Blackout Basement GBC

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Level Details
Game Donkey Kong Country GBC
World name Kremkroc Industries GBC
Level name Blackout Basement
Previous level Mine Cart Madness GBC
Next level Boss Dumb Drum GBC

Lots of long, empty platforms turn this level into a roll puzzle where the goal is to extend rolls as long as possible. Fortunately it's possible to see in the dark with good backlighting, but a lot of memorization is still required.

Any%

  • This run was filmed with the memory variable 0312 frozen at the value of 128, which allows the lights to stay in the "on" position for the duration of the run. It also causes transitions to occur abruptly.
  • Before hitting the very first Kritter, do a full-height jump to get gravity glitch in order to allow the boosted roll to float across to the next platform. Reroll immediately through the next Kritter, then use the stored extended roll to reach the next set of Kritters.
  • Another gravity glitch at 0:14 allows this roll to coast across the tire, saving a small amount of time.
  • The roll at 0:17 is optimized by starting as far right as possible while ensuring that the first roll extends right before hitting the third Kritter. This allows you to bank another extension and carry the boosted roll all the way to the end of the platform. If done optimally, you'll be able to walk for 10 frames before rolling off the edge.
  • At 0:22, try not to bounce on the buried O.
  • The jump off the moving platform at 0:28 is not precise with a good setup. You'll need to memorize the platform's location and be able to visualize where it will be, you will not be able to react to it upon seeing it. Try to land as far right on it as possible, since it's moving left it will slow you down, but if you don't land on the edge it helps to run forward a little before rolling.
  • When you land on the platform at 0:30, do not roll immediately. Run to at least the middle of the platform before rolling.
  • The rope swing at 0:33 can be skipped with a camera locked roll but the jump off the rope is so precise that this strat should not be attempted in full-game runs.
  • You can fall quite far into the pit at 0:48 to jump into the bonus from the side, but it's fine to jump earlier and just land on top. Try to avoid the banana.
  • The bonus is just used for uncovering the steel barrel. It's possible to get the barrel without using the bonus by doing a big jump and releasing A at the top to fall down onto it with speed - however, this technique is quite inconsistent, since it fails on certain frames even when the threshold downwards speed is reached. This saves less than a second if done first try and loses time after that, so for full game runs it's probably best to just take the bonus.
  • Once you get the steel barrel, just throw it against the wall and ride it to the end. You can throw the barrel from pretty close to the wall, then buffer a roll to the right while throwing to catch it. A jump throw is not recommended here, as jump throws are jank. The final jump over the Klaptrap is pretty precise and it's common to bounce him and end up on top of the goal - the optimal jump position is quite far to the right but not too far or you'll hit him on the way up. It may help to use the background decals to find the proper lineup.

87%

  • Filmed without any memory manipulation to show what the level looks like with normal lighting.
  • This route looks the same as any% until you ride the steel barrel into the final bonus.
  • If you hop off the barrel before it hits the wall you can swap to DK during the bonus reveal jingle for free. Do not jump off the barrel before it travels to the right and bounces back or it will despawn. If you jump off without holding left there is no risk of entering the bonus early.
  • Again, jumping over the Klaptrap is difficult, it's easy to accidentally stomp him and end up on top of the goal.