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.

Mekanos

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.

K3

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...

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14882
Location: 127.0.0.1
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Faster + more fun + Dooty +DKC = good stuff.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 2/6/2011
Posts: 130
Sounds pretty fun. Waiting for an encode to cast the Yes vote.
Onyx3173
She/Her
Joined: 5/30/2010
Posts: 76
Location: Oregon, USA
I'll wait until an encode to vote but this will almost certainly be a yes vote. The Donkey Kong Country series is always entertaining to see TASed.
I am a figment of my imagination.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
So sexy run! Too technical and smooth. And nice explanation, explains well your feeling when making the TAS. Fav moments: 1) All the Fire-Ball Frenzy stage 2) That unexpected new gitch in Ripsaw Rage: Strange behavior of hacksaw. lol 3) Bazza's Blockade: Best water level 4) Kreeping Klasps is one of the most entertaining stages 5) the last moment with Nibbla in Fish Food Frenzy was very tense. So close! 6) The most entertaining Squirt's Showdown ever! 7) Krevice Kreepers very enjoyable, like always 8) Krack-Shot Kroc = So cool! The stage most watched for me 9) Squawks so fast and unstoppable in Buzzer Barrage 10) Kong-Fused Cliffs have my fav glitch. And nice trade-off's also 11) Kastle Kaos: Congrats for to save so much time here An obvious and strong YES vote
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Strong YES vote from me too! I liked the speed/entertainment tradeoffs.
GoddessMaria
She/Her
Reviewer, Experienced player (848)
Joined: 5/29/2009
Posts: 514
Location: Hell...
Very polished improvement over the previous run! The entertainment segments really delivered and yet remained speedy. Yes Vote!
Current projects: failing at life
Onyx3173
She/Her
Joined: 5/30/2010
Posts: 76
Location: Oregon, USA
Got impatient waiting for an encode so I downloaded and watched the run. It was extremely entertaining and looked very well done. My favorite part was gliding on ropes in Kreeping Klasps. I also liked how you managed to keep Ripsaw Rage pretty entertaining for an autoscroll level, I usually end up skipping that one when watching TASes of it. Very easy yes vote from me.
I am a figment of my imagination.
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
what's "Toboggan"? can't wait for an encode… though I don't agree with speed/entertainment tradeoffs
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
I haven't seen the previous run, but since this one is a big improvement, I will vote yes. I had been worried about the run using the warp barrels throughout the first two worlds but the rest of the run doesn't use any, and that's what makes it good. The stage where you use the spider is my favorite part of the run.
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Still haven't had a chance to watch, but I surely will at some point. Did the in game timer get improved at all?
Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Beautifulicious. Only thing I found odd was that Dixie Kong died at the end, otherwise that was a delight to watch.
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I gather that fsvgm777 is (or will be) working on an encode, so fear not.
Joined: 3/18/2011
Posts: 35
Location: Ohio
hmm, not sure if I'm inept but I can't get the smv file to play. guess I'll have to be patient for an encode
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
The movie requires Snes9x v1.43, not Snes9x v1.51 or Snes9x v1.52 . Or if you mean that it desyncs, the ROM has to be the correct one. See submission text for details.
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you guys for all the comments and votes.
ALAKTORN wrote:
what's "Toboggan"?
It's the vehicle used on Demolition Drain-Pipe and Terraway Toboggan.
ElectroSpecter wrote:
Did the in game timer get improved at all?
No, it's still Manky Monkey, 38 minutes.
Vykan12 wrote:
Only thing I found odd was that Dixie Kong died at the end
But somehow, she comes back from the dead! Continue to play the game and you'll see her with Kiddy.
I am old enough to know better, but not enough to do it.
Joined: 5/2/2010
Posts: 41
Location: the Netherlands
Wow, still no encode after 5 days? I didn't expect that for this game... is anyone working on it?
NitroGenesis
He/Him
Editor, Experienced player (551)
Joined: 12/24/2009
Posts: 1873
sgrunt wrote:
I gather that fsvgm777 is (or will be) working on an encode, so fear not.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
From what I understand, this game (all DKC games) are codec poison, so I'm not surprised.
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Spinal wrote:
Wow, still no encode after 5 days? I didn't expect that for this game... is anyone working on it?
I just entered the topic to post that, lol
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Good job with the improvements. I don't understand the team throw thing. In Fire Ball Frenzy, on the longish elevator, I noticed you didn't roll to the left when jumping off of it, was there a reason? Also, I didn't really pay too much attention to your input, but I believe water bounces with Kiddie can be manipulated not only with how long you hold B but also directional buttons held during the bounces, which can fine tune things (probably only saves a couple of frames though). Other than that, looks good. I'm pretty sick of this game at this point, which makes me sad because I used to love it so much.
Joined: 5/2/2010
Posts: 41
Location: the Netherlands
@NitroGenesis: I read that, but I didn't see it was only one day before I posted. Anyway, found the correct rom and watched in an emulator instead. Great run!
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
Incredible how I simply know every bit of this game by heart and you still manage to surprise me with new tricks! Easiest YES vote I've thrown in some time.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14882
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1822] SNES Donkey Kong Country 3: Dixie Kong's Double Trouble! by Dooty in 44:40.63
Editor
Joined: 3/10/2010
Posts: 899
Location: Sweden
Can I have my encode now?