Uploaded January 2017 | Updated September 2026, 2 weeks ago
Playing as Krunch in "Diddy Kong Racing" (v1.0) for the Nintendo 64.
PLAYING NOTE: I deliberately (attempted to) avoid using boosts as much as possible for the normal races and silver coin challenges. The only time I use them is when I'm getting the key to unlock a battle stage, and when I'm 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 you're playing as.
Recorded in the year 2011; originally divided into 22 parts, edited into one video.
----------
Krunch's stats:
- Weight Group: Heavy
- Acceleration: 1.0 ~ Very Low
- Handling: 1.0 ~ Very Low
- Top Speed: 4.0 ~ Above Average
Krunch is a Kremling and member of the Kremling Krew.
----------
Rules of play:
- 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:
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 don't make the right moves at the beginning or during the race, you aren't going to win! Getting hit by a homing missile or an oil slick is definitely NOT an option either! Because of those problems, it's absurdly hard to win using as little boosts as possible!
Windmill Plains | Silver Coin Challenge as Krunch [Minimal Boosts]:
Since Krunch's top speed is above average, you will not have to worry about the AIs hitting the Zipper on the 1st lap. Just focus on getting the silver coins.
If two AIs hit the Zipper on the 1st lap, it is IMPOSSIBLE to win.
----------
Originally recorded in the year 2011.
Playing as Krunch in "Diddy Kong Racing" (v1.0) for the Nintendo 64.
PLAYING NOTE: I deliberately (attempted to) avoid using boosts as much as possible for the normal races and silver coin challenges. The only time I use them is when I'm getting the key to unlock a battle stage, and when I'm 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 you're playing as.
Recorded in the year 2011; originally divided into 22 parts, edited into one video.
----------
Krunch's stats:
- Weight Group: Heavy
- Acceleration: 1.0 ~ Very Low
- Handling: 1.0 ~ Very Low
- Top Speed: 4.0 ~ Above Average
Krunch is a Kremling and member of the Kremling Krew.
----------
Rules of play:
- 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:
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 don't make the right moves at the beginning or during the race, you aren't going to win! Getting hit by a homing missile or an oil slick is definitely NOT an option either! Because of those problems, it's absurdly hard to win using as little boosts as possible!
Windmill Plains | Silver Coin Challenge as Krunch [Minimal Boosts]:
Since Krunch's top speed is above average, you will not have to worry about the AIs hitting the Zipper on the 1st lap. Just focus on getting the silver coins.
If two AIs hit the Zipper on the 1st lap, it is IMPOSSIBLE to win.
----------
Originally recorded in the year 2011.
![Super Smash Bros. [N64] - 999% Match/Goal ~ Yoshi
This is my 999% match/goal on a cute character in Super Smash Bros. for the Nintendo 64.
My goal was to get cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff) to 999% damage, while the other person (female, if possible) played like normal. I played as Mario because the other characters either couldnt do it without KOing or simply had it too hard.
NOTE: For this type of match/goal, it heavily matters how good the other player is. The other player cant be too good, or it wont work out. As you see in this video, it does matter. So you may see the other player sandbagging quite a bit, for the sake of helping me with this goal. In other words, I deem it impossible for a good player to get the other good player to 999% damage, even when playing at top level.
After 4 years of trying, constantly searching for the one to help me with this goal, and endless frustration trying to explain to people how I wanted my goal so theyd fully understand...
My goal is finally done!
Very special thanks to TwilightSparkle for helping me with this goal! Shes the only one who fully understood how I wanted my goal, and the last one! She was my last hope! If she hadnt have the patience to help me, I wouldve never achieved this goal! So, again, very special thanks to her for helping me with this! Much appreciated!
Surprisingly, she had lots of fun helping me with this goal. That makes me happy, despite all the frustration I went through.
TwilightSparkles YouTube channel:
https://www.youtube.com/user/TwilightSmash64
By the way, the person who helped me with my goal is better than you think. Shes very good, trust me on that one. In fact, during the match/goal, at certain parts, her skills shows just how good she really is. She only helped me because I wanted this goal to end so bad (after 4 years)! So, please, no harsh comments about my goal!
Player 1 - William5000000 [Mario]
Player 2 - TwilightSparkle [Yoshi]
It takes place in Hyrule Castle. I turned the tornado off in Hyrule Castle by using a GameShark to make my goal easier. If that tornado was there, my goal wouldve been much more frustrating to achieve, especially at the end.
I also turned the music off by using a GameShark. The reason why is because I wanted to hear the sound effects as clear as possible.
Rules:
- 7 stocks.
- No items.
- Default costume/color only for player 1s character, any costume/color for player 2s character.
