How To Speedrun Donkey Kong Country 2 – Beginner’s Guide
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How To Speedrun Donkey Kong Country 2 – Beginner’s Guide

March 1, 2020


Wow. I can’t thank you all enough for the warm
reception of the last video on how to speedrun DKC1, it was a neat idea for those that are
interested in dipping their toes into speedrunning, and it seems like most people really enjoyed
it. Make sure you check it out in case you missed
it, who knows maybe we’ll see more of this type of thing covering other games in the
future. But today, we’re continuing the series with
Donkey Kong Country 2, which is not only my favorite game of all time, but probably the
speedgame I’ve had the most fun playing through over the last few years. As many of you know, we used to do DKC2 races
for charity during Donkey Kong Month and that blossomed into a real thirst for getting better
at running the game and now it holds a very special place in my heart. Personally I enjoy it even more than DKC1
speedruns, and it has an equal amount of wild and crazy tricks throughout, so just like
last time I thought it’d be interesting to see what an average run looks like even
if you’ve never speedran a game in your life – so welcome to the beginner’s guide
of how to speedrun DKC2: Diddy’s Kong Quest, any% category. Let’s kick things off by talking about the
basics. Obviously this time around Donkey Kong has
been replaced with Dixie, which means that unlike the original, now there actually is
good reason to switch kongs and use each of their unique abilities. Diddy may still be faster, especially for
rope climbing, but Dixie’s hair twirl comes in handy all over the place. Plus you now have the team up toss maneuver
which is used pretty often throughout the run. Each level ends with a target that you jump
on, but if you get enough height it triggers a fancy little fanfare that wastes several
seconds, so the best thing to do is to hit the target low enough that you skip this whenever
possible. That being said, occasionally you’ll have
no other choice but to sit through it, like after a boss battle, so it’s important to
know that Dixie’s guitar solo is significantly shorter than Diddy’s boombox beat, which
means that you’ll always want to end a boss fight with Dixie in front. But even switching kongs can waste a little
bit of time, so a neat little trick you can do is called goal swapping. If you land just beyond the end target and
press select to change kongs, it’ll register the other kong being on the target immediately
and do a much faster transition than normal while also exiting the level. This is used a few times to set up certain
kongs being in front for future stages. Finally, as I said last time, button inputs
are on screen so you know exactly what I’m pressing to do certain tricks, and the overall
goal of this video is to just get you started, so I won’t be going over every single trick,
especially the more complex ones, but if you are invested and want to become more advanced,
I’ll link some resources at the end for you. Let’s dive in to the first world of Gangplank
Galleon. In DKC1, there were a ton of warp barrels
scattered throughout the different areas you would visit to skip to the end of levels,
but here in DKC2, all of them are in the first two worlds. Each stage has a warp barrel hidden somewhere,
so really you just need to know where to find them – here’s the first one in Pirate Panic. The 2nd one in Mainbrace Mayhem is underneath
the first platform and requires a cartwheel jump by Diddy to reach. Gangplank Galley’s warp is right next to
the bonus barrel at the very start of the stage, use a team up toss to reach it. In Lockjaw’s Locker, you can quickly roll
through this secret pathway then team up toss from the ground to reach the barrel right
here. And finally Topsail Trouble’s warp is right
underneath you at the start. Finish things off with a goal swap by jumping
past the target and switching to Dixie for the first boss fight. Now Krow has one of the very few elements
of RNG in the run – some of the eggs he launches are fake and won’t land on the platform,
wasting time, but it’s still pretty minimal. Start off the battle by keeping the screen
as far to the left as possible so he doesn’t have to travel as far to drop an egg, hit
him with the first one and run back to the left to do the same thing again. After the 2nd egg is where the RNG comes in. Quickly team up toss to the nest and jump
