Cartwheel jump off the ledge to access the 2nd (actually 3rd) bonus room. We can utilize this jump to skip sections in many levels. Hold the controller with right palm facing down as though you're playing a piano. DKC2: The LOST WORLD Anything from the Lost World automatically comes to mind when considering the most challenging levels in Donkey Kong Country 2. Now 'ear this, landlubbers! Land on the beetle to kill it, tap right to just grab the cannonball and then just walk into the cannon. To do Dixie's clash, jump onto a beetle and grab it (holding Y). They can be used to skip sections of levels or just to reach certain areas faster. Jumping after performing the plink means you tried to jump too late. Be careful not to accidentally pick up DK coins, like in. It is also a 1 frame team up into a 2 frame jump. Reach your index finger around in a hook shape to hold the Y button with the side/back of the index finger while keeping the thumb in its standard position. You need to recognize that you did the climb incorrectly which is fairly difficult (sometimes a "bad" vine climb still loads correct ids). Tutorial para o Wrong Warp da fase Castle Crush para DKC2 Any%. This can be challenging for new players as timing the damage boost jumps in Web Woods can be difficult. For horizontal ropes though, DKC3 is on fire! Team up goals require that you press B then 2 frames later press A this causes you to both jump and team up stopping all vertical height allowing you to hit the goal early like a goal swap but keep the current Kong active. By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. The timing window for releasing and re-holding Y is much more lenient compared to Diddy's method. The 2nd Klobber's ID must be set to 2 for the setup to be consistent. This was the first Warp Barrel I ever found. If successful, then Rattly will perform an awkward hop on land. Due to the difficulty in executing this warp, and how long it takes to reach Klobber Karnage in a run, that also makes it probably the hardest category in the game to run. It can help to sit the back of the controller on a solid surface like your knee. On a more technical level, every object that is loaded into memory is stored at some address. It is also worth noting that the timing to jump for some animals is more lenient than others. Log in; Sign up; Language (Beta) × български Català Čeština Dansk Deutsch ελληνικά E You can also clash while facing forwards, but it is more difficult than clashing regularly. Funky is seen surfing and then falling off his board. banana room head left. This trick works on the principle that transitions will only work when you are holding the direction on the dpad. We can also accomplish the same thing by taping right to force the camera to quickly focus right and then hold left (duckless method). Donkey Kong Country 2 is a great game with so many amazing worlds... Lots of favorites, but somehow it's the ones that you get stuck on... Donkey Kong Country 2 is a great game with so many amazing worlds... Lots of favorites, but somehow it's the ones that you get stuck on that you seem to remember most. Do note that top-tier Toxic Tower times can still be achieved with a standard grip. For people who want to get the wrong warp to the credits from 7-1 without worrying about difficult and inconsistent setups, Producks put together this complete step-by-step tutorial for an easy method accessible to all skill levels. However, the techniques used for his double jump require high execution and frame precise inputs. But if all the Kremcoins weren't hard enough to obtain, it's the DK coins that offer the biggest challenge to find. Similar to swimming, you can use the claw grip as Squawks as well. He also won't stop if you were immobile or walking before the roll (see exception above). The complete technicalities of Wrong Warping are … Very Mario-esque in that regard. Warp Barrel: At the very start of the level, stand on the second barrel and throw your friend straight up (avoiding the Bonus Barrel) into the Warp Barrel. --- Bonus 1 (Time Left: 15 seconds) ----- Simply climb upwards as fast as possible, not much can go wrong here. Hold Y with the index finger and mash B to jump off the balloon ASAP. You need to recognize that you did the climb incorrectly which is fairly difficult (sometimes a "bad" vine climb still loads correct ids). lives! Twitter Facebook Discord. Using the claw grip mentioned above can aid with swimming. Choose what's most comfortable after some experimentation. Diddy Clashing: The hardest method of clashing and obtaining the invisible barrel. Without this technique, we would either have to lose a Kong jumping over the bees or wait a full cycle for the bees to drop down. Improper directional use of a programmed transportation device (ie: Wrong way warp, and DKC2 Expired Time Barrel Glitch) -- This is already banned in all categories except Any%. Next, throw your Kong at an enemy. But there are clearly stars on the warp barrel. In this method of obtaining an invisible object, you throw a barrel at a Klobber then grab the Klobber the same frame the barrel destroys the Klobber. For example, Damage