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This is a single segment speedrun of Super Donkey Kong 2: Dixie & Diddy (the Japanese version of Donkey Kong Country 2), played on a modded North American Super Nintendo console, and completed in 41 minutes, 42 seconds (New Game until final Kremkoin drop). This run also includes the Japanese timing method for comparison, which puts the run at 42 minutes, 01 second (Console reset until final Kremkoin drop) This run aims for fastest possible completion. This run was obtained on May 3rd, 2014. As of this upload date (May 8th, 2014), it is the fastest single segment completion of any version of Donkey Kong Country 2 in the game's history. However, due to the very competitive nature of the game, it will almost certainly not stay that way for long. (EDIT: This was indeed the case!) This run improves the previous fastest time by a little over 1 second, and this previous run (completed by Reflected) is included in the upper-right corner for comparison purposes. A link to this run can be found here: • DKC2 Any% in 41:43 This 41-42 gains time on the previous record mostly through slight movement optimizations in many levels, which helps counteract the faster load times of the Virtual Console version. It also uses more optimal strategies in some places, including a faster setup for the Mainbrace Mayhem (1-2) wrong warp, a precise barrel shot that skips a bee in the first section of Rambi Rumble (4-6), and an earlier Kong swap in Gusty Glade (5-3). This run also contains better luck, getting both fakeless on Krow 1, as well as right barrel spawn on the 2nd phase of Krow 2. As always, this run contains several mistakes. Specifically: 1-4: Missed the fast Dixie jump into the warp barrel ("Luckjaw") (+3 seconds) 2-6: Poor cannonball spawns (+1 second) 3-1: Missed the forward barrel shot towards the goal (+0.5 seconds) 4-1: Accidentally dismounted the final hook (+1 second) 4-7: Missed a shot on the bee shield of King Zing Sting (+0.5 seconds) 5-1: Did not attempt front rope grab at the end of the level (+0.5 seconds) 5-5: Incredibly safe strats + poor movement (+4 seconds) 6-6: Minor safe strats + failed double jumps (+7 seconds) Aside from these mistakes, this run contains good execution of almost all currently known, real-time viable strategies. A time of 41:2X is possible on SNES, but it would be extremely difficult to achieve, and will not be attempted (by me, anyways) anytime soon. Enjoy! For more info on DKC2 speedrunning, check out the wiki at: www.cronikeys (dot) com/dkc2/index.php?title=Main_Page Or check out my Twitch page at: www.twitch (dot) tv/theclaude See ya!