to the left to avoid damage. It’s faster to be up here to knock down
the eggs as soon as they spawn by gliding above the nest. Some of them may be duds, but as soon as one
lands on the ground grab it and hit him with it, then repeat the process one more time
to take him down. If he’s on top of the nest it may be better
to just stay down below to ensure you don’t lose a kong. Crocodile Cauldron is much the same, but I
do a bit more goal swapping here. The first warp barrel is right on the cave
entrance to the left, team up toss twice to reach the barrel – this is a big reason why
it’s pretty important to keep both kongs, getting a DK barrel wastes some time here. I swap to Diddy as I enter Kannon’s Klaim
because the easiest way to reach this one is by grabbing a TNT barrel and jumping over
the rats to kill the Kruncha and roll into the hidden warp. Swap back to Dixie as you enter Lava Lagoon
because the end requires a barrel shot at the target which will trigger her shorter
fanfare animation. The warp is right after the first Klampon. In Red-Hot Ride, hair twirl over the first
gap, then team up toss with a little leap of faith off this hot air balloon to reach
the next warp barrel. Swapping to Diddy is a tiny bit faster than
jumping on the target normally. Finally a quick cartwheel with Diddy at the
start reaches our last warp barrel in Squawk’s Shaft, and make sure to switch back to Dixie
one last time for the boss. Kleever can be a little tricky, the biggest
thing is making sure you don’t waste any time once a cannonball spawns in to hit him. After the first 3 hits, he’ll roam around
freely to chase you so work on leading him just high enough that you can quickly hit
him with the cannonball when it drops on each side. Krem Quay is where the run really takes off,
and it starts with a stampede…heh get it cuz this level has Rambi. It might seem a bit scary, but charging with
Rambi over these sections is by far the fastest way and it’s really not too bad once you
memorize the right times to jump and whatnot, if you’re worried about dying, take it easy
when you’re just starting out. But once you pass the No Rambi sign, and reach
these back to back arrow barrels, team up toss Dixie into the 2nd barrel and continue
on. This sets up a super jump that Dixie can execute
by taking damage with Diddy on this Kloak right before the final barrel that normally
takes a lot longer to complete. Instead she’ll have gained enough extra
height that she can twirl her way across the entire area. Huge bonus swag if you collect the G letter! Glimmer’s Galleon is one of the very few
water stages in this run, the biggest thing to watch is making sure not to bump corners
as you’re navigating through the maze since it’ll slow your momentum completely. Rattle Battle is notorious for having terrible
hitboxes with Rattly so expect to get hit a lot, but staying in the air as often as
you can is the fastest method, as well as trying to stack combos of bouncing on kremlings
heads. If you do happen to take damage and end up
with only 1 kong, make sure to grab the invisible DK barrel past the target, because you need
both kongs and Dixie in front for the next level. Okay, now Slime Climb has probably the hardest
trick we’ll cover in this video but I promise it’s the easiest of what are called wrong
warps. In simplified terms a wrong warp convinces
the game that certain objects have the wrong ID number and therefore when you enter a barrel,
it’ll eject you to the map screen with the level completed as a failsafe written into
the coding. To start off we’re gonna do a neat little
trick that’s unrelated to the wrong warp. As Dixie, roll off into the water and press
B, then quickly swap to Diddy and jump back out of the water before the piranha bites
you. Now as you climb these ropes and take damage
from a beetle, for some reason it gives Dixie this HUGE jump boost that can launch past
a ton of obstacles and reach a DK barrel up and to the left. Now here’s where things get a little tricky. Face to the right as you land on the mast
to spawn in the first beetle. Follow it to the left and jump on the 2nd
beetle near the edge of the screen. Pick it up, then throw and repress Y quickly
as the other beetle runs into you. If you did it correctly, as you run past the
first beetle, Dixie will be holding an invisible object in her hair, there’s a pretty forgiving
frame window to pull this off. From here just continue the main path and
