Submission #3936: Tompa's SNES Donkey Kong Country in 08:09.63

Console Super NES Emulator SNES9X 1.51
Game Version USA v1.0 Frame Count 29426
ROM Filename Donkey Kong Country (U) (V1.0) [!].smc Frame Rate 60.0988138974405
Branch Rerecord Count 50440
Unknown Authors Tompa
Game Donkey Kong Country
Submitted by Tompa on 4/1/2013 6:35:57 PM

Submission Comments
Lazy encode:


  • SNES9X 1.51.
  • Uses warps.
  • Aims for fastest time.
  • Takes damage to save time.
  • Uses death to save time.
  • Abuses programming errors in the game.
Donkey Kong is back! And the Badgers have once again stolen Kong's Mushroom Hoard and it's your goal to kill all the Snakes on your way to get them back.
This run is 197 frames (3 seconds, 17 frames) faster than the previous run by myself.
The run finishes with an in game time of 7 minutes, 9 seconds and 41 frames.

Glitch info

I'm lazy, check my previous runs 8:13 and 16:22.

Level Summary

Jungle Hijinx:

By rolling into the Kritter on the upper platform, rather than the Gnawty at the bottom, you keep your rolling speed for longer. Saving 'em frames!

Ropey Rampage:

I noticed that the further you jump to the right of the rope, the quicker the Army will turn around. Also saved some time to fall off the cliff rather than roll and then jump.

Orang-utan Gang:

I had experimented with the "throw barrel strat" during my previous run, but wasn't able to land on it again in time. Eventually I managed to get it after optimising both the speed and x-subpixels. Another improvement was to grab the barrel on Expresso from a higher platform.

Manic Mincers:

By jumping between the Mincer and the platform before jumping off Expresso, you'll land on ground earlier meaning quicker to start the roll.

Misty Mine:

Wasn't able to improve the earlier part of the run, so the input was copied from the old run up to the jumproll glitch. When you grab the rope you can jump and optimise the X-subpixel value to its max (255). My first test got 253, but at the end of the level, it turned out that I lost a frame because of it (Which is VEEEEERY unlikely) so I had to go back to get 255 instead. Never go for imperfection :).

Loopy Lights:

Nothing worth mentioning. Some time was saved I guess.

Platform Perils:

Optimised the beginning. This is one of the hardest parts of the run as there are a lot of different roll combinations you can do and a lot of times you are doomed because you get enemy lag. Managed to roll into two of the army's for some extra speed. The jumproll was activated differently. This method means you can't end the jumproll by starting a new roll, which I did in the last run, but it is faster overall.

Master Necky SNR:

Very unlucky with lag here. I tried to enter the boss fight later or delay the hits by a frame or two to change the outcome. But no luck.

King K Rool:

This fight is very boring as I'm running out of things to do while waiting. Though I do think I removed a frame of lag.


Arne The Great for always being awesome <3.

Japanese TASer CUTE for the Manic Mincers improvement.

#DKC at All hail the Dank.

Nach: Nice improvement to existing run, and doesn't use deprecated Snes9x 1.4x, accepting.
Noxxa: Delaying upon adelikat's request until we have clear rules as to what extent the different versions of snes9x are considered deprecated, and as to what makes a submission eligible for exception from the deprecation rule.
Noxxa: Resetting to accepted as the issue has been clarified. Snes9x v1.51 runs are still eligible for submissions, for the time being.

Last Edited by ThunderAxe31 on 12/15/2021 6:17:21 PM
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