Donkey Kong Country 2 - Diddy's Kong Quest 102% TAS - by Comicalflop

This is my first TAS ever, the much awaited 102% completion of Donkey Kong Country 2 - Diddy's Kong Quest. The length is 318242 frames, 1:28:24, and the in-game timer of the game is 1 hour 12 minutes.
I've watched this game being played by others a lot when I was younger, and had the Gameboy version to play with, so I was very familiar with Donkey Kong games. When I discovered this site Donkey Kong Country 1, 2, and 3 were the first games I played to completion using emulators. After watching the amazing single segment 102% run on SDA, plus Sami's any% TAS I knew that this would be my first submission.
When I started I was not that good at it (plenty of negative criticism was received for my early TAS attempts) but after 7 restarts/test runs of the game, I finally had it mastered. I played this game exclusively using Frame Advance, which helped me to be able to load/create save states without trouble, and take the game as slowly as I needed, while creating a lot of precision. I now can't use a different reduced speed besides Frame Advance.
Many new tactics/glitches were discovered prior to and during the making of this run, most of them extremely useful, some not but still interesting.
Despite this being my first run, I realized that the completed run would be about an hour and a half, so I try to keep the audience entertained, especially during boss fights and some levels (Web Woods, Klobber's Karnage, Haunted Hall, etc.) whereas some levels were entertaining on their own, which helps.
Stereo sound was selected for superior sound quality.
  • Use WIP1 Timing (Yes)
  • Allow Left+Right/Up+Down (Yes)
    • Volume Envelope Height Reading (No)
    • Fake Mute desync workaround (No)
    • Sync samples with sound CPU (No)
  • Aims for fastest time
  • Manipulates luck
  • Uses Warps
  • Takes damage to save time
  • Abuses programming errors in the game
  • 102% completion
  • Uses a game restart sequence

New Tricks and Glitches

DKC2 has many interesting, different glitches compared to DKC. Many of them are not featured in Sami's any% run.
Rolling Tricks: DKC2 has the same extended rolling tricks as DKC; but Dixie gets a unique rolling technique that makes endless rolls possible with her. By waiting 21-22 frames, without holding Y, Dixie will start her roll but, on the first possible frame you start another roll, and Dixie will continue to roll. But, this is repeatable, with no stops, for as long as you are moving in a direction with space, as long as you keep the sequence going by starting a roll at the first possible moment (usually when Dixie stops her roll, and her hair begins to curl.) This is used in Squawk's Shaft, and especially in bosses.
Team-Throwing: DKC2 introduced Team-throwing, where one Kong piggybacks the other and can toss that Kong up, forward, or up/backwards, making inaccessible areas possible to reach. The team-throw is very limiting- or is it? When the other Kong is coming back to land on the main Kong, 1-2 frames before he/she lands if you press "jump" you can jump again in mid-air, and perform another team-throw. This is extremely useful for reaching high areas much faster, and makes Castle Crush possible. Also, once a thrown Kong hits a monster both kongs become invincible.
Backwards-Walking Switch: This is a very interesting/difficult trick, where under certain circumstances, your movement before switching Kongs will cause the other Kong to walk backwards. The best feature of this is to enter walls- in some cases, you either shoot straight up really fast of can go through walls with a well placed team-throw. The trick is easy to perform once you know what to do, but moderately hard to execute beneficially- in my test runs of Chain Link Chamber I was able to enter almost every wall, and in only two cases was it useful, both of which are featured in the level (I was either ejected out of the wall or got stuck at all the other places.) The way I perform the second backwards-switch in Chain Link Chamber- mount/dismount the Kong quickly- is the easiest way to get a consistent backwards switch, assuming you are close enough to the wall.
Fun with the Animals: All of the animals behave the way they are supposed to- except in some cases. Rambi has an additional jump featured in his charge. Anytime when you jump in the air while charging, by pressing the opposite direction and jump at the same time on one frame, and the next holding jump and going the other direction, Rambi makes an additional jump, and loses his charge. Squawk's hit detection does not work intuitively- you can be inside dangerous objects/walls without being harmed. Squitter is very complex, and sometimes you can create two web platforms with no wait- very hard to do, and I don't know what lets you do it.
Goal Target Switch: The most featured glitch, the targets at the end of each level are sensitive to a Kong’s height when landing, and this can activate the song sequence which is 4-7 seconds long if you jump on it from too high. But, under the right instance if you perform a switch, and the other Kong would normally appear is on the target, the game freezes for a few brief frames, the Kongs switch and head to the next level, which saves 30ish frames if you would normally have to do another jump from being too high, because a goal-switch does not activate the song at all. This is also an excellent way of switching between two Kongs, because a normal switch takes 66 frames in a level, so strategically if one Kong is better for the next level, a goal switch is very good.
Duck-Sliding: A minor glitch where, instead of jumping into the water, if you slide off the edge and duck, you will fall into the water at normal speed, and by holding 'A' you will rise in the water very fast.
Animal Extra Jump: When Squitter or Rattler gets hit, when you are the animal and not riding it, you have an invincibility period where you can take an additional jump.

