Vulture Culture GBC

From DKC Speedruns
Jump to: navigation, search
Level Details
Game Donkey Kong Country GBC
World name Vine Valley GBC
Level name Vulture Culture
Previous level Necky's Nuts GBC
Next level Tree Top Town GBC

The blast barrels fire quite slow in this game and cannot be buffered, so they take some time to get used to.

Any%

  • Camera locking does not work against mini-necky, so camera strats are ineffective here.
  • In the first half of the level, every barrel except the one at 0:17 can be fired immediately. You generally want to buffer rolls out of barrel cannons.
  • Rolling through the Necky at the start isn't a massive timesave on its own, but the stored extended roll can be used from the platform at 0:08
  • You can rollover for free at 0:12 since you need to slow down to wait for the bullet at 0:16 to pass overhead. Don't forget to release B and walk for at least 10 frames.
  • At 0:19 the space on the side of the platform to land next to the bird is tight. Getting this roll through the bird saves about 0.5 over bouncing the bird and the barrel.
  • At 0:27 it may be more comfortable to do this sequence with jumps instead of walks, the latter saves no more than a handful of frames if any.
  • The jump over the nut at 0:34 is aggressive, it must be a roll jump and it has to be done really quickly out of the barrel cannon. To set it up, buffer a roll and then time a jump immediately after. The safer alternative is to just wait for a brief moment and go under the nut.
  • The last bonus saves about a second in any%, but only if you get the barrel first try. If you miss it, it's faster to just proceed forward. To get the barrel you want to maximize your falling speed coming down onto it, which means roll-jumping as high as you possibly can and releasing jump at the top of your jump arc to fall back down.
  • Once you have the barrel, you can manipulate the Necky to help you get into the bonus faster. Make sure to not move too far to the right before picking up the barrel, you don't want him to start firing until after you've picked it up. Run forward and slam the barrel into the back of the wall - Necky should fire a shot immediately after the barrel breaks. The shot will cancel the bonus reveal jingle, allowing you to jump up and enter the bonus from the other side with the fadeout starting immediately.

87%

  • You can simply jump over the first Necky since you don't need the stored extended roll this time.
  • You can bounce the Necky at 0:25 this time since you need the barrel.
  • DK is needed in the next level in this category, so it's possible to damage boost him in. Taking damage on the nut at the end is about 0.25 faster and includes the switch to DK, meaning it saves about 0.75. However, since you will need to pick up another DK barrel later on, the net time save is only about 0.25.
  • If you go for the damage boost, you need to release A after taking damage in order to air-run into the barrel cannon. You cannot control how high you get bounced after taking damage. If you are holding both A and B you won't run and will fall into the pit.
  • Be careful not to run into the nut at the end, it can still kill you. Make sure to continue holding B after taking damage to not get a buffered roll when you land on the ground out of the barrel cannon. When the ground goes up it's safe to roll over the nut.