Blaziken257
Donkey Kong Land 3 - Riverbank Riot in 0:47:90!
updated
The stage itself is a roller coaster stage, so it was likely meant to go in either Target Terror, Rickety Race, or Krazy Koaster. The stage type is a Collect the Stars stage, where you need to collect 20 stars in 25 seconds. Like the stage in Krazy Koaster (as well as Haunted Hall and Arctic Abyss in DKC2), it has more stars than required, so this is a matter of being able to collect enough stars before reaching the end. One main difference between this one and the Krazy Koaster one is that, besides the stars and tracks having a different layout, there are also Flitters that you must bounce on (otherwise, you will fall to your doom). If you collect enough and survive, a Kremkoin will appear!
The bonus stage is fully complete and playable, so I am not sure why it is not accessible in the final game. Especially when having 48 Kremkoins would have been nicer than the odd number of 47. Also, Rickety Race in DKL2 does not have any bonus stages, so having one there would have been nice.
To be able to play this stage yourself, use a hex editor (like XVI32), and open a DKL2 ROM. Go to offset 0x40222. This offset determines the first bonus stage that appears in Target Terror. You will see that the value here is 0x23. This means that Target Terror's first bonus stage is bonus ID 0x23. You want to change this to 0x24, so that Target Terror's first bonus stage will take you to this unused stage instead. Once you do that, go to Target Terror and find the first bonus stage, and you will be able to play it!
(Alternately, the GameShark code 0124AAC5 will work, which will affect the destination of the first bonus stage in each level. You can enter the first bonus stage in either Target Terror or Krazy Koaster with this -- for some reason, the bonus stage won't load properly when entering this from non-roller coaster levels, so only use the code in these two levels. With this method, you can likely even view the bonus stage on a real Game Boy if you have a GameShark.)
For those curious, the compressed map data for this bonus stage is found at ROM offsets 0x5D4F7-5D5E6. (0x5D4F7-5D5C7 determines the background tiles; 0x5D5C8-5D5E6 determines the sprites.)
As a side note, there are other interesting bonus IDs that you can change this value to (at offset 0x40222, or GameShark code 01xxAAC5 or 01xxABC5, where xx denotes the bonus ID). Instead of 0x23 or 0x24, try changing this value to either 0x04, 0x09, 0x0E, 0x13, 0x18, 0x1D, 0x21, 0x22, 0x27, or 0x2C. These are glitchy placeholder maps, which are just corrupted versions of the warp area found in Pirate Panic and Gangplank Galley (they have invalid tilesets). Nonetheless, the existence of ten placeholder maps in the game indicates that more bonus stages may have been planned (up to possibly 58!), but either Rareware ran out of time, space, or both.
Besides all of this, there are no other known unused maps (bonus or otherwise) in the DKL trilogy -- just this one and the placeholder maps. I looked hard for them, too, so I'd be surprised if anybody were to discover new unused maps. However, someone did discover numerous unused bonus maps in DKC SNES a long time ago.
Here is a patch if you don't want to (or know how to) hack the ROM yourself:
http://www.mediafire.com/download/c1leom1oqq6h4sb
And here is a link that contains a full rip of the background map of this unused bonus stage:
http://tcrf.net/Donkey_Kong_Land_2#Placeholder.2FUnused_Bonus_Rooms
This trick is also possible with Kiddy Kong, but it is harder to do. Kiddy will have to roll under the first two Blast Barrels. When Kiddy is next to the third Blast Barrel, he can jump over it, but he will have to get hit by the Buzz (meaning that you need both Kongs to pull this off). Once next to the toboggan, just jump over it.
This glitch works in ALL versions of DKL3 as far as I know, by the way -- so it works in the English and Japanese versions.
It seems that Rareware didn't do a careful enough job to prevent people from being able to bypass toboggans in tube levels in both DKL3 and DKC3. As some people know, it's possible to bypass the toboggans in Surf's Up in DKC3 GBA as well! (At least in the American version, anyway...)
- You need a file that already has access to the Lost World, including the ability to enter it (i.e. K. Rool Duel has been beaten, and you have at least 35 DK Coins).
- On the file where you wish to use this glitch, you need access to the Lost World from the world map (Northern Kremisphere). You can do this by either beating K. Rool Duel, or using the level unlock cheat (on the title screen, press Up, Down, Left, Left, Down, Up, Right). You don't actually need to be able to enter it, however.
