Oil Drum Alley GBC

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Level Details
Game Donkey Kong Country GBC
World name Kremkroc Industries GBC
Level name Oil Drum Alley
Previous level Really Gnawty Rampage GBC
Next level Trick Track Trek GBC

The last bonus we all found as kids.

Any%

  • Assuming you took the damage boost in Really Gnawty Rampage, you won't have DK here. It's optimal to play the level without him and wait to grab him in Trick Track Trek, but you can take the first DK barrel for safety at the cost of only about 2 seconds.
  • Jumping off the rope at the start is slightly faster if done optimally.
  • Immediately after the first oil barrel is a big roll setup using gravity glitch. You need to do a full jump, holding A until reaching the ground, roll from far enough left and hit both Kritters. If you do everything correctly you'll float over the oil barrel with and ledge extend before landing so the roll can continue through the next two Kritters.
  • It's possible to use camera manipulation to land in front of the Gnawtys and roll through them, but this is more of an IL strat.
  • At 0:09, roll from the top platform to land on the buried TNT barrel, getting a box boost.
  • At 0:14, roll off the ledge next to the Gnawty to land on the buried DK barrel, getting another box boost. Camera locking this roll allows you to hit the Kritter and boost all the way into the blast barrel. Jumping up from the gap and into the side of the blast barrel is slightly faster than jumping over the gap and landing in the top of it. If you do this roll without the camera lock, make sure to jump before reaching the end of the platform or you will dead roll.
  • At 0:18 position yourself in the center of the platform and roll as the Kritter comes down, this allows you to reach the third Kritter. It's a good idea to recover stamina.
  • If you bonk into an oil drum it will take away all your speed, unlike normal walls, so it's slightly faster to jump before rolling into them.
  • At 0:25 jump up to the right side of the oil drum and roll onto the buried DK barrel for a third box boost. As long as you land on the right side of the drum you shouldn't take damage.
  • The roll directly into the Rambi box is not entirely consistent, it seems to work based on getting a dead roll while falling through the tire. It's fine to just jump down into the pit for better consistency. Also be sure to turn right before landing to transfer some intial speed to Rambi.
  • An overview of Rambi mechanics: Similar to Expresso and Winky, Rambi is the same speed as the Kongs in the air, which is slower than his ground speed, so it's best to stay on the ground as much as possible. Unlike Expresso and Winky, holding B is necessary to run at top speed. Rambi's ground speed is a little slower than the Kong's default unboosted roll speed, but after accounting for the Kongs needing to jump or walk between rolls, Rambi's average speed is slightly higher. Rambi also has a "buck" attack he can do by pressing B which gives him a fixed upwards speed and can be used as a mini double-jump. This buck will trigger automatically near enemies but is not needed to kill them.
  • Holding A while spawning Rambi will cause you to bounce off the tire immediately. You want to get gravity glitch from this bounce, and fortunately for some reason the game will hold A for you in this situation, even if you release A you'll still do a full height jump and get it when you land.
  • The oil barrels all have the same timing and only require you to slow down a small amount. Simply jumping is enough, but if you jump very optimally you can reach the fire and take damage so be careful to get just a little bit more air time.
  • Bucking over the pit at 0:29 instead of jumping keeps Rambi in his "grounded" state so he runs at full speed. If you go too fast you can take damage on the oil barrel so make sure to release B for just a few frames before bucking.
  • Not jumping means Rambi will keep gravity glitch to the Kritters at 0:33 and this will cause his buck to be extra floaty. If you just keep running forwards and auto-buck through them you'll fall off the platform and probably accidentally end up in the bonus. Therefore it's important to manually buck these Kritters so you don't fall. If you jumped and don't have gravity glitch, auto-bucking is safe and faster.
  • It's possible to reach the oil barrels at 0:39 and 0:41 by buck-jumping but you will take damage.
  • During the end sequence at 0:48, buck-jumping is used to gain lots of extra distance and reach the second oil barrel in each pair. You must briefly stop at the start to not take damage on the first pair, but after that you can keep holding right. It's important to keep A held through as much of the jump as possible here, since holding A maintains low gravity which makes the buck extremely floaty.
  • Since Diddy rolls a little faster than Rambi runs, it's slightly faster to switch at the end and roll into the goal. If you have your stamina, two rolls is faster, but if you don't then be careful not to dead roll.

87%

  • The buried TNT barrel at the start will usually bounce you high enough to grab the rope, so ideally you want to wiggle left a little bit in order to not grab it.
  • Be careful jump-throwing barrels, the way it works is a little jank. Once you release B it's like your other buttons get stuck, so if you're holding right and A you'll get stuck in a max height jump. This is what you want in this situation, so be careful not to release A early or you'll get a very small jump and the barrel won't reach its destination. It's also fine to just run forward and throw from the ground.
  • In bonus 1, the timing to fire the blast barrel to the left instead of diagonal is very tight, either time this shot or mash A hard.
  • There's a stickerbook in this level so DK is needed. Taking the barrel at the start or the one after the midpoint are both about the exact same amount of time, so the first one is taken for safety. The jump throw also requires a max height jump.
  • The bonus inside a bonus: The banana prize in bonus 2 is required to open bonus 3. Going from barrel 1 to 3 to 2 skips one phase and saves a small amount of time, but it's fine to just do them in order.
  • The rest of the level looks the same until bonus 4 and the stickerbook. There's no further use for Donkey so he does his job and goes away.
  • Taking damage with Diddy in Really Gnawty Rampage and and playing this level with DK might be viable route, although DK's movement is a lot more complicated here and he can't necessarily do everything Diddy can. The two extra swaps only cost 1 second.