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		<updated>2026-04-24T13:23:41Z</updated>
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	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Crystal_Caves</id>
		<title>Donkey Kong 64/Crystal Caves</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Crystal_Caves"/>
				<updated>2011-02-09T02:13:52Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
For information about tricks this page might refer to, see the [[Donkey_Kong_64|main Donkey Kong 64 page]].&lt;br /&gt;
&lt;br /&gt;
* In DK's barrel blast course, you can take a route that gets 15 bananas (normally, you can only get either 0, 10, or 20). Fire into the first barrel, then, after firing six more times, fire slightly to the left of the next barrel. You'll skip several barrels and 5 bananas. [http://www.youtube.com/watch?v=gzehlTqv8H8 Video (#1)]&lt;br /&gt;
* You can use STVW on the wall below the igloo entrances to enter any of the rooms without playing the instruments. You can then walk out past the bars.&lt;br /&gt;
* There are many places to use STVW, but the water level is too low for the glitch to be useful in many places.&lt;br /&gt;
* Chunky can use the [[Donkey_Kong_64#Minor_General_Tricks|rock glitch]] to get out of bounds.&lt;br /&gt;
* In Diddy's room with 8 enemies he must kill within a time limit, you can grab onto the center platform and pull yourself up without being noticed by the barrel enemies.&lt;br /&gt;
* Lanky can use high jumps to enter the chimney of the ice castle without Baboon Balloon.&lt;br /&gt;
* You can use the Baboon Balloon pad on the ice castle to get to Lanky's blueprint. [http://www.youtube.com/watch?v=gzehlTqv8H8 Video (#2)]&lt;br /&gt;
* By damaging yourself to get invincibility and then rolling into one of the thinner parts of the ice maze, DK can glitch to the center. Wiggling the joystick back and forth makes it much easier to glitch through. [http://www.youtube.com/watch?v=5y7JBbj8Gs8 Video (#9)]&lt;br /&gt;
* Chunky can get into the small igloo with his Golden Banana by jumping and rolling. Unfortunately, there is no known way to get out. [http://www.youtube.com/watch?v=a-izUCvok2c Video]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/DK_Isles</id>
		<title>Donkey Kong 64/DK Isles</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/DK_Isles"/>
				<updated>2010-06-12T04:52:26Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
Note: methods to enter levels and level lobbies early are [[Donkey_Kong_64#Entering_Levels_Early|here]].&lt;br /&gt;
&lt;br /&gt;
* You can use STVW on several of the walls in the pool of water in the training area to get into the main area without opening the gate. Although you can leave without beating the training barrels, Cranky will not give you the Simian Slam or sell you anything until you finish them. In addition, you will not be able to use the moves learned in them until you finish them. [http://www.youtube.com/watch?v=0OG8t9ichc8 Video]&lt;br /&gt;
* You can use the swim through shores glitch to enter the Banana Fairy island with any kong. This allows you to get the camera and the shockwave move at the beginning of the game. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
* You can use the swim through shores glitch or STVW to get to Chunky's Golden Banana next to warp 3. If you are Hunky Chunky, you can simply jump at the wall of the cave to get out. [http://www.youtube.com/watch?v=IYJKJDgZXtU Video (#1)]&lt;br /&gt;
* DK can enter Tiny's bonus barrel in the Angry Aztec lobby by using his kickjump combo from the upper ledge or a [[Donkey_Kong_64#Minor_General_Tricks|moonkick]] from the stairs. If he completes the game inside, Tiny can grab the Golden Banana without Pony Tail Twirl.&lt;br /&gt;
** Diddy can use a Moontail to enter the barrel as well. &lt;br /&gt;
* Tiny can get her Golden Banana in the Gloomy Galleon lobby with STVW so that Chunky doesn't need to pound the switch. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
* DK can get his Golden Banana in the Crystal Caves lobby without using Strong Kong by using a grenade to give him invincibility. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#2)]&lt;br /&gt;
* Several kongs can get to the room in the banana fairy island with the Rareware banana. Use the C-up glitch to land inside the wall of one of the pools. Slowly approach the water until you start swimming, then swim into the air. Use STVW to get through one of the walls, then walk or swim to the room with the banana. Unfortunately, the banana disappears if you get too close unless you have captured all of the fairies. [http://www.youtube.com/watch?v=HMu6OEC5Mv0 Video]&lt;br /&gt;
* Chunky can use swim through shores to get his GB from the cage near the cannon to the Fungi Forest Lobby. If you enter as Hunky Chunky you can escape by jumping through the wall in the direction of the W3 pad.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Frantic_Factory</id>
		<title>Donkey Kong 64/Frantic Factory</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Frantic_Factory"/>
				<updated>2010-06-12T04:42:31Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
For information about tricks this page might refer to, see the [[Donkey_Kong_64|main Donkey Kong 64 page]].&lt;br /&gt;
&lt;br /&gt;
* The game provides names for different parts of the level that are convenient when one is referring to them:&lt;br /&gt;
** The '''Production Room''' is the tall room with many moving parts.&lt;br /&gt;
** The '''Storage Room''' is the room where Chunky is held.&lt;br /&gt;
** The '''Testing Room''' is the room with the tower of toy blocks.&lt;br /&gt;
** The '''R&amp;amp;D area''' is the room with lava underneath a metal grating.&lt;br /&gt;
* The C-up glitch can be used to get through the hatch to the left of the entrance without hitting the switch. [http://www.youtube.com/watch?v=ZYzNj91epjA Video]&lt;br /&gt;
* Lanky can reach the switch that frees Chunky without Orangstand by using the [[Donkey_Kong_64#Method_2|climb up slippery slopes trick]]. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
** He can also use the [[Donkey_Kong_64#Method_3|&amp;quot;wall stall&amp;quot; variation]] of the trick. [http://www.youtube.com/watch?v=7YhbO4gjxHQ Video (#1)]&lt;br /&gt;
* DK can reach the platform with the power shed in the Storage Room without dropping down to it from the R&amp;amp;D area. Use the [[Donkey_Kong_64#Method_2|climb up slippery slopes trick]] to reach the switch that Lanky hits to free Chunky. Then do a kickjump combo to get to the platform with the shed. [http://www.youtube.com/watch?v=HazZSgykJkg Video (#1)]&lt;br /&gt;
** DK can also use the [[Donkey_Kong_64#Method_3|&amp;quot;wall stall&amp;quot; method]] to reach the top of the slippery slope. [http://www.youtube.com/watch?v=7YhbO4gjxHQ Video (#2)]&lt;br /&gt;
* Diddy can also reach the power shed platform without dropping down to it. The easiest way to do this is to backflip onto the edge of the door closest to Diddy's switch in the Storage Room. You will probably fall off, but hopefully you will be able to backflip in midair as if you were performing the trick to climb up slippery slopes. If so, backflip to the top of the door, then jump up to the switch. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#2)]&lt;br /&gt;
** Diddy can also use a Moontail to reach the top of the door next to the power shed platform.&lt;br /&gt;
* Chunky can get his Golden Banana in the dark room connected to the Storage Room by grabbing onto the edge below the box and pulling himself up. [http://www.youtube.com/watch?v=HazZSgykJkg Video (#2)]&lt;br /&gt;
* Lanky can get to his bonus barrel in the Testing Room without Baboon Balloon. Jump on top of the nearby door, then high jump to the bonus barrel. [http://www.youtube.com/watch?v=3FtVrx-9CUc Video (#2)]&lt;br /&gt;
* You can get out of bounds by using the C-up glitch on the hole in the floor near the Battle Crown pad in the R&amp;amp;D room (not the one with the Battle Crown pad in it). [http://www.youtube.com/watch?v=xqU75fR261Q Video]&lt;br /&gt;
* Chunky can turn into Hunky Chunky before the fight with the giant toy monster starts if he is standing in the right place when the cutscene showing the monster assembling itself begins. The monster is invincible for a while, so Chunky has a chance to grab the bananas in the room as Hunky Chunky, who is much faster than regular Chunky. [http://www.youtube.com/watch?v=YMWoA2c318s Video (#3)]&lt;br /&gt;
* Diddy can climb the lower part of the Production Room without using the elevator platform activated by Lanky's switch. Jump on top of the sign near the path to the level's entrance and then backflip up onto the slippery slope. Use the [[Donkey_Kong_64#Method_2|climb up slippery slopes trick]] to get to flat ground. [http://www.youtube.com/watch?v=HazZSgykJkg Video (#3)]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2010-04-26T05:14:53Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Entering Levels Early */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
{{contents}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{-}}&lt;br /&gt;
==Major General Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Getting past boss doors===&lt;br /&gt;
The C-up glitch can be used on the bottom or top steps in the Troff 'n' Scoff rooms to fight the bosses without collecting regular bananas. You do not have to fight the bosses with the kongs the game wants you to use, although the game exhibits some strange behavior if you don't. For example, if you fight Mad Jack with DK, he will sometimes pop out of his box, then get right back in and keep jumping around. [http://www.youtube.com/watch?v=TvXb-ZAXxoo Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
You can climb short slippery slopes by running toward them and attacking (e.g. with Diddy's cartwheel or Tiny's roll) at the base. For longer slopes, the following methods are more useful:&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. One thing that can help is to start the backflip before you actually fall off the slippery slope; you generally won't have enough momentum to long jump, and you'll be able to jump as soon as you fall off if you time it right. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor General Tricks==&lt;br /&gt;
* '''Aerial attacks''': Using aerial attacks can lengthen your jump. Doing so usually gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* '''Slowing down''': In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* '''Midair jumping''': You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* '''Moonkick''': While running up a slope with DK, jump, use an aerial attack, and kick when you land. If you did it properly, you'll get massive height with your kick and will fall very slowly. It is important to do the aerial attack as soon as possible after jumping. [http://www.youtube.com/watch?v=SOqg3IFC-qI Video]&lt;br /&gt;
* '''Chunky rock glitch''': Chunky can get out of bounds in many places as follows: pick up a rock, face away from a wall, jump toward the wall, and quickly press Z to drop the rock. Pick it up to get forced into the wall a little bit. Keep jumping, putting the rock down, and picking it up until you get through. [http://www.youtube.com/watch?v=3FtVrx-9CUc Video (#3)]&lt;br /&gt;
* '''Fast orange throwing''': If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* '''Orange dive''': Find a place where you can fall off an edge into water. Run toward the water and throw an orange. You'll start swimming underwater without needing to dive. [http://www.youtube.com/watch?v=J3BXU_JoQUY Video (#6)]&lt;br /&gt;
* '''Pulling out weapon''': Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* '''Shooting switches''': When possible, shoot switches without going into first-person mode.&lt;br /&gt;
* '''Canceling fall damage''': If you crouch just before falling and stay crouched until you're at a certain height, you'll avoid the &amp;quot;splat&amp;quot; animation and you won't take damage. This limits your horizontal speed, though. Another method that lets you retain your speed but doesn't work with the largest falls is to use an aerial attack any time before your character starts flailing to reset the &amp;quot;distance fallen&amp;quot; counter.&lt;br /&gt;
