Uploaded February 2017 | Updated September 2026, 1 week ago
This is the showing of all the stats in "Diddy Kong Racing" for the Nintendo 64.
Top Speed Comparison:
youtube.com/watch?v=ShhrXXvKX9Q
Ratings from 1.0 to 5.0:
Diddy Kong's stats:
- Weight Group: Middle
- Acceleration: 3.0 ~ Average
- Handling: 3.0 ~ Average
- Top Speed: 2.5 ~ Slightly Below Average
- Car ~ 0:00
- Hovercraft ~ 11:07
- Plane ~ 23:36
----------
Tiptup's stats:
- Weight Group: Light
- Acceleration: 4.5 ~ High
- Handling: 4.5 ~ High
- Top Speed: 1.5 ~ Low
NOTE: With 4 to 10 bananas, Tiptup's top speed is the same as Diddy's when he has 4 to 10 bananas. With the hovercraft/plane, Tiptup's top speed is the same as Diddy's.
- Car ~ 1:09
- Hovercraft ~ 12:22
- Plane ~ 24:31
----------
Pipsy's stats:
- Weight Group: Light
- Acceleration: 5.0 ~ Very High
- Handling: 5.0 ~ Very High
- Top Speed: 1.0 ~ Very Low
NOTE: With 4 to 10 bananas, Pipsy's top speed is the same as Diddy's when he has 4 to 10 bananas. With the hovercraft/plane, Pipsy's top speed is the same as Diddy's.
- Car ~ 2:16
- Hovercraft ~ 13:38
- Plane ~ 25:34
----------
Bumper's stats:
- Weight Group: Middle
- Acceleration: 2.5 ~ Slightly Below Average
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 3.0 ~ Average
- Car ~ 3:24
- Hovercraft ~ 14:54
- Plane ~ 26:37
----------
Conker's stats:
- Weight Group: Middle
- Acceleration: 2.5 ~ Slightly Below Average
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 3.0 ~ Average
- Car ~ 4:32
- Hovercraft ~ 16:09
- Plane ~ 27:40
----------
Timber's stats:
- Weight Group: Middle
- Acceleration: 3.0 ~ Average
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 3.0 ~ Average
- Car ~ 5:40
- Hovercraft ~ 17:24
- Plane ~ 28:42
----------
Banjo's stats:
- Weight Group: Heavy
- Acceleration: 2.0 ~ Below Average
- Handling: 2.0 ~ Below Average
- Top Speed: 3.5 ~ Slightly Above Average
- Car ~ 6:48
- Hovercraft ~ 18:38
- Plane ~ 29:45
----------
Krunch's stats:
- Weight Group: Heavy
- Acceleration: 1.0 ~ Very Low
- Handling: 1.0 ~ Very Low
- Top Speed: 4.0 ~ Above Average
- Car ~ 7:55
- Hovercraft ~ 19:53
- Plane ~ 30:48
----------
Drumstick's stats:
- Weight Group: Heavy
- Acceleration: 2.0 ~ Below Average
- Handling: 1.5 ~ Low
- Top Speed: 4.5 ~ High
- Car ~ 9:01
- Hovercraft ~ 21:06
- Plane ~ 31:52
----------
T.T.'s stats:
- Weight Group: Middle
- Acceleration: 5.0 ~ Very High
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 5.0 ~ Very High
NOTE: With the plane, T.T.'s top speed and acceleration are the same as Krunch's.
- Car ~ 10:06
- Hovercraft ~ 22:17
- Plane ~ 32:54
----------
LIGHTWEIGHT HOVERCRAFT NOTE: Lightweight characters are bad with the hovercraft. However, there are two ways to race better with the hovercraft as either Pipsy or Tiptup. #1, hopping and turning slightly with the R button will reduce speed loss. #2, depending on the walls, intentionally crashing into them can help on turning without losing speed.
----------
STATS NOTE: Those sites listing the stats for the characters are actually inaccurate, and even the instruction booklet is inaccurate on that. This is the actual stats for the characters, and they are accurate. Massive testing was done on the characters.
To view the playlist of the aftermath, click on this link:
youtube.com/view_play_list?p=80F0B6C9E05263FC
This is the showing of all the stats in "Diddy Kong Racing" for the Nintendo 64.
