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The Kong Quest Continues: A 30th Anniversary TAS Tribute to Donkey Kong Country 2!
  • Plays at the Hardest Difficulty
  • Takes Damage to Save Time
  • Uses In-Game Cheats
  • Uses Debug Codes
  • Emulator Used: BizHawk 2.11

Goal and Overview

This TAS aims to achieve the True Ending of Donkey Kong Country 2 as fast as currently possible. Bonus Coins must be collected via an in-game cheat to gain access to the Lost World. Additionally, new debug codes are used in creative ways to skip boss fights, speeding up the process. Using advanced movement techniques, optimal Animal Buddy usage, and precise damage boosts, this run showcases the current limits of the game’s mechanics.

New Techniques and Tricks Used

Before presenting the new tricks used in this run, I must clarify something about the Funky Skip:
  • Does not rely on external cheats, hacks, or memory editing.
  • Is achieved using only legitimate in-game inputs.
  • Is reproducible on original hardware, confirming its authenticity.
Think of it like performing a Hadouken in a Street Fighter game. Let’s say I know the commands and you don’t. Am I cheating if I beat you with a Hadouken? Let’s go even further: in a run of Donkey Kong Country 2, I know how to perform a Wrong Warp, but you don’t. Can I obsolete your run using Wrong Warps, or am I cheating if I use them?
The spirit of TASing is to push games to their absolute limits — exploring every possible route, glitch, and input optimization to achieve theoretically perfect runs. Once a new technique like Funky Skip is proven faster and legal, excluding it means the run no longer represents the “best known completion.”
  • Funky Skip
Hold L + Select, then press R, L, U, D, R, L, U, D. The developers’ intended use for this code was simple: to return to Gangplank Galleon at any time for testing. Amaraticando found a more interesting use for this code — the Boss Skip Trick.
  • Exit Any Level
At the pause screen, press R + Y, L + A, U + B, D + X to exit a level, even if you haven’t completed it yet.
  • Wrong Warp
This isn’t new, but it’s necessary for the next trick. Perform certain actions with a barrel or a beetle, hold an invisible item, and throw it to the left near a bonus or warp barrel.
  • Kutlass Wrong Warp
If you see a Blast Barrel near a green Kutlass and one of the Kongs being tossed at him, chances are a Wrong Warp is about to happen. If it’s not a green Kutlass, you won’t see any tossed Kong.
  • Boss Skip Trick
Combine all of the above, and you can skip almost every boss in the game. It’s not possible to skip K. Rool in The Flying Krock, though.
  • Map Warp
Now this is new. When you’re about to Wrong Warp in any of the Lost World stages, use the Exit Any Level code and visit a Kong Family Member or Klubba’s Kiosk. If you’re lucky, you’ll land on a Map Warp location.

Route Highlights

Gangplank Galleon

  • Pirate Panic
The 75 Kremcoins cheat was optimized to make it even faster than what’s seen in the 102% run. A new technique developed by hidaigai was used to reach the Warp Barrel even faster than previously thought possible.
  • Mainbrace Mayhem
The strategy here can be found in the any% run of the game, so nothing new. However, since this is the fastest stage for a Wrong Warp, it’s used frequently to skip boss fights.
  • Gangplank Galley
The new technique developed by hidaigai involves teaming up and throwing your partner at the top of a barrel or platform, then pressing Down. You’ll jump while crouching and then jump again in midair.
  • Lockjaw’s Locker
This stage constantly advances the RNG and is normally used to manipulate Krow, the boss. That’s not the case here — it was done as fast as possible without giving a flying banana to any of the game’s three RNGs.
  • Topsail Trouble
Exactly the same strategy used in the any% run. Fun fact: both Diddy and Dixie can perform this Wrong Warp, but only Diddy can do it in Mainbrace Mayhem.

Crocodile Cauldron

  • Hot-Head Hop
Starting the stage as Diddy made it even faster than before but required some tweaks to the strategy used in the any% run.
  • Kannon’s Klaim
As most stages with Warp Barrels are already optimized to the extreme, it’s more rational to use the strategies already proven to be the fastest.
  • Lava Lagoon
With this version of BSNES, it’s easier to create lag where older versions wouldn’t. Fortunately, some of it can be reduced by tweaking your inputs.
  • Red-Hot Ride
The strategy used here is as old as the oldest any% run of Donkey Kong Country 2 I could find, and no matter how hard I tried, I couldn’t beat it. It’s a rock-solid strategy.
  • Squawk’s Shaft
Here’s a combination you’ll be hard-pressed to find a faster solution for: stages with Warp Barrels are already heavily optimized — this one is no exception.