&lt;br /&gt;
==Entering Levels Early==&lt;br /&gt;
&lt;br /&gt;
There are two factors that go into entering levels early: getting into the lobby and getting past B. Locker once you are in the lobby. The latter is simple in most cases if you use Lanky. Just walk up to B. Locker, face the portal, and do Lanky's standing combo. This technique is known as &amp;quot;the Lanky glitch&amp;quot;. Chunky's Primate Punch also works if you position yourself properly. There are a few places where the Lanky glitch can't be used as described above. It requires some modification in the Frantic Factory lobby because the portal is farther back than it is in other lobbies. There is no portal in the Hideout Helm lobby, so a completely different tactic is necessary. Finally, you don't get Lanky until Angry Aztec; entering Jungle Japes and Angry Aztec early requires a technique similar to the Lanky glitch, but with DK. See below for details on getting into these levels early. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video of the Lanky glitch (#5)]&lt;br /&gt;
&lt;br /&gt;
If you select &amp;quot;Exit Level&amp;quot; after getting past B. Locker, you will appear inside B. Locker and will be able to walk right back into the level. This allows you to get to the beginning of a level quickly even if B. Locker is still in the lobby.&lt;br /&gt;
&lt;br /&gt;
* '''Jungle Japes'''&lt;br /&gt;
** Getting into lobby: You can use swim through shores to get inside DK's island and then into the Jungle Japes lobby. [http://www.youtube.com/watch?v=J3BXU_JoQUY Video]&lt;br /&gt;
** Getting past B. Locker: &lt;br /&gt;
*** With DK, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. [http://www.youtube.com/watch?v=X8I5be-FSoM Video]&lt;br /&gt;
*** With DK run towards the wall in the direction of the blue flower and kick. If you hold left/up while kicking you will partially glitch into B. Locker(may take a few attempts). Then use a standing combo to reach the portal.&lt;br /&gt;
&lt;br /&gt;
* '''Angry Aztec'''&lt;br /&gt;
** Getting past B. Locker: &lt;br /&gt;
***With DK, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. [http://www.youtube.com/watch?v=ZYw0QaweP9w Video]&lt;br /&gt;
*** With DK kick the wall to the right of B. Locker while holding left and then use a standing combo to reach the portal.&lt;br /&gt;
&lt;br /&gt;
* '''Frantic Factory'''&lt;br /&gt;
** Getting into lobby:&lt;br /&gt;
*** With Monkeyport: Simply use the Monkeyport pad to get above the lobby entrance and then jump down. The metal door is not solid.&lt;br /&gt;
*** With Pony Tail Twirl: With Tiny, jump on top of Lanky's switch on K. Lumsy's island. Backflip up to the slippery slope above you, then [[#Method_1|climb up it]]. Once you get to the top, use Pony Tail Twirl to reach the walkway that wraps around K. Rool's island. You can now walk up to the lobby. [http://www.youtube.com/watch?v=5HkH33LuV5s Video]&lt;br /&gt;
*** With DK: Use a [[#Minor_General_Tricks|moonkick]] on a slope near the banana fairy island (but on K. Rool's island) and facing the propellers to reach the platform with DK's Golden Banana. Then kickjump to the walkway and continue as usual. [http://www.youtube.com/watch?v=J3BXU_JoQUY Video (#2)]&lt;br /&gt;
** Getting past B. Locker: With Lanky, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. [http://www.youtube.com/watch?v=wAD8UQveSjg Video]&lt;br /&gt;
&lt;br /&gt;
* '''Gloomy Galleon'''&lt;br /&gt;
** Getting into lobby: There is a part of K. Rool's island near the tag barrel where many walls meet. By positioning yourself properly, you can swim right through it. You can then enter the Gloomy Galleon lobby. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video (#2)]&lt;br /&gt;
** Getting past B. Locker: &lt;br /&gt;
*** The Lanky glitch works here. &lt;br /&gt;
*** If you aren't using Lanky or Chunky, you can enter the level by using the C-up glitch on the wall to B. Locker's left. Then just walk around B. Locker and into the portal. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video (#3)]&lt;br /&gt;
*** With DK kick the wall to the right of B. Locker while holding left. Then use a standing combo to get in.&lt;br /&gt;
** After leaving the lobby, you can get past the gate by using STVW. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video (#4)]&lt;br /&gt;
&lt;br /&gt;
* '''Fungi Forest'''&lt;br /&gt;
** Getting into lobby: With Chunky, stack the boulders in front of the Angry Aztec lobby. Tag DK and use the boulders to reach the top of the Aztec lobby. Use a [[#Minor_General_Tricks|moonkick]] to get to the ear of DK's island. Use another moonkick and go clockwise to get to a non-slippery slope, then use another moonkick to get to yet another non-slippery slope. Use one final moonkick to get to the slippery slope near the ledge with Diddy's Golden Banana, then jump off to that ledge. Kickjump to the lobby. [http://www.youtube.com/watch?v=VLdtDGHhQRw Video]&lt;br /&gt;
** Getting past B. Locker: The Lanky glitch works here.&lt;br /&gt;
&lt;br /&gt;
* '''Crystal Caves'''&lt;br /&gt;
** Getting into lobby:&lt;br /&gt;
*** With Pony Tail Twirl: Go to the Angry Aztec lobby entrance, then walk clockwise around the island until you get to the giant boulder blocking access to the Crystal Caves lobby. Orient yourself so you are perpendicular to one of the ledges underneath the rock (see the video for clarification). Then use Pony Tail Twirl to grab the ledge. If you did it correctly, you will be able to move yourself around until you find the right spot to pull yourself up and through the rock. There are spots where you cannot move from side to side once you have grabbed on. You can sometimes get out of those spots by pulling yourself up and then falling slightly to the side. [http://www.youtube.com/watch?v=bFeSzdPO0TQ Video]&lt;br /&gt;
*** Without Pony Tail Twirl: With DK, use a [[#Minor_General_Tricks|moonkick]] on the slope below the boulder and grab onto the far left side of the ledge. You can then pull yourself through the boulder. [http://www.youtube.com/watch?v=SOqg3IFC-qI Video]&lt;br /&gt;
*** If you can get to the entrance of the Fungi Forest lobby, you can simply jump down to the boulder and pull yourself through.&lt;br /&gt;
** Getting past B. Locker: &lt;br /&gt;
*** The Lanky glitch works here.&lt;br /&gt;
*** With DK walk along the right edge of the ramp and kick the wall to the right of B. Locker while holding left to glitch into B. Locker. Then use a standing combo to reach the portal.&lt;br /&gt;
** After leaving the lobby, you can jump right out of the rock.&lt;br /&gt;
&lt;br /&gt;
* '''Creepy Castle'''&lt;br /&gt;
** Getting past B. Locker: &lt;br /&gt;
***The Lanky glitch works here. &lt;br /&gt;
*** With Chunky. Use the Chunky rock glitch to get out of bounds and backflip into the portal. [http://www.youtube.com/watch?v=3FtVrx-9CUc Video (#3)]&lt;br /&gt;
*** With Diddy, use the C-up glitch on the bottom step of the stairs near the portal. Drop down a little and jump back up so that you're level with the main floor of the lobby, but still out of bounds. Then backflip up and walk into the portal. [http://www.youtube.com/watch?v=r0XJKtf_4O4 Video (#8)]&lt;br /&gt;
*** With DK stand on the woodwork on the right side of the stairs. Kick the wall while holding left and you should land on the top step next to B. Locker(may take a few tries). From here use a standing combo to reach the portal.&lt;br /&gt;
&lt;br /&gt;
* '''Hideout Helm'''&lt;br /&gt;
** Getting into lobby:&lt;br /&gt;
*** With Tiny: Jump onto the small projection from the wall near the upper Monkeyport pad. Jump in the direction of the tag barrel and use Pony Tail Twirl to get to the slippery clope. [[#Method_1|Climb it]] and go to the other side of K. Rool's face (the left side). Find a spot near the eye where you can jump without gaining much height. Hold forward while jumping into this spot and you will hopefully fall through. You can then fall into the Hideout Helm lobby. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
*** With Diddy: Remove the rock closest to the Angry Aztec lobby with Chunky, then play the trombone with Lanky to make a Rocketbarrel appear near the Fungi Forest lobby. Get it and fly to the right side of K. Rool's head, then charge toward the island to land near the Monkeyport pad. [http://www.youtube.com/watch?v=ymbaHb6dDKY Video] Go around to the other side of K. Rool's head and use a backflip to get up to the slippery slope, then [[#Method_2|climb it]]. Continue as you would with Tiny. [http://www.youtube.com/watch?v=J3BXU_JoQUY Video (#1)]&lt;br /&gt;
** Getting past B. Locker: With Diddy or Tiny, go to one of the corners near the lobby entrance and backflip into it to get out of bounds. Then simply walk around the room and behind B. Locker. [http://www.youtube.com/watch?v=r0XJKtf_4O4 Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Properties of Out-of-Bounds Areas==&lt;br /&gt;
&lt;br /&gt;
The out-of-bounds (OoB) areas in Donkey Kong 64 have several unusual properties. An important one is that if you go too far OoB, the game will think you died and send you back to the entrance of either the level or the room, depending on what room you're in.&lt;br /&gt;
&lt;br /&gt;
The properties of this empty space OoB depend on how you get OoB. If you come from land (e.g. by using the C-up glitch), there will be a floor at the same height as the land you came from. You can jump and the floor will still be there. This is most easily observed in the Troff 'n' Scoff room: use the C-up glitch to get out of bounds (as decribed [[Donkey_Kong_64#Getting_past_boss_doors|here]]) from different heights and you'll see that you aren't always at the same height when you're OoB. The reason you can walk in midair is related to the fact that there is no floor or water below you except for the floor below the level, which doesn't work like other floors (on a related note, there seems to be a floor below every room without bottomless pits. In rooms with bottomless pits, the killzone is above the floor). As soon as there is a normal floor below you, you will fall. A good place to try this is in Hideout Helm. Get OoB in the room with the Crown door (see [[Donkey_Kong_64/Hideout_Helm|this page]]) and carefully make your way to the Blast-o-Matic room. You will be far above the ground. As soon as you go back in bounds, you'll fall down.&lt;br /&gt;
&lt;br /&gt;
If you get OoB from water (e.g. by using STVW), there will be water that extends downward from the level of the water you came from. Try this by first using STVW to get outside the pool near the entrance of Creepy Castle, then using it to get outside the pool next to the upper tunnel entrance. In addition to seeing that the surface of the &amp;quot;water&amp;quot; is not always at the same height just because you are in the same place, you'll notice that you can swim in midair even when you are in bounds. This is because the water in empty space doesn't depend on their being no floor or water underneath you, unlike the land in empty space. If you jump, the water will be gone. Also, if you enter a real body of water, the level of the fake water will change to the level of the water you entered.&lt;br /&gt;
&lt;br /&gt;
==101% Requirements==&lt;br /&gt;
&lt;br /&gt;
The game tracks the following items for computing the total percentage:&lt;br /&gt;
&lt;br /&gt;
* Golden Bananas&lt;br /&gt;
* Battle Crowns&lt;br /&gt;
* Banana fairies&lt;br /&gt;
* Banana Medals&lt;br /&gt;
* Keys&lt;br /&gt;
* Nintendo Coin&lt;br /&gt;
* Rareware Coin&lt;br /&gt;
&lt;br /&gt;
Because of the method used to compute percentage, you don't actually need to collect all of these items. For example, in Joe Wiewel's 101% run, he has 101% before he actually gets the last Golden Banana. It is not known if the items in the above list are weighted equally or how many can be skipped. It is also not known if [[Donkey_Kong_64/Fungi_Forest|DK's extra Golden Banana]] counts toward the final percentage.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2010-04-26T05:11:38Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Entering Levels Early */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