- First attack always comes from the cute character.
- Shield breaking is disallowed.
- Player 2s cute character cannot get KOd at all.
- Player 2s cute character is allowed to taunt, periodically too.
- Crowd must cheer for the cute character at a very high percent damage.
Here is a list of my own rules I had for recording purposes:
- Up smash that character for the KO endurance.
- Up tilt that character for the KO endurance.
- When those 2 moves connect, that character must be on ground at a specific spot without crouching or DIing up, or else its instant KO.
Here are the additions to the rules for recording purposes:
- Crowd cheers had to go uninterrupted. Interrupting the cheers with an attack meant an automatic restart.
- Mario couldnt get KOd on second to last stock until the cute character was at 999% damage.
- Mario being tortured on the last stock by the cute character was masterminded by me. Not only for recording purposes, but also for laughs.
- Star KO had to occur on the last stock. Screen KO occurring meant an automatic restart.
For anyone wondering, certain parts that dont seem like normal playing (such as not attempting to attack after getting 999% damage) are part of my goal! Hyrule Castle is the only stage where I could do the 999% match/goal, because no other stage had what I wanted, especially for the torture part!
I know there are ways to get 999% damage much faster (red shell glitch, bumper glitch, et cetera). Ive seen too many videos of those glitches. In my opinion, they are less entertaining. And using stage hazards (such as the POW Block in Mushroom Kingdom) to get 999% damage much faster are also less entertaining. Those are the reasons why I wanted to do the 999% match/goal WITHOUT those glitches and stage hazards.
Im very happy with my 999% match/goal on cute characters. I absolutely have no intention of improving this goal, let alone do other characters (other than Yoshi, Pikachu, Kirby, and Jigglypuff...at least for me).
If I ever decide to do a goal like this for Super Smash Bros. Melee, Ill have the videos and the description here as a backup to make explaining much easier. Seriously, explaining how I wanted my goal without having this as a backup was very frustrating, and eventually too difficult to even bother explaining at all to others. So, I am glad I have this as a backup.
To view the playlist of my 999% match/goal on cute characters, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQv Super Smash Bros. [N64] - 999% Match/Goal ~ Yoshi](https://i.ytimg.com/vi/tCFVROv_goM/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Crankys Cabin 6 [101%]
My 101% speedrun tutorial of Crankys Cabin 6 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.
Crankys Cabin 6:
In the GBA version, speaking to Cranky in every world is required to get 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 - Crankys Cabin 6 [101%]](https://i.ytimg.com/vi/tLW9-8c7yvo/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Bouncy Bonanza [101%]
My 101% speedrun tutorial of Bouncy Bonanza 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 approaching:
Its actually possible to open Bonus Room #1 without having to wait a cycle. Its a little risky, but its worth it.
After Star Barrel:
Make sure to get close enough to the wall while on the tire to spawn the Zinger faster. Too far back, and the wasp will spawn later than usual. The letter N is on this route. Again, the K-O-N-G letters are required to get 101%.
Bonus Room #2:
In the SFC version, going into this area with Winky in it wasnt required to get 101%. But in the GBA version, going into this area is required to get 101%. Winky is skipped because its faster to go through the level without him.
After Bonus Room #2:
This section can be very tricky. But with practice, its possible to go through without slowing down.
Bonus Room #3 approaching:
The last Bonus Room can be uncomfortable to approach because there is quite a random chance that Diddy will instantly bounce off of the tire after jumping.
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%.
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 - Bouncy Bonanza [101%]](https://i.ytimg.com/vi/txank6cCQFc/mqdefault.jpg)
![[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ Pikachu
This is a tool-assisted superplay of the 999% match/goal on a cute character (Pikachu) in Super Smash Bros. for the Nintendo 64.
999% Match/Goal ~ Cuties:
https://www.youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQv
This is more of a what if type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). Ive done the goal back in 2015, with the help of a certain person (watch any video in the link above). But I was curious to see how it would play out in a match like this. Granted, a non-TAS of this type of match wont ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didnt explain it clear enough.
GameShark codes used:
- No Music
- No Tornado in Hyrule Castle
Now, in this type of match, I try to do what I was thinking of back then (from 2011 to 2015). I choose Mario for obvious reasons. Most of the rules are the same. However, there is one change I had to make.
1st set of rules:
- 7 stocks.
- No items.
- Default costume/color only for player 1s character, any costume/color for player 2s character.
- First attack always comes from the cute character.
- Shield breaking is disallowed.
- Player 2s cute character cannot get KOd at all.
- Player 2s cute character is allowed to taunt, periodically too.