Top Speed Comparison:
youtube.com/watch?v=ShhrXXvKX9Q
Ratings from 1.0 to 5.0:
Diddy Kong's stats:
- Weight Group: Middle
- Acceleration: 3.0 ~ Average
- Handling: 3.0 ~ Average
- Top Speed: 2.5 ~ Slightly Below Average
- Car ~ 0:00
- Hovercraft ~ 11:07
- Plane ~ 23:36
----------
Tiptup's stats:
- Weight Group: Light
- Acceleration: 4.5 ~ High
- Handling: 4.5 ~ High
- Top Speed: 1.5 ~ Low
NOTE: With 4 to 10 bananas, Tiptup's top speed is the same as Diddy's when he has 4 to 10 bananas. With the hovercraft/plane, Tiptup's top speed is the same as Diddy's.
- Car ~ 1:09
- Hovercraft ~ 12:22
- Plane ~ 24:31
----------
Pipsy's stats:
- Weight Group: Light
- Acceleration: 5.0 ~ Very High
- Handling: 5.0 ~ Very High
- Top Speed: 1.0 ~ Very Low
NOTE: With 4 to 10 bananas, Pipsy's top speed is the same as Diddy's when he has 4 to 10 bananas. With the hovercraft/plane, Pipsy's top speed is the same as Diddy's.
- Car ~ 2:16
- Hovercraft ~ 13:38
- Plane ~ 25:34
----------
Bumper's stats:
- Weight Group: Middle
- Acceleration: 2.5 ~ Slightly Below Average
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 3.0 ~ Average
- Car ~ 3:24
- Hovercraft ~ 14:54
- Plane ~ 26:37
----------
Conker's stats:
- Weight Group: Middle
- Acceleration: 2.5 ~ Slightly Below Average
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 3.0 ~ Average
- Car ~ 4:32
- Hovercraft ~ 16:09
- Plane ~ 27:40
----------
Timber's stats:
- Weight Group: Middle
- Acceleration: 3.0 ~ Average
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 3.0 ~ Average
- Car ~ 5:40
- Hovercraft ~ 17:24
- Plane ~ 28:42
----------
Banjo's stats:
- Weight Group: Heavy
- Acceleration: 2.0 ~ Below Average
- Handling: 2.0 ~ Below Average
- Top Speed: 3.5 ~ Slightly Above Average
- Car ~ 6:48
- Hovercraft ~ 18:38
- Plane ~ 29:45
----------
Krunch's stats:
- Weight Group: Heavy
- Acceleration: 1.0 ~ Very Low
- Handling: 1.0 ~ Very Low
- Top Speed: 4.0 ~ Above Average
- Car ~ 7:55
- Hovercraft ~ 19:53
- Plane ~ 30:48
----------
Drumstick's stats:
- Weight Group: Heavy
- Acceleration: 2.0 ~ Below Average
- Handling: 1.5 ~ Low
- Top Speed: 4.5 ~ High
- Car ~ 9:01
- Hovercraft ~ 21:06
- Plane ~ 31:52
----------
T.T.'s stats:
- Weight Group: Middle
- Acceleration: 5.0 ~ Very High
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 5.0 ~ Very High
NOTE: With the plane, T.T.'s top speed and acceleration are the same as Krunch's.
- Car ~ 10:06
- Hovercraft ~ 22:17
- Plane ~ 32:54
----------
LIGHTWEIGHT HOVERCRAFT NOTE: Lightweight characters are bad with the hovercraft. However, there are two ways to race better with the hovercraft as either Pipsy or Tiptup. #1, hopping and turning slightly with the R button will reduce speed loss. #2, depending on the walls, intentionally crashing into them can help on turning without losing speed.
----------
STATS NOTE: Those sites listing the stats for the characters are actually inaccurate, and even the instruction booklet is inaccurate on that. This is the actual stats for the characters, and they are accurate. Massive testing was done on the characters.
To view the playlist of the aftermath, click on this link:
youtube.com/view_play_list?p=80F0B6C9E05263FC
![Sonic 1 (16-bit): Master Edition IV – Final Phase - Z4-E
This is Sonic 1 (16-bit): Master Edition IV – Final Phase (true REV00). It is a ROM hack of the original Sonic 1 (16-bit). The hack was created by VegaLTE, powered by TheBlad768.
Master Edition music version download:
http://www.mediafire.com/file/lsxd92n5h39tued/Sonic+1+-+Master+Edition+lV+-+Final+Phase.bin
NOTE: This is the false REV00 (modified spike damage behavior). Download to true REV00 (original spike damage behavior) is strictly prohibited.