fall off the ledge to the right of the continue barrel. Follow the line of bananas and throw the invisible
object to the left by letting go of Y right before you enter the bonus barrel and you
will automatically exit the stage and be able to move on. A great way to know exactly when to throw
it is to follow this notch in the pole and right as it goes off the top of the screen,
throw to the left. It might take some practice but it’s a big
time save and one of the easiest “harder” tricks in the game, if that makes sense. Last before Kudgel is Bramble Blast, which
can be confusing if you haven’t memorized where to shoot yourself, but the biggest skip
is near the end of the stage. You can do a damage boost after the midway
barrel to shoot through this bee, but I don’t recommend it until you’re confident because
you need both kongs for the next part. After the Klampon, roll off the ledge with
Diddy, and clear the next platform of beetles. Then team up toss and throw Dixie high to
the right off the left side of the ledge. If you did it right you’ll land on the above
brambles, get hit as Diddy then jump into the last barrel of the final section, meaning
you can just quickly shoot your way to the end from here and finish the level in style. There really isn’t much to say about Kudgel
other than making sure not to get stunned and hitting him as soon as he lands 6 times
to move on to world 4. Krazy Kremland begins with Hornet Hole, so
keeping Dixie out in front for the beginning might be nice so you can skip over the sticky
batches of honey with hair gliding. Be sure to go up and grab Squitter along the
way because you’ll need him for a really fancy skip. Just past the midway point, make some web
platforms under this hook after taking out the bee. Jump off of Squitter with X to cling on the
hook then jump back on Squitter and quickly leap off of him to the right, roll through
the Spiny then team up with Dixie before you reach the honey. The screen will start to auto scroll without
having to move and if you jump as you pass over the Krook and throw Dixie as you move
you can speed right by this whole section. It’s kinda crazy. In the final stretch, bounce off this final
Krook to reach an easier alternative up top and congratulate yourself on doing the “scrolly
scroll” glitch…yeah that’s the official name. Target Terror is an auto-scroller which means
it’s a great time to read some donations. Now in Bramble Scramble there’s a wrong warp
that can skip the whole stage but I definitely don’t think you should give it a go right
away, it’s probably one of the hardest tricks to pull off. It can be a pretty punishing stage otherwise
though so make sure you give your Squawks ability some practice. Pro-tip, you can rest on the brambles below
you without taking damage. Rickety Race has a hidden barrel if you go
backward at the starting line that blasts you ahead at breakneck speeds which is great
because it finishes the level faster but it makes it much harder to react to the obstacles
in your way. 200cc too fast! The hardest part for me was the #2 position
kremling, if you jump too late you can land right down a pit. Same thing, practice is a good call for this
one. I affectionately refer to the next stage as
Butthole Marsh because it also is pretty unforgiving, but there is an invincibility barrel off the
top of the screen where this lone banana hints at, making the following section of mini-Necky’s
much easier. If you’re feeling adventurous you can even
jump on the heads of the later Neckys too to get through unscathed. Finally, Rambi Rumble starts with a team up throw
super jump by tossing your buddy into a Klampon then jumping right as the kong returns to
you to reach the hook up to the left. If you don’t get a high enough jump here, a backup
strat is on the next ledge by damage boosting on another Klampon after tossing a kong up
toward a different hook here. In the final Rambi section, you can easily
sprint past the onslaught of bees by simply charge dashing and jumping. It’s about as free as it gets, have fun with
it. King Zing can be scary but if you work on
getting right up behind him and shooting him in the stinger, it’s pretty straightforward. Press toward the bottom right after defeating
him to trigger the fanfare as fast as possible. Gloomy Gulch certainly kicks things up a notch,
beginning with Ghostly Grove which is a level all about cycles and execution. There isn’t a lot of crazy tricks, but it’s