Once that is taken care of, here are the steps to perform this glitch:
1. Turn the game on, and choose the file where the Lost World is already unlocked (i.e. you've beaten K. Rool Duel and have at least 35 DK Coins).
2. Enter the Lost World.
3. Either press A+B+Select+Start to reset the game, or lose all your lives, so that the title screen appears. Do not turn off the game -- if you do this by accident, go back to step 1.
4. Select the file where you wish to use this glitch. (Use the level unlock cheat if necessary.)
5. Enter the Lost World, and K. Rool won't appear! That's right, you will be able to enter it, despite not having enough DK Coins.
This glitch works because in the English versions, when successfully entering the Lost World, K. Rool will stop appearing upon subsequent attempts to enter it until the game is turned off. Since the 35 DK Coin check only occurs if K. Rool appears, this means that it is possible to enter the Lost World regardless of how many DK Coins you have. In the Japanese version, K. Rool always appears whenever trying to enter the Lost World, so the 35 DK Coin check will always occur as well. This is how the glitch was fixed in the Japanese version.
UPDATE: There is a variation of this glitch that works in K. Rool's Last Stand, but you need a file with 42 DK Coins and EXACTLY 6 watches in order to do it. Having MORE than 6 watches does not trigger this glitch. Also, like the Lost World glitch, it only works in the English versions of the game.
ENGLISH:
Donkey Kong Land III was originally released for the Game Boy and the Super Game Boy in English in 1997. It was later released for the Game Boy Color in 2000, but only in Japan. Recently, an English patch for the Game Boy Color version was made -- and now there is one in Spanish! The game has never been officially released in Spanish, so this is a real treat for Spanish speakers.
The Spanish hack was started soon after the English one was finished. talaivaneizer handled the translation from English to Spanish, and I handled the hacking part of it. For the most part, instead of translating the level names directly, completely new names have been invented. This is because a lot of English names are alliterative, so it was better to come up with alliterative Spanish names than translating them directly.
In addition to translating the game, world map animations have been restored! They were inexplicably removed from the Japanese version, but now they're back. They look better when they are animated.
Also, as you can see, on the Time Attack screen, it now shows your last time. This was also inexplicably removed from the Japanese version, and is restored.
With all of this, enjoy the translation! You can find it here:
http://www.mediafire.com/?w7tb07rxxuo19ff
(Apply to an unmodified Japanese ROM)
Check out this thread in DKC Atlas, too:
http://www.dkc-atlas.com/forum/viewtopic.php?f=33&t=1700
---
ESPAÑOL:
Donkey Kong Land III fue lanzado primeramente en inglés para las consolas Game Boy y Super Game Boy en 1997. Fue en el 2000 cuando se lanzó para Game Boy Color, pero solo para el mercado japonés. Un parche en inglés para la versión de Game Boy Color fue lanzado recientemente, ¡y ahora hay uno en español! Este juego nunca se ha lanzado oficialmente en español, así que esto es un verdadero lujo para los jugadores hispanohablantes.
Este hack en español se empezó al poco tiempo de que el hack en inglés se terminó. talaivaneizer se encargó de la traducción de inglés a español, y yo me encargué de la parte del hackeo. En lugar de traducir los nombres de los niveles directamente, la mayor parte recibió nombres completamente nuevos. Esto se debe a que la mayoría de los nombres en inglés son aliteraciones, por lo que era mejor inventar nuevos nombres aliterados en español que directamente traducirlos.
Además de la traducción del juego, ¡las animaciones de los mapas de juego se restauraron! Estas habían sido inexplicablemente removidas de la versión japonesa, pero ahora están de vuelta. Los mapas se ven mejor cuando están animados.
La parte que muestra el último tiempo en el Contrarreloj también había sido removida inexplicablemente de la versión japonesa, pero como puede verse, igualmente fue restaurada.
A todo esto, ¡disfruta de la traducción! Puedes encontrarla aquí:
http://www.mediafire.com/?w7tb07rxxuo19ff
(Aplíquese a un ROM japonés sin modificar)
También checa este hilo en los foros de DKC Atlas:
http://www.dkc-atlas.com/forum/viewtopic.php?f=33&t=1700
As you may guess, it's an unofficial translation, based on the Japanese version. Honestly, I've had the idea of making an English version of DKL3 GBC since late 2007. However, I had limited knowledge of hacking at the time, so back then, I wasn't able to do it. Fast forward to 2012, though, and I've finally been able to pull it off. Everything in the game has been translated: Level names, dialogue from Bear, Wrinkly, and K. Rool, and various other screens, such as the Time Attack screen and the title screen.
