly the forward back-smash, vertical back-smash and backward back-smash.

Personally, I would call the sooner standing jump to land as close as possible to the barrel then smash the barrel to the right (if you take the bottom hammer, and to the left, if you take the top hammer) after landing after taking the hammer like that:
:"The sooner standing jump to land as close as possible to the barrel then smash the barrel to the right (if you take the bottom hammer, and to the left, if you take the top hammer) after landing after taking the hammer"
Or:"TSSJTLASAPTTBTSTBTTRIYTTBHATTLIYTTTHALATTH"

If you want, I can help giving other names for other tricks.

Title: Re: Donkey Kong Terms/Acronyms
Post by: LMDAVE on February 05, 2013, 08:38:17 pm
Free pass: On the conveyors, letting all the fireballs spawn on the left side, skipping the bottom hammer, and then being able to travel up the right side of the screen unhindered -finishing the stage.

When you have 6700 left on the bonus timer I like to call this a "67 from Heaven"

I get happy with finishing conveyors with 6800 with an efficient free-ride, of course I call it a "68'er" when it happens.
Title: Re: Donkey Kong Terms/Acronyms
Post by: hchien on February 05, 2013, 08:52:58 pm
where you jump a barrel while grabbing the hammer and smash it behind you upon landing.

I think that should be called the Benziger.
Title: Re: Donkey Kong Terms/Acronyms
Post by: up2ng on February 05, 2013, 09:47:27 pm
I think I've always described it as a "grab-and-smash", although that's kind of a mouthful.

FYI, at the first Kong Off, Billy Mitchell described the Top Shelf jump as "a Super Jump" when describing the obstacle course, so that term must have had some usage in that context bitd.  I personally prefer the term "Top Shelf", but don't really have an alternate name for the "regular", "short cut" jump other than descriptions like that...

Wall Jump, Grouping, Assassination, Freezer, Friendly Fire, Screwing, Matrix Smash, Safe Zone (or Scoring Zone), Pausing, Leaching, Release Animation, Bad Spacing, Fireball (or Firefox) Spawning, Conveyor Reversal, Short Springs, Medium Springs, Long Springs, Safe Zone (elevators), Retreating, Bottom Spawner, Good Death, Kill Screen.
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 05, 2013, 10:07:35 pm

How about WBITF = Wild Barrel in the Face!  (just throwing it out there)

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 06, 2013, 12:55:58 am
I'll get to work, now, on reading through and adding all these suggestions! Thanks guys!
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 06, 2013, 01:11:58 am
I've made some of the changes now. Later I will come back and add the rest as well as organize it alphabetically. I still have to reread through the CAGDC thread for more at some point.
Title: Re: Donkey Kong Terms/Acronyms
Post by: LMDAVE on February 06, 2013, 05:03:54 am
FYI, at the first Kong Off, Billy Mitchell described the Top Shelf jump as "a Super Jump" when describing the obstacle course, so that term must have had some usage in that context bitd.  I personally prefer the term "Top Shelf", but don't really have an alternate name for the "regular", "short cut" jump other than descriptions like that...

Actually Dean, he called that jump for the obstacle course the KOK jump, where KOK stood for "Kings of Kapitalism", which I thought was kind of silly during KO1. "Top Shelf" sound better to me also.

Sitter(or Freezer): Any fireball behavior that chooses to remain in one spot for an undetermined amount of time.
Title: Re: Donkey Kong Terms/Acronyms
Post by: hchien on February 06, 2013, 12:17:54 pm
to pull a Vincent
/Vin-suhnt/

verb
1. to try to beat your competitor's score by a couple thousand points and come up short by a couple thousand points.

Synonyms
1. Fail
2. PWNed

Antonyms
1. Win
2. Epic
3. to pull a Billy
Title: Re: Donkey Kong Terms/Acronyms
Post by: Xermon54 on February 06, 2013, 01:57:41 pm
To pull a Hank
/Ank/

verb
1. Beating his own score each time by a few thousand points over and over and over (and over) because of being scared that someone else beats him and still keep playing at a bad pace

Synonyms
1. To put a Billy (but unlike Billy, Hank does it with his own score)
2. To put a Allen (to increase his score extremely slowly)
3. To put another Allen (to play at a freaking low pace)

Antonyms
1. To put a Jeff Willms (who went from 900k to 1.1m)
2. To put a Allen Staal (who went from 402k to 530k)
Title: Re: Donkey Kong Terms/Acronyms
Post by: hchien on February 06, 2013, 02:06:28 pm
Usage
Vincent will pull a Vincent and a Hank on his next submission.
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 06, 2013, 04:08:34 pm
"Assassination, Friendly Fire, Matrix Smash"

I've never heard any of these and I kinda want to know what they mean...
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 06, 2013, 04:11:26 pm
/Ank/

LOL
Title: Re: Donkey Kong Terms/Acronyms
Post by: VON on February 06, 2013, 06:17:46 pm
What a fun thread.  Lemme jump in dis biznass.

"Assassination, Friendly Fire, Matrix Smash"

I've never heard any of these and I kinda want to know what they mean...

