Forest Frenzy GBC

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Level Details
Game Donkey Kong Country GBC
World name Vine Valley GBC
Level name Forest Frenzy
Previous level Tree Top Town GBC
Next level Temple Tempest GBC

Get ready to jam out.

Any%

  • A quick overview of rope mechanics: Ropes spawn based on the camera's position like any other entity. You cannot roll through ropes, so rolling into them without jumping is usually fastest. Holding B on the ropes makes you climb up/down faster. It does not matter which side you're on when you jump off the rope. Jumping off ropes gives you a huge horizontal launch, although you decelerate quickly in the air.
  • Look for visual cues in the background to indicate where to jump. Jumping off the ropes from as high as possible, as early as possible, is fastest.
  • There are a couple intentional dead rolls at the start of the level, these don't lose any time since you need to wait for the ropes anyways.
  • At 0:07 a camera lock is used to stall the rope above the K. This strat is called "The K. Roll," it's the first ever implementation of the tech of the game and it saves about 2 seconds. A slightly safer way to set up the roll is from below the platform, waiting a moment for the Kritter to come down. It's barely possible to make the jump across without the camera lock, but it's more difficult and theoretically slower.
  • Jumping early at 0:12 doesn't save any time, the 2nd rope is already spawned in by the time you cross the bee's position.
  • At 0:21 it's slightly better to run forward briefly and roll through both Kritters instead of rolling immediately and hitting only one.
  • Do not forget to jump into the rope at 0:41, it's the only one you need to jump to reach (of the ones which aren't already moving).
  • 0:41 - down, up, down, down, up, up, down, up.
  • At 0:54 it helps to get gravity glitch as you jump off the rope so you can float further across the gap under the bird.
  • 0:58 - down, up, up, up, up, up, up.
  • Look for a visual indicator to jump right after the bananas to start bouncing the birds. After jumping off the rope, make your way over to the bonus - bouncing all the way to the end could theoretically save 3.5 seconds, but it's not possible for humans.
  • Ideally you want to lose the bonus and touch the ground as quickly as possible, which means having the item spawn while you're on top of the barrel moving down. You can use the music to help time the jump. Losing the game is about a second faster than winning it. Depending on how Coral Capers went and assuming you still have perfect overworld movement, barrel #3 should be safe from winning.

87%

  • There's another extremely aggressive damage boost at the start to get DK in front for the stickerbook. The 2nd rope at 0:12 spawns in when you're about lined up with the right side of the bee. By jumping forward you can spawn the rope in early, then take damage on the bee and retreat back to the 1st rope safely. Don't jump too early or turn back too early, if you bring the camera too far back the rope will despawn and have to spawn in again naturally and the entire maneuver will lose time. Similar to the damage boost at the end of Vulture Culture, this only nets about 0.25 after accounting for the DK barrel that has to be picked up later.
  • After getting Diddy back you can put him in front again whenever you're ready.
  • If you are still carrying the RNG manip for Candy's Challenge 3, barrel 4 is safe in bonus 1.
  • Be careful bringing the barrel over to bonus 2, the Kritters like to eat it. The best way through is to kill the first 3 on the ascent, using the last one to roll back to the barrel, then run under the next 2 on the descent. At least if you lose this one early you can use the buried DK barrel as a backup.