The text in this game is largely taken from the original English version for the GB, with very few changes, such as spelling and punctuation fixes, and a few word changes here and there. But overall, those who have played the original English version will definitely recognize it.
The font is from DKC for the SNES; I liked it better than the old DKL3 font. Plus, it has lowercase letters!
I'm quite happy how this turned out, really. The fact that there was already an English version made things much easier. It looks like it could have been official. There are also no bugs that I know of either, other than bugs that already existed in the Japanese version. I did test this thoroughly.
Download the hack here! Contains IPS and BPS patching files (you only need to use one of them!), as well as a README file.
http://www.mediafire.com/file/nnqhqiq76tmz7n3/DKL3J_-_English_v1.1.zip (NEW PATCH! Download this one!)
If you feel like downloading the old patch for curiosity purposes, use the link below:
http://www.mediafire.com/?633r85131g4adii
And feel free to post in this thread, too:
http://dkc-atlas.com/forum/viewtopic.php?f=33&t=1669
Happy playing DKL3 in English and in color!! Hopefully this video will give you good enough of an idea as to what to expect here.
I knew about the variation that occurs in Cinnabar Island back when I first played the game over a decade ago, and this might be the most well-known variation of it. I also knew about the Cycling Road one as well. I didn't discover any of the other three variations myself, though -- I found these out from other sources like Glitch City Laboratories, Bulbapedia, and other videos.
I'm not sure why this glitch occurs, and indeed it was fixed in Spanish versions of Red and Blue, as well as all versions (presumably) of Yellow, as well as FireRed/LeafGreen (obviously). It probably works in the Japanese versions of Red/Green/Blue, seeing as they came before any of the English games did. I have no idea if this glitch was fixed in other regional versions. If anybody has any additional information about that, then let me know.
Also, I realize that I uploaded a video of the Cinnabar Island variation about six years ago, but the quality was poor and it really needed a new video. I might do this with other videos too.
Of course, one ball alone won't get you a lot of points, which, as far as I know, makes it less likely (or not likely at all?) to get special moves on Pokémon. Or something like that, I don't fully understand how score relates to special moves...
I do happen to like this 8-bit rendition of this track. It's not perfect (it could do without that part that rises and lowers in pitch around the beginning), but I think the track is catchy, and it's been stuck in my head for days. It would have fit well for the bosses (except for K. Rool, of course). It makes me wonder why Rare decided to completely replace this song with the Crocodile Cacophony song. Seriously, that's weird. In DKL3, all the bosses also use the K. Rool music, but in that case, there's no evidence that the regular boss music (Boss Boogie) even exists in that game.
I've tried searching for other unused songs, but I've come up with nothing. Worth noting: This music will play when hacked in boss levels and even bonus stages, but if you try to hack this music (along with a couple other songs) into regular levels, it's silent. And since there are other tracks that seem to be silent with every screen that I've attempted... maybe there's a way to make them not silent? I don't know though, the way this game deals with music is weird.
If you want to hear the music for yourself, get a hex editor, open a DKL2 ROM (doesn't matter if it's English or Japanese), and go to the addresses 0x4037D, 0x40391, 0x403A5, and 0x403B9. These determine the music of Krow's Nest, Kleaver's Kiln, King Zing Sting, and Kreepy Krow, respectively. You'll see that these have the values of 0x23, which makes them play the Crocodile Cacophony music. Change them all to 0x19 and they will play the Boss Bossanova music! Try it.
I do have a patch here: http://www.mediafire.com/download.php?5vh0r3pkyst8123 It does the changes I mentioned above, plus it does other things too:
- It changes the music on the screen before a bonus stage to Titular Tableau
- It disables the 3-second timer on this screen so that you have to press A to go to the bonus. That way people get to hear this music without it being cut early. This is similar to the GBA games.
- Gangplank Galley and Rattle Battle now have the Snakey Chanty music
Due to these three things, the patch won't work on the Japanese game. However, if someone wants a Japanese patch, or if someone wants a patch that only changes the music of the boss levels, I can make those easily too. (I made the latter three changes because I assumed most people would like the changes, since it makes it more like DKC2.)
