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 Kong's Quest .

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.

Note: This glitch only works in the Super Nintendo version. It was fixed for the Game Boy Advance and 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 need to 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", various things could happen. Commonly the Rambi Barrel will appear and cause Diddy to transform into various things, including a solid black sprite of Kleever or a multi-colored Klubba, to name a few. The effects are short lived though as any attempts to move will result in the game crashing.

The aftermath of the glitch varies. Though some have been lucky to escape with no ill effects, others have reported save data being erased, or the game becoming corrupted to the point of being near unplayable.

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.

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.

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.

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.

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.

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.

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

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.

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.

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.