{{contents}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{-}}&lt;br /&gt;
==Major General Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Getting past boss doors===&lt;br /&gt;
The C-up glitch can be used on the bottom or top steps in the Troff 'n' Scoff rooms to fight the bosses without collecting regular bananas. You do not have to fight the bosses with the kongs the game wants you to use, although the game exhibits some strange behavior if you don't. For example, if you fight Mad Jack with DK, he will sometimes pop out of his box, then get right back in and keep jumping around. [http://www.youtube.com/watch?v=TvXb-ZAXxoo Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
You can climb short slippery slopes by running toward them and attacking (e.g. with Diddy's cartwheel or Tiny's roll) at the base. For longer slopes, the following methods are more useful:&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. One thing that can help is to start the backflip before you actually fall off the slippery slope; you generally won't have enough momentum to long jump, and you'll be able to jump as soon as you fall off if you time it right. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor General Tricks==&lt;br /&gt;
* '''Aerial attacks''': Using aerial attacks can lengthen your jump. Doing so usually gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* '''Slowing down''': In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* '''Midair jumping''': You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* '''Moonkick''': While running up a slope with DK, jump, use an aerial attack, and kick when you land. If you did it properly, you'll get massive height with your kick and will fall very slowly. It is important to do the aerial attack as soon as possible after jumping. [http://www.youtube.com/watch?v=SOqg3IFC-qI Video]&lt;br /&gt;
* '''Chunky rock glitch''': Chunky can get out of bounds in many places as follows: pick up a rock, face away from a wall, jump toward the wall, and quickly press Z to drop the rock. Pick it up to get forced into the wall a little bit. Keep jumping, putting the rock down, and picking it up until you get through. [http://www.youtube.com/watch?v=3FtVrx-9CUc Video (#3)]&lt;br /&gt;
* '''Fast orange throwing''': If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* '''Orange dive''': Find a place where you can fall off an edge into water. Run toward the water and throw an orange. You'll start swimming underwater without needing to dive. [http://www.youtube.com/watch?v=J3BXU_JoQUY Video (#6)]&lt;br /&gt;
* '''Pulling out weapon''': Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* '''Shooting switches''': When possible, shoot switches without going into first-person mode.&lt;br /&gt;
* '''Canceling fall damage''': If you crouch just before falling and stay crouched until you're at a certain height, you'll avoid the &amp;quot;splat&amp;quot; animation and you won't take damage. This limits your horizontal speed, though. Another method that lets you retain your speed but doesn't work with the largest falls is to use an aerial attack any time before your character starts flailing to reset the &amp;quot;distance fallen&amp;quot; counter.&lt;br /&gt;
&lt;br /&gt;
==Entering Levels Early==&lt;br /&gt;
&lt;br /&gt;
There are two factors that go into entering levels early: getting into the lobby and getting past B. Locker once you are in the lobby. The latter is simple in most cases if you use Lanky. Just walk up to B. Locker, face the portal, and do Lanky's standing combo. This technique is known as &amp;quot;the Lanky glitch&amp;quot;. Chunky's Primate Punch also works if you position yourself properly. There are a few places where the Lanky glitch can't be used as described above. It requires some modification in the Frantic Factory lobby because the portal is farther back than it is in other lobbies. There is no portal in the Hideout Helm lobby, so a completely different tactic is necessary. Finally, you don't get Lanky until Angry Aztec; entering Jungle Japes and Angry Aztec early requires a technique similar to the Lanky glitch, but with DK. See below for details on getting into these levels early. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video of the Lanky glitch (#5)]&lt;br /&gt;
&lt;br /&gt;
If you select &amp;quot;Exit Level&amp;quot; after getting past B. Locker, you will appear inside B. Locker and will be able to walk right back into the level. This allows you to get to the beginning of a level quickly even if B. Locker is still in the lobby.&lt;br /&gt;
&lt;br /&gt;
* '''Jungle Japes'''&lt;br /&gt;
** Getting into lobby: You can use swim through shores to get inside DK's island and then into the Jungle Japes lobby. [http://www.youtube.com/watch?v=J3BXU_JoQUY Video]&lt;br /&gt;
** Getting past B. Locker: With DK, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. [http://www.youtube.com/watch?v=X8I5be-FSoM Video]&lt;br /&gt;
** Getting past B. Locker: With DK run towards the wall in the direction of the blue flower and kick. If you hold left/up while kicking you will partially glitch into B. Locker(may take a few attempts). Then use a standing combo to reach the portal.&lt;br /&gt;
&lt;br /&gt;
* '''Angry Aztec'''&lt;br /&gt;
** Getting past B. Locker: With DK, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. [http://www.youtube.com/watch?v=ZYw0QaweP9w Video]&lt;br /&gt;
** Getting past B. Locker: With DK kick the wall to the right of B. Locker while holding left and then use a standing combo to reach the portal.&lt;br /&gt;
&lt;br /&gt;
* '''Frantic Factory'''&lt;br /&gt;
** Getting into lobby:&lt;br /&gt;
*** With Monkeyport: Simply use the Monkeyport pad to get above the lobby entrance and then jump down. The metal door is not solid.&lt;br /&gt;
*** With Pony Tail Twirl: With Tiny, jump on top of Lanky's switch on K. Lumsy's island. Backflip up to the slippery slope above you, then [[#Method_1|climb up it]]. Once you get to the top, use Pony Tail Twirl to reach the walkway that wraps around K. Rool's island. You can now walk up to the lobby. [http://www.youtube.com/watch?v=5HkH33LuV5s Video]&lt;br /&gt;
*** With DK: Use a [[#Minor_General_Tricks|moonkick]] on a slope near the banana fairy island (but on K. Rool's island) and facing the propellers to reach the platform with DK's Golden Banana. Then kickjump to the walkway and continue as usual. [http://www.youtube.com/watch?v=J3BXU_JoQUY Video (#2)]&lt;br /&gt;
** Getting past B. Locker: With Lanky, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. [http://www.youtube.com/watch?v=wAD8UQveSjg Video]&lt;br /&gt;
&lt;br /&gt;
* '''Gloomy Galleon'''&lt;br /&gt;
** Getting into lobby: There is a part of K. Rool's island near the tag barrel where many walls meet. By positioning yourself properly, you can swim right through it. You can then enter the Gloomy Galleon lobby. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video (#2)]&lt;br /&gt;
** Getting past B. Locker: The Lanky glitch works here. If you aren't using Lanky or Chunky, you can enter the level by using the C-up glitch on the wall to B. Locker's left. Then just walk around B. Locker and into the portal. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video (#3)]&lt;br /&gt;
** Getting past B. Locker: With DK kick the wall to the right of B. Locker while holding left. Then use a standing combo to get in.&lt;br /&gt;
** After leaving the lobby, you can get past the gate by using STVW. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video (#4)]&lt;br /&gt;
&lt;br /&gt;
* '''Fungi Forest'''&lt;br /&gt;
** Getting into lobby: With Chunky, stack the boulders in front of the Angry Aztec lobby. Tag DK and use the boulders to reach the top of the Aztec lobby. Use a [[#Minor_General_Tricks|moonkick]] to get to the ear of DK's island. Use another moonkick and go clockwise to get to a non-slippery slope, then use another moonkick to get to yet another non-slippery slope. Use one final moonkick to get to the slippery slope near the ledge with Diddy's Golden Banana, then jump off to that ledge. Kickjump to the lobby. [http://www.youtube.com/watch?v=VLdtDGHhQRw Video]&lt;br /&gt;
** Getting past B. Locker: The Lanky glitch works here.&lt;br /&gt;
&lt;br /&gt;
* '''Crystal Caves'''&lt;br /&gt;
** Getting into lobby:&lt;br /&gt;
*** With Pony Tail Twirl: Go to the Angry Aztec lobby entrance, then walk clockwise around the island until you get to the giant boulder blocking access to the Crystal Caves lobby. Orient yourself so you are perpendicular to one of the ledges underneath the rock (see the video for clarification). Then use Pony Tail Twirl to grab the ledge. If you did it correctly, you will be able to move yourself around until you find the right spot to pull yourself up and through the rock. There are spots where you cannot move from side to side once you have grabbed on. You can sometimes get out of those spots by pulling yourself up and then falling slightly to the side. [http://www.youtube.com/watch?v=bFeSzdPO0TQ Video]&lt;br /&gt;
*** Without Pony Tail Twirl: With DK, use a [[#Minor_General_Tricks|moonkick]] on the slope below the boulder and grab onto the far left side of the ledge. You can then pull yourself through the boulder. [http://www.youtube.com/watch?v=SOqg3IFC-qI Video]&lt;br /&gt;
*** If you can get to the entrance of the Fungi Forest lobby, you can simply jump down to the boulder and pull yourself through.&lt;br /&gt;
** Getting past B. Locker: The Lanky glitch works here.&lt;br /&gt;
** Getting past B. Locker: With DK walk along the right edge of the ramp and kick the wall to the right of B. Locker while holding left to glitch into B. Locker. Then use a standing combo to reach the portal.&lt;br /&gt;
** After leaving the lobby, you can jump right out of the rock.&lt;br /&gt;
&lt;br /&gt;
* '''Creepy Castle'''&lt;br /&gt;
** Getting past B. Locker: The Lanky glitch works here. You can also do one of the following:&lt;br /&gt;
*** Use the Chunky rock glitch. [http://www.youtube.com/watch?v=3FtVrx-9CUc Video (#3)]&lt;br /&gt;
*** With Diddy, use the C-up glitch on the bottom step of the stairs near the portal. Drop down a little and jump back up so that you're level with the main floor of the lobby, but still out of bounds. Then backflip up and walk into the portal. [http://www.youtube.com/watch?v=r0XJKtf_4O4 Video (#8)]&lt;br /&gt;
*** With DK stand on the woodwork on the right side of the stairs. Kick the wall while holding left and you should land on the top step next to B. Locker(may take a few tries). From here use a standing combo to reach the portal.&lt;br /&gt;
&lt;br /&gt;
* '''Hideout Helm'''&lt;br /&gt;
** Getting into lobby:&lt;br /&gt;
*** With Tiny: Jump onto the small projection from the wall near the upper Monkeyport pad. Jump in the direction of the tag barrel and use Pony Tail Twirl to get to the slippery clope. [[#Method_1|Climb it]] and go to the other side of K. Rool's face (the left side). Find a spot near the eye where you can jump without gaining much height. Hold forward while jumping into this spot and you will hopefully fall through. You can then fall into the Hideout Helm lobby. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
*** With Diddy: Remove the rock closest to the Angry Aztec lobby with Chunky, then play the trombone with Lanky to make a Rocketbarrel appear near the Fungi Forest lobby. Get it and fly to the right side of K. Rool's head, then charge toward the island to land near the Monkeyport pad. [http://www.youtube.com/watch?v=ymbaHb6dDKY Video] Go around to the other side of K. Rool's head and use a backflip to get up to the slippery slope, then [[#Method_2|climb it]]. Continue as you would with Tiny. [http://www.youtube.com/watch?v=J3BXU_JoQUY Video (#1)]&lt;br /&gt;
** Getting past B. Locker: With Diddy or Tiny, go to one of the corners near the lobby entrance and backflip into it to get out of bounds. Then simply walk around the room and behind B. Locker. [http://www.youtube.com/watch?v=r0XJKtf_4O4 Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Properties of Out-of-Bounds Areas==&lt;br /&gt;
&lt;br /&gt;