'Assassination' refers to any situation wherein, due to Jumpman's position and the position of barrels around Jumpman, the tossing of a wild barrel leads to completely unavoidable death.  'Assassination' situations only truly develop during stages 1-4, where a situation otherwise perfectly safe or manageable suddenly becomes a miserable shit storm entirely due to the randomness associated with level 1-4 wild barrels.  Synonyms include 'murder barrel' and 'fun barrel'.

I'm not sure what Dean-o-mite means by 'friendly fire' or 'matrix smash'.  I'll guess he's using 'friendly fire' to refer to times in which extra smashes are awarded by means of wild barrels.  I refer to these extra smashes as 'bonus barrels'.  'Matrix smash' may refer to a mid-air barrel smash, but again, that's just a guess.

Other Donkey Kong terms include:  'ladder camper', referring to 'freezer' fireballs that can make the ascension of certain ladders impossible (happens regularly in the upper-most right of stages); 'Sleepy' or 'Dopey', referring to fireballs which have, for all intents and purposes, removed themselves from the action, and become perpetually relegated to roam only one small insignificant area of the board; 'super happy fun time', which ironically describes the stress associated with 6th girder fireballs and their foreshadowing of death; and 'sausage legged muvah fukah', a term with meaning only known to Allen Staal.   
Title: Re: Donkey Kong Terms/Acronyms
Post by: JCHarrist on February 06, 2013, 06:24:52 pm
and 'sausage legged muvah fukah', a term with meaning only known to Allen Staal.

Haha! We'd need a whole 'nother thread to deal with Allenisms!  ;D

Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 06, 2013, 08:12:36 pm

I'm guessing that "friendly fire" is shorthand for "friendly fireballs" or "friendly firefoxes", and describe unusually cooperative enemies on all 4 screen types.  On the barrel stages, they hang around for long periods of time on the first and second girders, giving you ample opportunity to group and rejump to your heart's content.  On the elevator stage, they present no obstacle to the collection of prizes, and on the conveyor and rivet stages, they happily move out of the way, providing clear access to any ladder you choose.

I have no idea what a "matrix smash" is.

Title: Re: Donkey Kong Terms/Acronyms
Post by: TheSunshineFund on February 07, 2013, 06:04:43 am
and 'sausage legged muvah fukah', a term with meaning only known to Allen Staal.

Haha! We'd need a whole 'nother thread to deal with Allenisms!  ;D

Grocery monger!
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 09, 2013, 06:55:55 am

Freestyle

A style of play, predominantly seen on the rivet screens, whereby firefox behavior forces a player to abandon their preferred pattern (Star, Weave, Staal - I kid you, Allen!) and switch to a "Plan B", essentially "winging it" in order to survive the stage any way they can.

Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 09, 2013, 11:06:17 am

Cowards

We've all seen them on the barrel and rivet stages, and we despise them; those infuriating fire objects that make a beeline for the nearest ladder the moment a hammer is grabbed.  The occurrence is so frequent, and the response so immediate, that my initial reaction was to be skeptical of this so-called random behavior.  But then I realized that, as it applies to DK gameplay, "random" does not always mean "with equal probability" (the point values awarded for blue smashes are a good example).

Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 09, 2013, 02:44:09 pm
Yeah, I've never believed that was a coincidence either.

You'll have 3 fireballs screwing around making things hard for you for 10 timer ticks, and the INSTANT you finally get an opening to grab the hammer they shoot up the ladders. I've seen this way too many times to believe that it's random.
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 12, 2013, 08:00:29 am
Ok, no work for me today, so I'll be updating this list presently! Thanks again for your contributions!
Title: Re: Donkey Kong Terms/Acronyms
Post by: marky_d on February 12, 2013, 08:09:57 am
There should probably be something on this list pertaining to leeching Kong on the rivet screens (Taunting, or something similar). Also other terms that have creeped into the lexicon lately are "The Staal Pattern", and getting "1/16ed" (when a player blindly takes the top left short ladder with no regard whatsoever for what Kong is doing with the next barrel, which has a "1 in 16 chance" of being wild and dropped on the player's head. The usual response by this player is "what da?", because they haven't learned to prepare and watch for the next barrel and act accordingly).
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 12, 2013, 09:26:05 am
Yep! Haha, I was just doing those ones! Will be updated shortly. Thanks!
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 12, 2013, 10:00:00 am
Ok, new edit has been posted! I organized them alphabetically by stage.
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 12, 2013, 01:58:41 pm
One of my Super Happy Fun Times from last year. (http://www.twitch.tv/chrisp_kreme/c/1921900)

(The sound at the end is me punching myself. I tried to make that a rule because my flesh isn't as valuable as my precious cabinet.)
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 12, 2013, 02:00:42 pm
"You know what Mr. Fireball?! You can just...." Haha. Classic. I'm sure that's how most people feel when that happens to them. It sucks you weren't able to survive it that time. :(
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 12, 2013, 02:33:16 pm
Does anyone else start not-even-trying as far as points are concerned once the fireballs move into  troublesome positions?

I pretty much just shut down when they're being little wankers (as you can see in that clip).

