Post subject: Donkey Kong Country 2 - Diddy Kong's Quest
Joined: 5/31/2004
Posts: 464
Location: Minnesota
I have been playing this game recently, I am on like the 6th level maybe. The thing that I don't get is can you tag in this game? Like can you switch from dixie to diddy? I pushed all the buttons and none of them are tag. One make the other hop on your shoulders and you can throw them at bad guys, but what the deal?
JXQ's biggest fan.
Former player
Joined: 3/8/2004
Posts: 706
try pressing the select button.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Obviously you didnt try all the keys... "Select-Switch characters to lead (only works if you have both Diddy and Dixie)" -straight off of GameFAQs
hi nitrodon streamline: cyn-chine
Joined: 5/31/2004
Posts: 464
Location: Minnesota
I swear to GOD I pushed select... (edit) it appears as though my configuration was goofy... It is indeed select. Sorry guys.
JXQ's biggest fan.
Post subject: donkey kong country II
Joined: 8/24/2004
Posts: 143
Location: Valencia, Spain
hey, i'm trying to speedrun it. but there's a problem, the movie desyncs often. P.D: i use the 1.1 version.
I am a Mega Man fan that hates Megaman X8.
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
Would be cool to see a timeattack at this one :> Really cool music when u finnish a course with Dixie ^^
Former player
Joined: 7/14/2004
Posts: 104
I already started making one, but I desyncs everytime you hold down the B button (dash/roll) and open a state and happen to land on the ground to roll - you'll roll in your game, but not in your vid. It's extremely annoying because you have to keep checking your vid to make sure it's recording ok. In short, don't bother ... until they improve snes9x =/
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Not sure about the desync problem. Not about the problem though - Have you check the already excisting movie made by Derek? Done on the hardware though. So no states etc.. But maby you can pick up some hints etc, if needed. Don't know your skills etc in this game. Are you going for a 102% run or just a pure time attack? Anyways.. Here's the link to the movie by Derek: http://www.archive.org/movies/details-db.php?collection=speed_runs&collectionid=DonkeyKongCountry2_133
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
Is it a tool assisted run?
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
No. See this text:
Single-segment 100% run of Donkey Kong Country 2 (the game calls it 102%) done in October 2001. Author's comments: Great quality. A great run (with 1 death that I really didn't deserve). This is a more difficult game than DKC1, but I think I've still come fairly close to the limit for a contiguous, no-save run. I doubt I could manage 0 deaths without a BFD-esque amount of effort. And I don't think anyone else has come close to this time, with or without saving.
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
cool, speedruns are cool cuz u know there are only skill behind the controls. But I think I'll wait until the tool-assisted one is released..
Joined: 8/24/2004
Posts: 143
Location: Valencia, Spain
this game desyncs using snes9x. but in zsnes works perfectly. i am waiting a coded version of zsnes.
I am a Mega Man fan that hates Megaman X8.
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
nice, zsnes is my favourite emulator :>
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I just started this. I'm in world 3 with a time about 6:22. The desync problem is annoying but im dealing with it.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 7/14/2004
Posts: 104
show some of your current work, maybe we can pick out problems and work out faster methods.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
http://www.geocities.com/aazurreco/OgreSlayer-DKC2.ZIP It plays to the end of the first level of the 3rd world. Thanks to Zurreco for hosting this. Edit: Almost forgot the rom is Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0).
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 3/8/2004
Posts: 1107
Does roll-jumping save time in this game? Edit: In Barel Bayou in the area where you keep getting shot out of the same barrel, time jumping into the barrel the first time so that the last shot out of the barrel is as far left as possible and you just barely reach the ground.
Former player
Joined: 7/14/2004
Posts: 104
Darn, I thought you were doing it for 102%, not just skipping all the levels. And yes, it's possible to do a few tiny extra tricks for a few seconds faster overall. I only saw up to Kreepy Krow for now because it desynched (v1.1, downloading v1.0 now). Edit: saw the rest. Yeah, it's very quick in the first two worlds since every level has a warp. But now you have to do a whole bunch of worlds without warping around the levels to cut down on time, so you'll have to go around the long way anyway. So I think it would be cooler to do it 102% instead =) But I'm sure the desynching is frustrating. Your possible improvements are: roll in those "!" rooms when you warp, rolling is faster. Unlike DKC, you can often do a roll and keep your speed going (in DKC, 99% of the time when you roll and do NOT hit an enemy, you come to a standstill unless you do a hop) which means you can string several rolls together in this game (plus it looks cool). The other one is that you can get into the barrel in Lockjaw's Locker by spinning down the shaft and then jumping (it's tricky) instead falling on the ground first and doing the piggy-back move. That's 1-2 seconds there. I suggest you use Dixie all the time. You'll need her later on anyway, so swapping Kongs should be avoided. Btw, you avoided all the rope climbing stuff so far, but when you have to climb any ropes.. just do quick hops in succession (won't work well on a single rope, but if there's 2 or more vertical ropes next to each other it's hella fast).
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I was sort of hoping for 102% also, but up to you. I happened to play this game through normally recently, and as I was doing so I was wondering if perfectly jumping up one rope rather than climbing it would be faster. If the jumps were timed right, I think it just might be faster. Does diddy have any advantages to dixie? If there are any, I'm sure they're in the speed department. I think Kiddy is a faster rope climber than her, and diddy might be as well.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I've tried and this game is the same as DKC as far as rolling concerns. You can't do several in a row without pausing. So small jumps would be needed. Anyways I was annoyed to find out the 2nd level of world 3 desynced on me. So I'm not messing with this anymore untill a better version of 9x is out.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 7/14/2004
Posts: 104
You can do several in a row. See the first level here: http://www.geocities.com/spenev/dkc2.zip It's v1.1, but the first level should work on your v1.0. And it will desynch the second time I enter Lockjaw's, but it's "supposed" to get to Kreepy Krow. You can also see how to jump into the barrel in Lockjaw's as well, unless it desynchs earlier.
Joined: 7/3/2004
Posts: 18
Have anyone tried this again with the latest snes9x improvement? Maybe the desynchs were worked out with the new improvements, or nitsuja may be able to fix this if more people wanted this done.
Joined: 8/24/2004
Posts: 143
Location: Valencia, Spain
I'll give it a try.
I am a Mega Man fan that hates Megaman X8.
Former player
Joined: 7/14/2004
Posts: 104
I don't think the desynchs were a problem with the snes9x itself, but with the loading of a save state while holding down the B button.. when you want to roll and save a state while the roll button is held down, it can mess up. I hope it's fixed in the new version =/
Former player
Joined: 10/27/2004
Posts: 518
yeah... that really sucks about the saving. especially when i was doing the mask. basically, just pausing gameplay entirely with PAUSE and then letting go of all the keys, pressing the save combo and then holding them all back and unpausing was the only way i found around it. similar to frame advance i suppose... does the new version have that?