The out-of-bounds (OoB) areas in Donkey Kong 64 have several unusual properties. An important one is that if you go too far OoB, the game will think you died and send you back to the entrance of either the level or the room, depending on what room you're in.&lt;br /&gt;
&lt;br /&gt;
The properties of this empty space OoB depend on how you get OoB. If you come from land (e.g. by using the C-up glitch), there will be a floor at the same height as the land you came from. You can jump and the floor will still be there. This is most easily observed in the Troff 'n' Scoff room: use the C-up glitch to get out of bounds (as decribed [[Donkey_Kong_64#Getting_past_boss_doors|here]]) from different heights and you'll see that you aren't always at the same height when you're OoB. The reason you can walk in midair is related to the fact that there is no floor or water below you except for the floor below the level, which doesn't work like other floors (on a related note, there seems to be a floor below every room without bottomless pits. In rooms with bottomless pits, the killzone is above the floor). As soon as there is a normal floor below you, you will fall. A good place to try this is in Hideout Helm. Get OoB in the room with the Crown door (see [[Donkey_Kong_64/Hideout_Helm|this page]]) and carefully make your way to the Blast-o-Matic room. You will be far above the ground. As soon as you go back in bounds, you'll fall down.&lt;br /&gt;
&lt;br /&gt;
If you get OoB from water (e.g. by using STVW), there will be water that extends downward from the level of the water you came from. Try this by first using STVW to get outside the pool near the entrance of Creepy Castle, then using it to get outside the pool next to the upper tunnel entrance. In addition to seeing that the surface of the &amp;quot;water&amp;quot; is not always at the same height just because you are in the same place, you'll notice that you can swim in midair even when you are in bounds. This is because the water in empty space doesn't depend on their being no floor or water underneath you, unlike the land in empty space. If you jump, the water will be gone. Also, if you enter a real body of water, the level of the fake water will change to the level of the water you entered.&lt;br /&gt;
&lt;br /&gt;
==101% Requirements==&lt;br /&gt;
&lt;br /&gt;
The game tracks the following items for computing the total percentage:&lt;br /&gt;
&lt;br /&gt;
* Golden Bananas&lt;br /&gt;
* Battle Crowns&lt;br /&gt;
* Banana fairies&lt;br /&gt;
* Banana Medals&lt;br /&gt;
* Keys&lt;br /&gt;
* Nintendo Coin&lt;br /&gt;
* Rareware Coin&lt;br /&gt;
&lt;br /&gt;
Because of the method used to compute percentage, you don't actually need to collect all of these items. For example, in Joe Wiewel's 101% run, he has 101% before he actually gets the last Golden Banana. It is not known if the items in the above list are weighted equally or how many can be skipped. It is also not known if [[Donkey_Kong_64/Fungi_Forest|DK's extra Golden Banana]] counts toward the final percentage.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Minigame_strategies</id>
		<title>Donkey Kong 64/Minigame strategies</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Minigame_strategies"/>
				<updated>2010-04-19T03:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{-}}&lt;br /&gt;
==Minecart Mayhem==&lt;br /&gt;
The key to Minecart Mayhem is that the minecarts in a given game will always do the same thing as long as you do the same thing. This means that all you need to do is memorize a strategy and it will work 100% of the time if you do it correctly. There are many such strategies for each game. The same strategy may not work in two different games, though (i.e. a strategy for the Creepy Castle game may not work in the Fungi Forest game, even though they're both two-cart games).&lt;br /&gt;
&lt;br /&gt;
===One cart===&lt;br /&gt;
Make sure that you're always in position to switch tracks and you'll be fine.&lt;br /&gt;
&lt;br /&gt;
===Two carts===&lt;br /&gt;
It's possible to get the two carts in the same position so that they basically function as one cart, but this isn't necessary. The best way to do the two-cart games is just to memorize a strategy for each one. Strategies for both games are shown [http://www.youtube.com/watch?v=cFHD0r3g_ds here]. Here are the moves corresponding to those videos:&lt;br /&gt;
&lt;br /&gt;
;Fungi Forest&lt;br /&gt;
# switch x 3, stay x 2&lt;br /&gt;
# switch, stay&lt;br /&gt;
# switch x 4, stay x 2&lt;br /&gt;
# switch x 3, stay x 5&lt;br /&gt;
# switch (or brake)&lt;br /&gt;
&lt;br /&gt;
;Creepy Castle&lt;br /&gt;
# switch x 6, stay&lt;br /&gt;
# switch x 2, stay&lt;br /&gt;
# switch x 5, stay x 5&lt;br /&gt;
# switch, stay x 2&lt;br /&gt;
#switch x 2, stay&lt;br /&gt;
# brake&lt;br /&gt;
&lt;br /&gt;
Another strategy is described below, using the convention that track 1 is the outside track, track 2 is the next one, track 3 is inside tracks 1 and 2, and track 3 is on the inside:&lt;br /&gt;
&lt;br /&gt;
# You start on track 1 and there are carts on tracks 1 and 3. Get on track 2 as fast as possible.&lt;br /&gt;
# Brake on track 2 until both carts join you. Wait until the first cart can no longer switch to track 3.&lt;br /&gt;
# Get over to the left of the screen on track 1 as fast as possible. If done right the second cart will stay on track 2.&lt;br /&gt;
# Wait for both carts to switch to track 1 and switch to track 2.&lt;br /&gt;
# Wait till both carts come to track 2 and repeat steps 3-5 until you achieve victory.&lt;br /&gt;
&lt;br /&gt;
==Beaver Bother==&lt;br /&gt;
There are a few things to keep in mind while playing this minigame:&lt;br /&gt;
&lt;br /&gt;
* Don't just bark constantly; make sure the beaver(s) you're trying to scare is (are) between you and the hole.&lt;br /&gt;
* If a beaver is being stubborn and won't go in, move on to another beaver. Once a beaver has decided not to go in the hole, he usually won't change his mind unless you let him be for a while (during which time you can get other beavers to fall in).&lt;br /&gt;
* If a beaver is in an unfavorable position, you may want to go after another one. If you decide to try to scare a beaver who is against the wall, try jumping over him.&lt;br /&gt;
&lt;br /&gt;
==Big Bug Bash==&lt;br /&gt;
The key to winning Big Bug Bash is to recognize that the hit detection with the fly swatter is not that good. If you try to hit it with the bottom of the fly swatter the fly will most likely glitch through the swatter and not get smashed. Therefore you should attempt to hit with the top half of the swatter. If you aim a little to low the game will still give you credit for smashing the fly in many cases. If you have no choice but to swing at a fly with the bottom of the swatter you should drag the swatter down while striking.&lt;br /&gt;
&lt;br /&gt;
==Kremling Kosh==&lt;br /&gt;
The red kremlings give you 2 points but its not worth it to go for them in the later levels since they will usually won't stay out long enough for you to hit them. Sometimes there will be no kremlings on the screen. This is often followed by several popping out at once so spraying melons around the screen when it is empty can sometimes yield a good result.&lt;br /&gt;
&lt;br /&gt;
==Searchlight Seek==&lt;br /&gt;
The main thing to know is that the klaptrap will NEVER walk straight. Therefore you want to predict where it will be on its turn and shoot out ahead of it so it will walk right into the melon.&lt;br /&gt;
&lt;br /&gt;
==Teetering Turtle Trouble==&lt;br /&gt;
You don't need to wait for the turtles to ask for help to feed them. Just go in a circle feeding them.&lt;br /&gt;
&lt;br /&gt;
==Jetpac==&lt;br /&gt;
The fastest way to get 5000 points and collect the Rareware coin is to put the rocket together and fill it up with the fuel but stay on level 1. Stay towards the top of the screen and collect the treasures that drop down. Be careful when going for treasures in the top left of the screen since an enemy can appear there and the treasures will block your shots.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Frantic_Factory</id>
		<title>Donkey Kong 64/Frantic Factory</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Frantic_Factory"/>
				<updated>2010-04-19T03:03:30Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
* The C-up glitch can be used to get through the hatch to the left of the entrance without hitting the switch. [http://www.youtube.com/watch?v=ZYzNj91epjA Video]&lt;br /&gt;
* DK can reach the platform with the power shed without dropping to it from the R&amp;amp;D room. Use the [[Donkey_Kong_64#Method_2|climb up slippery slopes trick]] to reach the switch that Lanky hits to free Chunky. Then do a kickjump combo to get to the platform with the shed.&lt;br /&gt;
* Diddy can also reach the power shed platform with dropping down to it. The easiest way to do this is to backflip onto the edge of the door closest to Diddy's switch in the Storage Room. You will probably fall off, but hopefully you will be able to backflip in midair as if you were performing the trick to climb up slippery slopes. If so, backflip to the top of the door, then jump up to the switch. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#2)]&lt;br /&gt;
* DK can reach the power shed platform by using the climb slippery slopes trick to reach the switch that you pound to free Chunky. From here you can jumpkick to the platform.&lt;br /&gt;
* Lanky can get to his bonus barrel in the Testing Room without Baboon Balloon. Jump on top of the nearby door, then high jump to the bonus barrel. [http://www.youtube.com/watch?v=3FtVrx-9CUc Video (#2)]&lt;br /&gt;
* You can get out of bounds by using the C-up glitch on the hole in the floor near the Battle Crown pad (not the one with the Battle Crown pad in it). [http://www.youtube.com/watch?v=xqU75fR261Q Video]&lt;br /&gt;
* Chunky can turn into Hunky Chunky before the fight with the giant toy monster starts if he is standing in the right place when the cutscene showing the monster assembling itself begins. The monster is invincible for a while, so Chunky has a chance to grab the bananas in the room as Hunky Chunky. [http://www.youtube.com/watch?v=YMWoA2c318s Video (#3)]&lt;br /&gt;
* Diddy can climb the lower part of the factory without using the elevator platform. Jump on top of the sign that tells you what part of the Factory you are in and then backflip up onto the slippery slope. From here you can use the climb slippery slopes trick to make it up.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Fungi_Forest</id>
		<title>Donkey Kong 64/Fungi Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Fungi_Forest"/>
				<updated>2010-03-05T00:43:05Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
* Diddy can use STVW to get the Golden Banana in the cage in the mill area without lifting the cage or playing the guitar. [http://www.youtube.com/watch?v=dncMcmls9f0 Video]&lt;br /&gt;
* DK can get his Golden Banana in the cage outside the mill by using STVW. The method is similar to Diddy's.&lt;br /&gt;
* Anyone can get DK's Golden Banana from pulling the levers by using the C-up glitch on the boxes near DK's switch before DK pulls the levers. DK can get out of bounds more easily, though: just roll into the wall between one of the boxes near the switch and a beam. [http://www.youtube.com/watch?v=IrItiu3oI7k Video (#1)]&lt;br /&gt;
** This may allow you to get 202 Golden Bananas total. It might also let you skip something of your choosing when getting 101%; see [[Donkey_Kong_64#101.25_Requirements|101% Requirements]].&lt;br /&gt;
* DK can enter the barn that normally requires Strong Kong during the day by using STVW in the moat around the mill. However, once you leave, you are trapped by the door and there is no known way to escape. [http://www.youtube.com/watch?v=ngQUwGnO3To Video]&lt;br /&gt;
* DK can reach the bonus barrel in said barn without using the ropes by doing a kickjump combo. [http://www.youtube.com/watch?v=5y7JBbj8Gs8 Video (#6)]&lt;br /&gt;
