Difference between revisions of "Donkey Kong 64"
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{{sda run|http://speeddemosarchive.com/DonkeyKong64.html}} | {{sda run|http://speeddemosarchive.com/DonkeyKong64.html}} | ||
− | ==Major Tricks== | + | ==Major General Tricks== |
===Swim through vertical walls (STVW)=== | ===Swim through vertical walls (STVW)=== | ||
Line 27: | Line 27: | ||
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] | 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] | ||
+ | |||
+ | ===Getting past boss doors=== | ||
+ | |||
+ | 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] | ||
===Climbing up slippery slopes=== | ===Climbing up slippery slopes=== | ||
Line 52: | Line 56: | ||
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)] | 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)] | ||
− | ==Minor Tricks== | + | ==Minor General Tricks== |
* <b>Aerial attacks</b>: 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. | * <b>Aerial attacks</b>: 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. | ||
Line 61: | Line 65: | ||
* <b>Shooting switches</b>: When possible, shoot switches without going into first-person mode. | * <b>Shooting switches</b>: When possible, shoot switches without going into first-person mode. | ||
− | == | + | ==Level-Specific Tricks== |
===DK Isles=== | ===DK Isles=== | ||
− | + | * STVW can be used 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. | |
− | + | * The swim through shores glitch can be used 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)] | |
+ | |||
+ | ====Entering Levels Early==== | ||
+ | |||
+ | * Lanky can get into most levels without having to get rid of B. Locker. Just walk up to him, face the portal, and do Lanky's standing combo. This technique is known as "the Lanky glitch". Chunky's Primate Punch also works if you position yourself properly. There are two places where the Lanky glitch does not work: the Frantic Factory Lobby and the Hideout Helm lobby. See below for ways into those levels. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video (#5)] | ||
+ | * <b>Jungle Japes</b>: You can use swim through shores to get inside DK's island and then into the Jungle Japes lobby. There is no known way to get past B. Locker without a Golden Banana, though, and the Golden Banana outside the lobby doesn't appear until you talk to K. Lumsy. | ||
+ | * <b>Frantic Factory</b>: If you have Monkeyport, you can simply use the Monkeyport pad to get above the Frantic Factory entrance and then jump down. The metal door is not solid. If you don't have Monkeyport, you can get on top of K. Lumsy's hut by jumping on Lanky's switch with Tiny, backflipping to the slippery slope, and climbing up the slope, then Pony Tail Twirl to the walkway leading to Frantic Factory. [http://www.youtube.com/watch?v=5HkH33LuV5s Video] | ||
+ | ** By using an orange to force Lanky inside B. Locker and then using a standing combo as in the Lanky glitch, you can get into Frantic Factory early. [http://www.youtube.com/watch?v=wAD8UQveSjg Video] | ||
+ | * <b>Gloomy Galleon</b>: There is an 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)] | ||
+ | ** 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)] | ||
+ | ** You can get past the gate after leaving by using STVW. [http://www.youtube.com/watch?v=zNI2jhv8CSM Video (#4)] | ||
+ | * <b>Fungi Forest</b>: ??? | ||
+ | * <b>Crystal Caves</b>: Go to the area of the ledge with the Angry Aztec lobby entrance closest 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 are in the right place, you can move yourself around until you find the right spot to pull yourself up. There are places where you cannot move from side to side once you have grabbed on. You can sometimes get out of these places by pulling yourself up and then falling to the right place. [http://www.youtube.com/watch?v=bFeSzdPO0TQ Video] | ||
+ | * <b>Hideout Helm</b>: 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. Climb up and go to the other side of K. Rool's face. There is a spot 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] | ||
+ | ** Once you are inside the lobby, push Diddy out of bounds by backflipping into one of the corners by the lobby entrance and then walk behind B. Locker. The second method is recommended because it is much easier. [http://www.youtube.com/watch?v=mlIIbz1cK_g Video (second clip)] | ||
===Jungle Japes=== | ===Jungle Japes=== | ||
− | + | * STVW can be used to get DK's 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)] | |
− | # | + | * 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. [http://www.youtube.com/watch?v=YkdhZzEhfRg Video (#1)] |
+ | * 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)] | ||
===Angry Aztec=== | ===Angry Aztec=== | ||