- Crowd must cheer for the cute character at a very high percent damage.
2nd set of rules:
- Up smash that character for the KO endurance.
- When that moves connect, that character must be on ground at a specific spot without crouching or DIing up, or else its instant KO.
3rd set of rules:
- Crowd cheers have to go uninterrupted.
- Mario cannot get KOd on second to last stock until the cute character is at 999% damage.
- Mario has to be tortured on the last stock by the cute character.
- Star KO must occur on the last stock.
For the 2nd set of rules, I ended up having to remove the up tilt on that character for the KO endurance. So, unfortunately, that was a mistake I made back in 2015 on doing the match/goal. Everything else is mostly the same. But here is the main reason why I did a TAS of this type of match. I was thinking more on where the percentage of the cute character would end up on stocks (from 1 to 5), as well as the crowd cheering for the cute character at that percentage (on stock 5).
Percentages on stocks 1 to 5 ended up being in the following ranges:
- Stock 1 = 161%-171% damage
- Stock 2 = 328%-338% damage
- Stock 3 = 494%-504% damage
- Stock 4 = 661%-671% damage
- Stock 5 = within 700% damage upon crowd cheering, 827%-837% damage
So, yeah, that answers my curiosity.
The directional influence (DI) was not used, except on stock 7 when necessary. I wanted to make it easier on myself for this TAS.
Also, I try to get the cute character to use every move on Mario, connecting at least once, especially on stock 6, no matter how useful or useless the move is, with a bit of messing around on stock 6.
And about the RNG on reeling (spinning animation at 100% damage and above), most of it was manipulated, especially on stock 7. The biggest example is Marios down special, where the 14th hit does a meteor smash on the grounded character. I didnt want any reeling from Mario or the cute character, but in some cases (notably Mario), I didnt have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclF [TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ Pikachu](https://i.ytimg.com/vi/ty18JWvojtc/mqdefault.jpg)
![Super Smash Bros. [N64] - 999% Match/Goal ~ Kirby
This is my 999% match/goal on a cute character in Super Smash Bros. for the Nintendo 64.
My goal was to get cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff) to 999% damage, while the other person (female, if possible) played like normal. I played as Mario because the other characters either couldnt do it without KOing or simply had it too hard.
NOTE: For this type of match/goal, it heavily matters how good the other player is. The other player cant be too good, or it wont work out. As you see in this video, it does matter. So you may see the other player sandbagging quite a bit, for the sake of helping me with this goal. In other words, I deem it impossible for a good player to get the other good player to 999% damage, even when playing at top level.
After 4 years of trying, constantly searching for the one to help me with this goal, and endless frustration trying to explain to people how I wanted my goal so theyd fully understand...
My goal is finally done!
Very special thanks to TwilightSparkle for helping me with this goal! Shes the only one who fully understood how I wanted my goal, and the last one! She was my last hope! If she hadnt have the patience to help me, I wouldve never achieved this goal! So, again, very special thanks to her for helping me with this! Much appreciated!
Surprisingly, she had lots of fun helping me with this goal. That makes me happy, despite all the frustration I went through.
TwilightSparkles YouTube channel:
https://www.youtube.com/user/TwilightSmash64
By the way, the person who helped me with my goal is better than you think. Shes very good, trust me on that one. In fact, during the match/goal, at certain parts, her skills shows just how good she really is. She only helped me because I wanted this goal to end so bad (after 4 years)! So, please, no harsh comments about my goal!
Player 1 - William5000000 [Mario]
Player 2 - TwilightSparkle [Kirby]
It takes place in Hyrule Castle. I turned the tornado off in Hyrule Castle by using a GameShark to make my goal easier. If that tornado was there, my goal wouldve been much more frustrating to achieve, especially at the end.
I also turned the music off by using a GameShark. The reason why is because I wanted to hear the sound effects as clear as possible.
Rules:
- 7 stocks.
- No items.
- Default costume/color only for player 1s character, any costume/color for player 2s character.
- First attack always comes from the cute character.
- Shield breaking is disallowed.
- Player 2s cute character cannot get KOd at all.
- Player 2s cute character is allowed to taunt, periodically too.
- Crowd must cheer for the cute character at a very high percent damage.
Here is a list of my own rules I had for recording purposes:
- Up smash that character for the KO endurance.
- Up tilt that character for the KO endurance.
- When those 2 moves connect, that character must be on ground at a specific spot without crouching or DIing up, or else its instant KO.
Here are the additions to the rules for recording purposes:
- Crowd cheers had to go uninterrupted. Interrupting the cheers with an attack meant an automatic restart.
- Mario couldnt get KOd on second to last stock until the cute character was at 999% damage.