Level by Level

Pirate Panic: Nothing too special
Mainbrace Mayhem: Lots of climbing, fast bonuses, first goal switch used
Gangplank Galley: Dixie is faster because of her Helicoptering; For World 1 and 2 taking the warp and going backwards is faster than playing the whole level, but only for some levels.
Lockjaw's Locker: First Duck slide, but used to gain height in the rising water; the dismount off of Enguarde somehow preserved a lot of speed
Topsail Trouble: Another warp level; when rolling to second bonus, the screen decided not to follow
Kreepy Krow: This boss caused the most amount of restarts of the run, because I was just learning what luck manipulation is. I lose a few frames on the overworld map for the perfect egg drops to come, but luckily for the rest of the luck-manipulatable I barely lose any frames. The fighting method was taken from Arne_the_great.
Hothead Hop: Worked on avoiding as many brown Krocs as possible
Kannon's Klaim: Getting to the warp as Diddy is the fastest, but took many tries to do. Took a daring shortcut to get to bonus #2.
Jungle Jinxes: I love doing the lost world levels in this run, as it shows people many levels that they had not seen before. In test runs I got into the tires sometimes, death by falling usually followed. The bonus has Dixie be invincible after the team-throw and go through the last bee.
Lava Lagoon: This caused a lot of desynchs for me in early versions, but once I switched to the 1.0 ROM those stopped. I ended up not using as many Duck slides as earlier versions, but still get to do one for the DK coin. The invincibility barrel prevents me from doing a goal switch in this level, which kinda sucks.
Redhot Ride: another warp level, I utilize two glitches here: the Rambi jump, which makes crossing the huge lava pit possible, and the team-throw jump, to get the DK coin; I also can start+select in mid-air.
Sqauwk's Shaft: The name made one of my friend's laugh, but I digress... I learned how to use turbo-function here, and good thing too because I use Sqauwks a lot in the run, and prevented me from gettin Carpal Tunnel. Took shortcuts in bonus #2, the last bonus is very nice, plus Dixie gets a lot of extended rolling here.
Kleaver's Kiln: The other boss fight that Arne had done, saving 12 seconds compared to Sami's run. It took me a while to learn how to get the hooks to fall on Cannonball #4. And watch what Diddy does on the very last hit before the coin comes down :P
Barrel Bayou: Nothing too special
Glimmer's Galleon: Funny Glitch in bonus #1, where I get the coin, leave and the music is still playing. I spent a lot of rerecords to move perfectly around every single corner
Krockhead Klamber: Getting the DK coin was fast, as was bonus #1; that bonus is done faster before it even starts it seems when viewing it.
Rattle Battle: Rattler is very slow, so not an impressive level. Plus, many spots got really tight to avoid getting hit.
Black Ice battle: What Rattle Battle lacked in speed, Black Ice Battle made up for it. A level that goes down = a lot of fun for Diddy's rolling.
Slime Climb: Fast climbing, did the team-throw jump to get to bonus #1, I got to one part so fast that the climbing-krocs are discolored
Bramble Blast: Took a hit to skip an entire huge area with barrels when getting to bonus #1. This changed my Kong setup, meaning one of Sami's shortcuts I couldn't take. Getting to DK coin- Squawks has a very interesting hit detection, making impossible maneuvers like this doable.
Kudgel's Kontest Kudgel has, out of all the bosses, the worst hit detection; I make full use of this, I am practically inside of him 1/3 of the time. I try to keep the audience entertained here, since this is the longest and most boring boss fight.
Hornet's Hole: Doing bonus #1 and 2 is faster after completing the level. Squitter did his job nicely, killing bees left and right like the good little arachnid he is.
Target Terror: I hate all three kart levels, this one I try to keep the audience entertained but there's little room for showing off.
Bramble Scramble: Nothing too special, Squawk's hit detection while carrying Kongs comes in handy here
Rickety Rage: Another kart level, faster but still not much room for showing off. A goal switch here only results in a backwards switch, so I normal switch here so that I can double roll with Diddy in Mudhole Marsh.