Not that I'm exactly the most diligent point-presser to begin with...
Title: Re: Donkey Kong Terms/Acronyms
Post by: VON on February 12, 2013, 04:33:19 pm
One of my Super Happy Fun Times from last year. (http://www.twitch.tv/chrisp_kreme/c/1921900)

That clip perfectly demonstrates how frustrating and unfair 6th girder fireballs can be.  For anyone not aware, 6th girder fireballs -- like top level pie factory fireballs -- never climb back down.  Once a fireball ascends the 6th girder, "hope", as Chris so aptly puts it in his video, becomes one of your best survival tools.  Great clip.

 
Does anyone else start not-even-trying as far as points are concerned once the fireballs move into  troublesome positions?

I pretty much just shut down when they're being little wankers (as you can see in that clip).

Assuming you're not down to your last man, sometimes it's best to abandon ship and maximize points for the death.  In fact, there is a certain 6th girder fireball behavior that can make a board impassable.  When this happens, "super happy fun time" can actually be fun, as point-pressing with no intention of passing the board can lead to all sorts of crazy goodness. 

In a max point-pressing game, the development of 6th girder fireball scenarios are part of the accepted risk.  This risk is deemed acceptable for two main reasons: one, allowing aggressive fireballs to dictate bottom hammer play will sink level averages (and the truly aggressive climbers are not that common); and two, whether forced to abandon ship or killed trying to escape a 6th girder fireball, the death will be a "good death".
Title: Re: Donkey Kong Terms/Acronyms
Post by: Jeffw on February 12, 2013, 07:09:27 pm
A few more that I can think of that I don't think have been mentioned:

cashing in spare men, internal difficulty, pace
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 12, 2013, 07:36:57 pm
Thanks Jeff. I also have to add a few more that Dean gave me on his stream tonight.
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 13, 2013, 04:42:12 am
Sleepy/Dopey Fireballs: Fireballs which have effectively removed themselves from causing any real treats to the player.

Hey Mitch, you obviously meant to say "threats".

As written, the definition represents the diametric opposite of its actual meaning.   ;)

By the way, I still believe that ITF = "In the Face!" deserves a place among the barrel acronyms.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 13, 2013, 05:03:50 am
Haha. ;D Thanks Scott, I edited the typo. When I have time I'll add in the extra like 8 terms I've received from people. I kinda like waiting till I have a good amount to add. I'm also toying with the idea of listing some of the less common terms by who uses/coined them.
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 13, 2013, 06:41:52 am
I'm also toying with the idea of listing some of the less common terms by who uses/coined them.

In that case, here are a few:

Get 'Em!

Dean's hammer-wielding war cry on the rivets screen, while chasing the bad guys along the middle girder.

Dry Hammer or Cold Hammer

Also on the rivets stage, Dave's description of a hammer grab that ends up yielding zero smashes.

Boom Baby!

Vincent.  No explanation necessary.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 13, 2013, 08:32:15 am

Boom Baby!

Vincent.  No explanation necessary.


You do know Steve Wiebe used this phrase first, right? -at least in a DK context. ;)
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 13, 2013, 08:35:44 am
You do know Steve Wiebe used this phrase first, right? -at least in a DK context. ;)

I do now.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 13, 2013, 08:41:37 am
Actually I just double checked, and it turns out Steve only says "Baby! New Highscore!" But, as Vincent would say: "Close Enough!"  ;D
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 14, 2013, 12:57:55 am
How about some definitions in need of terms?

Here's one:

__________________: getting through an extremely difficult situation or screen - often involving a significant investment of tension, time, and ingenuity - only to die almost immediately thereafter due to a no-win screwing, boneheaded mistake, or control mishap.
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 14, 2013, 02:51:37 am
Two of my own:

The Double-Death: an oft-observed phenomenon after a death, wherein a second death comes almost immediately. In many cases coincidental; in others undoubtedly psychological in nature.

Democrats: A group of two to five "left-leaning" firefoxes who, at the beginning of a rivet screen, make an uncharacteristic rush for the left side, often forcing the player to abandon both of the standard patterns and play freestyle.
Title: Re: Donkey Kong Terms/Acronyms
Post by: homerwannabee on February 14, 2013, 03:29:40 am
Two of my own:

The Double-Death: an oft-observed phenomenon after a death, wherein a second death comes almost immediately. In many cases coincidental; in others undoubtedly psychological in nature.

Democrats: A group of two to five "left-leaning" firefoxes who, at the beginning of a rivet screen, make an uncharacteristic rush for the left side, often forcing the player to abandon both of the standard patterns and play freestyle.

How bout Republican: A group of two to give "right-leaning" Firefoxes who, at the end of a rivet screen hog the very top right rivet without leaving.
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 14, 2013, 04:11:05 am
Well, the fire seems to go Republican by default. I only take special note of the "Democrats" because they're relatively uncommon.   

Of course, they're both major pains in the ass in their own ways and I'm not particularly fond of either. ;D
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on February 25, 2013, 12:55:34 am
Terms have been added. List is updated. BOOM, baby!
Title: Re: Donkey Kong Terms/Acronyms
Post by: homerwannabee on February 25, 2013, 04:34:27 am
Well funny enough, I was just thinking about another term

Using the force:  This is where a person relies on their powers of intuition in order to accomplish something.  For instance lessor skilled players will "Use the force" when dealing with the springs in the elevator stage.  Instead of using any rule of thumb they go when they feel that it's safe.