* Tiny can enter the spider's room during the day using the C-up glitch. [http://www.youtube.com/watch?v=IrItiu3oI7k Video (#2)]&lt;br /&gt;
* Chunky can enter the Spider's room using this glitch as well. Chunky only needs 2 rounds to defeat the Spider while Tiny needs 5 rounds.&lt;br /&gt;
* There is no need to start the conveyor belt before destroying the kegs with Chunky. Just place them next to the spinning wheel. [http://www.youtube.com/watch?v=5y7JBbj8Gs8 Video (#5)]&lt;br /&gt;
* Chunky can jump from the top level of the mushroom to his Kasplat. From there, he can jump to the platform with DK's Barrel Blast pad. [http://www.youtube.com/watch?v=5y7JBbj8Gs8 Video (#7)]&lt;br /&gt;
* Anyone can jump from the top of the mushroom to the Battle Crown pad.&lt;br /&gt;
* Chunky (and possibly other kongs) can use the bouncy mushroom near DK's Barrel Blast pad to get up to the floor of the mushroom with Tiny's Kasplat.&lt;br /&gt;
* Hunky Chunky can get out of bounds in the tomato area by running and/or jumping into a rock wall near Funky. [http://www.youtube.com/watch?v=dn09S8VzgYI Video (starts at 3:25; crappy mixed-in music warning)]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Hideout_Helm</id>
		<title>Donkey Kong 64/Hideout Helm</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Hideout_Helm"/>
				<updated>2010-03-05T00:26:54Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
* In the room before the Blast-o-Matic with the tube and the Tiny barrel, you can enter the tube as Tiny without using Mini Monkey by doing a well-timed Ponytail Twirl into the pipe. [http://www.youtube.com/watch?v=xaCrBnFdCK0 Video (#3)]&lt;br /&gt;
* In the room with the Battle Crown door, there is a computer that's to your right as you face the steering wheel. It's near a klaptrap. By jumping onto the edge of it, you can fall through. You can then walk out of bounds, jump into the room behind the coin door, and get the key. Sometimes, however, the key doesn't count in your inventory. It is believed that by walking through the area that contains the coin door, you &amp;quot;activate&amp;quot; the key so that it counts in your inventory if you pick it up. Walking under the coin door seems to achieve the same effect. [http://www.youtube.com/watch?v=5y7JBbj8Gs8 Video (#13)]&lt;br /&gt;
* If you use a Gameshark or something similar to shut off the power in Diddy's room without shutting off the power elsewhere, the game will think that you shut down the power everywhere. Thus, a way into Diddy's room without shutting off the power in the preceding rooms would save a great deal of time.&lt;br /&gt;
* You do not need mini-monkey to enter the pipe with Tiny that leads to the Blast-o-Matic room. Just jump in front of the pipe and ponytail twirl towards it.&lt;br /&gt;
* If you jump/roll towards the computer on the right wall after crossing the lava pit and turn towards the wall, Chunky will pull himself up and go out of bounds in the process. From here you can walk around Tiny and DK's Blast o Matic mini-game sections and jump back in bounds behind the K Rool door.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Jungle_Japes</id>
		<title>Donkey Kong 64/Jungle Japes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Jungle_Japes"/>
				<updated>2010-03-05T00:26:28Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
* DK can use his kickjump combo to skip the vines at the beginning of the level.&lt;br /&gt;
* DK can use STVW to get his Golden Banana under the cage near the entrance of the large open area. You can get to other areas once you use STVW: any of the caves behind the three fences and the area with Chunky's blueprint. [http://www.youtube.com/watch?v=3Eg3wYCRKRg Video (#2 and #3)]&lt;br /&gt;
* DK can use his kickjump combo to jump from the ledge with Diddy's cage to the Troff and Scoff room or the top of the tree above which a series of vines starts. He can also jump to that tree from the ledge with the cannon. From that tree, he can jump to the dirt mound. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video of some (#4)]&lt;br /&gt;
* Diddy (and possibly other kongs) can get out of bounds by going to the back left corner of Diddy's cage and jumping rapidly.&lt;br /&gt;
* Diddy can skip shooting the switch in the mine area by standing on top of a pile of cole and backflipping to grab a plank near the switch he must pound. [http://www.youtube.com/watch?v=4OUK15oBMCE Video]&lt;br /&gt;
* Diddy doesn't need to Chimpy Charge the switch in the mine area to enter the minecart. Just run to the edge of the gate, jump, and use an aerial attack to get to the other side. [http://www.youtube.com/watch?v=5y7JBbj8Gs8 Video (#1)]&lt;br /&gt;
* Diddy can Chimpy Charge straight through a wall to the left of Funky's store (i.e. to your right as you face the store). He can then walk over to his Golden Banana behind a nearby cage. [http://www.youtube.com/watch?v=B4LeDoj0hOw Video (#4)]&lt;br /&gt;
* Hunky Chunky can glitch through the shell containing one of Tiny's Golden Bananas and land in the area with Lanky's blueprint. To do so, jump and roll into the front of the shell. It helps to roll after the peak of your jump. [http://www.youtube.com/watch?v=YkdhZzEhfRg Video (#1)]&lt;br /&gt;
* Hunky Chunky can also glitch past the wall with Rambi's face on it. Just jump into the ceiling to the side of it. [http://www.youtube.com/watch?v=YkdhZzEhfRg Video (#1)]&lt;br /&gt;
* Tiny can get her GB from the cage without pounding the switch near Cranky's. Use STVW in the pool of water with the banana fairy above it and then swim to the cage and jump in from behind. She can then just walk through the gate to get back out into the main area.&lt;br /&gt;
* Chunky can get his GB without hitting the switch by rolling into corner of the wall above Funky's while Hunky Chunky to get out of bounds and then flipping up into the cage.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Hideout_Helm</id>
		<title>Donkey Kong 64/Hideout Helm</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Hideout_Helm"/>
				<updated>2010-03-05T00:20:39Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
* In the room before the Blast-o-Matic with the tube and the Tiny barrel, you can enter the tube as Tiny without using Mini Monkey by doing a well-timed Ponytail Twirl into the pipe. [http://www.youtube.com/watch?v=xaCrBnFdCK0 Video (#3)]&lt;br /&gt;
* In the room with the Battle Crown door, there is a computer that's to your right as you face the steering wheel. It's near a klaptrap. By jumping onto the edge of it, you can fall through. You can then walk out of bounds, jump into the room behind the coin door, and get the key. Sometimes, however, the key doesn't count in your inventory. It is believed that by walking through the area that contains the coin door, you &amp;quot;activate&amp;quot; the key so that it counts in your inventory if you pick it up. Walking under the coin door seems to achieve the same effect. [http://www.youtube.com/watch?v=5y7JBbj8Gs8 Video (#13)]&lt;br /&gt;
* If you use a Gameshark or something similar to shut off the power in Diddy's room without shutting off the power elsewhere, the game will think that you shut down the power everywhere. Thus, a way into Diddy's room without shutting off the power in the preceding rooms would save a great deal of time.&lt;br /&gt;
* You do not need mini-monkey to enter the pipe with Tiny that leads to the Blast-o-Matic room. Just jump in front of the pipe and ponytail twirl towards it.&lt;br /&gt;
* If you jump/roll towards the computer on the right wall after crossing the lava pit and turn towards the wall, Chunky will pull himself up and go OoB in the process. From here you can walk around Tiny and DK's Blast o Matic mini-game sections and jump back in bounds behind the K Rool door.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64/Frantic_Factory</id>
		<title>Donkey Kong 64/Frantic Factory</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64/Frantic_Factory"/>
				<updated>2009-08-12T02:00:32Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: Created page with '# The c-up glitch can be used to get through the hatch in the tunnel to the left of the entrance without hitting the switch. When you enter the area with the hatch the spot is on…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# The c-up glitch can be used to get through the hatch in the tunnel to the left of the entrance without hitting the switch. When you enter the area with the hatch the spot is on the top right side of the hatch.&lt;br /&gt;
# DK can reach the platform with the power shed by using the climb up slippery slopes trick to climb to the switch that Lanky would hit to free Chunky. Just jumpkick to the platform from there.&lt;br /&gt;
# Diddy can also reach the same platform. There are 2 ways to do this.&lt;br /&gt;
## Use climb up slippery slopes trick to reach area with Lanky switch. Then jump on top of door. Finally jump from top of door to platform.&lt;br /&gt;
## The second way is to backflip near the left edge of the door by the tag barrel. If you did it in the right place you will be able to backflip again from mid-air and get on top of the door. Just jump to the platform from there.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-08T20:22:46Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Beaver Bother */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
#In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
#In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
Key:&lt;br /&gt;
#CtC Travel Counter-Clockwise around boss.&lt;br /&gt;
#CW  Travel Clock-Wise around boss.&lt;br /&gt;
&lt;br /&gt;
Note: The quickest way to do a u-turn is to take your hand off the gas button and swing a hard left or right turn.&lt;br /&gt;
# Round 1.The first star appears in fromt of your initial position. Travel CW to reach the second star. Do a u-turn and travel CtC to reach star 3. Do another u-turn and head CW for star 4. Finally do another u-turn and head CtC for star 5. &lt;br /&gt;
# Round 2. Stay close to the boss traveling CtC around. You should hit the first 3 stars before being hit by the shockwave attack. Continue CtC for the final 2 stars.&lt;br /&gt;
# Round 3. The first 2 stars appear in roughly the same spot as the final star in round 2. For the 3rd star head CtC. For star 4 do a u-turn and head CW. Do one more u-turn and head CtC for the final star.&lt;br /&gt;
# Round 4. The first 2 stars appear in roughly the same spot as the final star from round 3. Head CW to star 3. The 4th star will appear nearby and next to the boss. The 5th star is also nearby but against the wall.&lt;br /&gt;
# Round 5. Head CW to find the first 2 stars. The 3rd star appears in roughly the same location as star 2. Head CW for star 4. Star 5 appears in roughly the same spot as star 4.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
====Minecart Mayhem====&lt;br /&gt;
#One cart.&lt;br /&gt;
Just make sure that you're always in position to switch tracks and you'll be fine.&lt;br /&gt;
#Two carts.&lt;br /&gt;
It took a long time but I finally cracked the pattern for this. The carts will obey 3 very specific rules.&lt;br /&gt;
#They will always switch to the track that you are on when given the chance.&lt;br /&gt;
#If they are on the same track as you they will not switch off.&lt;br /&gt;
#Think of the tracks 1 beint the longest and 4 being the shortest. If the cart is traveling up on track 2 and you are on track 1 to the left of its positon it WILL NOT switch to track 3. This is the key to certain victory. Here is the strategy.&lt;br /&gt;
##You start on track 1 and there are carts on tracks 1 and 3. Get on track 2 as fast as possible.&lt;br /&gt;
##Brake on track 2 until both carts join you. Wait until the first cart can no longer switch to track 3.&lt;br /&gt;
##Get over to the left of the screen on track 1 as fast as possible. If done right the second cart will stay on track 2.&lt;br /&gt;
##Wait for both carts to switch to track 1 and switch to track 2.&lt;br /&gt;
##Wait till both carts come to track 2 and repeat steps 3-6 until you achieve victory.&lt;br /&gt;
&lt;br /&gt;
====Beaver Bother====&lt;br /&gt;