probably my favorite stage in the run because it shows off exactly how great of a speedgame
DKC2 is. Unlike other games where certain objects load
in at the start of a level, the sprites you’ll interact with in Donkey Kong Country are loaded
as you approach them within the stage, so if you’re going through at a brisk pace,
the ghost ropes will appear at just the right times so that you won’t have to wait for
them to reappear. All enemies and items behave this way in the
DKC series, it’s like they designed the levels with speed in mind, I just love it. Near the end a Kloak will try to disrupt your
flow, but you can just look to the left to despawn him and continue to the exit. Haunted Hall is not only an autoscroller making
it a great time to read some more donations, but it also has a couple important spots to
keep in mind like these bees that have a tight jumping window, jumping up slopes and into
doors to save frames, and THIS right here, DON’T jump to cross this gap otherwise you’ll
enter a bonus room and waste a ton of time. And ESPECIALLY don’t do what I have done
and out of gut reaction to my mistake jump again to enter the 2nd bonus room to waste
even more time. Yeah I’m still bitter about this one. Gusty Glade will definitely try to ruin your
day with wind physics, but I prefer to use Dixie in this stage for that extra cushion
of maneuverability. Especially near the end of the stage once
you reach this peak, you can simply jump and glide all the way to the target. Beautiful. Okay, now Parrot Chute Panic is probably the
most terrifying looking stage and certainly was a reason that I hesitated to start speedrunning
DKC2 in the first place, but it looks a lot more menacing than it actually is. Basically, it’s way too slow to beat the
level the normal way, so instead you need to just fall down the pathways avoiding bees
and obstacles. A lot of this will come down to memorization,
but also utilizing DK Barrels to damage boost through tough spots. For example, the ending is probably the most
important part, and definitely looks the coolest. As Dixie, jump off the final parrot and glide
past the first row of bees, then run into the bee in this corner and let Diddy bonk
his head on the roof above, then with invincibility fall to the left, hugging the wall until the
shaft opens up, then move to the left again after you pass the 2nd row of bees to finish
the stage without getting stung to death. Whew, way to go! Now calm yourself down, because Web Woods
is a similarly daunting task to overcome, but a neat trick that helped me out was that
Squitter can make web platforms instantaneously underneath him if you press L and R at the
same time, as long as it’s when you’re moving upward instead of down. This can save a lot of time since you’ll
be making so many platforms, but it certainly can be frightening as a wrong move means instant
death. Other than easily skipping this section of
Necky’s by going up higher, the rest of the stage comes down to…you guessed it,
practice. The Kreepy Krow fight was one I hated as a
kid, but it’s not too terrible to speedrun. You can line yourself up to hit the correct
Necky much faster, and make sure to have Diddy for the rope climbing sections, otherwise
these flying eggs could be a bit of a problem. Switch back to Dixie for the final phase and
you are on your way to the last full world! As you enter K Rool’s Keep, right off the
bat in Arctic Abyss, you want to jump up to the ledge on the right and bounce off the
Klobber to reach a shortcut and then enter the Enguarde barrel. The key here is to charge at the right times
to clear large sections as fast as you can. Use that shish kebob nose to your advantage! In Windy Well, there’s a couple tiny little
skips like moving underneath this wall of bees by holding to the left, or damage boosting
on this section at the top of the bees to jump up high and skip a large batch of the
stage. The important thing here is to finish with
both kongs, so be very careful at this part, I always got hit when I was starting out. If you do happen to lose a kong go back to
the start of Arctic Abyss and grab a DK barrel then start + select out to the map screen. Castle Crush has one of the easiest skips
in the entire game and it saves the most time of anything. Right at the start it’ll give you a DK barrel,
but you’re going to want to keep that barrel alive by either placing it down and not holding
Y or holding onto it and not jumping on enemies. Just be sure it won’t get crushed from the