Using the force is also common among all players when dealing with the random fireballs.   Feeling that the fireballs seem friendly enough to risk getting that top hammer on the rivet stage.
Title: Re: Donkey Kong Terms/Acronyms
Post by: homerwannabee on February 26, 2013, 05:38:04 pm
OK, here is another term I came up with.  Little Italy.   The platform you jump on after the second elevator because the platform resembles the shape of Italy.
Title: Re: Donkey Kong Terms/Acronyms
Post by: VON on February 26, 2013, 10:03:18 pm
Alright calm down spaz, Italy's boot tip faces west.
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on February 26, 2013, 10:25:01 pm
I do see a boot-like shape, now that you mention it, but looks to me more like a Christmas stocking.
Title: Re: Donkey Kong Terms/Acronyms
Post by: LMDAVE on February 27, 2013, 10:15:41 am
I was called crazy once for saying the entire elevator board spelled ROSS.  :o

(http://pic90.picturetrail.com/VOL2150/904309/21260953/405809470.jpg)

Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on February 27, 2013, 11:42:18 am
I was called crazy once for saying the entire elevator board spelled ROSS.  :o

Interesting.  On the Level 8 conveyors, if you extract the music that plays while the hammer is active, and play it backwards at a slightly slower speed, it sounds like someone is saying, "You can play the piano, or you can play zone coverage.  What's the difference?"  The nice men with the clipboards and the white lab coats seemed very interested to hear my opinions on a variety of other topics.   ;)

Title: Re: Donkey Kong Terms/Acronyms
Post by: Xermon54 on February 27, 2013, 01:59:46 pm
Haha Dave, that's pretty funny. I don't know how/why you thought about that, but good job! haha.

And Scott: What you just said is pretty scary! I will no more take any hammer in Donkey Kong, I don't want to hear that song in reverse!
Title: Re: Donkey Kong Terms/Acronyms
Post by: LMDAVE on February 27, 2013, 02:24:11 pm
Haha Dave, that's pretty funny. I don't know how/why you thought about that, but good job! haha.


Haha, well they say you only use 10% of your brain under normal activity, during DK, your brain is really churning, and probably just see things I don't normally see. I probably saw the R and O first and was thinking  about 3 -letter initials being used in the game. Then saw the double SS sort of merged together. lol.

(TRIVIA: what video game incorporates the players initials in 1st place into the game?)

Back to the original topic. (These are just my own personal usages so don't expect them to make the list)

When taunting on rivets, if the fireball below you gets locked on the 3rd girder below you and just moves back and forth never to come up, I call it a LURKER.

Whenever a fireball goes up a ladder on barrels before you hammer it, it'll sometimes come back down, what I call "Giving Seconds".
Title: Re: Donkey Kong Terms/Acronyms
Post by: marky_d on February 27, 2013, 02:48:54 pm


(TRIVIA: what video game incorporates the players initials in 1st place into the game?)


Isn't there two (at least)?
Title: Re: Donkey Kong Terms/Acronyms
Post by: hchien on February 27, 2013, 03:48:43 pm
Crystal castles.  Not sure of the 2nd... Lode Runner?
Title: Re: Donkey Kong Terms/Acronyms
Post by: LMDAVE on February 27, 2013, 03:52:09 pm
Crystal castles was the one I was talking about , the other? marble madness?
Title: Re: Donkey Kong Terms/Acronyms
Post by: Jeffw on February 27, 2013, 04:19:32 pm
No Dave, the elevator screen clearly spells "Jeff".

(http://i198.photobucket.com/albums/aa293/jcharrist/Jeff_Elevator_zps9e4bfee9.jpg)
Title: Re: Donkey Kong Terms/Acronyms
Post by: VON on February 27, 2013, 05:38:09 pm
Lmao, these forums rule!

When taunting on rivets, if the fireball below you gets locked on the 3rd girder below you and just moves back and forth never to come up, I call it a LURKER.

I'm glad this came up, as Dave has given a specific example of the sort of behavior I was trying to describe with my definition of "dopey" fireballs.  "Lurkers" are essentially "freezers" that have become permanently fixed in rather innocuous routines.  Another example that can be seen often enough is the fireball on the barrel board that gets stuck below the 4th girder broken ladder.

Recognizing "lurkers" becomes quite relevant when point-pressing, when knowing for certain that a fireball will not change course enables further leaching/grouping etc..
Title: Re: Donkey Kong Terms/Acronyms
Post by: mikegmi2 on February 28, 2013, 05:59:47 am
It clearly spells Mike:
(http://i841.photobucket.com/albums/zz335/mikegmi2/743159E3-868E-454E-B281-4D9B9D91FB9E-2416-000003F94E8CBAA6.jpg)
Title: Re: Donkey Kong Terms/Acronyms
Post by: marky_d on February 28, 2013, 10:31:35 pm
Crystal castles was the one I was talking about , the other? marble madness?

