Orang-utan Gang GBC

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Level Details
Game Donkey Kong Country GBC
World name Vine Valley GBC
Level name Orang-utan Gang
Previous level Temple Tempest GBC
Next level Clam City GBC

Bouncing Kritters and Mankys are the main ingredients for a crazy camera locking level. There's also a bird.

Any%

  • The steel barrel is very fast. To pick it up quickly, turn to the right before you land so you can grab it without accidentally breaking it against the bee.
  • After throwing the barrel against the wall, buffer a roll to the right to catch it.
  • After hopping off the barrel, do a camera locked roll and buffer a reroll to go straight through the Kritters. This is about 0.6 seconds faster than waiting for them to come back down, which is still slightly faster than roll-walking under them without hitting them. Be conscious to recover your stamina sometime between now and the end of the level.
  • Expresso travels the same speed as the Kongs in the air, but runs 50% faster (which is faster than unboosted rolls), so your goal with Expresso is to minimize air time. Holding B does not affect his speed, nor does flapping. He also loses all his speed on the frame he lands.
  • You can use the bananas to help figure out how to make the jumps over the Mankys as aggressive as possible. Jumping low and flapping early is fine too, just find something you're comfortable with. The third jump can be done without flapping.
  • At 0:27 you can do a brief turn back on the left tree to push the camera back slightly, making it possible to run into the Kritter and damage boost into a massive buffered roll. Make sure to have a fresh B press on the ground. Going to the center of the two trees and turning back slightly longer is also OK here, if the Kritter is further back the boosted roll will cover more distance. This roll will occasionally work without the camera lock but it's really inconsistent, most of the time you'll just roll under the Kritter.
  • Make sure to jump out of the big roll before dead rolling. Ideally you want to line up and roll through the two Kritters in the pit, bringing this roll across to the other side. You need to be fast and precise to get this. If you miss it, you can jump out of the roll and use the stored extended roll, but this is slower than keeping the boosted roll.
  • An alternative method to the big roll is to jump over the first Kritter, then run straight into the Manky and damage boost roll through. Make sure to recover stamina before entering Expresso if you choose this option. This will bring you right up to the edge of the platform, however if you buffer a reroll you won't make it across the gap so it's best to time your B press a couple frames after the roll ends. It's easy to accidentally take damage here, so just buffering the reroll and jumping out of the pit is a safe option which is only a little bit slower.
  • For the camera locked roll through the final Manky, don't position yourself right next to him. You want the roll to ledge extend on the bottom ledge so you can buffer a reroll through the final Kritter to the goal.
  • It's possible to skip the steel barrel and use a couple extra camera locks at the start to hit the Kritters, which is about half a second faster. It's also possible to use another camera lock to plow through the Manky at the end before he throws his barrel. These strats are incredibly difficult and belong on the IL leaderboards, not here.

87%

  • Buckle up, this level gets way more complicated in this category.
  • Make sure to hit all the Kritters on the way to Expresso, if you miss the camera lock make sure to wait for them to come down so you can hit them.
  • At 0:38 you can perform a small "boost jump" by jumping into the wall and clipping the floor on the way up. This puts Expresso into an "air running" state which restores his normal running speed. To clear the Manky, jumping early and low and flapping early seems to be pretty consistent. You want to land early in order to catch the Kritter before he jumps.
  • The Expresso damage boost roll is applied in the opposite direction this time.
  • Do not touch the banana bundles before exiting the bonuses.
  • On the way back, just set up the big roll manually. There doesn't seem to be a consistent and effective way to include the first Kritter in the roll, but it might be doable with some camera tricks.
  • Do not lose the barrel for the last 3 bonuses or you're in big trouble.
  • The 3rd and 4th bonuses spawn you back into two slightly different locations, which is disorienting. After exiting the 3rd bonus, move right. After exiting the 4th bonus, move left.
  • It's a tiny bit faster to snipe the 4th bonus with the barrel since you need to wait for the bonus block to end before the fadeout starts. Be careful with this shot, throwing barrels midair has strange physics. It's like you get stuck pressing whatever buttons you were pressing before throwing. Therefore if you were holding right and A you'll get stuck moving forward in a full-height jump, which is what you want in this situation. After throwing, you'll want to release A in order to air-run, otherwise you can get stuck behind the ledge in the pit, but this only loses time if you don't make it to the bonus before the jingle ends.
  • At 1:17 you can do a quick turn back at the bottom of the tree to reset the Manky, making him much easier to jump over. You'll hear him reset his throw if you get it.