walls and do your best to ensure its survival until you reach this section of bees, then
pick up the barrel, hug the wall to the left, and simply set it down and quickly repress
Y right as this chain is exiting the bottom of the screen. If you did it correctly Diddy will pick up
an invisible item, then run into the Spiny that enters from the right and it will glitch
out the level and bring the target straight to you – no really! Now stay to the left to make sure you don’t
get stuck underneath, and exit the stage. Not too much to say about Clapper’s Cavern,
there’s an invincibility barrel before the final stretch which can make it a lot
simpler, but personally I just grab a barrel with Diddy and run through, killing a bee
then ducking under the last section since I was able to keep my momentum, and finish
strong. Toxic Tower can be tricky, but there are a
couple tiny skips you can do, like jumping with Rattly at the peak of his little bounce
to reach certain ledges without having to do a charge jump. Other times you will need to hold A for a
giant leap, but make sure you don’t let go too early otherwise you’ll have to just
do it again. I take a damage boost on this last section
of bees with Squawks because the rest of the stage is smooth sailing, you just do some
quick webs with Squitter along the left wall and prepare yourself for the final gauntlet. Your last roadblock before K. Rool is Screech’s
Sprint, which certainly can be nerve-wracking. Start off the stage with Dixie and damage
boost into the thorns before the line of Klingers to roll through them with Diddy using your
invincibility frames. If you scroll the screen to the left before
moving past the 9 tails, you can roll through them as well. In the final race, you can maneuver above
Screech to not activate the countdown lights, but it’s very dangerous because you might
take damage and not have a safety net for the rest of the race. Instead, I just move ahead regularly, then
go to the left to reach some barrels that blast you far ahead of your competition, making
the stress go away a little bit of having to beat your opponent. Instead I put all that focus on staying alive. You’ve finally made it to Kaptain K Rool,
a ruthless 3 and a half minute duel that you can’t really skip but there are a couple
things that can make it easier for you. I normally have Diddy out in front because
while it’s a little harder to avoid cannonballs with him, Dixie is your fallback in case you
do get hit and she can dodge them with ease. Basically it helps to have her in reserves
instead of potentially losing her first. In the purple, reverse controls phase you
can team throw over the entire section to avoid it, and then just hold to the left as
Diddy while K Rool does his final sucking attack and he will never catch you. Even if you do accidentally get hit by the
purple goo, you can just hold to the right instead of the left, then grab the last cannonball
to finish a Donkey Kong Country 2 speedrun. You did it! Enjoy those well earned credits my friend. A few final thoughts: obviously if there’s
anything to take away from this tutorial it’s that practice is key. Just like DKC1 the less you die or take unintentional
damage the more time you will instantly save, it just takes the effort to get there. I hope you enjoyed a brief look at all the
wacky stuff you can do in this game, it’s an incredibly fun and rewarding run to play
through. As I said at the beginning, there are a lot
of even harder and more in depth tricks that you can look into if you’re interested at
dkcspeedruns.com. I can’t plug this site enough, it’s unbelievably
helpful with in-depth guides for every stage, even including different difficulty levels
for those just starting out or veterans wanting to perfect their craft. I genuinely believe that the DKC series is
a perfect diving in point if you’ve never speedran a game before, and I hope that you
give it a try yourself. Thanks for watching Donkey Kong Month this
year, it was really enjoyable for me to do something totally different. I stream all the time over on twitch.tv/snomangaming,
so be sure to follow there and maybe you’ll even catch me running DKC2 in the near future. I’m also planning on doing a stream here
on Youtube of running DKC1 and 2 back to back to finish off the month of celebrating all
things Donkey Kong, you won’t want to miss it, so stay tuned. I’ll see you guys next time, stay frosty
my friends!