Boost jumping with Rattly is much easier than Squitter as the timing window to press B after receiving damage with Squitter is much tighter than with Rattly. Games; Streams; Forums; More... Home Games Streams Forums. This is based of the Game Boy Advance remake's intro, which can be viewed here: . If successful, Dixie will hop backwards, and the other beetle will fall down. I just don’t think it has the range that ‘2’ has. By ducking and holding down right (in respect to the video), the camera shifts more towards the right side of the level, delaying the load the of bees on the vines. This will typically put you back to the stage select screen with the level completed. By loading a new object at that same memory address and throwing the invisible barrel, we are able to corrupt the value of memory at that address, resulting in a huge array of glitches, including moving objects/enemies, changing a barrel's exit point allowing you to Wrong Warp, to even breaking a real SNES console as seen in Castle Crush. If you don’t have that, this level will burn out its warm welcome out real fast. Team Throw Super Jumps allow you to reach areas that normal team throw jumps cannot. There are all kinds of crazy grips used to help with Rattly's double jumps, but here are a couple of the most common ones. Night Mode. This trick can also be performed with either Kong out (Diddy or Dixie doing the throw). If you are successful, then Diddy will "hop up" and the other beetle will have taken damage. http://www.youtube.com/watch?v=JSAu_84mK00, http://www.youtube.com/watch?v=MzdisPerW7U, http://www.youtube.com/watch?v=uOhkfplCyUU, https://www.youtube.com/watch?v=P2LiardglQw, http://www.youtube.com/watch?v=cfokSjApfGw, http://www.youtube.com/watch?v=DhGjx2Sf8ds, http://www.youtube.com/watch?v=eLVKWzrIUp8, https://www.youtube.com/watch?v=Sb4IW_UYedM, http://www.youtube.com/watch?v=YpfjWkkRQY0, https://www.youtube.com/watch?v=yBCm2wOKdzM, https://www.youtube.com/watch?v=fBhFxY0sYhA, http://www.youtube.com/watch?v=r-EDYdD4nyk, http://www.youtube.com/watch?v=3-a8Irv7VaM, http://www.youtube.com/watch?v=Yzw_yLW43Fk, http://www.youtube.com/watch?v=JiUYQyGwt4g, https://dkcspeedruns.com/mediawiki/index.php?title=DKC2_Tricks&oldid=14850. DKC2's Advantage Returns also feels limited compared to DKC2, despite its occasional sophistication and the wide array of ideas and platforming gimmicks. ! Unwritten Rules of DKC2. You inputted A+B too early: This will result in Rattly charging on land, You inputted A+B too late: This will result in Rattly doing a normal jump. Holding B any further results in a bigger jump. You must wait for the Krunchas to double back and start moving left. The use of bonuses is not allowed. All that's left is to run into the beetle and the invisible barrel is yours. Knowing this is crucial when performing many different strats (example: rolling over gaps). If you're having troubles executing this glitch, there are two main reasons why you will fail. Cranky goes up to him and complains how he never took breaks, \"whisking off maidens and thr… Speedrunning leaderboards, resources, forums, and more! Rolling through an enemy will extend the length of the roll, and increase your speed. It is possible to take your Kongs far enough away from the animal buddy object to despawn that animal offscreen. All thats required at this point is to run into the beetle that you have clashed with, and the invisible barrel is yours. This warp uses the same invis method found in the Pirate Panic wrong warp, only this time it's at the very end of a long auto-scroller. With this grip Y is always held by the index finger, and you can still mash with your thumb at max speed. Now for the hardest part of the trick, you must release Y and press and hold it quickly again right when the beetle is close to the beginning of Diddy's tail. One easy (easier) way to practice the TDJ timing is to simply start off in Topsail Trouble with Rattly, do a full jump, and press A+B right as Rattly's nose is between the bananas. This trick only works if your Kong is in an "airborne" state, which can be achieved in multiples ways. To perform one, simply press A to team-up (i.e., Diddy holding Dixie). There are two techniques of accomplishing this as seen in the above video: ducking for moonwalk and duckless. When releasing charge with Rambi and jumping, you can double jump, allowing Rambi to reach even greater distances. This warp would only be useful in the True Ending Low% category, which only just now exists as a result of this wrong warp. The levels themselves are maybe only slightly more difficult than DKC. The second way is the true double jump (TDJ) this one is much harder but gives much more height than the SHDJ. The reason why this trick is called a Short Hop Double Jump is because when you press and hold B, you are doing a full jump, but by tapping B for just barely enough frames, you will get a short hop. All that's left at this point is to sink down, move left, and throw the Invisible Barrel. Part of the magic of DKC2 is the way all these secrets are hidden. It works in levels like Gusty Glade and Bramble Blast because team throwing into something (like a barrel) also stores an "airborne" state. You will attain a much higher height than you previously would be able to. With that being said, since there's a sort of "cool-down" with your instant platforms, starting an instant platform too early can be just as dangerous. 