Temple Tempest GBC

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

It's blue in this game.

Any%

  • Lots of long extended rolls in this level with easy setups, for most of them you can just hold B and not have to think about it.
  • Take gravity glitch before hitting the first Gnawty and get as deep a hit as possible - this will allow you to float across the gap and carry the boosted roll through to the next platform. Make sure to jump before this roll ends to not waste stamina.
  • At 0:09 you can run forward a little so that you can jump into the rope from below. It's also fine to roll immediately and jump across to reach the rope. It's possible to land below the rope and roll across the gap, but this is more difficult and doesn't save any time. Any other rolls below swinging ropes in this stage lose time.
  • At 0:17 be careful to walk between rolls instead of jumping so you don't crash into the Millstone.
  • At 0:25, position your roll from around the right side of the DK barrel/3rd banana. If you're too far right, you'll miss the third Kritter. However this hit generates a bit of lag anyways so missing him may not lose that much time.
  • Horionztal ropes give you a big launch when you jump off them so it's advantageous to grab them instead of rolling under.
  • At 0:35 you can walk on top of the platform for a few frames to recover stamina while setting up the giant roll. You want to position yourself as far forward as possible without rolling over the box - slightly further than the center of the platform. It's fine to walk out of this roll but jumping optimally is slightly faster because speed decays slower in the air.
  • You can roll-jump over the Millstone at 0:41 but tires are jank and this jump is inconsistent. You can also land on the platform above the Millstone and roll off it. Connecting rolls with walks in this section is best since they will space out perfectly for you to roll from the edge of the gap. If you rolled from the upper platform, use one jump and one walk.
  • It's possible to roll off the tire platforms, but very much not recommended.
  • On the next flat platform, connecting rolls with jumps is better since it will bring you to the edge of the platform. Be careful to land before the tire since you won't be able to roll if you land on it.
  • Sometimes you can get ledge extends on the stairs at 0:53, which are helpful.
  • Do not go down to the G, it is slower.

87%

  • The first bonus is the only bonus in the game that requires a DK barrel to open it. If you're playing with DK barrels off, this bonus is inaccessible.
  • Sniping the bonus is about 0.3 seconds faster than running the barrel into the wall due to bonus block. Jump-throwing barrels has strange physics, during the throw animation it's like you're 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.
  • Jumping low to enter the 2nd bonus on the side is aggressive, it's fine to just jump early and enter it from above. Taking the 2nd bonus is only about 0.3 seconds slower than skipping it since it releases you to the left of the high platform and you need to bounce off the tire. If it released you on top of the platform, it would be faster.