The trick to Beaver Bother is to set yourself so that the beaver is on a line between you and the hole. When this happens bark to scare it and 1 of 3 things will happen.&lt;br /&gt;
#The beaver will run into the hole.&lt;br /&gt;
#The beaver will attempt to escape around the hole in the direction you are chasing it.(In my experience this is the most likely scenario.&lt;br /&gt;
#The beaver will turn around and run the other direction.&lt;br /&gt;
If scenario 1 happens consider yourself lucky and move on to the next beaver. If scenario 2 happens quickly cut it off and scare it again. It should start running in the direction of the hole. Follow behind and scare it a third time and it will almost certainly go into the hole. If it should stop at the edge of the hole move on to the next beaver. Trying to force it in from that position usually isn't worth the trouble. Likewise if scenario 3 happens move on to the next beaver. &lt;br /&gt;
&lt;br /&gt;
Once you get the timing of scaring the beavers you should be able to win Beaver bother on a fairly reliable basis.&lt;br /&gt;
&lt;br /&gt;
====Big Bug Bash====&lt;br /&gt;
The key to winning Big Bug Bash is to recognize that the hit detection with the fly swatter is not that good. If you try to hit it with the bottom of the fly swatter the fly will most likely glitch through the swatter and not get smashed. Therefore you should attempt to hit with the top half of the swatter. If you aim a little to low the game will still give you credit for smashing the fly in many cases. If you have no choice but to swing at a fly with the bottom of the swatter you should drag the swatter down while striking.&lt;br /&gt;
&lt;br /&gt;
====Searchlight Seek====&lt;br /&gt;
The main thing to know is that the klaptrap will NEVER walk straight. Therefore you want to predict where it will be on its turn and shoot out ahead of it so it will walk right into the melon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-08T20:18:58Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Minigame Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
#In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
#In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
Key:&lt;br /&gt;
#CtC Travel Counter-Clockwise around boss.&lt;br /&gt;
#CW  Travel Clock-Wise around boss.&lt;br /&gt;
&lt;br /&gt;
Note: The quickest way to do a u-turn is to take your hand off the gas button and swing a hard left or right turn.&lt;br /&gt;
# Round 1.The first star appears in fromt of your initial position. Travel CW to reach the second star. Do a u-turn and travel CtC to reach star 3. Do another u-turn and head CW for star 4. Finally do another u-turn and head CtC for star 5. &lt;br /&gt;
# Round 2. Stay close to the boss traveling CtC around. You should hit the first 3 stars before being hit by the shockwave attack. Continue CtC for the final 2 stars.&lt;br /&gt;
# Round 3. The first 2 stars appear in roughly the same spot as the final star in round 2. For the 3rd star head CtC. For star 4 do a u-turn and head CW. Do one more u-turn and head CtC for the final star.&lt;br /&gt;
# Round 4. The first 2 stars appear in roughly the same spot as the final star from round 3. Head CW to star 3. The 4th star will appear nearby and next to the boss. The 5th star is also nearby but against the wall.&lt;br /&gt;
# Round 5. Head CW to find the first 2 stars. The 3rd star appears in roughly the same location as star 2. Head CW for star 4. Star 5 appears in roughly the same spot as star 4.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
====Minecart Mayhem====&lt;br /&gt;
#One cart.&lt;br /&gt;
Just make sure that you're always in position to switch tracks and you'll be fine.&lt;br /&gt;
#Two carts.&lt;br /&gt;
It took a long time but I finally cracked the pattern for this. The carts will obey 3 very specific rules.&lt;br /&gt;
#They will always switch to the track that you are on when given the chance.&lt;br /&gt;
#If they are on the same track as you they will not switch off.&lt;br /&gt;
#Think of the tracks 1 beint the longest and 4 being the shortest. If the cart is traveling up on track 2 and you are on track 1 to the left of its positon it WILL NOT switch to track 3. This is the key to certain victory. Here is the strategy.&lt;br /&gt;
##You start on track 1 and there are carts on tracks 1 and 3. Get on track 2 as fast as possible.&lt;br /&gt;
##Brake on track 2 until both carts join you. Wait until the first cart can no longer switch to track 3.&lt;br /&gt;
##Get over to the left of the screen on track 1 as fast as possible. If done right the second cart will stay on track 2.&lt;br /&gt;
##Wait for both carts to switch to track 1 and switch to track 2.&lt;br /&gt;
##Wait till both carts come to track 2 and repeat steps 3-6 until you achieve victory.&lt;br /&gt;
&lt;br /&gt;
====Beaver Bother====&lt;br /&gt;
The trick to Beaver Bother is to set yourself so that the beaver is on a line between you and the hole. When this happens bark to scare it and 1 of 3 things will happen.&lt;br /&gt;
#The beaver will run into the hole.&lt;br /&gt;
#The beaver will attempt to escape around the hole in the direction you are chasing it.(In my experience this is the most likely scenario.&lt;br /&gt;
#The beaver will turn around and run the other direction.&lt;br /&gt;
If scenario 1 happens consider yourself lucky and move on to the next beaver. If scenario 2 happens quickly cut it off and scare it again. It should start running in the direction of the hole. Follow behind and scare it a third time and it will almost certainly go into the hole. If it should stop at the edge of the hole move on to the next beaver. Trying to force it in from that position usually isn't worth the trouble. Likewise if scenario 3 happens move on to the next beaver. &lt;br /&gt;
&lt;br /&gt;
Once you get the timing of scaring the beavers you should be able to win Beaver bother on a fairly reliable basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Talk:Donkey_Kong_64</id>
		<title>Talk:Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Talk:Donkey_Kong_64"/>
				<updated>2009-08-07T20:41:03Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has a lot of potential to organize out knowledge. To start with, I think each level should have its own section and there should be a section for general techniques (like what exists now), and I also agree with giving bosses their own sections. I'll work on writing more stuff for this page soon. In the mean time, make sure you link to videos of tricks whenever possible as well as describing them. [[User:Manocheese|Manocheese]]&lt;br /&gt;
&lt;br /&gt;
I moved the trick descriptions to the appropriate areas and added a more advanced Puftoss strategy. For now I put the glitch past boss doors glitch in the Japes section since it would be used there first and mentioned that it works for all boss doors. I will be adding mini-game strategies later this evening. [[User:leftysheroes|leftysheroes]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:32:35Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Minigame Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
#In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
#In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
Key:&lt;br /&gt;
#CtC Travel Counter-Clockwise around boss.&lt;br /&gt;
#CW  Travel Clock-Wise around boss.&lt;br /&gt;
&lt;br /&gt;
Note: The quickest way to do a u-turn is to take your hand off the gas button and swing a hard left or right turn.&lt;br /&gt;
# Round 1.The first star appears in fromt of your initial position. Travel CW to reach the second star. Do a u-turn and travel CtC to reach star 3. Do another u-turn and head CW for star 4. Finally do another u-turn and head CtC for star 5. &lt;br /&gt;
# Round 2. Stay close to the boss traveling CtC around. You should hit the first 3 stars before being hit by the shockwave attack. Continue CtC for the final 2 stars.&lt;br /&gt;
# Round 3. The first 2 stars appear in roughly the same spot as the final star in round 2. For the 3rd star head CtC. For star 4 do a u-turn and head CW. Do one more u-turn and head CtC for the final star.&lt;br /&gt;
# Round 4. The first 2 stars appear in roughly the same spot as the final star from round 3. Head CW to star 3. The 4th star will appear nearby and next to the boss. The 5th star is also nearby but against the wall.&lt;br /&gt;
# Round 5. Head CW to find the first 2 stars. The 3rd star appears in roughly the same location as star 2. Head CW for star 4. Star 5 appears in roughly the same spot as star 4.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:32:14Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* C-up glitch uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
#In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
#In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
Key:&lt;br /&gt;
#CtC Travel Counter-Clockwise around boss.&lt;br /&gt;
#CW  Travel Clock-Wise around boss.&lt;br /&gt;
&lt;br /&gt;
Note: The quickest way to do a u-turn is to take your hand off the gas button and swing a hard left or right turn.&lt;br /&gt;
# Round 1.The first star appears in fromt of your initial position. Travel CW to reach the second star. Do a u-turn and travel CtC to reach star 3. Do another u-turn and head CW for star 4. Finally do another u-turn and head CtC for star 5. &lt;br /&gt;
# Round 2. Stay close to the boss traveling CtC around. You should hit the first 3 stars before being hit by the shockwave attack. Continue CtC for the final 2 stars.&lt;br /&gt;
# Round 3. The first 2 stars appear in roughly the same spot as the final star in round 2. For the 3rd star head CtC. For star 4 do a u-turn and head CW. Do one more u-turn and head CtC for the final star.&lt;br /&gt;
# Round 4. The first 2 stars appear in roughly the same spot as the final star from round 3. Head CW to star 3. The 4th star will appear nearby and next to the boss. The 5th star is also nearby but against the wall.&lt;br /&gt;
# Round 5. Head CW to find the first 2 stars. The 3rd star appears in roughly the same location as star 2. Head CW for star 4. Star 5 appears in roughly the same spot as star 4.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:31:41Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* STVW glitch uses. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
#In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
#In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
Key:&lt;br /&gt;
#CtC Travel Counter-Clockwise around boss.&lt;br /&gt;
#CW  Travel Clock-Wise around boss.&lt;br /&gt;
&lt;br /&gt;
Note: The quickest way to do a u-turn is to take your hand off the gas button and swing a hard left or right turn.&lt;br /&gt;
# Round 1.The first star appears in fromt of your initial position. Travel CW to reach the second star. Do a u-turn and travel CtC to reach star 3. Do another u-turn and head CW for star 4. Finally do another u-turn and head CtC for star 5. &lt;br /&gt;
# Round 2. Stay close to the boss traveling CtC around. You should hit the first 3 stars before being hit by the shockwave attack. Continue CtC for the final 2 stars.&lt;br /&gt;
# Round 3. The first 2 stars appear in roughly the same spot as the final star in round 2. For the 3rd star head CtC. For star 4 do a u-turn and head CW. Do one more u-turn and head CtC for the final star.&lt;br /&gt;
# Round 4. The first 2 stars appear in roughly the same spot as the final star from round 3. Head CW to star 3. The 4th star will appear nearby and next to the boss. The 5th star is also nearby but against the wall.&lt;br /&gt;
# Round 5. Head CW to find the first 2 stars. The 3rd star appears in roughly the same location as star 2. Head CW for star 4. Star 5 appears in roughly the same spot as star 4.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:31:04Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Puftoss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
#In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
#In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
Key:&lt;br /&gt;
#CtC Travel Counter-Clockwise around boss.&lt;br /&gt;
#CW  Travel Clock-Wise around boss.&lt;br /&gt;
&lt;br /&gt;
