Donkey Kong Strategy > Advanced Donkey Kong Strategy

dealing with wild barrels.

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ChrisP:
I say a little prayer of gratitude every time I play Donkey Kong and remember that the designers somehow decided that Type 3 wild barrels were "harder" than Type 1 and 2. I don't know how they could have possibly decided that was true, but I'm glad they were wrong.

Can you imagine how miserable playing this game would be if every barrel screen were like L3-1?

I love how mistakes - like this one, and the kill screen bug - are in many cases what make the game as great as it is. It works totally by accident.

mikegmi2:
Agreed Chris...or how about how the speed of the barrels and the length of Jumpman's jump is just enough to perform a "backjump".  Did they do that on purpose, or is it conincidence?  Pretty cool coincidence.

Or the Super Jump...did they design it that way as like some sort of secret way to pass up the Elevator screens quickly?  Or was it a screw up?

Wall jumps too...they're quite usefull in getting out of tough situations (unjumpable barrel combinations, dodging a fireball, escaping firefoxes, etc).  I'd guess this was done on purpose...since it would be very easy to just code it so that if you jumped off a platform you just fell to your death, but who knows...?

up2ng:
Wild barrels are not "steerable" in the way that normal barrels can be steered with user directional input.  You have to use careful positioning with respect to the wild barrel's bounce point in order to influence how it bounces in such a way that is more advantageous to you.


--- Quote from: marinomitch13 on February 03, 2013, 09:10:25 pm ---All wild barrels are dictated to some degree by Jumpman's location.

--- End quote ---

Actually, my understanding is that internal difficulty 1 (and 2) wild barrels are just plain random -- not caring about Jumpman's location at all.  The difficulty 3 (and 4) as well as difficulty 5 wild barrels DO bounce in a manner that is influenced heavily by Jumpman's location (his left/right proximity to the bounce point).


--- Quote from: marinomitch13 on February 03, 2013, 09:10:25 pm ---Level 3 wild barrels almost perfectly redirect towards jump man with a bit of variance (Hank and I have both run tests and seen a slight element of randomness...i think much of it has to do with the randomness of DK's initial throw of the barrels).

--- End quote ---

There is some randomness regarding precisely how or where these wild barrels will bounce, but they are predictable to within a certain range of possible outcomes.  Your explanation that is has to do with the randomness of DK's "initial throw" is flawed.  All wild barrels actually begin the same way -- DK drops them STRAIGHT DOWN onto the girder that he is standing upon.  (This is why there is a such thing as a "bomb" after all...)  How a wild barrel bounces off of this, and all successive girders is based on the internal difficulty -- for internal difficulty 3, it is based heavily on Jumpman's location and yet the exact nature of the bounce is slightly random.

marinomitch13:
Dean, you are correct about DK dropping them on his own girder. That totally slipped my mind. Then, yeah, the release point makes no difference at all.

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