Donkey Kong Country 2 Any% Speedrun in 38:28
I've been working on this game very actively for the past 8 months. I'm not done quite yet, but I'm pretty happy with this time! Decent early game, mediocre rest of the run. The biggest single mistake of the run was getting caught by a Cat O' Nine Tails in Mudhole Marsh which resulted in getting hit as well (+ 7 seconds). I will be attempting WR going forth.
I apologize for the stutters here and there, I hope I can get them sorted out soon. CPU issues.
- How are you ending some levels early?
Certain levels have Wrong Warps that allow the player to get ejected out of the stage and proceed to the next one. There are two ways to do this.
One way involves getting an invisible object through one of the many glitches to get one, which clears the item you're holding from memory and allows you to hold whichever object ends up getting loaded to the memory address where the old object used to exist. If you happen to throw a bonus barrel, a warp barrel or a bonus cannon while facing left, and then enter it, the game executes a piece of code that ends the stage early.
The second way involves Kutlasses and Blast Barrels or Animal Buddy Barrels. A piece of Kutlasses' behavior during their sword-lifting animation is coded incorrectly, where instead of modifying a memory value related to the Kutlass, it modifies a value related to the player's state. If during that moment the player happens to be exiting one of the aforementioned barrels and holding left or right on the dpad, it'll trigger a Wrong Warp.
(Note that Yellow Kutlasses need to have one of the kongs get hit at a certain timing for the glitch to work)
- What's going on in Arctic Abyss?
Normally if you swap kongs, time stops until the swap is complete. But this doesn't occur if you swap kongs in water, which allows them to get hit by an enemy during the swap. This can be exploited by luring a Lockjaw next to a wall's corner, and allowing the kongs to get hit during a swap while they're in the wall, which makes the remaining kong zip upwards. This trick can be done in any water level, but if the camera doesn't follow the player they are prevented from moving. By sheer luck the end goal target for Arctic Abyss is right above the beginning area of the level and the floor beneath it is barely within camera view. This allows for movement after the zip, and for the goal to be hit.
- How's the race in Screech's Sprint skipped?
The trigger for the race to start doesn't extend all the way up, so simply flying high up enough in the race area will skip the race. Taking damage while the race is starting will also unlock the camera and work as a pseudo-skip.
This game has a ton of technical information about it, so if you're interesting in reading more and/or you're interested in running it you can check out the DKC Speedrun Wiki here: https://dkcspeedruns.com/
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