Note: The quickest way to do a u-turn is to take your hand off the gas button and swing a hard left or right turn.&lt;br /&gt;
# Round 1.The first star appears in fromt of your initial position. Travel CW to reach the second star. Do a u-turn and travel CtC to reach star 3. Do another u-turn and head CW for star 4. Finally do another u-turn and head CtC for star 5. &lt;br /&gt;
# Round 2. Stay close to the boss traveling CtC around. You should hit the first 3 stars before being hit by the shockwave attack. Continue CtC for the final 2 stars.&lt;br /&gt;
# Round 3. The first 2 stars appear in roughly the same spot as the final star in round 2. For the 3rd star head CtC. For star 4 do a u-turn and head CW. Do one more u-turn and head CtC for the final star.&lt;br /&gt;
# Round 4. The first 2 stars appear in roughly the same spot as the final star from round 3. Head CW to star 3. The 4th star will appear nearby and next to the boss. The 5th star is also nearby but against the wall.&lt;br /&gt;
# Round 5. Head CW to find the first 2 stars. The 3rd star appears in roughly the same location as star 2. Head CW for star 4. Star 5 appears in roughly the same spot as star 4.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:19:24Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Crystal Caves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
#In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
#In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
&lt;br /&gt;
The rings always appear in the same places. Memorize those places.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:18:38Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Fungi Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
#In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
&lt;br /&gt;
The rings always appear in the same places. Memorize those places.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:17:46Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Gloomy Galleon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
#In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area. &lt;br /&gt;
#STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
#On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
#The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
#The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
#The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.&lt;br /&gt;
#Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
&lt;br /&gt;
The rings always appear in the same places. Memorize those places.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:14:55Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Jungle Japes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
#The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used. This can be used in every stage.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
&lt;br /&gt;
The rings always appear in the same places. Memorize those places.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:14:00Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Angry Aztec */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
#In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up. &lt;br /&gt;
#DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
&lt;br /&gt;
The rings always appear in the same places. Memorize those places.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:11:34Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* Jungle Japes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
&lt;br /&gt;
The rings always appear in the same places. Memorize those places.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:10:54Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* DK Isles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
#The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
* Trick 1&lt;br /&gt;
* Trick 2&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
&lt;br /&gt;
The rings always appear in the same places. Memorize those places.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T20:09:07Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: /* DK Isles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}}&lt;br /&gt;
==Major Tricks==&lt;br /&gt;
&lt;br /&gt;
===Swim through vertical walls (STVW)===&lt;br /&gt;
&lt;br /&gt;
# Swim up to the wall you're trying to glitch through.&lt;br /&gt;
# Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.&lt;br /&gt;
# While holding the C-up button, press and hold the A button.&lt;br /&gt;
# Release the C-up button. Hopefully, you will go through the wall.&lt;br /&gt;
&lt;br /&gt;
The glitch doesn't work on all walls, and there are walls where you can get through in some spots, but not others. Some walls, such as the outside walls of the sunken ships in Gloomy Galleon, are more resilient to the technique than others, but you can still get through them if you continue to hold A after leaving first-person view. Just keep swimming. [http://www.youtube.com/watch?v=yrFkwDdp-b0 Video]&lt;br /&gt;
&lt;br /&gt;
===Swim through shores===&lt;br /&gt;
&lt;br /&gt;
# While swimming, approach a section of land that lets you walk up without jumping (such as a shore).&lt;br /&gt;
# Face the &amp;quot;shore&amp;quot; and dive.&lt;br /&gt;
# As soon as you dive, press B rapidly. You will slowly advance through the shore.&lt;br /&gt;
# After a while, stop pressing B and you will be inside the shore.&lt;br /&gt;
&lt;br /&gt;
Note that if you stop pressing B too soon, you might pop out of the shore. If you continue to press B, sometimes the reverse occurs and you will pop into the shore, which is usually a good indication that you can stop pressing B. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#3)]&lt;br /&gt;
&lt;br /&gt;
===C-up glitch===&lt;br /&gt;
&lt;br /&gt;
# Walk to the very edge of a vertical wall.&lt;br /&gt;
# Walk forward and press C-up the instant you start to fall off the edge.&lt;br /&gt;
# If done correctly, you will be inside the wall.&lt;br /&gt;
&lt;br /&gt;
You will have better luck if the angle between the direction you are facing and the wall is small before you fall off. That way, only some of your momentum is directed away from the wall. You may find it helpful to press C-up before pressing forward; there is a small window of time in which you can move after pressing C-up. There are some walls that you can fall into, but which you cannot advance into without being pushed onto the platform you just fell off of. This is because your feet are too close to the platform above you and the game pushes you up. [http://www.youtube.com/watch?v=zC7COFJ_Osw Video]&lt;br /&gt;
&lt;br /&gt;
===Climbing up slippery slopes===&lt;br /&gt;
&lt;br /&gt;
====Method 1====&lt;br /&gt;
&lt;br /&gt;
Only Tiny can use this method.&lt;br /&gt;
&lt;br /&gt;
# As soon as you land on a slippery slope, perform Tiny's standing combo.&lt;br /&gt;
# Jump immediately and use Pony Tail Twirl to get up as high as you can.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
You may find that there seems to be an invisible wall blocking Tiny's progress while she is using the Pony Tail Twirl. If this is the case, try moving diagonally. [http://www.youtube.com/watch?v=-J3mcWP65Og Video]&lt;br /&gt;
&lt;br /&gt;
====Method 2====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this method, but difficulty and effectiveness vary, and it doesn't work on all slopes. You need to be able to slide off the slope along most of its length, or at least most of the portion you are climbing (see the video if this is confusing).&lt;br /&gt;
&lt;br /&gt;
# Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.&lt;br /&gt;
# Jump off and land where you started.&lt;br /&gt;
# Backflip up again, this time landing so that you will slide off.&lt;br /&gt;
# After sliding off, backflip again and land a little higher up, making sure you will once again slide off.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
The first backflip is necessary because otherwise, you will not be able to crouch while sliding. The biggest problem with this method, aside from the need to be able to slide off the slope, is that you will often long jump instead of backflipping due to momentum left over from the slide off the slope, which usually means that you need to start the trick over. One remedy is to wait a moment before backflipping after you slide off the slope, but this loses height. Because of this problem, this trick is difficult to do with DK, whose backflip has the worst height of anyone's and has a delay before it starts. Gaining any height at all with DK can be difficult. [http://www.youtube.com/watch?v=OfgrXV5i59A Video (#1)]&lt;br /&gt;
&lt;br /&gt;
==Minor Tricks==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Aerial attacks&amp;lt;/b&amp;gt;: Using aerial attacks can lengthen your jump. Doing so gives you more distance and maneuverability than long jumping, rendering the long jump an almost worthless move.&lt;br /&gt;
* &amp;lt;b&amp;gt;Slowing down&amp;lt;/b&amp;gt;: In fact, the long jump actually hurts you because it forces you to slow down before you can do a backflip. The best way to do so is to release the control stick &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you crouch. If you crouch and then release the control stick, you will slide.&lt;br /&gt;
* &amp;lt;b&amp;gt;Midair jumping&amp;lt;/b&amp;gt;: You can jump in midair after performing certain attacks that continue after you leave a ledge. Anyone's running attack works, along with DK's roll and Tiny's kick-jump (Z+B). By using this technique, you can cover long distances. With DK, for example, you can do a running attack, a jump, and then an aerial attack. [http://www.youtube.com/watch?v=qEYjrAdVxUo Video (#4)]&lt;br /&gt;
* &amp;lt;b&amp;gt;Fast orange throwing&amp;lt;/b&amp;gt;: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.&lt;br /&gt;
* &amp;lt;b&amp;gt;Pulling out weapon&amp;lt;/b&amp;gt;: Hold Z and press C-left twice in quick succession. This is the fastest and easiest way to pull out your weapon and go into first-person mode, a common task. You can use the same button combo to leave first-person mode and put away your shooter.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shooting switches&amp;lt;/b&amp;gt;: When possible, shoot switches without going into first-person mode.&lt;br /&gt;
&lt;br /&gt;
==Tricks by Level==&lt;br /&gt;
&lt;br /&gt;
===DK Isles===&lt;br /&gt;
&lt;br /&gt;
#In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
&lt;br /&gt;
===Jungle Japes===&lt;br /&gt;
&lt;br /&gt;
* Trick 1&lt;br /&gt;
* Trick 2&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
===Angry Aztec===&lt;br /&gt;
&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
===Frantic Factory===&lt;br /&gt;
&lt;br /&gt;
===Gloomy Galleon===&lt;br /&gt;
&lt;br /&gt;
===Fungi Forest===&lt;br /&gt;
&lt;br /&gt;
===Crystal Caves===&lt;br /&gt;
&lt;br /&gt;
===Creepy Castle===&lt;br /&gt;
&lt;br /&gt;
===Hideout Helm===&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 1===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 1===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close to the boss as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
===Mad Jack===&lt;br /&gt;
&lt;br /&gt;
Mad Jack always jumps a certain number of times before stopping.&lt;br /&gt;
&lt;br /&gt;
* In the first round, he will jump 9 times.&lt;br /&gt;
* In the second round, he will jump 11 times.&lt;br /&gt;
* In the third round, he will jump 12 times.&lt;br /&gt;
* In the fourth round, he will jump 13 times.&lt;br /&gt;
* In the fifth round, he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
He takes a lot longer to jump if he is jumping to your square (in order to give you a chance to get away). So, you want to make him jump to squares where you aren't so that the jumping phase will end as quickly as possible. One way to do this is to get as far away as possible, but this may not always be effective (maybe the correct switch from the prior round was close to the boss, for instance). During the first three rounds, he will ordinarily not jump back to a square he was just on if you are there. Observe this crude diagram:&lt;br /&gt;