Anyway, I hope you all enjoy this unused music! I can make an MP3 if anybody wants. But for now, you can find an OGG file here:
http://tcrf.net/Donkey_Kong_Land_2
First, in order to walk through walls, you have to swim up and to the right, and touch the top-left corner of a block/wall. As soon as you touch the corner of a block, press LEFT and you will get sucked in to the right. Don't ask me why you get pulled in the opposite direction, but, anyway... this actually isn't too hard to do; it takes a few tries to pull it off. It's easier than wall jumping, at least. This glitch also works in SMB, by the way.
Now, as soon as you get sucked into the wall, Mario slides to the right -- which is the same thing that occurs when you crouch and slide under a narrow gap on land, and get "stuck". Now, notice that when Mario moves to the right while inside the staircase, the screen doesn't scroll, so Mario ends up being all the way to the right of the screen. This makes the flagpole glitch possible.
And as you can see, as Mario (or alternately, Luigi) touches the flagpole, there is no room for him to get off the base of the flagpole and move right. So he gets stuck there. If I made the screen scroll a few more pixels, he would try to walk, but he still wouldn't be able to make it down there due to lack of room.
Since you can't pause after touching the flagpole in the SNES version, you're stuck and have to reset. So beware when doing this glitch -- make sure you've saved ahead of time! This glitch also works in the 8-bit versions (FDS, GBA, and Wii VC versions) -- you CAN pause after the flagpole, but this is irrelevant since you can't save the same way you can in the SNES version, so likewise, you have to reset.
I imagine this glitch works in other levels (including ones in SMB) where you can make Mario/Luigi move to the right without the screen scrolling, but I don't know of any other levels. (That doesn't mean there aren't any.) There are various ways to make this happen:
- Duck and slide under a narrow 1-block-tall gap, so that Mario/Luigi slides without the screen scrolling.
- If you just barely touch the bottom-right part of a block, it pushes Mario/Luigi very slightly to the right, but the screen doesn't scroll. While it doesn't make much of a difference, doing this with multiple blocks can probably help...
It resembles Whack-A-Mole, and the rules are simple. You have to attack the Denjuu that appear out of the holes (Doon the green elephant in Power Version, Gyuun the purple... creature that I can't make out in Speed Version). Each time you hit one, you get points. Each consecutive hit will result in more and more points; basically, the points you receive is the number of consecutive hits times 2. If you throw a vase and miss a Denjuu, the counter will start from 1, so you won't receive as many points if you miss Denjuu. Be careful!
Also, if the Denjuu (Doon or Gyuun) disappears into a hole and you don't hit it, it counts as a miss. Same thing happens when you hit Midori, the pink character. Get 10 misses and the game is over. If you hit Matsukiyo, the male character (thanks Kimbles for giving me the names of these two characters), he'll catch it, give you a healing item, and it subtracts one miss (if you have 0, nothing happens).
So basically, the game never ends until you lose. Of course, the farther you go, the harder it gets, and as you can see, it can get after a while.
And yeah, I could definitely improve here. This wasn't terrible, though. And using a GameCube controller isn't exactly easy to work with. (At least it's easier than the DS Lite, where it's very hard to point diagonally -- my second highest score, which can bse seen at the end of the video, was gotten using a DS Lite.) Nonetheless, I'm curious to whether someone can get a higher score than I.
By the way, I do realize that the music can be repetitive, but I can't do much about it. Well, this music was composed by Minako Adachi, and considering that he has an annoying tendency to compose songs that loop constantly, I'm not surprised. The music is OK, it would just be better if it were longer...
Also, if you like this, watch this TAS that lunjesse made of this mini-game:
youtube.com/watch?v=S8yLQNF7258
He gets 999,999 points (the maximum possible) quickly. Well, it's a TAS, it makes sense.
So, happy 10th anniversary, Telefang 2! It's a shame that there's never been another Telefang game after this. Rocket Company, do something with the series! Come to think of it, what happened to gaming after 2002, anyway? It's gone downhill in the past decade, and this isn't the only reason why.