Only registered users can comment.

  1. I only found out DKC2 existed in 2015 and now it's my 2nd favorite platformer game ever (besides SMW). 10/10 masterpiece.

  2. I’m not a speedrunner but I still enjoy your videos and please do speedrun guide to other games that are not in the dk series

  3. I can’t believe Donkey Kong Month is over already. Well, at least I have Funky Kong Mode in May to look forward too. I can’t wait to see what you do next year. 🙂

  4. I like that you even mention small tips that someone really used to this game might forget isn't obvious.
    Like how you can jump as Rattly at the peak of his little bounce.

  5. Heard of your channel 3 years ago when you played my first game Overlooker. Love these videos man. Keep it up!

  6. Snoman, this series is sooooooooo good!!! I really wish you keep this up, showing some mario or metroid love, speedrun focused channels such as summoning salt have had quite a growth rate in the last few months, and I really want the same to happen to you, this is really amazing content. Keep up the good work! <3

  7. The first time I played DKC2 was with a friend on his dad's old SNES, and I loved it! Now I own it on my New 3ds and it's probably my favorite platformer of all time!

  8. Xeodrifter is a great beginner speed game, as it is short, (30-15 minutes) cheap, multi-platform, not to RNG based and has a few easy glitches that skip a lot.

  9. You don't play about. You are a professional with so many games. It's hard to regular run these games never mind speed run!

  10. I’d assume that there wouldn’t be a DKC3 video because of the slow-paced design and bad enemy placement. You gonna do the retro studios games?

  11. Never knew about the Goal Swap Technique! If I did, I'd have been able to BEAT the speed guide's time rather than simply matching it! I get the feeling that site will be very helpful in the future as well, so Imma gonna add it to the Favorites bar, riiiight next to the site that digitally preserved the Player Guides (helpful to see the map in its entirety).
    That site, BTW, is http://www.dkc-atlas.com/gallery/media/guides/, in case anyone else would find that useful.

  12. Oookay, I think this video has convinced me speed running is NOT for me, when even one of my favorite games requires bullshit glitches. All I want is to find a game where it's just about knowing a level well enough that you can complete it quickly, not abuse of poor code. Guess I'll just stick to beating games on hard modes and trying out rom hacks, that's much more exciting for me. [though sadly some hacks of SMW, Metroid, etc do require knowledge of glitches… yeah, guess who's never touching those hacks]

  13. DKC2 is probably one of the best speedruns in general. Nearly every level has something cool, and for runners it has a lot of beginner strategies, and then a LOT of more advanced strategies to slowly reduce your time as you learn them. It's pretty exciting to watch someone on the verge of a PB trying to surpass it.

    DKC is almost as good, and DKC3 is more of a "normal" speedrun since there's not as many crazy tricks, still entertaining though. All the games are fun runs, DKC3 just slightly less. I don't really know about Returns, but Tropical Freeze is also a badass run.

  14. I speedrun this game as a 100% speed run. This will help shave off some time in my run. My pb is 3 hours and 28 minutes.

  15. I've been wanting to get into speedrunning eventually, and this is the game I'd do. It's one of my favorite games of all time, and it looks really cool to do it fast.

  16. For starting a speedrun for the first time, would you say it's more beneficial to practice segment by segment or run by run, and then troubleshoot the segments giving the most trouble?

  17. Slightly more advanced stuff below as

    There is a way to get into the Lockjaw Warp without having to Team Throw, but the timing is precise (I wanna say frame perfect, but I'm not entirely certain that's true) on the jump from the corridor to its left. If you fail you lose a couple of seconds performing the Team Throw…

    Kannon's Klaim: There's a technique called a Big Boi where you Team Throw into the Kannon then get some extra height to get the rebound Team Throw into the Warp Barrel. You mention this technique later in the vid, but the first time the Big Boi is prevalent is here.

    Other than that, awesome beginner's guide! 🙂

  18. Wow… you might be creating a whole new category of youtube content right here… speedrun video tutorials with both audio and written commentary. It could improve the community SO much. Personally I was more of a DKC1 guy, but I loved this one as well. I mean SGDQ and AGDQ are basically this, but this is a lot more clear and you've got the benefit of not having so much pressure from the timer and noise in the background. I love this.

  19. I love these guides. Quick thing though:

    You keep saying "speedran" when you mean "speedrun." For example, near the end you say the DKC series is "a perfect diving-in point if you've never speedran a game."

    Just think of "run." "You have never ran" is incorrect. "You have never run" is correct. The only time you use "ran" is when you're talking in the simple past. "Did you run?" "Yes, I ran!"