Mudhole Marsh: Team-throwing in bonus #1, waited a little bit to make barrel come faster in the large pit
Klobber Karnage: Slow moving barrels= boring. Barrels blasting off 2-3 times a second in random/hair-raising patterns= entertaining. Dixie's route was faster, so she's used here.
Rambi Rumble: Nothing too special here, don't get to use Rambi's second jump.
King Zing Sting: Tried to keep Squawks moving around, as well as try different ways to dodge the oversized bee.
Ghostly Grove: Nothing too special, you can roll on krocs if they are below you, which helps in speed
Haunted Hall: Tried to get the counter close to zero, and tried other entertaining things.
Gusty Glade: The shortest bonus is featured here, lasting only one second. Thank goodness for blowing winds in the right direction.
Parrot Chute Panic: Like Sami, played without needing any purple Squawks.
Web Woods: Squitter gave me a petition; he said that he was having CWB, Copius Web Backup, and needed to spit webs as much as possible in this level or else he'd explode. I complied, and it resulted in a 98.113% (darn that one green hopping kroc that I couldn't reach) kill level. Squitter is now the "Arachnid Machine-Gun" in my heart. This level is, no questions asked, one of the three most entertaining of the whole run. Castle Crush and Chain Link Chamber are the others, with Klobber's Karnage the runner-up.
Leap of faith to chase after the fast cannonball for bonus #1!
Fiery Furnace: Nothing too special here, except for the bonus- thanks Arne!
Kreepy Krow: Accidental Luck Manipulation made the barrels closer to Kreepy Krow, making for a faster fight. I didn't know that at the last sequence you can go below the level- surprise! I keep Dixie moving constantly, because as with all her boss fights it's the most entertaining.
Artic Abyss: Nothing too special, but Enguarde's pleading eyes and willingness to be fast have convinced me never to eat sushi again.
Windy Well: Getting to bonus #1 test run had Diddy Disappearing- very weird. But, the best part of the whole level is getting to bonus #2, avoiding the Kleaver and the Barrel Kroc, and getting to the bonus just like that took a LOT of tries, and finding the exact spot to be bounced over kleaver's swords, and still have time to roll through him into the bonus.
Castle Crush: The first part, I have to wait with Rambi, so I show off his double jump a lot. Once I'm not Rambi anymore, I precede to go through the level WAY ahead of the rising floor. Many thanks to Arne for discovering this best application of the team-throw jump glitch. The second of the three most entertaining levels.
Clapper's Cavern: Enguarde bonus = pure love for that swordfish. Rattler is the only animal that I have no love for.
Chain Link Chamber: The third of the most entertaining levels. Improved the climbing from Sami's any% by a lot, and utilized the backwards switch to make two very big shortcuts.
Toxic Tower: The other runner-up for entertaining, similar playstyle with Sami's run but took another hit when he had to wait for the red bee to move.
Screech's Sprint: Took the shortcut that was noticed after Sami's run was published; the other shortcut suggested nets no frame loss/gain.
K. Rool Duel: Sami waited in front of the gun and jumped to avoid the cannonballs; I make Dixie look like she has a major sugar rush and she moves, jumps, and runs around everywhere, like the monkey she is. And if you thought the glitch at the end of Kleaver's Kiln was awesome, you ain't seen nothing yet.
Reset: first possible frame to reset with game file saved.
Animal Antics: This level was very hard; the 100% kills goal did not work at all for the Squitter section, but I try to keep it fast and still killing enemies, because that looks entertaining. Squeezed through a small space to save a lot of time in the bonus; too bad it didn't let me stay as Squawks. The section with wind makes people playing normal time sweat- doesn't slow me down at all.
Krocodile Kore: A lesser version of the K. Rool fight. Diddy has been whining the whole time that he hasn't faced any bosses: Dixie decided to take a break, so Diddy does his best to finish the run.

