List of Donkey Kong Country 2: Diddy's Kong Quest glitches

This is a list of glitches in the game Donkey Kong Country 2: Diddy's Kong Quest.

Glitches
NOTE: Unless otherwise noted, all names are conjectural.

Broken Ending Pad
To perform this glitch, the Kongs must get to the end of Lava Lagoon. Then, they should jump on the Klobber nearby and pick up the barrel it's in, placing it about an inch away from the Ending Pad. Quickly, before the enemy emerges from its barrel and attacks, the heroes need to get in position to do a Team-up move right next to the Ending Pad, but in front of the foe. As soon as the Klobber jumps out of the barrel, they must throw a monkey straight up in the air, above the Ending Pad. While the one monkey moves through the air, the Klobber runs by, hitting the monkey on the ground. That Kong is bounced on top of the Ending Pad, which should make the level end. However, if done correctly, the other Kong should still be in the air, messing up the game. As a result, the music stops playing, and the heroes are still in the level. Also, the Ending Pad no longer works, as the group goes right though it.

Castle Crush Glitch
Note: This glitch only works in the SNES and Wii U versions. It was fixed for the Game Boy Advance and Wii Virtual Console versions.

The Castle Crush glitch has become infamous among fans as the series' most fatal glitch. To do it, the player must enter Castle Crush with Diddy Kong as the lead character (Dixie is optional but cannot be the lead character). Then, the player must pick up the first DK Barrel and hold it against a wall. The player must now drop the barrel and quickly pick it up again; if done correctly, the barrel will break but Diddy will act as if he's still holding it. Upon throwing the "invisible barrel", it will be replaced with a nearby object, with the exact object depending on how much of the level had been traversed before throwing. Throughout most of the level, this will cause an enemy to warp in front of Diddy, following which the enemy will often die immediately. If thrown near the top, it will be replaced with the "No Rambi" sign. Both of these outcomes are relatively harmless. However, if thrown shortly after being "picked up," the invisible barrel will be replaced with the nearby Rambi Barrel. The transformation aspect of the Rambi Barrel becomes broken after this happens, and will typically cause Diddy to either turn into a screen-sized glitchy mess, an incorrectly-colored Klubba with no hammer, which stands in place, or a fully-black Kleever, which moves slowly to the side while spinning. In all three of these cases, the game typically will softlock shortly thereafter.

The aftermath of the glitch can vary. Though some have been lucky to escape with no ill effects, others have reported save data being erased due to file corruption, the game becoming corrupted to the point of being near unplayable. Even worse, but rarely, some SNES consoles were damaged and became non-functional because of this glitch.

Chest Roll Glitch
Diddy or Dixie must grab a chest, then be near a wall and throw the chest againt the wall. The chest will walk slowly as if it were a rolling barrel.

Diddy or Dixie Color Palette Glitch
In levels where Diddy Kong or Dixie Kong barrels are availiable, the player should have Diddy or Dixie jump into their corresponding barrel and keep pressing select. While pressing select the player will eventually notice Diddy or Dixie in their standby dark color forms rather than being in highlighted playable color or vise versa. The player can end the glitch by repeatedly pressing select or by exiting the level they're on. A player could take a huge advantage with this glitch in the level Klobber Karnage since there's some Diddy and Dixie barrels through out the level.

Glimmer's Paused Light Flash Glitch
In the level Glimmer's Galleon, the player should go to the spot where they get Glimmer and keep turning around multiple times while trying to pause on Glimmer's light. If done right, the player should get a bright blank screen and once they hit the start button again the screen will briefly glitch up but nothing serious. It would look like an in game twitch. This can be done anywhere in the level except bonus rooms.

This can only be done in the SNES version.

Honey Glitch
In hive levels, such as Hornet Hole and Rambi Rumble, the Kongs are unable to walk through the sticky honey without getting stuck. However, if the player uses the Team-up move to pick up a monkey, they can walk straight through the honey, without having to jump their way through.

This glitch was also removed in the Game Boy Advance versions.

Klobber's long Respawn Glitch
In any level where Klobbers are in and with pits (Hot-Head-Hop, Red Hot Ride, Ghostly Grove etc.) the player should find one, pick him up and walk over to be near the pit enough to wear they could fall off and drop him in. His usual sound effect occurs and he disappears. The player should stay within the area of where they found Klobber and wait for a very long time. Eventually the same Klobber will fall from the sky but depending on where the player is he might be seen briefly before falling back through the pit making a loop or if the player has Diddy or Dixie a bit of space away from Klobber's spot then he may fall behind them or in front and attack again it depends on where the player is.

Krockhead Glitch
In the level Mudhole Marsh if the player has Diddy or Dixie they should get a cannon ball and throw it left then pick it up again and head towards the brown Krockhead but should stay on the ledge of the platform above it then drop the cannonball on it. This will cause the Krockhead to roar and Diddy or Dixie will be tossed into the air even though they are not on it.

Kutlass Running Backwards Glitch
In the level Gusty Glade, in the area where two Kutlass enemies guard treasure chests (top one containing a cannonball and the bottom one containing an 'N'.) Sometimes when the player has Diddy or Dixie jump on the top mound where one Kutlass is and steal the treasure, that Kutlass will mysteriously be stuck in a animation running backwards until he falls off into the near by pit.

Morph Diddy and Rattly Glitch
In Topsail Trouble, the player must get Rattly and have both Diddy and Dixie. Then, go to the pole n near a mast with a Kruncha on it. Diddy must leave Rattly on the pole, team-up with Dixie, jump to the Kruncha and right before he bumps into the Kruncha, throw Dixie up. When Diddy bumps into the enemy, he will fall and ride Rattly, who is turned into a red and green Diddy sprite. After the No Animal Sign, Diddy will be unable to touch enemies.

Rambi's Flutter Glitch
The player must go to a level that contains Rambi. Using Dixie, the player must flutter until they fall on Rambi's back. Then, they must jump quickly, without stopping the helicopter spin. Rambi will float like Dixie.

Tire Throw Glitch
In the level Jungle Jinx, the Kongs must approach a lower part of the floor, where a Tire rolls back and forth. In order to execute this glitch, the Kongs need to do the Team up move, and one Kong must throw the other in the tire. The tire will then crush the thrown Kong against the wall, but the Kong will still return to the player, as if the ape was alive. If the player dies, the second Kong will remain alive, but the player will still lose a life.

Screech Glitch
In Screech's Sprint, the player should make the Kongs turn into Squawks and then head behind Screech. If the bird is to pass his opponent, a race will begin, causing him to speed around sharp brambles. However, if the player does not want to do this, they can perform a glitch to keep Screech out of the race. To do so, they must control Squawks and make him hit into the brambles right behind Screech. Squawks will them blink for a short amount of time. While blinking, he should quickly pass the bird and continue through the level. If done correctly, the parrot will be able to go through the rest of the level, not needing to worry about racing Screech, as the foe will simply wait at the starting line.

Through the Roof Glitch
In Pirate Panic, the player must use Diddy or Dixie and team-up with the partner right in the front of the door leading to Kaptain K. Rool's letter. Then, throw the partner to the ground above the door and quickly enter the place. If done correctly, the character inside the room goes through the floor to get near the partner.