  20. @snoman gaming just so you know, Krem Quay is pronounced "Krem Key"
    For what ever reason Quay is pronounced Key in english… don't ask me why

  21. someone put a gun to my head and said "i'm going to shoot you unless you speedrun donkey kong country 2 right now."
    i survived because of this video.

  22. This was the worst dk month only 2 videos about speed running. Wich i and many others are not interested and there were no guest spots, or top 10 videos. For the next time you should do something new like reviews for the dkc games.

  23. Amazing video man. You highlighted the basics so well as well as demonstrated advanced strategies. Your DKC2 covers inspired me to start running this game a while back, and am glad you're running this awesome game too!

  24. Hey Sno, Can you please do a Good Game design on the story (or something similar) for Bear With Me? That game had one of the best endings I've seen in a very long time.

  25. Fine. You talked me over into speedrunning ._. This guide was too good to just brush off. Maybe I'll manage to complete/speedrun my favorite SNES game without a death >.> Seen the shitgamequitforever.com mentioned a few times but never bothered to look into it before now

  26. I think when it comes to speedrunning the most important thing is, just have fun with it. Anyways these vidoes are pretty fun and cool 🙂

  27. In Rambi Rumble, you can do a much easier trick called THE Claude super hyper mega Rambi rumble team throw mk. III instead of throwing Dixie at the klampon. Just stand near the edge, team up and throw Dixie toward the hook right before the guy bites you. She will shoot up to the hook and the trick is totally free.

  28. I borrowed this game when I was twelve and I remember that it was so hard for me. But with more time in the game I got better and better an managed to do everything except for the final boss fight. It was so hard for my 12 year old self. Before I was good enough to. beat the last boss I had to give the game back to my friend. I've never seen the endcredits to this day 😅

    Also I wanted to say that I looove the music of this game an that I've played DKC3 a few years later (also borrowed) but it wasn't as good as DKC2 in my opinion.

  29. Great video, man! Thanks for sharing these helpful tips and tricks for all of the levels for this type of run.

    DKC2 is also my favorite game of all-time and am looking to start speed running with it soon. Have you tried going for 102% or just Any%? I know dkcspeedruns.com has some great resources for that category but I was curious if you tried that one.

  30. I have been playing this game for 10 years now, it is my favourite game of all time and I have always wanted to speedrun it. This video is definitely really helpful and I am sure thanks to you and the other guides, I'll soon be able to near-perfectly speedrun it!

  31. i'm not even into speedrunning ,i clicked on this video just bc i liked your other DKC videos and out of curiosity. how do people even find out how to do these tricks? lol

  32. You’re literally the only other person I’ve seen who knows about the LR squitter trick. When I was a kid I just thought that was what you were supposed to do lol. Also worth noting, and this may not play well for speedruns, but in Web Woods you can just make the platforms below the screen to avoid all the birds and zingers at the end. Also, for anyone trying to speed run, don’t mess up the Castle Crush warp or you could crash the whole file. Google Castle Crush glitch lol.

  33. Do you know about the instability of the invisible barrel glitch used in Castle crush?                                                                                                                                                                  Went from causing a bunch of lols and helping with a skip in DKC1 to being capable of corrupting the save file, and even damadge the console if you're not careful. To those who didn't know: unless you hate your save file/SNES/WiiU, don't be reckless with this one…

  34. Dkc is not only nostalgic as heck, it also is what made me hate water levels as a kid. I still hate water levels, no matter the game 😭

  35. 6:35 Don't the dark green Kaboings on Rattle Battle have weird hitboxes, too? I swear, their hitboxes shift depending on if they're landed or airborne (as in, they're very tiny and low to the ground when grounded, but then are suddenly the size of the whole Kremling the moment they take off jumping).

  36. I will never be able to even get close, but it’s just so fun running as fast as you can through this game! It’s so satisfying to see how quick I can react to what’s coming through memorization and technique!! Sadly my controller is showing signs of not functioning any longer (some buttons don’t work all the time and you have to be super precise with the d-pad).

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