Thanks and notes:

Many great thanks to:
  • Jean-Philippe 'Ounaya' Gilbert on SDA for creating the single segment 102% run, which gave me a complete idea of where all bonuses/DK coins are
  • Sami, for his any% run that showed me what a DKC2 TAS should look like; for many levels I had a separate emulator up with his run playing so I could learn
  • Arne_the_great, for discovering practically all of the tricks used in this run- good luck on DKC2 any% improvement
  • All of the forum members who supported a first timer through 7 restarts
As this is my first run, I might improve it later, but after the intense two months that it took to make this, I'm going to take a break.
I hope you like watching my first submission, I spent a great amount of time making it faster than normal plus tried to make an hour and a half run as entertaining as possible. Enjoy!

DeHackEd: By popular demand, encoding..

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Lesee... we have flying chimps, wall hacks... where's a monkey's-uncle joke when you need one. Kudos.
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We also have birds flying through thorns, monkeys on sugar rushes that refuse to stay still, spiders that are on a killing spree, a rhinocerous who flies through the air, team-throwing glitches, and more. And there is in fact a monkey's-uncle joke of sorts- I stated in the thread that Cranky Kong is so cranky because I visit him late in world 4.
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Of course, you get my yes vote too. Great work! You think in re-do the any% run now?
Not more working on: DKC3 105% < Needs modified Nitsuja Snes9x+9, with reset recording.
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Doesn't Arne work on the any% run?
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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yes he is working on it, but at a very slow pace. I could in theory complete an any% run before he finishes, but by the time I submitted it he would be finished and have a much better version. Plus, I'd play the any% much like Sami's version but with added glitches and fixed mistakes, but since Arne is pretty much keeping to himself he's probably finding faster ways to speed through levels.
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I thought we were supposed to auto-cancel/improve on movie we know to have flaws in them...
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I will improve this, but much later from now. All minor mistakes were discovered very late in the run, and hex-editing is a b*tch to work with for all DKC games. Also, the movie is very good as it is, as seen by all good reviews of it and 29 yes votes. And if at any point Arne gives up, I will complete the any%, but doubtful since he is a meticulous worker and very well should complete it, and spectacularly.
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Edit: Haha, my bad! Why does it always seem like I'm always the last to find out about news. ^_^;;; Great run, you get a yes from me, now that I saw that last 7% get done...ahem. >_> Bisqwit is it possible for you to change that for me?
Soft Blue Dragon
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I don't know how RARE honestly expect people to be able to do 102% in this game. You did it with ease and at a couple spots I did go WTF?! Yes vote. Star it...how many people have actually SEEN the 102% ending?
Taking over the world, one game at a time. Currently TASing: Nothing
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When vieweing the ending, it actually needs input to stop; the boat sails into the sunset, and the ending does not go to the normal reset of the game until you press a button. Just a little note; it'd probably be best to end the AVI when the last sinister laugh ends. For the .smc you can check my movie file to see the 102% and 1:12 in-game timer. I don't know how Rare expected anyone to do any 100+% for any of the DKC games, a lot of the secrets are not intuitive and cannot be found on thier own without a FAQ walkthrough. I'm hoping for a star too What were your "WTF" parts?
DonamerDragon wrote:
Bisqwit is it possible for you to change that for me?
did you accidentily vote no? lol
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Oh, %$#@. Now that this has a no vote, it'll take years to get published (or maybe even get rejected).
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
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Nooo! nah I'm not worried. (mostly.) 97% approval is still good. assuming there are no more no votes.
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Great stuff here comicalflop. It's taken me a while to get around to it but i finally watched this and enjoyed it greatly. Definite yes vote. The 'yes' votes here are overwhelming, this should be obvious for publication, you shouldn't worry. Don't lose sleep over it, you did amazingly and we can all see that.
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What were your "WTF" parts?
Probably the biggest one was in one level with the rising floor, where you did the team throw into what seems through the ceiling into the bonus level. The other one probably was the "spring" in one of the boxed water levels. I think it was the one that you change lava to water, but I can't remember exactly what level.