Krem Quay

  • Barrel Bayou
The any% strategy was slightly improved with lots of small touch-ups, but otherwise it was already pretty solid.
  • Glimmer’s Galleon
If you use the Funky Skip code as soon as you finish Lockjaw’s Locker, you end up here at Glimmer’s Galleon. Sadly, it can’t be used in a True Ending run, as we still need to complete previous stages to be able to skip the boss fights.
  • Krockhead Klamber
Now this is an example of speedruns and TASes helping each other. When I did this part of the run, only runs by Leftover0w0 showed up when I searched for "Kutlass Wrong Warps," so it was inspired by his run.
  • Rattle Battle
This is a stage you will have a hard time with if you try to splice from other runs: the ship’s movement, enemy spawns in different positions, and so on and so forth.
  • Slime Climb
A new trick was found here, but it can save time only in a 102% run: by switching Kongs on the surface of the water, it’s possible to team up.
  • Bramble Blast
Nothing new here, and unless we find a new trick, this stage seems to be perfectly optimized already. Oh, yes, it is possible to avoid another Blast Barrel by starting the stage with Dixie, but it’s not worth it.

Krazy Kremland

  • Hornet Hole
This stage separates the men from the boys, but the any% run made short work of it, and no matter what, it remains one of the most optimal stages in the game.
  • Target Terror
These cart stages... although it’s a pleasure to play them in real time, TASing them is another story. I mean, it’s not boring or anything like that, but it’s really hard to optimize.
  • Bramble Scramble
Wrong Warps. There’s a shortcut in version 1.0 of the European game: if you bump into Squawks’ crate instead of throwing the beetle to the left. Maybe one day we’ll see it used in the 102% run.
  • Rickety Race
The memory address of the roller coaster cart makes no sense at all. Sometimes you’ll fall behind other runs of this stage for no clear reason. Also, jumping slows you down — but by jumping, you can still save frames here and there. Crazy.
  • Mudhole Marsh
Another stage that was TASed with a YouTube video as a guide. Weeks later, I found the original movie file, but I decided to keep it like that, as it’s not slower at all.
  • Rambi Rumble
I spent a lot of time here trying to make that pesky Kutlass fall a few pixels farther to the right to make him drop lower. Little did I know, what actually makes him fall lower is a small delay before entering the Blast Barrel.

Gloomy Gulch

  • Ghostly Grove
This stage would benefit from starting with Dixie, then sacrificing her to avoid a lot of lag. Sadly, as mentioned before, Dixie can’t Wrong Warp like Diddy does in Mainbrace Mayhem, so I couldn’t find a better solution.
  • Haunted Hall
At least this one has a Lua script to help you jump at the right spots. Not that it makes more sense than Rickety Race’s convoluted physics, but it’s easier to keep pace.
  • Gusty Glade
The strategy used here saves very little time over the RTA one, but man, it looks so cool.
  • Parrot Chute Panic
WARNING: This stage is so fast it can cause motion sickness. It’s advised to skip this part of the run. The any% strategy was used here, as it remains the most effective.

Lost World

  • Jungle Jinx
The first stage of the Lost World — obviously not found in any% runs — was done from scratch but inspired by other True Ending runs.
  • Black Ice Battle
The strategy here is a mix between the 102% and True Ending runs. Avoiding that Flitter (the dragonfly) is just as fast as rolling through it. It’s also possible to Wrong Warp here, and it was tested, but proven slower than the current strategy.
  • Klobber Karnage
Thanks to these two invisible barrel tricks, the TAS completes Klobber Karnage several seconds faster than previous runs, while showcasing a lot of style and precision.
  • Fiery Furnace
The first time the stage is cleared, it’s simply to set the path to Krocodile Kore. The second time is to set up the Map Warp Trick to access Animal Antics earlier.
  • Animal Antics
Thanks to everything learned in recent weeks, it was possible to cut a considerable amount of time from my canceled True Ending submission. This is now the final stage of the run — but the run isn’t over yet, as one final Funky Skip code must be used to trigger the True Ending.

