Gangplank Galleon GBC

From DKC Speedruns
Jump to: navigation, search
Level Details
Game Donkey Kong Country GBC
World name Gangplank Galleon
Level name Gangplank Galleon
Previous level Necky's Revenge GBC
Next level None

You'll most likely be looking at your splits trying to calculate how much you PB'ed by during this level.


  • Even though this fight functions mostly like an autoscroller, there are a few nontrivial time saves.
  • The first frame K. Rool is vulnerable is the first frame the crown leaves his hand.
  • During the first and third cannonball phases you can despawn the last two cannonballs, causing him to throw his crown earlier. To do this you simply need to be on the same side of the screen as him, away from the side where the cannonballs are going. This is probably something you do naturally so you might not even notice the time save, but be aware that following the cannonballs away from K. Rool loses time. During the second phase, when the cannonballs end on the same side of the screen as him, this is not possible.
  • Immediately after the 6th hit you will automatically start drifting right, and as soon as you touch the ground the victory fanfare before the fake kredits will begin. After the fanfare, the camera will scroll slowly to the center of the stage, then the kredits will start. You can save time here by positioning the camera as close as possible to the center of the stage before the fanfare starts so that it has less distance to travel before the kredits. The best way to do this is to set up the 6th hit with a full height roll-jump, turning to the right as early as possible midair. Facing right in the air causes the camera's position variable to start moving, putting the camera closer to the center of the screen after the hit. This can save over a second, so it's worth taking a moment to set it up over going for an instant hit.
  • RTA timing for this game ends on the first frame of the victory fanfare, since that is when the game autosaves.