I was thinking of Tetris.
Title: Re: Donkey Kong Terms/Acronyms
Post by: marky_d on February 28, 2013, 11:58:28 pm
Warping or Warp to L=5: This means to run through the more difficult early screens quickly and safely, sacrificing a few points for the purpose of getting the momentum for a long game going. This tactic is often used in a tournament setting, or perhaps playing in an arcade where a limited number of plays are feasible or a time limit must be adhered to, and time cannot be wasted restarting multiple times.
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on March 01, 2013, 12:02:49 am
This tactic is often used every single time I play.  ;D

The start levels can kiss my butt. Warping 4 lyfe!
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on March 12, 2013, 12:58:30 pm
Added PPP and Warping (Thanks guys).

I know there were more suggestions somewhere, but I seem to have forgotten where they were on the forum (or what they were -if they were suggested in a twitch chat). Scott, I think you may have had other good ones. If you can remember them, post them here and I will add them!

Also, Chris P. has used 'Tailboner' to describe clearing the final rivet while landing on your knee/butt. I seem to recall that there was another, more widely used term for this (was it 'The Rockstar' or something?). I think it was coined by Ross or Dave, but I'm not sure. Please let me know what that term is, as I will add it to the list and have both of the names as options.
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on March 12, 2013, 01:16:00 pm
Added PPP and Warping (Thanks guys).

The exact wording I used for PPP was "pixel perfect positioning", describing your difficult rivet maneuver.

Both "placement" and "precision" work just as well, if not better.   :)

Title: Re: Donkey Kong Terms/Acronyms
Post by: Fast Eddie on March 12, 2013, 02:35:39 pm
'the tail buster' was described in the how to win at donkey kong book...

 8)
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on March 13, 2013, 07:30:16 am

As promised, Mitch, a few additions:

The "Blue Screw"

A blue barrel that is immune to a hammer smash, either by rolling down a ladder or as a haphazardly tossed wild barrel, rendering the top hammer less productive than it normally would have been.

The "Whiff"

An attempted hammer grab that hauls in nothing but air.  Most effective when spoken using a Dan Patrickesque vocal inflection.

JRTFBDN

A "tough love" phrase of encouragement, advising a player to complete each stage using a low-risk, conservative approach.  Normally reserved for players in the Southern Hemisphere during online streaming sessions.

Title: Re: Donkey Kong Terms/Acronyms
Post by: TheSunshineFund on March 13, 2013, 08:00:58 am
JRTFBDN

What's the DN stand for?
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on March 13, 2013, 08:39:07 am
JRTFBDN

What's the DN stand for?

I wasn't really sure if "DN" was one word, or two.

D = A nickname for Richard
N = Nose

Title: Re: Donkey Kong Terms/Acronyms
Post by: TheSunshineFund on March 13, 2013, 09:34:51 am
JRTFBDN

What's the DN stand for?

I wasn't really sure if "DN" was one word, or two.

D = A nickname for Richard
N = Nose

I'd probably go with one word since it is essentially a type of nose.  However, for the purposes of the acronym list it is likely more efficient to keep as is  8)
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on March 13, 2013, 10:08:59 am
I'd probably go with one word since it is essentially a type of nose.  However, for the purposes of the acronym list it is likely more efficient to keep as is  8)

Agreed.  It's also less ambiguous.  Using "D" by itself opens the door for multiple suffix possibilities:

I'm sure there are plenty of others in use.

Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on March 15, 2013, 08:22:20 am

Hey Mitch, I'm surprised we let this one slip through the cracks:

Overhead Smash

Smashing a barrel or fireball as it descends a ladder, by standing at the base and quickly changing direction, causing the hammer to immediately snap to an overhead position.  A risky move if not timed properly.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on March 15, 2013, 02:24:58 pm
Added 'blue screw', 'whiff', and 'overhead smash'. I'll add the other one to the Staalisms thread.

Scott, I'm not so sure that changing direction affects whether or not the hammer snaps to the up position. I tested it a bit with frame-skip, and the hammer just seems to change on it's own constant timing. I vaguely remember a discussion about this on the old TG forums, I believe, where it was concluded that you can't control the hammer cycle like that. I may be wrong. Can anyone pipe in and let us know for sure?
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on March 15, 2013, 03:40:09 pm
Scott, I'm not so sure that changing direction affects whether or not the hammer snaps to the up position. I tested it a bit with frame-skip, and the hammer just seems to change on it's own constant timing.

I should never have told you guys how to advance frame by frame.  I fear that I may have created a monster.  Should you decide to use that knowledge for evil, I will not be held responsible.   ;)

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on April 05, 2013, 02:43:59 pm
Add the acronym BBB. Thought it might be helpful for twitch chat conversations.
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on April 05, 2013, 04:50:01 pm
Add the acronym BBB. Thought it might be helpful for twitch chat conversations.

A couple of related acronyms:

THO

Top Hammer Only

DHBB or 2HBB

Double Hammer on the Barrel Boards

It takes less effort to type "2HBB game" than "I played the game, taking both hammers on the barrel boards."

