Snow Barrel Blast GBC

From DKC Speedruns
Jump to: navigation, search
Level Details
Game Donkey Kong Country GBC
World name Gorilla Glacier GBC
Level name Snow Barrel Blast
Previous level Bumble B Rumble GBC
Next level Slipslide Ride GBC

Welcome to the ice gauntlet!

Any%

  • Ice physics reduce ground acceleration by a factor of 8, but don't affect rolling or air movement. This means that roll-walking is significantly faster than roll-jumping, since sliding along the ground loses much less speed than jumping. Furthermore, your speed is set to 0 when you land out of barrel cannons, so it's imperative to buffer rolls out of every barrel cannon. This makes it really easy to get stuck in a dead roll trap in this level, since your only opportunity to recover stamina economically is to walk for 10 frames immediately after rolling.
  • Barrels which need to rotate 45 degrees can be fired on the first frame they visibly turn, they will "snap" into position and shoot. Barrels which are already pointing in the correct direction, or which lock into position and don't move again, still have a windup period before they can fire. It's generally recommended to try to time shots in this level rather than mashing.
  • At 0:05, make sure to jump before your roll ends to ensure you don't waste your stamina and get stuck dead rolling.
  • At 0:12 the roll from between the Klaptraps is slightly risky since you can get a sloped roll and collide with the lower Klaptrap. If you choose to skip this roll be aware that there are troll bananas at the bottom of the hill and bouncing them loses time. Therefore it's best to either jump twice, landing between the Klaptraps, or stomp the second one.
  • At 0:17 it's best to land between the Klaptraps and do small roll-jumps, although bouncing them is generally fine. Don't roll before the last jump over the bee, since you jump lower if you aren't rolling and this lets you get into the barrel faster.
  • At 0:24 it's actually slightly better to release B after hitting the Gnawtys and rollover, slide into the blast barrel, and use the stored extended roll on the slope at 0:27. It's normally not advantageous to store boosted rolls since it's better to keep the boosted speed, but in this situation the ice physics allow you to keep most of the boosted roll speed while sliding. If you do spend the extended roll before entering the blast barrel, you have to roll again on the slope, and this slope can occasionally eat rolls and cause you to fall into the gap before the barrel cannon and die.
  • It's possible to fire this barrel cannon directly to the right into the second blast barrel, but firing into the first is 2 frames faster optimally. It's more important to fire as early as possible during whichever phase you choose, so it's fine to opt for the straight right shot. Stomping the Necky and skipping the barrel cannon is slower.
  • At 0:33 it's faster to skip the barrel cannon because it rotates slowly and in the wrong direction. If you accidentally enter it, fire to the right since firing up-right will launch you into the pit.
  • There are several options to clear the platforms at 0:36, the path chosen in the video is medium risk, a safer option is to stop the second bird. Make sure to roll directly into the blast barrel and not jump into it; for some reason jumping causes you to collide with the bird, sending you down towards the bonus. It's faster to fire the barrel cannon diagonally.
  • At 0:43 you can jump to the edge of the platform, roll through the Necky and jump to the second barrel cannon. This is risky since a large portion of the edge of this platform is sloped and it's easy to get a sloped roll. This can cause you to accidentally enter the first barrel cannon or even roll under the bird and take damage, both of which lose a considerable amount of time compared to how much this strat theoretically saves. There's no faster way to reach the skip barrel below.
  • It's possible to roll up the first slope at the end, but not the second.
  • You can go back and steal the 3-up even if you took the skip.

87%

  • Sadly DK cannot make it to the bonus at the start, you have to just wait for the Necky to come by. You can go for a very aggressive bounce but if you kill him and miss the bonus you have to go forward to spawn the next Necky and bring him back.
  • Barrel 3 seems to be somewhat safe in the bonus, but even if you got the Winky token in Stop & Go Station you probably won't have to worry about getting a third anywhere.
  • At 0:42 it's optimal to jump directly between the Krusha and the banana and get straight into the bonus, but this jump is really tough and if you buffer the roll out of the barrel cannon, the camera will be messed up. For consistency it helps to turn right so that you'll get sent left if you bounce off the Krusha. If you accidentally grab the banana it only costs about half a second.
  • The movement used to cross the platforms at 0:49 is different since you now want the blast barrel to bounce you into the Necky and send you down to the 3rd bonus. Make sure to jump into the blast barrel to get the bounce. If you don't get the bounce, fire the barrel cannon straight down.
  • It's faster to jump over the barrel cannon in the bonus instead of entering it and firing down.
  • Be aware that you won't have a stored extended roll at 0:56, so you can rollover and slide instead. Setting up the roll through the Necky is more difficult without the stored extended roll.