Original music version download:
http://www.mediafire.com/file/jpcu0dq6j1of5hm/Sonic+1+-+Master+Edition+lV+-+Final+Phase+%28O.M%29.bin
NOTE: This is the false REV00 (modified spike damage behavior). Download to true REV00 (original spike damage behavior) is strictly prohibited.
This hack is very hard. However, its actually easier than Sonic 2 (16-bit): Master Edition 3 and Sonic 3 & Knuckles: Master Edition 2. But it still puts your skills to the limit. If youre an expert of the original Sonic 1 (16-bit), then by all means, give this hack a go! If you arent, dont play this hack, unless you want to get frustrated very easily.
With that said, every level of this hack will be shown. This can be called a guide/walkthrough.
Save states were used to practice certain parts that were very hard and extremely hard to get by. Save states were only used at the beginning of each level.
About the music being out of tune in this hack, its SUPPOSED to be like that! It was mostly for changed levels that are very hard (or very chaotic)!
To view the playlist of the entire hack, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jlm5O-83Dqi1NRK-f6yEgG
Zones & Acts:
Zone 1: Green Hill
- Act 1
- Act 2
Zone 2: Marble
- Act 1
- Act 2
Zone 3: Spring Yard
- Act 1
- Act 2
Zone 4: Labyrinth
- Act 1
- Act 2
Zone 5: Star Light
- Act 1
- Act 2
Zone 6: Scrap Brain
- Act 1
- Act 2
- Act 3
Zone 7: Final
Zone 5: Star Light [Extra]
Zone 4: Labyrinth [Extra] Sonic 1 (16-bit): Master Edition IV – Final Phase - Z4-E](https://i.ytimg.com/vi/LyUT4cLp9Zs/mqdefault.jpg)
![Diddy Kong Racing - Diddy Kong Playthrough/Longplay
Playing as Diddy Kong in Diddy Kong Racing (v1.0) for the Nintendo 64.
PLAYING NOTE: I deliberately avoid using boosts as much as possible for the normal races and silver coin challenges. The only time I use them is when Im getting the key to unlock a battle stage, and when Im doing the trophy race. 10 bananas are more than enough to win normal races and silver coin challenges. Yes, bananas do increase the top speed of the character youre playing as.
Recorded in the year 2011; originally divided into 22 parts, edited into one video.
Diddy Kongs stats:
- Weight Group: Middle
- Acceleration: 3.0 ~ Average
- Handling: 3.0 ~ Average
- Top Speed: 2.5 ~ Slightly Below Average
Diddy Kong is a young spider monkey.
Rules of play:
- No damage (recommended characters only; Diddy Kong, Tiptup, and Pipsy are good choices at the very start of the game).
- Mostly minimal boosts for normal races and silver coin challenges.
How the game works:
AIs cheat by using a power up whenever you do, as well as honking the horn. 60% of the time, there is always a chance you will be hit by a homing missile. If you get enough distance in 1st place, the AIs will stop hitting Zippers behind you, as well as driving into traps and not being effected off-screen, including them not getting stopped by the bridge off-screen in Boulder Canyon.
Car tips:
To drift, turn first, and then hold the R button. During that time, turning can be controlled. Braking while drifting is required, especially for heavy characters.
Hovercraft tips:
Only use the R button for sharp turns. DO NOT hold the R button when going straight forward. Do not hold Down on the analog stick either. Doing either of those things WILL decrease speed.
Plane tips:
To turn sharper, use the R button. To do an upwards loop-de-loop, tap the R button twice. To do a downwards loop-de-loop, hold Up, and then tap the R button twice. During that time, depending on how long the R button is held, it can last up to 1 second. After that, it finishes with a boost. To do a barrel roll, hold either Left or Right, and then tap the R button twice. While doing barrel rolls continuously, let go of the accelerator for greater boosting.
Green boost tip:
To get a green boost, let go of the accelerator before either hitting a Zipper or using a blue balloon power up. During that time, wait UNTIL the multicolored smoke disappears, and THEN accelerate again.
To view the playlist of the character playthroughs/longplays, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1ieBT4WMsgCiP7fuSMaYtIh
Out of all the normal races and silver coin challenges, the hardest one to win using as little boosts as possible is the silver coin challenge of Windmill Plains! That race is absurdly hard with that kind of rule! The reason why is because the AIs actually DO let go of the accelerator upon hitting Zippers, even upon using blue balloon power ups! There is absolutely NO room for error, because if you dont make the right moves at the beginning or during the race, you arent going to win! Getting hit by a homing missile or an oil slick is definitely NOT an option either! Because of those problems, its absurdly hard to win using as little boosts as possible!