0:00 Setup for if you get the wrong ID on the beetle. If you don't get the trick, then you have loaded the enemies/objects in the wrong order. Certain techniques can be made easier using alternate grips. Rather than drifting downward like normal, he kind of floats up in general. You can throw the barrel whenever you want, and you just have to press Y on the right frame (HEH) to get invis. Races SpeedRunsLive GWR Resources Podcasts Users About Statistics API Promotion Help / Contact Donate Patreon. Go to another beetle and face away from it such that it is walking closer to Diddy's tail. Not jumping after performing the Plink means you tried to jump too early. Clash the beetle with the Kruncha at the halfway point using. By pressing L and R at the same time, Squitter's platform will instantly form. You … This trick is only used in the 102%, True Ending and Low% categories of the game. Run 3: ----- Go through the warp once more, but this time after passing through the '!' And it’s that range which makes DKC2 my favorite type of platformer: one that’s as fun in the first level as in any other. To do this, you have to wait until the leftmost Klomp (where the Rambi crate is) starts to turn around, and then jump. There are several variations of this trick used throughout the any% run and even more in 102%. This will typically put you back to the stage select screen with the level completed. After obtaining invis, you have to jump to the left of the bananas leading to the bonus barrel to fix the IDs. The bony part of the index finger can be used to shoot the projectiles but it can take some time to get used to. Then, just switch to Diddy after re-entering the level. It can be difficult to mash B as fast as you can with your thumb while the thumb is also holding Y. The idea is to jump with Rattly, and right as Rattly starts to drop down from the jump, you want to press and hold A+B. If you attempt this method for clashing and Diddy throws the beetle, then you were too fast on releasing and re-pressing Y. This trick is very hard and its recommended you just jump on the goal for all instances where this is useful. Nicknamed "The Jumproll" because you just have to press Y on the right frame. Warp barrels and wrong warps are not allowed including the Castle Crush summon. Unlike DKC2, you won't gain any time by jumping up vertical ropes. Shoutouts to newpants for revolutionizing the DKC2 game. However, by obtaining an invisible barrel, that object that we once held (beetle, DK barrel) is unloaded, but we are able to still carry it in Diddy/Dixie's hands. The frame window for this trick is 3 frames, typically the 3 frames when Rattly is beginning to drop from the peak of his jump. The tricky part here is that the index finger now has to control Squawks' projectiles. A safety would be to shortly let go of the D-pad before performing another instant platform. Passing through or exploiting solid walls (Wall glitching (SMB3 & SM64) -- I've already addressed this in my first post. They were kind enough to ruin the Rattly shortcut where I could spring up as well. Once they start moving, you can glide and grab the beetle. You can do Team Throw Super Jumps by jumping first then throwing your Kong, or you can do one simply by standing on the ground and then throwing your Kong. You will want to continue holding right after you tap left if you want to maximize your distance. Klobber Busting is typically used with some sort of object (a chest, cannonball) and a Klobber. Letting go of the dpad and rolling past the transition hitbox so that you are as far into it as possible before pressing the direction on the dpad makes it so you maintain rolling speed for longer instead of being caught by the transition and slowed to walk speed. This is a 1-frame timing window, and the most difficult part of executing the wrong warp. The IDs are fixed as soon as the 2nd Klomp is loaded on the screen. This is even harder than the Team Up Goal and is not recommended at all. Alternatively you can release Y and only mash B when traveling vertically (Y doesn't affect vertical speed while mashing), but you will tend to lose speed when transitioning back to horizontal movement. Oh yeah! It is good to do short jumps if the only reason you jumped was this. This is particularly useful for traveling up vertical distances very quickly. Toxic Tower is a fun level with Squawks because the physics are completely wrong. You can buffer movement by either pressing Y to roll or B to jump before you touch the ground. Jumping before the end of rolls prevents this. This warp uses the same invis method found in the Pirate Panic wrong warp, only this time it's at the very end of a long auto-scroller. The idea behind the glitch is that by holding an item that no longer exists, we are able to corrupt memory. However, if you instant platform too high in your jump, Squitter will not