As always, if you like the Telefang series, please check out this forum!
http://s15.zetaboards.com/Tulunk_Village/index
Check out the wiki too! It (like some other wikis that I've been to) could use more help!
http://wikifang.meowcorp.us/wiki/Wikifang
Even though this is the first Spanish Pokémon game that I have owned (and hopefully I will be able to find more in the distant future, one day), I've actually played various games through emulation, going as far back as 2007. I initially did so as a sort of joke, but I played more and more of them to see how much Spanish I could understand (and at one point years ago, I took three years of Spanish, so that helps out a lot). Red and Blue are easier to understand than later games in the series, so while the first generation isn't my favorite, I still like being able to understand the text easily.
So anyway, here's a video of me starting the game. The first thing you'll notice that I'm playing it on my N64, with Pokémon Stadium 2... an English version, too. One reason why I made this video was because there's a common misconception that, before Generation III, no Pokémon games were compatible in different languages, but you can see that the English and Spanish versions are fully compatible! It's also compatible with all the Game Boy games, as well as the first Stadium. You'll notice that, for some reason, you'll see the loading screen that's used if you're playing Crystal (this also happens in the first Stadium). (I cut out most of the loading so that you wouldn't be bored watching this video.)
And since I am playing it on the N64, I can speed up the game 4x, which I do in particularly boring parts. I try to avoid doing this in parts with lots of text, since it would defeat the purpose of this video.
The other reason why I made this video is to show what it is like playing the game in Spanish. If you are watching this video and you happen to know any Spanish at all, then you should try reading as much of it as you can to see how much you can understand (and you should go as far as playing it yourself if you want!). But even if you don't, this video should still interest you due to the quirks in the Spanish translation.
You'll instantly notice that all of the Pokémon names are the same as they are in English! I'm not sure why this is the case; it would have been really nice to see original Spanish names. Not to mention, French and German versions have localized names! Sadly, this trend continues even today with Black and White. I wonder if any native Spanish speakers can make any sense out of these English names, let alone pronounce them...
Also, most characters, at least in R/B/Y, have English names. Professor Oak is called... Profesor Oak. In addition, the Gym Leaders also retain their English names, and some of the preset character/rival names are the same as the English ones. Thankfully, this trend stopped with Generation II. Also, somewhat related: You'll notice that Poké Balls are still called Poké Balls here.
There are also other minor things, too. For example, in the Pokédex, height and weight are expressed in metric units (meters and kilograms). As far as I know, only the English version uses US customary units.
And of course, when naming yourself, or nicknaming a Pokémon, you're restricted to the English alphabet. This is necessary to maintain compatibility with the English versions, which don't have Spanish letters (e.g. á, é, í, ó, ú, ñ, ü, etc.) programmed in the game. It wasn't until Diamond and Pearl (and all games afterwards) that using Spanish letters became possible, although in Gold/Silver/Crystal, it's also possible to use them when naming boxes or writing mail.
Another minor thing, not shown in this video, is that the MissingNo. glitch was mostly fixed (unless you use a glitch where you can walk through walls)! If you try it, you'll just find Tentacool. It's still possible to find by using the Mew glitch, however. But despite that, it's odd that one of the most infamous glitches ever doesn't fully work in the Spanish version! And this also means that the glitch was fixed BEFORE Yellow!
This isn't the only glitch that was fixed; it's also no longer possible to see an old man on the roof of the gym in Cinnabar Island. It's also no longer possible to skip Brock. Most of the other glitches (most notably the Mew glitch), however, remain in the Spanish version.
Well, this is a long explanation, so I hope you all enjoy the video! I also hope this will inspire people to play Pokémon in Spanish, or at least in any language other than English (or whatever native language you speak)... since Pokémon is full of text, this certainly gives a different feel to the game!
By the way, check out the awesome Aquatic Ambience remix.
And as you may have noticed, this is the first video that I uploaded in almost four months. Since it had been a long time since I last uploaded anything, and since DKCR came out a year ago from today, I decided to finally upload something once and for all. And I will do more speedruns later on.
Also, I love how this game sort of takes an element from DKC3: the rocket. Considering that most things come from the first DKC, as well as a few from DKL and DKC2, the rocket stands out.
While I did manage to do that, I was nervous otherwise and I made some silly mistakes, but I was still fast enough to get Shiny Gold in barely enough time. I know I slowed down in certain parts when I shouldn't have, particularly near the end, but getting this fast of a time was hard enough (like I said, this took me literally dozens of attempts), so I just decided to upload this run because I'm fine with it.
Maybe I'll upload a better one in the distant future, though.