Windmill Plains | Silver Coin Challenge as Diddy Kong [Minimal Boosts]:
Since Diddy Kongs top speed is slightly below average, you WILL have to worry about the AIs hitting the Zipper on the 1st lap. You need luck to get the first red balloon power up. If you dont get cheated out of getting the first red balloon power up, then you may or may not have an easy time, depending on the AI in 1st place. If you do get cheated out of getting the first red balloon power up, then follow the bananas (collect them) to the right and bypass the balloon power ups. With the distance youve gained, you should expect either one or no AIs to hit the Zipper on the 1st lap. Before you enter the tunnel, go a bit off-course to avoid getting hit by a missile. If the AI hits the Zipper, then youll have to focus on slowing down that one in front of you. Level 3 red balloon power up is your only chance, so do not get any other balloon power ups until youre in 1st place. Upon exiting out of the short tunnel, go off-course to avoid getting hit by a homing missile. Once youre in 1st place, focus on getting the silver coins. You need to be in 1st place by the end of the 2nd lap.
If two AIs hit the Zipper on the 1st lap, it is IMPOSSIBLE to win.
Originally recorded in the year 2011. Diddy Kong Racing - Diddy Kong Playthrough/Longplay](https://i.ytimg.com/vi/M2t6sQ4K7nU/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Mine Cart Carnage [101%]
My 101% speedrun tutorial of Mine Cart Carnage in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Picture over edge of 1st cliff:
Getting the picture along with taking the Warp Barrel is faster.
Level ending:
Finishing a level as Diddy is important. In fact, finishing a world as Diddy is important. In order to get a picture, a world (Monkey Mines) has to be finished by Diddy. Afterwards, that world has to be revisited to add 1% more to 101%.
K-O-N-G letters:
If it wasnt already obvious, the K-O-N-G letters are required to get 101%. So this level is revisited for the K-O-N-G letters.
Jumping rapidly on steep tracks:
Accelerating with the Mine Cart by going down on steep tracks is the objective here. While that normally makes sections fast, jumping rapidly on steep tracks with the Mine Cart is actually faster. Keeping the top speed is very hard, so mashing the jump button while going up on steep tracks is required. Even if the top speed isnt as great as it seems, its still faster. After getting the K-O-N-G letters, the Start+Select trick is done afterwards.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Mine Cart Carnage [101%]](https://i.ytimg.com/vi/MGTW9YxXw4g/mqdefault.jpg)
![Mega Man 2 [FC] - Flash Man Stage Boss
A guide/walkthrough of the battle against Flash Man in Mega Man 2 for the Famicom.
No damage taken.
This battle can prove to be a problem, mainly due to Flash Mans seemingly random Time Stopper. However, there is a way around it.
Flash Man jumps every time hes hit, and that can throw off the timing of his Time Stopper. The best strategy is to always have his Time Stopper activate when hes standing on the lower grounds at the left and Mega Man on the highest ground at the middle. After that, its just the matter of when to fire at Flash Man and getting the timing down on his Time Stopper.
Ice physics are present, so be mindful of that. Mega Man 2 [FC] - Flash Man Stage Boss](https://i.ytimg.com/vi/MVnV3PB8Z84/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Torchlight Trouble [101%]
My 101% speedrun tutorial of Torchlight Trouble in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Letter O approaching:
The screen-scrolling trick is done to delay the spawning of the moving platform. This is to get the letter O and get on the moving platform safely. To follow it up, cartwheel off of that same moving platform and jump over the flaming Oil Drum.
After letter O:
The screen-scrolling trick is done to delay the spawning of the moving platform. After that, be sure to cartwheel first before jumping. Otherwise, touching the flaming Oil Drum is very likely.
After Bonus Room #1:
The screen-scrolling trick is done to delay the spawning of that Krusha. Otherwise, jumping over Krusha without stopping is pretty much pixel perfect.
Letter N approaching:
Running off of the moving platform and air-jumping after getting the letter N is actually faster.
Bonus Room #2 approaching:
If done fast enough, its actually possible to go under that Mincer.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Torchlight Trouble [101%]](https://i.ytimg.com/vi/NosWmziDndk/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Reptile Rumble [101%]
My 101% speedrun tutorial of Reptile Rumble in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
After Bonus Room #1:
In the GBA version, after coming out of a certain Bonus Room, there is a way to move even faster for a second or two. Just hold Right on the D-Pad without holding the B button. With this trick, it can make that section faster.
