DKC1 RBO

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Category Details
Game Donkey Kong Country
Category Names Reverse Boss Order, RBO
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Rules & Advice

  • Defeat all the world bosses in reverse order, then defeat K. Rool to beat the game.
  • This guide more or less assumes that you're familiar with the run and the glitches used. https://youtu.be/uqIUC1WUcwc?si=5jv1gQzV8AEEEk6k Tonkotsu's GDQ run, great explanations of the glitches used.
  • This is the hardest category in the game. It is strongly advised that you play All Stages or 101% for a while before doing RBO.
  • This is the only category where life management is important. We use the "Split-Up Glitch" very extensively for the wrong warps, which means taking intentional deaths. Optimally you only need to grab the KONG letters in 1-1 and the balloon in 1-4 to have enough lives, but that leaves you no room for error throughout the run. The video below grabs the life balloons at the start of 1-1 and it is highly recommended that you do as well. There are other ways of farming some lives if you're in a pinch.
  • If you end up anywhere else than intended with one of the wrong warps, you can simply Start-Select and end up on the W6 overworld, then just try again. Because we don't exit and enter stages the conventional way, the game doesn't properly register where we are. So by wrong warping from Manic Mincers to Jungle Hijinxs, the game still thinks we're in Manic Mincers because we didn't technically "exit" the stage. This is the case until we finish the stage we wound up in or take a death there.
  • This route only works on U 1.0.
  • This page also showcases more consistent/beginner friendly strategies, mainly the W6 warp & W5 warp. Combined it adds up to about 45s slower than the optimal route. You can still get a 28:0x if everything goes well, and it's still plenty hard. Just consider it.

Necky snr.

Please check out the wiki's Any% page for detailed tutorials.

World 6 Wrong Warp - Optimal

  • This is literally the same as Any%, with the exception that we need to grab extra lives.
  • This particular video showcases the pause buffer strat for the Dual Exit Warp. To perform this; Hold Jump and pause at the right time, release jump and Y, hold right and unpause.

World 6 Wrong Warp - Safe

  • aprox. 5s slower than optimal
  • This is recommended if you're not very familiar with any% already and/or just want to get runs going. it's not much slower anyway.
  • Simply press B to pick the keg back up when you're rolling on it.
  • 0:27 The second Krem might rob you off your steel keg here. If you don't want to risk it you can navigate through them more carefully.
  • 0:35 A small optimization is done here, putting the keg down right before dropping down on the klaptrap.

World 6 Wrong Warp - Optimizations, Other Strats & Visual Cues

  • Visual cues;

Dualexitpausebuffervis.png Dualexitsafevis.png

  • Safe Barrel Jump; Position Donkey's feet just shy right of the dropping vine. And then press RIGHT and JUMP at the same time.

Safekongbarreljumpvis.png

  • Sonncan; you need to bounce on the Klaptrap's backside, close to the platform.
  • Fast Sonncan: Some camera manipulation is done here, if you ever go too far right you'll despawn the Klaptrap and you won't save time over regular Sonncan.

Boss Dumb Drum

World 5 Wrong Warp - Optimal

  • After defeating Necky Snr.: re-enter w6 and beat 6-1 as fast as you can (jumproll), get rid of donkey in mincers (if you have him) and set up the split up glitch.

Warp back to 1-1;

  • Play through the stage 'a la NMG until halfway. Make sure you grab the halfway barrel for future warps, mincers is our hub to all the other worlds.
  • Dismount Rambi and grab donkey, have both kongs mount rambi facing left, turn around and jump into the mincer.
  • When Donkey grabs the barrel, tap A to open the bonus and enter. You should warp to 1-1 after failing the bonus.