Oh, and I realize that I skipped Mugly's Mound... for now. That's because even after watching other videos, I couldn't figure out how to beat it and get Shiny Gold. It seems to involve some trick where you intentionally get hit and then jump on it at the right frame, but I couldn't figure it out. But I'll go back to it eventually. Yeah, I'm terrible.
So I decided to make a video of it. I realize this is an easy level (relatively speaking), but I haven't played this game in ages so I'm not as good at it as I used to be. Yeah, I used to be much better at this. Maybe I can make more runs of harder levels soon, though, when I'm not so busy.
Enjoy anyway, as this game is hard for some people.
It's not really anything special, since two of the three Pokémon were just in-game Pokémon that I ended up using for the Battle Subway to try to get certain items. The only Pokémon that was EV trained was the Torterra at the beginning, but one of its Stone Edge attacks missed at a crucial moment so you never really got to see it do much, unfortunately. I ended up winning with my Swanna and Emboar... yeah.
I've since used different Pokémon (EV trained ones, too) after this battle, though, so I don't really need to hear about my choice of Pokémon. If this video is successful enough, maybe I'll upload other videos too... Really, I just uploaded this because I hadn't uploaded anything in ages.
Enjoy anyway.
PS: I hope most people like my choice of music here, since it was hard to get the sound from my DS, and it would have sounded weird sped up anyway.
Now with all of that in mind, imagine speedrunning this level. Not so easy, huh? I had to spend hours speedrunning this to a decent pace, figuring out when to jump, etc. So, this is not perfect, but it gets Shiny Gold, and that's good enough for me here. And I managed to do this without getting hit either. Maybe I'll improve this in a future run though.
At least the game is lenient as far as getting Shiny Gold. You can make mistakes and still get the Shiny Gold rank.
Finally, as difficult as this level was, I absolutely dread doing the next two...
Anyway, here's a speedrun of Crazy Cart. Not that it makes much sense speedrunning this level, since this is one of those "Whiplash Dash"-style levels in that if you can beat the level, you can speedrun it pretty easily. (There are quite a few levels in this game like this...) After all, this is a mine cart level, so apart from a few parts in the mine cart track, the only real way you can improve your time is to do the beginning part quickly (which can be a bit tough to do perfectly, since you have to grab the DK Barrel at the right time and jump up those two platforms correctly) and to get into the end barrel as quickly as possible.
But I hope you all enjoy this run anyways. Now the next one will be a nightmare...
Also, I love this rendition of the mine cart theme. It's awesome.
BTW, one thing that I noticed: Why isn't this level's name spelled "Krazy Kart", with K's instead of C's? That would make more sense for a DK game!
While this level is easy normally, it's a bit tricky to speedrun, since there are some jumps that you have to time perfectly. As such, I messed up near the end, particularly when I got hit. Enjoy this anyway.
I'm also uploading this to test my video capture device (which some of you may have seen in the last video). You'll also notice that I'm using a Super Game Boy; before I was just using an emulator. Although the capture device is new, I've actually had the Super Game Boy for a few months now.
Some of you (who pay attention to the smallest details) may notice that the game is slightly faster and the sound is also slightly higher-pitched. This is because the Super Game Boy actually runs about 2% faster than any other Game Boy.
Oh, and during the part at 0:30, sometimes I get a speed boost from jumping on that bouncy platform, but sometimes I don't. This time I did, but I have no idea why I only get it sometimes. Also, I can't seem to avoid the piranha without losing time, so I intentionally get hit by it. Oh well.
It's a lot harder in this game though. There are three different "ranks", Gold, Silver, and Bronze. Gold is very tough to get; you have to be EXACT with everything you do and you can't mess up at all. Very different from DKL3, where you don't have to put much effort to beat the required times by over 10 seconds...
Some strategies: Rolling speeds up DK significantly, and if you jump just after a roll, DK keeps that speed increase until he lands. So, roll-jumping is a good way to speed up. Once you get Diddy, Donkey can roll forever without having to stop, so I don't jump unless it's necessary.
Anyway, enjoy this run, it was hard. I'm sure that it can be done faster, but this is still good enough in my opinion.
I might upload more runs of this game in the future. The problem is (besides the fact that nobody watches my videos anymore) that I don't have any way to record off the TV, so I have to stick to my ancient method of using a camera to produce crappy quality videos. Sorry.
I am NOT taking any requests though. I will upload what I feel like. I doubt if anybody's noticed, but I haven't really been taking requests for anything (with very few exceptions) in the past year in the half, so there.
