Submission #3578: Comicalflop, Dooty & NxCy's SNES Donkey Kong Country 2: Diddy's Kong Quest "102%" in 1:21:31.88

Super Nintendo Entertainment System
(Submitted: Donkey Kong Country 2 - Diddy's Kong Quest)
102%
Snes9x
293513
60
148149
Unknown
Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0).smc
Submitted by Dooty on 4/24/2012 2:17:40 PM
Submission Comments
This is an updated version of Donkey Kong Country 2: Diddy's Kong Quest - 102% TAS by Comicalflop, Dooty & NxCy. The run fixes some of the oversights of the previous run introducing some new strategies alongside, it now uses all available resources of the game including the 75 Kremkoins trick.

The Game Objectives

  • Emulator Used: Snes9x 1.43 v17 svn123
  • Plays at Hardest Difficulty
  • Performs the 75 Kremkoins Trick
  • Uses Warps
  • Manipulates luck
  • Contains Speed/Entertainment Tradeoffs
  • Takes Damage to Save Time
  • Heavy Glitch Abuse
  • Uses a Game Restart Sequence
  • Achieves 102% (Full Completion)
Stereo sound was once again selected for superior sound quality but in the previous run it was not selected after the reset and the rest of the run is played in Mono, now it's in glorious Stereo from start to finish.

Dooty's Comments

This run uses a trick that is erroneously called in-game cheat to collect all 75 Kremkoins on Pirate Panic. Compare it to a Warp Barrel; when you want to beat the game fast, all the Warp Barrels are used as shortcuts, then why not the 75 Kremkoins trick? This trick made it possible to pay Klubba's Kiosks before I normally would, but the time spent to perform the trick surpassed the backtrack needed to pay him. Towards the percentage, the trick gives me nothing and since I want to achieve 102% of the game, I still have to collet all 75 Kremkoins the way it's meant to be collected. No advantage on Klubba, also not a single percent of the game given, so why use the trick then? The answer is a chat with Cranky at the end of the first K. Rool fight, it's too long and it can't be skipped, the trick made it possible to leave it outside the run.

Stage by Stage Comments

I'll list only the stages with visible improvements or when a new strategy was used, the stages with small optimizations or with no differences at all will be neglected.

Gangplank Galleon

Pirate Panic

If you want to play the Lost World but don't want to do all the Bonus Stages you must play Pirate Panic in a specifc way to receive all 75 Kremkoins;
  • Go into K. Rool's cabin, don't touch anything and then leave.
  • Jump over the first two bananas, then collect the next bunch on top of the barrels.
  • Still avoiding the first pair of bananas, return to the cabin grab the balloon and exit.
  • Repeat the previous two steps but instead of the baloon grab the Kremkoin.
It's a long sequence and there's no way with the current known tricks to recover the time spent on it along the run, this atage is now 2232 frames slower but as said before, it will skip a long conversation with Cranky so it's worth it.

Gangplank Galley

A new strategy made this the first stage to use the Start and Select trick on the new run, not too much time saved but it's still noteworthy.

Krow's Nest

The 20 frames spent to manipulate the eggs on the previous run are not needed anymore.

Crocodile Cauldron

Hot-Head Hop

Kill the Klampon throwing the cannon-ball proved to be faster than stomping the poor thing.

Jungle Jinx

Thanks to the 75 Kremkoins trick, I can do this stage before Kannon's Klaim, also, it's faster to wait for the tire instead of use a team throw near the end.

Kannon's Klaim

I enter this stage as Diddy now, so I must come up with a new strategy for it anyway and it's slightly faster now.

Lava Lagoon

Switching to Dixie a the end of this stage or inside the next is almost as fast, but it gave me better luck on Kleever somehow.

Kleever's Kiln

My luck on Kleever although not perfect is the best I could manage to get; I lost 15 frames on the first cannon-ball, but even waiting 16 frames outside it just gets worse. But a new strategy brought those 15 frames back along with another 15.

Krem Quay

Rattle Battle

Faster strategy to collect the DK coin and a faster way to finish the stage, like in the any% run.

Slime Climb

I made a mistake on the first big jump trick in the previous run, it's now fixed.

Krazy Kremland

Hornet Hole

Another mistake fixed, this time with Squitter; in the current run I jump on a platform and then start to use the webs, but it's faster to use just the webs.

Gloomy Gulch

Haunted Hall

The any% run was hexed in to save some time here again.

Parrot Chute Panic

The any% saved some frames here too, but with its strategies as it couldn't be hexed.

Web Woods

Another stage that was started with a different character, but there's something else new too; after the fourth web platform (R+L), the time rule to create another web platforms is drastically reduced and it's abused here.

The lost World

Krocodile Kore

This is not the final boss anymore and as such the fight must be finished as soon as possible, not just the input as in the current run.

K. Rool's Keep

Windy Well

The any% run was hexed in to save some time here too.

Chain Link Chamber

The zip up wall was proven slower than the new strategy and it's not used in this run, also, Dixie can climb those horizontal chains faster than Diddy.

The Flying Krock

K. Rool Duel

The final boss of the any% run is now the final boss of the 102% run and truth is, this this boss fight deserves it, the Krocodile Kore fight is not as tough as this one.

Suggested Screenshot

Frame???
I hope you all enjoy the new run!

Nach: Judging.
feos: HD encode. Man, that was a huge vid!

Nach: Very nice improvement. I kind of miss the other fight being the end, but this is quite good, and is faster. Accepting.

natt: processing, etc
Last Edited by adelikat on 9/26/2023 6:38 PM
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