&lt;br /&gt;
| S1 | S2|&amp;lt;br&amp;gt;&lt;br /&gt;
| S3 |S4 |&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's say you are on S4 and he is on S3. If you jump to S3 as he jumps to S4, he will not immediately jump back to S3 unless you quickly get off of it. Instead, he will go to S2, then S1, then S3. While he is doing so, you can chase him in a circle so that he is continually jumping on vacant squares, saving you time. In rounds 2 and 3, he will probably catch up, so start the process over by jumping to his square as he jumps to yours.&lt;br /&gt;
&lt;br /&gt;
In rounds 4 and 5, Mad Jack has no reservations about jumping back and forth between two squares. If you are on S4 and he is on S3 and the two of you switch places, he will jump right back to S3 to squish you. The best solution (besides starting far away because of lucky switch placement in the preceding round) is to jump to S1 as he is jumping to S4, forcing him to make two jumps to reach you, one of which is a fast jump to a vacant square. As he jumps to S1, jump back to S4, forcing him to make two more jumps. Repeat until the jumping phase ends.&lt;br /&gt;
&lt;br /&gt;
In round 5, after Mad Jack stops jumping, his hitbox becomes unusually large. To avoid touching it, which almost always results in falling and restarting the round, make sure not to go by him diagonally. That means that if he is on S1 and you are on S3, the way to get to S2 is NOT to jump directly to it, but instead to jump to S4 and then S2. This is also not a bad idea when he is throwing fireballs at you in the first three rounds; he is very likely to hit you if you get too close.&lt;br /&gt;
&lt;br /&gt;
===Puftoss===&lt;br /&gt;
&lt;br /&gt;
The rings always appear in the same places. Memorize those places.&lt;br /&gt;
&lt;br /&gt;
===Dogadon 2===&lt;br /&gt;
&lt;br /&gt;
If you throw the barrel from too far away, it may explode before actually hitting Dogadon (although it looks as if Dogadon is blocking your attack). Since you walk very slowly with the barrel, the best way to prevent this from happening is to get as close as possible before picking up the barrel (i.e. get between the barrel and the boss).&lt;br /&gt;
&lt;br /&gt;
After Dogadon pounds the floor and causes it to start to sink, you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way, after you throw the barrel at him and jump into the Hunky Chunky barrel, you will be facing him and can get 15 regular punches off before Chunky shrinks. When executed properly, this strategy allows you to finish the sinking part of the battle in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===Army Dillo 2===&lt;br /&gt;
&lt;br /&gt;
Getting hit by Army Dillo makes the rolling phase end sooner.&lt;br /&gt;
&lt;br /&gt;
===King Kutout===&lt;br /&gt;
&lt;br /&gt;
During the third phase, when he rapidly teleports around the room, he will always move counterclockwise. This can be used to predict where he will first pop up after shooting the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o'clock, he will pop up first at 12 o'clock and then proceed to 9 o'clock and so on.&lt;br /&gt;
&lt;br /&gt;
===K. Rool===&lt;br /&gt;
&lt;br /&gt;
====DK's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool always spends the same amount of time punching before leaving himself vulnerable. The time to fire in order to hit him as soon as possible is different for each hit:&lt;br /&gt;
&lt;br /&gt;
* First hit: wait for 4 punches.&lt;br /&gt;
* Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.&lt;br /&gt;
* Third hit: wait for 3 punches.&lt;br /&gt;
* Fourth hit: wait for 7 punches.&lt;br /&gt;
&lt;br /&gt;
====Diddy's Round====&lt;br /&gt;
&lt;br /&gt;
You can shoot through the lights if you are close enough to them. While waiting for the targets to appear, align yourself so that you can hit both of them quickly.&lt;br /&gt;
&lt;br /&gt;
====Lanky's Round====&lt;br /&gt;
&lt;br /&gt;
K. Rool has a set movement pattern. If you always throw the barrels in the same places and use the same music pads at the same times, K. Rool will run the same way. You can thus develop a strategy that works every time. The music pad you use is not necessarily the one that disappears; you can use the same pad multiple times.&lt;br /&gt;
&lt;br /&gt;
====Tiny's Round====&lt;br /&gt;
&lt;br /&gt;
Each toe attacks a fixed number of times before stopping:&lt;br /&gt;
&lt;br /&gt;
* The first toe attacks 3 times.&lt;br /&gt;
* The second toe attacks 2 times.&lt;br /&gt;
* The third toe attacks 3 times.&lt;br /&gt;
* The fourth toe attacks 2 times.&lt;br /&gt;
&lt;br /&gt;
By counting the number of times a given toe attacks, you can figure out where it is safe to stand. You do not need the Feather Bow to use it inside K. Rool's shoe. If you don't have it, though, you will not fire immediately when you press B; if you keep pressing B repeatedly, though, you will eventually fire.&lt;br /&gt;
&lt;br /&gt;
====Chunky's Round====&lt;br /&gt;
&lt;br /&gt;
When you pound the switch for the first time, you become invincible momentarily. The same thing happens the first time you become invisible and every time you enter the Hunky Chunky barrel. An easy way to time your Primate Punches is to look at K. Rool's position relative to the floor. You do not need Gorilla Gone to use the Gorilla Gone pads.&lt;br /&gt;
&lt;br /&gt;
==Minigame Strategies==&lt;br /&gt;
&lt;br /&gt;
* Minigame 1: strategy&lt;br /&gt;
* Minigame 2: strategy&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Everything below here should be moved into the sections above.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
[[Category:Nintendo 64]]&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T00:57:18Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Major Glitches==&lt;br /&gt;
#Swim through vertical walls(STVW).&lt;br /&gt;
## First swim up to the wall you're trying to glitch into and stop.&lt;br /&gt;
## Press and hold the c-up button.&lt;br /&gt;
## While holding the c-up button press and hold the A button.&lt;br /&gt;
## Release the c-up button.&lt;br /&gt;
#C-up glitch.&lt;br /&gt;
## Walk to the very edge of the point where you will use the glitch.&lt;br /&gt;
## Press c-up the instant you start to fall off the edge.&lt;br /&gt;
## Turn around and walk into the wall.&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
==Minor tricks==&lt;br /&gt;
# DK,s jumpkick.&lt;br /&gt;
## When walking off the edge have DK kick. After the kick DK can jump from midair to cross long gaps that he would not be able to cross otherwise.&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
# Mad Jack&lt;br /&gt;
## There is a pattern to how many times Mad Jack will jump before he opens.&lt;br /&gt;
### The first round he will jump 9 times.&lt;br /&gt;
### In the second time he will jump 11 times.&lt;br /&gt;
### In the third round he will jump 12 times.&lt;br /&gt;
### In the fourth round he will jump 13 times.&lt;br /&gt;
### In the fifth round he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
# Dogadon 2&lt;br /&gt;
## After Dogadon pounds the floor and causes it to start to sink you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way after you throw the barrel at him and jump into the Hunky Chunky barrel you will be facing him and be able to get 15 regular punches off before Chunky shrinks back down again. When used properly, this strategy allows you to beat him in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
# King Kutout&lt;br /&gt;
## During the third phase when he rapidly teleports around the room he will always go around counterclockwise. This can be used to predict where he will first pop up after shoothing the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o-clock he will pop up first at 12 o-clock and then proceed to 9-oclock and so on.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-07T00:56:12Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Donkey Kong 64===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Glitches==&lt;br /&gt;
#Swim through vertical walls(STVW).&lt;br /&gt;
## First swim up to the wall you're trying to glitch into and stop.&lt;br /&gt;
## Press and hold the c-up button.&lt;br /&gt;
## While holding the c-up button press and hold the A button.&lt;br /&gt;
## Release the c-up button.&lt;br /&gt;
#C-up glitch.&lt;br /&gt;
## Walk to the very edge of the point where you will use the glitch.&lt;br /&gt;
## Press c-up the instant you start to fall off the edge.&lt;br /&gt;
## Turn around and walk into the wall.&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;br /&gt;
## In Gloomy Galleon the STVW glitch has many uses.&lt;br /&gt;
### In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.&lt;br /&gt;
### STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.&lt;br /&gt;
### On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.&lt;br /&gt;
### The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.&lt;br /&gt;
### The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.&lt;br /&gt;
### Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.&lt;br /&gt;
## In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on. &lt;br /&gt;
## In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.&lt;br /&gt;
&lt;br /&gt;
====C-up glitch uses====&lt;br /&gt;
# The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.&lt;br /&gt;
# In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.&lt;br /&gt;
# DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.&lt;br /&gt;
&lt;br /&gt;
==Minor tricks==&lt;br /&gt;
# DK,s jumpkick.&lt;br /&gt;
## When walking off the edge have DK kick. After the kick DK can jump from midair to cross long gaps that he would not be able to cross otherwise.&lt;br /&gt;
&lt;br /&gt;
==Boss Strategies==&lt;br /&gt;
# Mad Jack&lt;br /&gt;
## There is a pattern to how many times Mad Jack will jump before he opens.&lt;br /&gt;
### The first round he will jump 9 times.&lt;br /&gt;
### In the second time he will jump 11 times.&lt;br /&gt;
### In the third round he will jump 12 times.&lt;br /&gt;
### In the fourth round he will jump 13 times.&lt;br /&gt;
### In the fifth round he will jump 15 times.&lt;br /&gt;
&lt;br /&gt;
# Dogadon 2&lt;br /&gt;
## After Dogadon pounds the floor and causes it to start to sink you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way after you throw the barrel at him and jump into the Hunky Chunky barrel you will be facing him and be able to get 15 regular punches off before Chunky shrinks back down again. When used properly, this strategy allows you to beat him in 3 rounds.&lt;br /&gt;
&lt;br /&gt;
# King Kutout&lt;br /&gt;
## During the third phase when he rapidly teleports around the room he will always go around counterclockwise. This can be used to predict where he will first pop up after shoothing the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o-clock he will pop up first at 12 o-clock and then proceed to 9-oclock and so on.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Donkey_Kong_64</id>
		<title>Donkey Kong 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Donkey_Kong_64"/>
				<updated>2009-08-06T23:16:18Z</updated>
		
		<summary type="html">&lt;p&gt;Leftysheroes: New page: ===Donkey Kong 64===   ==Tricks and Glitches== #Swim through vertical walls(STVW). ## First swim up to the wall you're trying to glitch into and stop. ## Press and hold the c-up button. ##...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Donkey Kong 64===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tricks and Glitches==&lt;br /&gt;
#Swim through vertical walls(STVW).&lt;br /&gt;
## First swim up to the wall you're trying to glitch into and stop.&lt;br /&gt;
## Press and hold the c-up button.&lt;br /&gt;
## While holding the c-up button press and hold the A button.&lt;br /&gt;
## Release the c-up button.&lt;br /&gt;
&lt;br /&gt;
====STVW glitch uses.====&lt;br /&gt;
# The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.&lt;br /&gt;
## In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.&lt;br /&gt;
## In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.&lt;/div&gt;</summary>
		<author><name>Leftysheroes</name></author>	</entry>

	</feed>