Tool-assisted game movies
When human skills are just not enough

Submission #3169: Dooty's SNES Donkey Kong Country 3 - Dixie Kong's Double Trouble "any%" in 44:40.63

Console: Super NES
Game name: Donkey Kong Country 3 - Dixie Kong's Double Trouble
Game version: USA
ROM filename: Donkey Kong Country 3 - Dixie Kong's Double Trouble (U) [!].smc
Branch: any%
Emulator: (unknown)
Movie length: 44:40.63
FrameCount: 160838
Re-record count: 83212
Author's real name: Evaldo Mendes
Author's nickname: Dooty
Submitter: Dooty
Submitted at: 2011-06-06 17:06:07
Text last edited at: 2011-06-11 21:03:24
Text last edited by: fsvgm777
Download: Download (10310 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:
This run improves the currently published run by 1696 frames or 28.26 seconds while trying to be more entertaining.

Game Objectives

  • Emulator Used: Snes9x 1.43 v17 svn146
  • Contains Speed Entertainment Tradeoffs
  • Takes Damage To Save Time
  • Uses Warps

Dooty's Comments

Speed entertainment tradeoffs on any% runs may seem controversial, let alone if you're trying to beat an already improved time, but it's a quite long run and sacrifincing a few frames will not make that much difference anyway.

New Tricks

Jump Delay

The jump delay trick from DKC2 also work on DKC3, but it's only useful for Kiddy: press B to jump for two frames then A to do a team up, then B again after seventeen frames.

Backward Flight

As Squawks, turn around and then press the opposite direction for six frames, don't press any direction for ten frames and then the opposite direction again for twelve frames.

Webs Away

As Squitter, there's a frame rule to spawn the webs used as platforms, to break it, one of the webs must hit a wall and then you can spawn as many webs as you want.

What Hit Box?

The collision detection was abused even further, Kiddy carelessly passes through a Buzz on Creepy Caverns and on Koindozer Klamber the Koins can't shove him anymore.

Undead Dixie

Well, it didn't save any time, actually it happend by accident at the end of the final battle, but it's freaking weird!

Stage by Stage

The numbers after the stage's name is a comparison between the two runs, the minus sign (-) means the stage is faster while the plus (+) indicates that this stage is now slower.

Lake Orangatanga

Lakeside Limbo -2

The amount of frames saved on the first stages is not very encouraging, but still.

Doorstop Dash -5

The jump delay trick was used here to reach the warp barrel five frames faster.

Tidal Trouble -2

No new tricks here, just two frames saved by lag reduction.

Skidda's Row -6

The jump delay trick again, this time saving six frames.

Murky Mill +1

Let's say it was the first speed entertainment tradeoff and that it costs one frame.

Belcha's Barn -3

The same strategy was used on this boss fight, somehow it's three frames faster.

Kremwood Forest

Barrel Shield Bust-Up +2

Those pesky Minkeys and their well aimed acorns... well, this stage is two frames slower now.

Riverside Race 0

The first draw of the run, no frames saved or lost on this stage, pretty obvious huh?

Squeals On Wheels +2

Remember the mysterious frames saved on Belcha's fight? Well, the opposite happened here.

Springin' Spiders -3

The jump delay trick is not as useful in DKC3 as it is on DKC2, but it still saves time.

Bobbing Barrel Brawl -2

Four frames can be saved here, but a Booty Bird killing a Buzz is worth those two lag frames.

Arich's Ambush -17

The strategy used in the 105% run was hex-edited here to save seventeen frames.


Fire-Ball Frenzy -209

Sacrificing Kiddy saved quite some frames here as it will on Blazing Bazukas.

Demolition Drain-Pipe 0

A completely different strategy but the same result, pretty neat if you ask me.

Ripsaw Rage -2

It's as fast as it can be completed, until someone finds a new glitch.

Blazing Bazukas -140

It's faster to have just one kong when you have to enter in so many barrels.

Low-G Labyrinth -71

The strategy here is still the same, but the speed management was improved.

Kaos Karnage -82

Bump into Kaos on the right frame and he'll think you're on the other side.

Cotton-Top Cove

Bazza's Blockade +35

Switchig the kongs underwater is faster and will save time on the next stage.

Rocket Barrel Ride -126

Exactly the same strategy, but since Kiddy is already in front it was faster.

Kreeping Klasps -23

Poor Nibbla, it couldn't keep up the pace on the last stretch of the stage.

Tracker Barrel Trek -19

Nothing much new here, just smoothed some things out a bit, that's all.

Fish Food Frenzy -1

I was trying to do another tradeoff here, but Nibbla ate an Urchin, oh well...

Squirt's Showdown -18

The last phase of the fight was changed, eliminating a jump to grab the ski.


Krevice Kreepers -23

DKC3 is one of those games where the first possible frame is not always the best.

Terraway Toboggan -50

I was trying to kill more enemies for fun, but it ended up being faster.

Barrel Drop Bounce -203

With a camera trick, one of the barrels used as platform spawned sooner.

Krack-Shot Kroc -73

The most noticeable speed entertainment tradeoff; Squitter kills all enemies.

Lemguin Lunge -17

Keep the speed high on the snow is kinda difficult and those Lemguins makes it worse.

Bleak's House +1

This is the only boss of the game that must be manipulated outside the stage.

Razor Ridge

Buzzer Barrage -41

The backward flight saved some frames here and there, also, a sacrifice was changed.

Kong-Fused Cliffs -11

There's no new tricks here, just avoided some Kopters as they costs 2 frames per stomp.

Floodlit Fish -43

Like in the previous stage, some enemies were avoided among other small changes.

Pot Hole Panic -61

The Enguard section was improved and also the cannon barrel near Squiter.

Ropey Rumpus -37

Lots of unnoticeable changes in this stage, so you better keep your eyes peeled.

Barbo's Barrier 0

The most complex boss of the game, one wrong move and the Lurchins will spawn later.

Kaos Kore

Konveyor Rope Klash -4

Dixie's sacrifice didn't save time here, but it sure will on the next stages.

Creepy Caverns -56

Another stage where a lonely kong is faster, but Kiddy is not the best here.

Lightning Look-Out -58

Still the same strategy, just the order of the sacrifices was changed.

Koindozer Klamber +19

Kiddy is not the best kong for this stage too, but it will avoid a switch on the next stage.

Poisonous Pipeline -52

As expected, avoiding a switch here saved quite some time as it will on the final battle.

Kastle Kaos -142

This is the most challenging boss battle of the new run, but also the fastest one.

Final Comments

Create a run from scratch is not as easy as improve an old one, so I want to thank the previous TASers, Sami and ElectroSpecter for their efforts on finding tricks, shortcuts and strategies you'll see in this run.

Suggested Screenshot

frame 140150, I have just one kong and Kiddy is going straight to a red Buzz.

Useful Tools

TAS Movie Editor proved to be an invaluable tool again, but there's a bug in it that doubles the size of your movie file everytime you use the "Save" function, to fix it choose "Save As..." instead.

Memory Addresses

These are the most useful memory addresses used in the creation of this run.

7E08A2, 2s = Dixie's X speed

7E08A6, 2s = Dixie's Y speed

7E0910, 2s = Kiddy's X speed

7E0914, 2s = Kiddy's Y speed

7E0A60, 2s = Toboggan

Nach: Very nice improvement. Accepting.

fsvgm777: Processing...

Similar submissions (by title and categories where applicable):