I've never actually seen anyone use these.  I'm just throwing them out there.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on April 05, 2013, 10:30:14 pm
How about TH and DH (or BH for 'both-hammers'), with BB just assumed? I have been using NH for 'no-hammer' for quite a while, and I think others have too.
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on April 06, 2013, 07:38:30 am
How about TH and DH (or BH for 'both-hammers'), with BB just assumed? I have been using NH for 'no-hammer' for quite a while, and I think others have too.

Agreed that BB can safely be omitted.  No one is going to assume a pie factory stage.  On the rivets board, the terms "weave" and "star" imply the number of utilized hammers.

Against my better judgment, the geek in me wishes to make an appearance.

For the items immediately preceding "hammer", I prefer consistency:

1H and 2H  (self-explanatory)
SH and DH  (single, double)
TH and BH  (top, bottom)

Let's round out the group with a few more examples.  There are plenty of others.  Don't take them seriously.

UH and LH  (upper, lower)
AH and BH  (above, below)
SH and BH  (summit, base)
ZH and NH  (zenith, nadir)

I would most likely use 1H and 2H.  Both are intuitive and unambiguous, although technically not acronyms.  Then again, I should point out that none of the terms we've defined are really acronyms; they are initialisms.  The difference is whether the item is pronounced as a word, or letter by letter (ex: NASA is an acronym, FBI is an initialism).

SH and DH are less obvious.  Whenever I see DH, I immediately substitute "Designated Hitter", even though it has nothing to do with DK.

TH and BH are ambiguous.  BH can represent "bottom hammer" or "both hammers", although use of the top hammer can be inferred from either one; "both" is explicit, while "bottom" is suggestive.  Unless the timer is an issue, how many players skip the top hammer after taking the bottom one?

Final Recommendation:  It might be best to not include any of these in the master list.  They're probably unnecessary.

Before anyone comments, I already realize I'm thinking way too much about this.   ::)

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on April 12, 2013, 06:56:34 am
Added 'The Transition/Trans', 'The Reverse Weave/Juicebox' and 'The Strategy/Strat'.

Still thinking about the hammer acronyms, Scott.

Also, should the 'normal' no-hammer Rivet patterns have names as well? I was thinking that the one where you get the 2nd rivet from the top on the left first could be called 'The Orthodox'.

Edit: I'm also very open to feedback. If there is a typo or if you think some word is just stupid to have in the list (maybe because it is just not practical to use, or my definition is improper) LET ME KNOW! I'm definitely not one to get offended when people point these types of things out to me! :)
Title: Re: Donkey Kong Terms/Acronyms
Post by: lakeman421 on April 12, 2013, 09:06:28 am
I don't know if this one is on here yet, but after I collapsed on a game one time we came up with the acronym "CAB" for Crash And Burn.  Typically where the first man sets up for a potentially great game followed by three deaths pretty close to each other.
Title: Re: Donkey Kong Terms/Acronyms
Post by: Milehighdt on April 12, 2013, 12:13:07 pm
Quote
I was thinking that the one where you get the 2nd rivet from the top on the left first could be called 'The Orthodox'.

Count me as one who doesn't think that fits since most of the top scores achieved didn't employ that method. Up and over would be my pick but I would have to think about it. This approach lets me get to the right side fairly quickly but the reason I go with it is that taking that rivet on the left gives me some safety when retreating from the right as fireballs have to climb or descend to obstruct my way back. A name incorporating that info may be better but I can't seem to come up with anything good right now. 
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on April 12, 2013, 04:33:57 pm
Robbie, I've also heard that called the 'Mletdown' (yes, purposefully misspelled, because of Allen...), as well as 'Bombing Out'. Not sure which one to use... :/

Jeff, yeah, I figured there are so many patterns/strategies used during NH attempts that calling one 'The Orthodox' might not work. What are the other main strategies -getting the 2nd rivet from the bottom on the left first, then going for the top right?
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on April 12, 2013, 06:53:45 pm
I like "meltdown." That's the term I use.

Actually I love "mletdown", but it will be too easy to mistake that for a typo.
Title: Re: Donkey Kong Terms/Acronyms
Post by: Milehighdt on April 12, 2013, 10:05:35 pm
Mitch
Quote
What are the other main strategies -getting the 2nd rivet from the bottom on the left first, then going for the top right?

I haven't seen to many games employing that route. From the games of Dean and Jeff Williams they grab the bottom rivet on the left, climb the left middle ladder  (most times getting the second rivet from bottom on left), then climb middle ladder and move right to get the two top rivets.

I don't know what Estel does most of the time but he was using the across the bottom method when I last watched him(I wanted to review his 700k+ game to see but I couldn't get his twitch page to load)
Title: Re: Donkey Kong Terms/Acronyms
Post by: marky_d on April 26, 2013, 03:36:37 pm
Why isn't Yahtzee on this list? I'm pretty sure this references 5 (or more) fireball smashes with the bottom hammer while on the rivet screen.
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on April 26, 2013, 04:12:48 pm
Wow...my bad!  ;D I will add that!
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on May 04, 2013, 10:50:12 pm
Added: 'Piemageddon'

Thanks goes to Jeff Harrist for the suggestion.
Title: Re: Donkey Kong Terms/Acronyms
Post by: corey.chambers on May 09, 2013, 07:05:31 am
Great thread, Mitch! I would love to see that triple jump in action!
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on May 09, 2013, 10:49:37 am
Here you go!: http://www.twitch.tv/jeffw356/c/883264 (http://www.twitch.tv/jeffw356/c/883264)
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on May 23, 2013, 01:48:22 pm

Here's another one I've never heard used, at least not in a DK context.