Taking over the world, one game at a time. Currently TASing: Nothing
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Mukki wrote:
Great stuff here comicalflop. It's taken me a while to get around to it but i finally watched this and enjoyed it greatly. Definite yes vote. The 'yes' votes here are overwhelming, this should be obvious for publication, you shouldn't worry. Don't lose sleep over it, you did amazingly and we can all see that.
Thanks man, that puts me at ease. I did lose sleep when I submitted it because I was so glad it was done, I had to stay up until 4:30 in the morning watching the run before I got sleepy at all.
Sir VG wrote:
What were your "WTF" parts?
Probably the biggest one was in one level with the rising floor, where you did the team throw into what seems through the ceiling into the bonus level. The other one probably was the "spring" in one of the boxed water levels. I think it was the one that you change lava to water, but I can't remember exactly what level.
Lava Lagoon is the level. "Spring"?
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followed the WIPs for this one, great run and an obvious yes vote for me
What would Mr Belvedere do? Probably eat some butter.
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Hm didn't remember you watching my WIPs, but that's to be expected as I'm sure not all WIP watchers posted. but another satisfied viewer I can see which is always good Edit: comment removed for superstitious reasons lol
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comicalflop wrote:
any thoughts/bets on when this'll get accepted?
It's best not to talk about this, not that you can't but you'll jinx the timing, it'll take longer to get published... ...just kidding. I think it will get accepted before the end of the week and published the very next day or maybe not, who knows. All I know is that it's a very enjoyable run.
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Damn, you finally did it! Great job man, this was a fantstic game on one of the best games on the SNES. I thoroughly enjoyed following your progress through this 102% completion and will definitely vote yes(if I can). I hope your next run, if you decide to do one, will show the same hard work that you've spent hours on like this run. Thank you for giving this site another great run! EDIT : Yay, I am the 38th yes vote!
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Thanks. It wasn't just hours lol started this back in July (the gawd awful V1), and once I got to college i would spend 5+hours a day working on this, sometimes more we're talking solid weeks in terms of hours added together actually, I think I might be getting TAS withdrawl, I might take a shorter break than intended because I'm getting that urge to work on a run. I should probably play diablo 2/other games and hang out with more friends until the withdrawl feelings pass, and then I can get back to work on TASing. I'll probably never stop until the site closes (God forbid.)
comicalflop wrote:
haha yeah I do get restless
says it all
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Sir VG wrote:
I don't know how RARE honestly expect people to be able to do 102% in this game. You did it with ease and at a couple spots I did go WTF?! Yes vote. Star it...how many people have actually SEEN the 102% ending?
I have, interestingly enough I did figure everything out on my own. Took me a couple weeks but I got it. Some of those I found totaly on accident I must say...
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comicalflop wrote:
DonamerDragon wrote:
Bisqwit is it possible for you to change that for me?
did you accidentily vote no? lol
Yes my bad dude, haha! I didn't have an updated version of the emulater, I'm sorry!
Soft Blue Dragon
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As long as the No got changed it's fine... is that the one no that drops it to 97%, or is that someone else's? Anyways, I think that the link to the rerecord patch also includes nitsuja's emulator, but I could be wrong. I think it is though, download the patch to see the entire movie and if the emulator is not included in the download it was very easy for me to find the thread of the Snes9x 1.43+ improvement9.
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Followed this since the beginning of... V5 or 6 I think. Enjoyed it and voted yes. I think I found all the bonuses myself without help. there's always a lone banana to indicate a secret of some sort, and in water levels I just spent hours hugging the walls to see where I could go through. This is certainly not as bad as DKC1 where that one level have 5 bonuses, and another level had a bonus inside a bonus. the trickiest things in DKC2 were the Hero Koins hidden in bonuses or the ones at the end of the level on the target pole.
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I think I might be getting TAS withdrawl, I might take a shorter break than intended because I'm getting that urge to work on a run. I wish I got that...
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]