Final Thoughts

In TASing, every frame counts. The Funky Skip saves several seconds of in-game time by avoiding mandatory events. This isn’t just a small optimization — it’s category-defining. Since TAS rules prioritize the best possible performance under legitimate in-game mechanics, omitting a time-saving, reproducible, and legal technique would make any TAS obsolete the moment this discovery was verified. This TAS represents the culmination of countless hours of testing, input refinement, and routing — showcasing the most up-to-date tricks, glitches, and codes found by the SpeedRunning and TASing community. It’s a celebration of a game that shaped my memories, inspired my imagination, and continues to hold a special place in the hearts of so many around the world.

PS

This run may pave the road for others to follow, or mark the final heartbeat of a dream called Funky Skip.

Special Thanks:

  • BlueImp – His Funky Skip code is the basis for great time savers.
  • Amaraticando – His Boss Skip trick is the reason for this run.
  • Ivan F. – His Jungle Jinx wrong warp provided the necessary steps.
  • Hidai Gai – His True Ending run served as a guide for this one.

Suggested Screeshot

  • Frame 89489
It shows that Dixie and Diddy have many unbeaten stages.


TASVideoAgent
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🇧🇷 Brazil
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i'm a big fan of the new glitches and skips, the more the merrier even if its 102%!
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
CoolHandMike
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Editor, Judge, Skilled player (1377)
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Tons of tricks that I never saw when playing casually for sure. Good job
discord: CoolHandMike#0352
RetroEdit
Any
Editor, Reviewer, Player (199)
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My previous post about Funky Skip largely still applies (aside from new run-specific details.) "True Ending, in-game codes" seems like the proper goal name here (this would align with some of the existing publications here). Further details:
  • 1st code: you can actually visually see the cheat codes menu; this is for the "BARRALAX" code, which unlocks the "hardest difficulty" you mention. It is harder by removing DK barrels, but it also gives you both Kongs at the start of each stage. Elsewhere you mention removing DK barrels reduces lag for certain levels in the TAS.
  • (2nd "code"/"cheat": 75 Kremkoins trick. But "True Ending" requires it, so it doesn't matter here; runs without it would either be "any%" (ends at K. Rool 1) or 102% (legitimately collected Kremkoins).)
  • 3rd code pair: "Dev Exit" (exits levels) and "Funky Skip" (exits worlds). Both of these are recently-discovered arbitrary button press sequences, almost certainly developer shortcuts that were left in the game. Normally, you can't exit a level without having played it previously or a world map without beating a boss or going to Funky, so they fundamentally make the game easier, even without the additional glitches they enable.
I'll mention now that I think whether these are "cheating" is probably the wrong question. As you correctly point out, these are built into the game, not external modifications. However, I also think framing them as either straightforward game mechanics or glitches is misleading. All of the above are clearly intentionally designed codes. Code #1 is in the cheat code menu, and the codes in code item #3 are roughly comparable in execution to the Konami Code in Contra. To be clear, I think these new discoveries are interesting, and I'm not arguing against publishing this run.
Tompa
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Location: Mullsjö, Sweden
They are type of cheat codes in the same way IDCLIP is in Doom, to instantly beat a map in Warcraft 3 with AllYourBaseAreBelongToUs or the Golden Torizo code in Super Metroid. All of these follow the same three reasoning that Funky Skip should be allowed. It is not the same as a Hadouken by any means, no. Used here does indeed create a more interesting run than if that WC3 cheat would have been used for all stages, but it should clearly be shown in the category name that it is ”with in game cheats” of some kind.
Challenger
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These new discoveries are very interesting than I expected since I have been watching some of your progress recently. Excellent job! Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Pixiuchu
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Is it really not possible to skip some of world 2 and world 3? In this video: Link to video It goes from Lockjaw's Locker to Glimmer Galleon. I understand this may have some complications, but was there not a single viable route to do this in True Ending with debug codes? I'm not the most informed person, so I may be missing something, but there's got to be something possible... right? Edit: this has been clarified in the DKC Speedrunning server, you couldn't skip bosses if you skip world 2 because every time you do the Funky Skip code you go back to world 1, and you wouldn't be able to move past world 2.
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Pixiuchu wrote:
Is it really not possible to skip some of world 2 and world 3? Edit: this has been clarified in the DKC Speedrunning server.
Yeah, it's a real bummer. Going straight from Lockjaw's Locker to Glimmer's Galleon has these disadvantages, sadly. You can go back and skip Krow to open the path to Jungle Jinx, yes, but then you have to skip Kleever to access Barrel Bayou. :(
I am old enough to know better, but not enough to do it.