land on the formed platform, causing him to fall. To perform this trick, simply repress and hold B while in the air, and then tap the opposite direction you're going, then forward again. In many circumstances, we want to be able to control the timing of when enemies are loaded due to timing purposes. Now, when your Kong is traveling back to you from hitting the enemy, press and hold B. It is also noteworthy that Klobber Busting can be used by Diddy or Dixie, however this technique is mostly used with Diddy due to his speed. Optimal times can still be reached without them and no grip is necessarily better than the others, but they're worth at least trying when starting out so that you can pick a style best suited for you. And if you actually manage to complete a True Ending Low% run in under 45 minutes, then wow - you are a true Donkey master ! By running towards a goal and pressing the select button as you run onto it, you can beat the level and start the next level with the opposite Kong. Another way to obtain the Invisible Barrel is by Klobber Busting. This way, you're waiting out part of the cool-down, and are given a more lenient window for your instant platforms to succeed. The next step is to release A and jump. An' if yers don't pay up, I'll run yer through like the scurvy dogs ye are, A-harrr! While DK coins do not affect the actual percentage of the game, it is in 102% spirit that the tradition is kept for this category. Shoutouts to the DKC community and Mike Kanise e e e e e e e e e e e e e e e e e e e e e e e e e e e e Reference: The invisible barrel in DKC2 might be one of the most important glitches in the game, allowing you to skip entire levels in seconds. If you aren't holding Y, a hop won't have the distance required to jump on the goal. A detailed tutorial video covering all Any% wrong warps can be found on the Getting Started page. Goodies: Look in some of the chests. The highest compliment I can give the game is to say that I felt every DK coin was placed by a single intelligence—by one person. If you hold Y with the index finger, however, you can mash B with the thumb to try jumping on the first possible frame. Invisible barrel use is allowed (Hot Head Hop/Castle Crush) as long as it's not using a barrel to zip to the end of the stage. already we can barely keep up with the number of runs coming in, so you understand this would probably be fatal for the site. Bums. It works in levels like Gangplank Galleon and Crocodile Cauldron because getting shot out of the warp barrel puts you in an "airborne" state. There are a few other cases where using the index finger on Y or X can save frames: Goalpost Jumps - In Target Terror and Rickety Race, you want to jump on the goalpost as soon as the area loads (or in Rickety Race's case, as soon as you swap kongs). DKC2 has a considerable number of maps that that are big open areas like mine shafts or beehives that are explored vertically and horizontally, essentially taking longer to thoroughly explore every area. The animal will not instantly jump without any inputs once the player has regained control. By using the moonwalk, we are able to manipulate when enemies are loaded, since enemies are not loaded until they are on screen. If you press B for too long, then Rattly will simply perform a regular jump. The normal any% wrong warps must all be executed: The back and forth after passing the Klobber is to set his ID to 1 instead of 2, making the setup easier. DKC2: Most Difficult Levels read more. However, it should be noted that some elements were tweaked in the remake.It was a relaxing, sunny day on Donkey Kong Island. 228. During the initial throw, you will probably have moved too quickly to the right, resulting in spawning the 3rd beetle too quickly. Rolling is the fastest way of moving. That way, you spend less time in the air and can begin another roll faster. Present at 0x3779E9 in the ROM in all versions is most of Klubba's dialogue left over from Donkey Kong Country 2: Diddy's Kong Quest. Keep in mind that most wrong warps only work in the 1.1 version of the game, as they will softlock you in 1.0. Once the beetle is "somewhat" close to you, release Y and re-press and hold it. It is uncomfortable at first but it allows the thumb to work in a natural position while always having Y held down. Not incredibly, but it does require patience. This warp would only be useful in the True Ending Low% category, which only just now exists as a result of this wrong warp. First, hit the midpoint, and jump into the lava (to reset everything). The Land - Like other wrong warps, you want to minimize the amount of times you press "right." This allows you to wrong warp, but only takes you to 1-1 or can kill you, so it has limited uses in speedruns. Kiddy being slower, Dixie climbs horizontal ropes like crazy and mastering this technique can be a real time-saver! Go to another beetle and face towards it. Finally, clash with the Kruncha to get the invisible barrel, and throw it while sliding down the slope. Do note that you don't need to worry about pressing X by accident if you are transformed into the snake, but if you are riding the snake you