- Mario being tortured on the last stock by the cute character was masterminded by me. Not only for recording purposes, but also for laughs.
- Star KO had to occur on the last stock. Screen KO occurring meant an automatic restart.
For anyone wondering, certain parts that dont seem like normal playing (such as not attempting to attack after getting 999% damage) are part of my goal! Hyrule Castle is the only stage where I could do the 999% match/goal, because no other stage had what I wanted, especially for the torture part!
I know there are ways to get 999% damage much faster (red shell glitch, bumper glitch, et cetera). Ive seen too many videos of those glitches. In my opinion, they are less entertaining. And using stage hazards (such as the POW Block in Mushroom Kingdom) to get 999% damage much faster are also less entertaining. Those are the reasons why I wanted to do the 999% match/goal WITHOUT those glitches and stage hazards.
Im very happy with my 999% match/goal on cute characters. I absolutely have no intention of improving this goal, let alone do other characters (other than Yoshi, Pikachu, Kirby, and Jigglypuff...at least for me).
If I ever decide to do a goal like this for Super Smash Bros. Melee, Ill have the videos and the description here as a backup to make explaining much easier. Seriously, explaining how I wanted my goal without having this as a backup was very frustrating, and eventually too difficult to even bother explaining at all to others. So, I am glad I have this as a backup.
To view the playlist of my 999% match/goal on cute characters, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQv Super Smash Bros. [N64] - 999% Match/Goal ~ Kirby](https://i.ytimg.com/vi/u3QidGwDmcs/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Ropey Rampage [101%]
My 101% speedrun tutorial of Ropey Rampage 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.
Army picture and letter K:
This one is pretty obnoxious to do without slowing down. The reason why is because of that Kritter at the top.
After Bonus Room #1:
The physics are different from the SFC version. 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.
Zinger section:
Since Donkey is slower than Diddy, jumping from rope to rope at the highest height isnt enough. About 20% luck is needed to jump over those Zingers as Donkey.
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%.
Be sure to go to Cranky after this level. In the GBA version, speaking to Cranky in every world is required to get 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 - Ropey Rampage [101%]](https://i.ytimg.com/vi/uKIc2AL_FaI/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Candys Dance Studio 2 [101%]
My 101% speedrun tutorial of Candys Dance Studio 2 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.
Candys Dance Studio 2:
In the GBA version, playing Candys dancing mini-game (as well as getting Perfect rating [1 Hit allowed]) is required to get 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 - Candys Dance Studio 2 [101%]](https://i.ytimg.com/vi/uKNI9urXKnQ/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Stop & Go Station [101%]
My 101% speedrun tutorial of Stop & Go Station 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.
Klaptrap picture:
Its faster to do the Hand Slap technique on the 2nd Klaptrap than doing it on the 1st one.
Moving platform before picture in gap between ledges:
If approached with the cartwheel speed without slowing down at all, its possible to spawn and one-cycle the moving platform.
Star Barrel:
Touch the Star Barrel. Itll show why as the level goes on.
Bonus Room #2 approaching:
Normally, in the SFC version, a tire would be required to reach Bonus Room #2. This would be the case for the GBA version as well. But because the hitbox is larger than it seems, its possible to reach Bonus Room #2 without a tire.
Bonus Room #2:
In a normal 101% speedrun, this level is the best time to get the Winky Token.
Winky Bonus:
Collecting 600 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 #2 avoiding:
This section is tricky. To avoid getting hit by a Klaptrap and not enter Bonus Room #2 again, one will have to time the jump right. The switch afterwards can be uncomfortable to approach because there is quite a random chance that Diddy will instantly bounce off of the tire after jumping.
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%.
Be sure to go to Funky after this level.
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 - Stop & Go Station [101%]](https://i.ytimg.com/vi/uNnM7VqOMHo/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Funkys Fishing 5 [101%]
My 101% speedrun tutorial of Funkys Fishing 5 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.
Crab patterns:
After the story cutscene, the crab pattern starts. It depends on how fast or slow the levels are cleared along with text skipping. The more one speedruns this category, the more the speedrunner will see some fishing patterns. Regardless, the RNG is still involved in them. In a casual playthrough, it can be random whether the crab shows up or not.
Funkys Fishing 5:
If the crab didnt appear in the previous mini-game, then it will most likely appear in this one, assuming the RNG was good on spawning Vine Barrels close enough in Bumble B Rumble, along with making no mistakes in the previous levels. Unless the crab appears right away, dont bother waiting to catch it.
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 - Funkys Fishing 5 [101%]](https://i.ytimg.com/vi/uSTj42hWb6k/mqdefault.jpg)