BTW, I like this game a lot. I'm impressed, even though it has few animal friends (I loved Enguarde!) and no Kremlings. It's still very fun to play, and INSANELY HARD. Some levels in this game make PLATFORM PERILS from DKC look easy. Yep, they're that hard.
Oh, and in case anybody wonders why I always get the bonuses and DK Coins in almost all of my runs, it's for historical reasons. When I first started uploading videos on YouTube I never intended them to be speedruns at all (just look at how slow some of my old videos were). I made the videos so that people would know where the bonuses and DK Coins were (especially when most of my early videos were from the DKL series and most people are unfamiliar with them). Eventually a lot of people requested that I do speedruns instead, but I always felt that they were incomplete without getting everything in the level. So there.
By the way, now that I uploaded a speedrun of this level, I finally have done every single toboggan level that there is!
Even though the music originated in FireRed/LeafGreen, the music more closely resembles the music from Ruby/Sapphire in my opinion, due to the abundance of trumpet sounds.
Oh, and one last thing: Why are there so many event Pokémon?! I hate having to cheat to get them... although I did just that I was playing LeafGreen not too long ago earlier this year, which some of you may already know...
BTW, random fact: If you deposit a Deoxys on the GTS, you'll be guaranteed to receive whichever Pokémon you were asking for in return within seconds. Try it.
If you like Telefang then check out this forum:
http://s15.zetaboards.com/Tulunk_Village
If you like Telefang then check out this forum:
http://s15.zetaboards.com/Tulunk_Village
Anyway, this music is from Cactos Ruins, fairly late in the game. It sounds a bit scary, although not that much...
I plan to upload more pretty soon.
BTW, check out the forums!
http://s15.zetaboards.com/Tulunk_Village/index
For reference, Mew is found in Faraway Island, which can be accessed by getting the Old Sea Map, but apparently no event for it was ever available where I live... stupid events, why not make events that are accessible by everyone?
UPDATE: Due to a request, I decided to post a link to an MP3 file so that you all can download it:
http://www.mediafire.com/?j799e5fmql9l1k9
This length of this one is "only" 3:07, instead of 5:00 like it is here. If anybody wants a longer MP3, then let me know.
Also, some people have trouble finding the Gold Feather (since it's in a part only in the GBA version), so I went out of my way to get that to show people where it is. I guess it's not much of a speedrun like that, but whatever.
Oh, and this run was requested by talaivaneizer a long time ago. You can also see that I used a hack that he made that changes the color palette of Diddy and Dixie, which you can find here:
http://dkca.net/forum/viewtopic.php?f=33&t=650
Oh, and the music in this level is weird... it's the same music as the one used in Lockjaw's Locker! I don't understand why Rare didn't use the music that was used in Pirate Panic...
As for the music itself, it seems to have more of a Generation III feel than a Generation II one, at least in retrospective...
Also, the quality of this one is much, much clearer than my original video, although it's a bit choppy at 480p.
Enjoy this video while you can.
So now you all can watch a new speedrun, and you can actually SEE what's going on now.
As for the speedrun itself, I happened to make some improvements. I stop less often and found ways to go faster, mainly with Squawks where I don't wait for Kopters. I also move a bit faster with Enguarde. Also, I actually get the DK coin on my first try this time. So enjoy this speedrun.
BTW, this is the only level in DKC3 with Kuchuka in it. There are more in DKL3, though... and Kuchukas look similar to Knockas, except they're purple instead of green. Just felt like pointing that out.
(Now if only this game was like DKL3 where you could cut off Dixie's jumps by using her Helicopter Spin move...)
BTW, HeartGold and SoulSilver come out in America today! I'm definitely going to get one of them. I might even get it today!
UPDATE: Download link!
http://www.mediafire.com/?ugwdwzkq2mr
The primary reason why I'm uploading this is because every other video I've seen with this music is butchered horribly. They all have nasty buzzing noises, which you don't hear on a REAL Game Boy. This one sounds much more accurate, if not completely accurate. No more nasty buzzing noises!
It still sounds a bit scratchy, though, even in 480p, but that's YouTube's fault, because the quality was perfectly fine before I uploaded it. If anybody wants an MP3, I'll post one...
Requested by SankyMaster.
Hmmm, I was kinda hoping that the quality would be better here... :\ Still better than some other videos of this music though.