I'll just "run it up the flagpole", since I believe it's remotely worthy of consideration.

Bagel  (Synonym = Donut)

A Zero Point Barrel

Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on May 23, 2013, 03:08:20 pm
That is a superb, and necessary, term.

"I almost got a perfect zero on 1-1, but I screwed up when donuting the last barrel!"
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on May 23, 2013, 03:21:30 pm
That is a superb, and necessary, term.

"I almost got a perfect zero on 1-1, but I screwed up when donuting the last barrel!"

Yeah, both can be used as either a noun or verb.

"I could have had 12k on Level 5-1, but I got severely bageled during the transition."

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on May 23, 2013, 05:33:54 pm
Hahaha! Ok, I'll add it!
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on May 26, 2013, 04:17:27 pm

Here's one that Dave uses frequently during his live DK streams. I think it merits inclusion in the "Barrel Stage Terms" section (or perhaps "General Terms/Multiple Stages").

Giving Seconds

A situation where a fireball initially eludes the hammer by darting up or down a ladder, then graciously returns, giving the player a second opportunity to dish out the deserved punishment.

Example (during the latter half of the hammer cycle):  "Come on, give me seconds."

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on May 26, 2013, 04:34:14 pm
Thanks, Scott. Added!
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on May 26, 2013, 05:00:33 pm
Is there a term for when it shows up again right after the hammer expires?

Whatever that is, it's my specialty.
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on May 26, 2013, 05:04:32 pm
Thanks, Scott. Added!

Actually, I'm just the messenger.  Dave is the one who originally coined the phrase.

Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on May 26, 2013, 05:18:17 pm
Is there a term for when it shows up again right after the hammer expires?

Whatever that is, it's my specialty.

Not that I'm aware of, but such a term is desperately needed.

I'm confident that a collective brainstorming session will produce something witty and appropriate.   8)


EDIT:  Steve Wagner and Ross would both be invaluable on this project.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marky_d on May 27, 2013, 11:28:01 am
'Meltdown' isn't anywhere on this list??
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on May 27, 2013, 01:27:12 pm
Got it!
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on June 18, 2013, 03:32:14 pm

Yikes, how did we forget this one?

Over-Pressing

A point-pressing tactic on the barrel stages, where a player attempts to group and re-jump barrels on the 4th and 5th girders, after the top hammer has expired.

Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on June 18, 2013, 06:22:12 pm
Oh good, I finally know what that means now.

I was afraid to ask because I didn't want to be judged as naive.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on June 19, 2013, 12:13:34 am
Thanks, Scott! Added!
Title: Re: Donkey Kong Terms/Acronyms
Post by: hchien on August 05, 2013, 04:14:20 pm
Vincent Lemay math - numerical calculations most frequently involving DK pace calculations based on body building principles which is often an overestimate.

usage
According to Vincent Lemay math, I'm on world record pace, but I only finished at 1.084M.
Title: Re: Donkey Kong Terms/Acronyms
Post by: Scoundrl on August 05, 2013, 04:39:49 pm
Vincent Lemay math - numerical calculations most frequently involving DK pace calculations based on body building principles which is often an overestimate.

usage
According to Vincent Lemay math, I'm on world record pace, but I only finished at 1.084M.

*like*
Title: Re: Donkey Kong Terms/Acronyms
Post by: ChrisP on August 05, 2013, 06:40:17 pm
For the record, Phil coined the term when Vince said, on August 3rd (https://www.facebook.com/vlemay3/posts/10201170705764228), that the Kong Off was "two and a half months away." ;D
Title: Re: Donkey Kong Terms/Acronyms
Post by: VON on August 05, 2013, 06:48:02 pm
There's no September in Canada.
Title: Re: Donkey Kong Terms/Acronyms
Post by: Xermon54 on August 05, 2013, 06:48:51 pm
Yeah, and I said Phil Tudose was on pace for 1.1m-1.14m, and he finished at 1,089,400.

I do acknowledge my lack of math skills.

But Hank, as for my 1,084m game when I said I was on a WR pace, it was 100% true. I was definitely over the WR pace. I just had a bad conveyer on stage 21 and I lost.... well... close to 50k. Trust my maths on that, it's possible to lose 50k on a conveyer screen.
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on August 24, 2013, 03:02:31 pm
Added 'Kongrats!"

Let's make this term common jargon, mates!
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on August 24, 2013, 03:28:48 pm
Added 'Kongrats!"

Let's make this term common jargon, mates!

I claim to be the originator of that one!   8)

First coined in Twitch chat about 2 years ago, not sure of the exact date (or whose stream, for that matter).