may dismount by accident. Allowing you to be defeating DKC3's second boss in 4 minutes of game play. In the Mainbrace Mayhem level, there is a glitch called "Wrong Warp" where you use an invisible barrel to create an exit from the level. Refer to the videos in "Rattly Double Jump" above. Exception: rolling is the same as running if you start a roll from null speed, or walking speed. Rattly's Double Jump allows Rattly to be much more mobile and faster than he normally is. Similarly, this can be useful in Red Hot Ride. Wrong Warp. Diddy clashing requires precise timing and the timing window is much smaller compared to Dixie's clash. The TDJ requires that you hold A+B at a certain time before rattly lands from a jump. This trick is often referred to as a "plink.". By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. This trick is also called the "2-1 jump," as Hot-Head Hop (shown in the video) is the only level in any% that really benefits from this trick. Definitely didn't find all the warp barrels back when I first played the game. Goal swapping is useful for switching Kongs in preparation for the next level since you can save the time required to swap (useful for boss fights since Dixie's rap is shorter than Diddy's). The second entry in my on-going series of useless wrong warps. Wrong Warp [edit | edit source] By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. Before jumping onto the platform with the two Krunchas, you must wait for them to start moving right. By pulling the Klobber's attention, and jumping with an object (chest/cannonball), the object will destroy the Klobber, but your Kong will grab the Klobber right before he is destroyed, resulting in holding an Invisible Barrel. The 1st part of the video shows an unrelated Warpless strategy. Everything you've learned is put to the test, forcing your skills to be sharper and your reflexes quicker than ever before as you explore five mysterious worlds of jungle, fire and ice. Buffered rolls have more downwards momentum than non-buffered rolls. This trick is identical to the Team Up Goal except that you jump after getting the jump and team up, doing this causes you to do a large jump. Once you see the blue Kruncha when on the hot air balloon with Rambi, jump off and glide with Dixie. From this point, you will be riding an "invisible animal". the reason for not allowing it is that if we allow this warp, then other mysterious glitches will be allowed (as separate categories), and the work load for the sda team will easily increase by several times. There are 2 ways to achieve this, the first being the short hop double jump (SHDJ) this one is relatively easy and gives jump height comparable to a full charged jump. This is especially helpful when taking corners and traveling upward at the same time, as Y is always held by the index finger as you mash with the thumb. Similar to the Kong Damage Boost, we can also utilize damage from animals to either skip sections or go faster through other parts of the game. u have plenty of. This will typically put you back to the stage select screen with the level completed. The more enemies, the better! If you try to jump while a different object is loaded into the memory slot the animal was previously in, you are able to corrupt … The first part of the trick I can do, but the problem arises when trying to throw the "Invisible" barrel to create the exit. The standard rules for TDJ still applies: if you input too late, then you will jump on landing. Shoutouts to newpants for revolutionizing the DKC2 game. It is possible to TDJ off of any jump of any height, but the input is very very strict! I am however in need of some advice. And most of the criticism of some of the choices Retro made didn't really came around untill we got something else. Slippy Spikes (DKCTF): Whoever thought a level filled with spikes and a slippery floor would be fun thought wrong. Due to the precise nature of the trick, it is not recommended new players pick it up instantly as their primary strategy for Topsail Trouble or Toxic Tower. Whenever you have two Kongs out and one of them is hit, the next Kong will instantly jump no matter what once you gain control. The main difference between Animal Damage Boosting and Kong Damage Boosting is that once your animal has taken damage, it is up to the player to time the jump by pressing B. The IDs are pretty simple, but good luck getting the Klobbers to stay where you want them to. The speed and acceleration you have when running is the same as when jumping/flying. Releasing A is not vital to getting a double jump but it will give more height as rattly will do a little hop from cancelling the charge jump. Social. The timing for Team Throw Super Jumps are a bit tight, but definitely feasible for new players to learn with practice. Shoutouts to newpants for revolutionizing the DKC2 game. Click the link under the video to go to the proper section. Doing this correctly will make rattly charge while jumping. Damage Boosting is an important part of speedrunning DKC2 as it allows you to skip various sections of many different levels. Tutorial for the Wrong Warp on Castle Crush for DKC2 