Uploaded July 2016 | Updated September 2026, 2 weeks ago
My 101% speedrun tutorial of 'Ropey Rampage' in "Donkey Kong Country" for the Game Boy Advance.
Full 101% speedrun tutorial:
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 isn't 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%.
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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.
My 101% speedrun tutorial of 'Ropey Rampage' in "Donkey Kong Country" for the Game Boy Advance.
Full 101% speedrun tutorial:
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 isn't 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 - 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)

![Donkey Kong Country [GBA] SR - Poison Pond [101%]
My 101% speedrun tutorial of Poison Pond 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.
Swimming physics:
The swimming physics are different from the SFC version. In the GBA version, just holding Left or Right on the D-Pad isnt enough to go fast. The run/roll/cartwheel button has to be used too. And even then, swimming horizontally is slower in this version. Also, swimming up is way different from the SFC version. In the GBA version, Donkey and Diddy can swim up way faster, even when holding Down on the D-Pad.
Enguarde the Swordfish:
Enguarde is useful for most of the level. The physics are different from the SFC version, but he is still useful.
Letter O approaching:
The corridor section while approaching the letter O is a bit laggy, which is enough to eat button inputs.
Picture in Mincer alcove:
If approached from the right angle, the moving Mincer can be one-cycled in order to get the picture faster.
After letter N:
Be sure to go down a tiny bit to avoid the moving Mincer.
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 - Poison Pond [101%]](https://i.ytimg.com/vi/uuiHauJdLOE/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Bumble B Rumble [101%]
My 101% speedrun tutorial of Bumble B 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.
Picture in middle of arena:
Do the Hand Slap technique in the middle of the arena to get a picture.
Queen B. is different from the SFC version. Every time she is hit with a Vine Barrel, she spawns normal Zingers to protect herself from attacks. Those wasps must be defeated first before dealing with the big wasp again. There is RNG involved. The RNG is on the spawning Vine Barrels. So try not to be too hasty. As Donkey, carry the Vine Barrel into the big wasp to get rid of the spawning normal wasps faster. As Diddy, jump and throw the Vine Barrel at the right time into the big wasp to get rid of the normal wasps. Use whoever feels the most comfortable. Either way, timing is very strict. Just make sure Diddy is the leading Kong after the final hit is delivered.
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 - Bumble B Rumble [101%]](https://i.ytimg.com/vi/vXhSZaI0-vU/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Millstone Mayhem [101%]
My 101% speedrun tutorial of Millstone Mayhem 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.
2nd Millstone approaching:
In the SFC version, the rolling/cartwheeling glitch through Millstones works on v1.0 and v1.1. But in the GBA version, the rolling/cartwheeling glitch through Millstones doesnt work. If approached fast enough, its possible to one-cycle the 2nd Millstone.
Bonus Room #2 approaching:
Normally, in the SFC version, Diddy wouldnt be able to reach Bonus Room #2 without a tire because of his size. This would be the case for the GBA version as well. But because the hitbox is larger than it seems, Diddy can reach Bonus Room #2 without a tire. Without slowing down, its possible to one-cycle the 3rd Millstone and enter Bonus Room #2. This section is a bit laggy, which is enough to eat button inputs.
Bonus Room #3 approaching:
This section is very tricky. Use the ground to determine when to jump over the 2nd Krusha with the TNT Barrel without slowing down.
After Star Barrel:
To one-cycle the 6th Millstone, use the ground to determine when to cartwheel into a Slippa. Too slow with cartwheeling, and the 6th Millstone will hit Diddy. Its possible to cartwheel into Slippa without being forced to stop at the end of that technique, but that rarely happens.
9th Millstone approaching:
Its possible to one-cycle the 9th Millstone, but its very hard. While approaching the 9th Millstone without slowing down at all, it requires very fast movement. Use the ground to determine when to cartwheel. After landing, make sure to fall first (about 10 frames), then cartwheel into a Slippa below the 9th Millstone.
Letter G approaching:
The perched Necky glitch already existed in the SFC version on v1.0 and v1.1. The glitch exists in the GBA version as well. With this glitch, theres nothing to worry about while getting the letter G.
11th Millstone approaching:
This section can be troublesome. Use the ground to determine when to cartwheel.
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 Candy 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 - Millstone Mayhem [101%]](https://i.ytimg.com/vi/vg_7ydFjRVc/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Temple Tempest [101%]
My 101% speedrun tutorial of Temple Tempest 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.
Level start:
There is a Rambi Token up to the left, but its faster to just leave it. There is another opportunity to get a Rambi Token.
Bonus Room #1:
Skipping Expresso in this Bonus Area is actually faster. In the SFC version, getting Expresso to go through the level is faster. In a TAS of the SFC version, skipping Expresso in this Bonus Area is faster because of an infinite cartwheel glitch (every 1-2 frame trick).
Picture inside Millstone:
Sacrificing a Kong is optional for getting the picture faster. Otherwise, just do it the normal way.
Bonus Room #2 approaching:
The hitbox of that Millstone is pretty bad. It is a pixel that Kong while approaching Bonus Room #2. Bad programming there.
After Bonus Room #2:
Use the background to determine when to stop. After uncovering the letter N, be sure to land on the ground first, then continue. Do not cartwheel into that Kritter until he is approached close enough. After cartwheeling into a set of 3 Kritters, immediately cartwheel into another set of 3 Kritters.
Letter G approaching:
Cartwheeling off of the edge to get the letter G is faster.
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 - Temple Tempest [101%]](https://i.ytimg.com/vi/wit-fz1j400/mqdefault.jpg)
![Super Smash Bros. [N64] - Jigglypuff Combos
Jigglypuff combos in Super Smash Bros. for the Nintendo 64.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Mushroom Kingdom. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Jigglypuff can do on different characters.
NOTE: Grabbing wrongfully resets the combo number to 0. Disregard that.
Up smash combos:
0% to 96% ~ 0:10
- Down aerial, up tilt x2 (front), down aerial, up smash
0% to 105% ~ 0:23
- Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up smash
0% to 127% (or lower) ~ 0:38
- Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up smash
Down special combos:
0% to 83% ~ 0:52
- Back aerial (with lag canceling), up tilt x6 (behind), down special
0% to 84% ~ 1:01
- Down aerial, up tilt x4 (behind), down special
0% to 85%, #1 ~ 1:11
- Down aerial (with lag canceling), forward throw, up aerial, foward aerial x2, down special
0% to 85%, #2 ~ 1:22
- Forward aerial (with lag canceling), forward throw, up aerial, forward aerial x2, down special
0% to 99% ~ 1:32
- Down aerial, up tilt (front), down aerial, up tilt (behind), down special
0% to 107% ~ 1:42
- Down aerial, up tilt x2 (front), down aerial, up tilt (behind), down special
0% to 116% ~ 1:55
- Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up tilt (behind), down special
0% to 138% (or lower) ~ 2:11
- Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up tilt (behind), down special
Note that Jigglypuffs down aerial can be escaped by using DI. To play safe, use either back aerial or neutral aerial after a set of up tilts. Grabbing after a set of up tilts is also an option. Grabbing after down aerial also works.
To view the playlist of the combos, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1gu2zswYU8WhJ2gUZHeOeaK Super Smash Bros. [N64] - Jigglypuff Combos](https://i.ytimg.com/vi/wwY1otGhk5w/mqdefault.jpg)