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on August 24, 2013, 03:39:36 pm
Awesome, Scott! I saw it a few months ago, and I've been propagating it ever since!  :)
Title: Re: Donkey Kong Terms/Acronyms
Post by: TheSunshineFund on September 05, 2013, 10:27:43 am
Love it - Term coined by Allen Staal used to express extreme favor for something (especially when followed by an exclamation point).  ex) "Picked up a Rosetta Stone DVD for DK Language yesterday at a thrift store in Sydney.  Love it!"

Note:  Can also be used as an interrogative when the general consensus of favor might not be as clear.  Must be followed up with a question mark.  ex) "Ross is about to stream some Super Bagman!  Love it?"
Title: Re: Donkey Kong Terms/Acronyms
Post by: TheSunshineFund on September 05, 2013, 10:46:59 am
Kappa - When typed inside of a Twitch/Justin.tv stream results in an image most notably used to denote trolling/sarcasm, however, can be used within the DK community, predominantly at the end of a sentence to represent a wide variety of things inclusive of the above as well as facepalm, self-depreciation, etc.   ex) so....it turns out I am the father after all.  Kappa
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on September 06, 2013, 06:01:26 am
Added!

I made a separate 'Twitch Jargon' category on the bottom, so if anyone has more of these types of words/phrases that the DK community has adapted to its own use, please let me know!
Title: Re: Donkey Kong Terms/Acronyms
Post by: lakeman421 on September 06, 2013, 06:55:16 am
What about Barrel Bukkake?  When you are in danger and Kong throws multiple barrels in a row.  All over YOUR FACE!
Title: Re: Donkey Kong Terms/Acronyms
Post by: JNugent on September 06, 2013, 08:26:22 am
Kappa - When typed inside of a Twitch/Justin.tv stream results in an image most notably used to denote trolling/sarcasm, however, can be used within the DK community, predominantly at the end of a sentence to represent a wide variety of things inclusive of the above as well as facepalm, self-depreciation, etc.   ex) so....it turns out I am the father after all.  Kappa

It's about time.  Kappa.
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on September 08, 2013, 11:55:13 am
Vincent and I, by the power of the over-abundant Saiyan fusion power present in Phil's stream, just united our awesome word-making, acronym-creating abilities to combine and forge this immortal term:

Yolovit: YOLO! -love it?!
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on September 21, 2013, 09:31:02 pm

Invisible Death

A sudden restart on Level 1-1 or 1-2, where an unacceptable score is imminent.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on September 28, 2013, 11:08:43 pm
Added!:

Trudeaux
Yoleaux
Invisible Death
Barrel Bukkake
Title: Re: Donkey Kong Terms/Acronyms
Post by: Milehighdt on January 01, 2014, 03:02:44 pm
I think we need a better way to describe the different rivets. Use 1-4 for the levels where rivets are and L , R for left or right side.

1L,1R,2L,2R,etc.

so

Star Pattern: 1L, 3L, 4L, bottom hammer , 2L, 2R

Weave Pattern: 1L, 2L, 3L, 4L, top hammer

The Trudeaux/Trudeiauoeaux Pattern: 1R, 1L, 3L, 4L, bottom hammer , 2L, 2R

The Staal or abanded star: 1L, 3L, 4L, top hammer

The Strategy/Strat (no hammer) :  Run right, 3R, 4R  or Run right, 4R, 3R

The Wolfepath (no hammer) : 3L, 3R, 4R    ;D

unnamed (dean and jeff ) (no hammer) : 1L, 3R, 4R
Title: Re: Donkey Kong Terms/Acronyms
Post by: stella_blue on March 17, 2014, 04:34:04 am

A couple of new ones (1 term, 1 acronym):

The Mario Shuffle

Coined by Tim Sczerby.  The double backjump performed by Mario when the player attempts a 2x100 barrel jump on the 6th girder.

TIME

Tears in my eyes.  No further explanation necessary.

Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on March 17, 2014, 01:44:27 pm
Nice. I'll add "TIME" to the Staal Terms thread, though.

EDIT: While we're add it, anyone else have other terms to add here or in the Staalisms thread? I's been a while since I updated either of those, and I'm sure they're both missing out on some new terms.
Title: Re: Donkey Kong Terms/Acronyms
Post by: muscleandfitness on April 22, 2014, 06:05:56 pm
Wht da lol love it  The Staal or abanded star: 1L, 3L, 4L, top hammer
Title: Re: Donkey Kong Terms/Acronyms
Post by: Shnypz on April 22, 2014, 09:28:26 pm
Toyota - When clearing the last rivet using a jump and jumpman freezes in mid-air as Kong falls to his doom.

For reference > https://www.youtube.com/watch?v=yl0IMrI3kyk (https://www.youtube.com/watch?v=yl0IMrI3kyk)
Title: Re: Donkey Kong Terms/Acronyms
Post by: marinomitch13 on April 22, 2014, 09:53:45 pm
LOL!
Title: Re: Donkey Kong Terms/Acronyms
Post by: Rev John on March 16, 2018, 04:57:17 pm
Finger of Cheating - a new term that is being bandied around at TG, no idea why

Murderbarrel - I read this term somewhere on DKF, I can only imagine it refers to those fast heat-seeking wild barrels.  The name is very apt, for me at least