Last section:
The last section can be tricky. But with practice, its possible to go without slowing down.
Level ending:
Finishing a level as Donkey is important. In fact, finishing a world as Donkey is important. In order to get a picture, a world (Kongo Jungle) has to be finished by Donkey. Afterwards, that world has to be revisited to add 1% more to 101%.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Reptile Rumble [101%]](https://i.ytimg.com/vi/NyAlkn4KqV4/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Slipslide Ride [101%]
My 101% speedrun tutorial of Slipslide Ride in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Bonus Room #1 skipping:
Skipping Bonus Room #1 is faster because it sets up for revisiting the level in order to do the Start+Select trick, thus skipping the waiting game.
Single rope-jumping:
Single rope-jumping is the hardest trick in the game, at least in the GBA version. In the SFC version, while its possible to do the single rope-jumping trick, its pretty much a TAS-only trick. Single rope-jumping is faster than climbing. This trick will likely be done in this level.
After Bonus Area #2:
Approaching that Army without stopping is very annoying. Its best to take it slow.
Star Barrel:
Touch the Star Barrel. Itll show why as the level goes on.
Letter O approaching:
Its possible to one-cycle that Kritter and grab the rope, but its extremely risky. Also, in a normal 101% speedrun, this level is the best time to get the Enguarde Token.
Enguarde Bonus:
Collecting 400 tokens in order to get a picture is required to get 101%.
Back to Star Barrel:
See why the Star Barrel was touched? Because after the Token Bonus, it sends the player back to the checkpoint. Otherwise, it would send the player back to the beginning of the level. Thankfully, the checkpoint isnt that far back.
Bonus Room #3 approaching:
The rope-jumping physics are different from the SFC version. Its easy to go up high while rope-jumping, so be very careful not to get hit by one of those wasps.
Letter G approaching:
If the rope-jumping is good enough, the letter G can be collected very fast.
Bonus Room #1:
The level is revisited to enter Bonus Room #1 and do the Start+Select trick, thus skipping the waiting game.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Slipslide Ride [101%]](https://i.ytimg.com/vi/OUEdBzLl3iY/mqdefault.jpg)
![Sonic 1 (16-bit): Master Edition IV – Final Phase - Z3-E
This is Sonic 1 (16-bit): Master Edition IV – Final Phase (true REV00). It is a ROM hack of the original Sonic 1 (16-bit). The hack was created by VegaLTE, powered by TheBlad768.
Master Edition music version download:
http://www.mediafire.com/file/lsxd92n5h39tued/Sonic+1+-+Master+Edition+lV+-+Final+Phase.bin
NOTE: This is the false REV00 (modified spike damage behavior). Download to true REV00 (original spike damage behavior) is strictly prohibited.
Original music version download:
http://www.mediafire.com/file/jpcu0dq6j1of5hm/Sonic+1+-+Master+Edition+lV+-+Final+Phase+%28O.M%29.bin
NOTE: This is the false REV00 (modified spike damage behavior). Download to true REV00 (original spike damage behavior) is strictly prohibited.
This hack is very hard. However, its actually easier than Sonic 2 (16-bit): Master Edition 3 and Sonic 3 & Knuckles: Master Edition 2. But it still puts your skills to the limit. If youre an expert of the original Sonic 1 (16-bit), then by all means, give this hack a go! If you arent, dont play this hack, unless you want to get frustrated very easily.
With that said, every level of this hack will be shown. This can be called a guide/walkthrough.
Save states were used to practice certain parts that were very hard and extremely hard to get by. Save states were only used at the beginning of each level.
About the music being out of tune in this hack, its SUPPOSED to be like that! It was mostly for changed levels that are very hard (or very chaotic)!
To view the playlist of the entire hack, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jlm5O-83Dqi1NRK-f6yEgG
Zones & Acts:
Zone 1: Green Hill
- Act 1
- Act 2
Zone 2: Marble
- Act 1
- Act 2
Zone 3: Spring Yard
- Act 1
- Act 2
Zone 4: Labyrinth
- Act 1
- Act 2
Zone 5: Star Light
- Act 1
- Act 2
Zone 6: Scrap Brain
- Act 1
- Act 2
- Act 3
Zone 7: Final
Zone 5: Star Light [Extra]
Zone 4: Labyrinth [Extra]
Zone 3: Spring Yard [Extra] Sonic 1 (16-bit): Master Edition IV – Final Phase - Z3-E](https://i.ytimg.com/vi/PY8ERbZI5l0/mqdefault.jpg)