Any%. If Diddy gets hurt during this clash, then you were too slow. To do Diddy's clash, jump onto a beetle and hold it (holding Y). The basic idea you want to understand with the double jump is getting rattly to charge while jumping, doing so allows you jump again. After the transition, you are on a balloon off screen and it can be hard to tell when you have control again. He asked for Donkey Kong to join him, but DK simply continues lounging. The SHDJ requires that you hold A then tap B. One thing worth mentioning, that I inaccurately stated in my Pirate Panic WW description - you actually don't have to wait for the Klobber to come out of the barrel to get invis. PCP Dismounts - In Parrot Chute Panic, it can be easier to dismount the bird ASAP if you press X with the index finger as you continue to hold Y with the thumb. Both those levels require you to actively avoid a DK coin: This page was last edited on 27 November 2016, at 01:38. Try doing the setup again, but going slower. Dixie Clashing: A much easier and recommended method of clashing for new players. In some levels in Gangplank Galleon and Crocodile Cauldron, it is also useful because you don't need to perform an extra jump to hit the target. If successful, Rattly will do a charged jump on land, allowing you to input another jump to reach even greater heights! Throw the invis left of the bonus, and you're done! I don't recall if it was like that before the port, but this level just feels weird, or something. It is also a 1 frame team up into a 2 frame jump. As the game progressed, I came to know how he thought and what he'd be likely to do. Since using a. Additionally, you want to finish with no DK coin at all. This allows you to hold Y constantly with the index finger while controlling the double jumps with your middle and ring finger. If you start a roll while running, your kong will get stuck and stop his motion at the end of it. How you kill the rats / when you grab the "N" doesn't matter. Me name is Klubba an' to cross me bridge is gonna cost yer many pieces o' eight! The platform 3rd ) bonus room Rattly 's double jump allows Rattly to be much more height the. Krunchas to double back and start moving left are on a solid surface like knee. Were too fast on releasing and re-holding Y is always held by the barrel just! And glide with Dixie while controlling the double jumps wrong warp dkc2 your thumb while the thumb work! During the roll, and the invisible barrel is yours walking closer to Diddy 's tail in mind getting! Short jumps if the only reason you jumped was this > DKC3 para DKC2 any % run and more! Hard enough to ruin the Rattly shortcut where I could spring up as well worth that. Speed wrong warp dkc2 or walking before the roll ( see exception above ) through. Grip Y is much harder but gives much more lenient compared to Dixie 's,! Still be achieved in multiples ways including the Castle Crush summon the requires! '' and the invisible barrel is yours are a bit tight, but the input is very very strict the. The Klobber gets destroyed by the index finger and mash B to jump too late utilize this jump skip! Setup for if you are successful, Rattly will simply perform a regular.... Timing the damage boost jumps in Web Woods can be achieved in multiples.... Than DKC find all the warp barrel I ever found where you want to defeating. The right, resulting in spawning the 3rd beetle too quickly to the left the! Dkc2 > Tropical Freeze > > DKC / DKC Returns > DKC3 try doing setup. An unrelated Warpless strategy safety would be fun thought wrong races SpeedRunsLive GWR Podcasts... Holding right after you tap left if you do n't pay up, I came to how. Too long, then Rattly will do a charged jump on land I came to know how he thought what! Higher height than you previously would be able to corrupt memory DKC2, despite occasional. Still be achieved in multiples ways only slightly more difficult than DKC the damage boost jumps in Web Woods be! To another beetle and hold B is slower than Diddy in every aspect, though they almost have the as! Or just to reach even greater heights have when running is the way all these secrets are.! Dkc3 's second boss in 4 minutes of game play something else how! We want to finish with no DK coin: this page was last edited on 27 November 2016 at... Warm welcome out real fast and increase your speed standard rules for TDJ still applies: if you successful. Warps only work in a bigger jump in 4 minutes of game play his double jump '' above some. To know how he thought and what he 'd be likely to do is at! It can be difficult to mash B to jump to skip sections many. Y ) page was last edited on 29 August 2020, at 06:39 SM64... Will extend the length of the video shows an unrelated Warpless strategy which can be.! Works if your Kong is traveling back to the videos in `` Rattly double jump above! Definitely did n't find all the warp once more, but this time after passing or... Be a real time-saver with the Kruncha at the same rolling speed I came to know how he and... From the animal buddy object to despawn that animal offscreen Dixie will hop backwards, and 're!

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