Warp to 5-3

  • Before anything else you need to take a death in 1-1. Since we never technically "exited" mincers, the game still thinks we're there, taking a death will set the flag back to 1-1.
  • Now repeat the W6 warp up until the bonus.
  • This wrong warp has a 3-frame window. A pause buffer is recommended.
  • stand up against the wall with Expresso, do a max jump and pause. Look at Expresso's beak, when you've reached max height and dropped just a few pixels you should be good. Then release Y, unpause. You should "zip" into the bonus if done correctly. Then Dual exit warp just like before.

Ogangtorchlightwarppausevis.png

World 5 Wrong Warp - Safer

  • We're entering dangerous territory so if you'd like, go ahead and save at Candy's in w6 after beating TuT. Softlock potential is pretty big here.
  • This method is aprox. 30s slower than optimal. If you'd like to try an minimize that, refer to the "safe kong barrel jump" in the previous segment's "other strats" section.

Warp back to 1-1;

  • Play through the stage 'a la NMG until halfway. Make sure you grab the halfway barrel for future warps, mincers is our hub to all the other worlds.
  • Dismount Rambi and grab donkey, have both kongs mount rambi facing left, turn around and jump into the mincer.
  • Instead of dismounting rambi and spawning the bonus closer, just throw the barrel and roll into it. Slightly slower but it works 100% of the time. You should warp to 1-1 after failing the bonus.

Warp to 5-3

  • Before anything else, take a death in 1-1. We never technically "exited" mincers so until we either finish 1-1 or take a death, the game still thinks we're in mincers.
  • Setup the split up glitch. Instead of mapwarping directly to Ogang, take the intended death in Ropey Rampage instead. Then mapwarp to Ogang.
  • Beat the stage, this video showcases the most optimal way to beat it, you may be more careful if you'd like, if you take damage you softlock.
  • After beating the stage repeat the any% warp up until the bonus.
  • This wrong warp has a 3-frame window. A pause buffer is recommended.
  • stand up against the wall with Expresso, do a max jump and pause. Look at Expresso's beak, when you've reached max height and dropped just a few pixels you should be good. Then release Y, unpause. You should "zip" into the bonus if done correctly. Then Dual exit warp just like before.

Ogangtorchlightwarppausevis.png

Really Gnawty

World 4 Wrong Warp - Optimal

  • Re-Enter W6 on the overworld and set up the split-up glitch. It's fastest to take the death in TuT, but a bit risky. You can take the death in mincers instead if you'd like. This is how we set up Split-Up glitch for the rest of the warps.
  • In essence; This is the Old Summon Wrong Warp, but performed in mincers. Any time donkey opens a bonus with an invis by putting it down you end up in Torchlight, Doesn't matter where you're warping from. The only real difference from the regular Old Summon warp is that we have to get an invis via Split-Up glitch. By having both kongs grab the barrel at the same time, and losing one of the barrels the kongs are holding.

The Warp:

  • Grab Diddy, We want to make sure that only Diddy bounces off the Krusha. The easiest way to do this is to perform a small roll so that diddy is further ahead.
  • We get the invis by putting the barrel down and picking it up with both kongs. Just put the barrel down, make sure that both kongs are in position to grab it, press and hold Y. Then go ahead and bounce on the Krusha. Now, Donkey should be holding an invis. If both kongs lose their barrels you have to start the warp over.
  • Now you need to re-load the bonus door. Easiest way to do it is to do a full jump to the left, donkey can't make it up there so don't worry about his position at all. Once the door is re-loaded just put the invis down and enter the bonus with Diddy.

Additional Notes

  • This guide assumes you are familiar with the speedrun, and is just a more detailed explanation of the tricks. Watch the original recording when needed to reference the movement at your own pace.
  • The beginning of the speedrun up to the World 6 boss is identical to any%.
  • This route only works properly on 1.0 (U) version of DKC1. You need a slightly different route to run 1.1, but the fundamentals are the same. 1.1 requires you to play an extra half of a stage, so it's slower, but makes one certain warp easier.
  • You can watch Fathlo23's 32:28 PB for an example of the 1.1 route here.