− | + | * 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. | |
− | + | * 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. | |
===Frantic Factory=== | ===Frantic Factory=== | ||
Line 82: | Line 101: | ||
===Gloomy Galleon=== | ===Gloomy Galleon=== | ||
− | + | * 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. | |
− | + | * 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. | |
− | + | * 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. | |
− | + | * 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. | |
− | + | * 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. | |
− | + | * The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls. | |
− | + | * 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. | |
===Fungi Forest=== | ===Fungi Forest=== | ||
− | + | * 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. | |
===Crystal Caves=== | ===Crystal Caves=== | ||
− | + | * 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. | |
===Creepy Castle=== | ===Creepy Castle=== | ||
Line 135: | Line 154: | ||
===Puftoss=== | ===Puftoss=== | ||
Key: | Key: | ||
− | + | * CtC Travel Counter-Clockwise around boss. | |
− | + | * CW Travel Clock-Wise around boss. | |
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. | 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. |
Revision as of 13:48, 9 August 2009
Contents
Major General Tricks
Swim through vertical walls (STVW)
- Swim up to the wall you're trying to glitch through.
- Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.
- While holding the C-up button, press and hold the A button.
- Release the C-up button. Hopefully, you will go through the wall.
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. Video
Swim through shores
- While swimming, approach a section of land that lets you walk up without jumping (such as a shore).
- Face the "shore" and dive.
- As soon as you dive, press B rapidly. You will slowly advance through the shore.
- After a while, stop pressing B and you will be inside the shore.
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. Video (#3)
C-up glitch
- Walk to the very edge of a vertical wall.
- Walk forward and press C-up the instant you start to fall off the edge.
- If done correctly, you will be inside the wall.
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. Video
Getting past boss doors
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. Video
Climbing up slippery slopes
Method 1
Only Tiny can use this method.
- As soon as you land on a slippery slope, perform Tiny's standing combo.
- Jump immediately and use Pony Tail Twirl to get up as high as you can.
- Repeat.
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. Video
Method 2
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).
- Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.
- Jump off and land where you started.
- Backflip up again, this time landing so that you will slide off.
- After sliding off, backflip again and land a little higher up, making sure you will once again slide off.
- Repeat.
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. Video (#1)
Minor General Tricks
- Aerial attacks: 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.
- 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 before you crouch. If you crouch and then release the control stick, you will slide.
- 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. Video (#4)
- Fast orange throwing: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.
- 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.
- Shooting switches: When possible, shoot switches without going into first-person mode.
Level-Specific Tricks
DK Isles
- STVW can be used 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.
- The swim through shores glitch can be used 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. Video (#3)
Entering Levels Early
- Lanky can get into most levels without having to get rid of B. Locker. Just walk up to him, face the portal, and do Lanky's standing combo. This technique is known as "the Lanky glitch". Chunky's Primate Punch also works if you position yourself properly. There are two places where the Lanky glitch does not work: the Frantic Factory Lobby and the Hideout Helm lobby. See below for ways into those levels. Video (#5)
- Jungle Japes: You can use swim through shores to get inside DK's island and then into the Jungle Japes lobby. There is no known way to get past B. Locker without a Golden Banana, though, and the Golden Banana outside the lobby doesn't appear until you talk to K. Lumsy.
- Frantic Factory: If you have Monkeyport, you can simply use the Monkeyport pad to get above the Frantic Factory entrance and then jump down. The metal door is not solid. If you don't have Monkeyport, you can get on top of K. Lumsy's hut by jumping on Lanky's switch with Tiny, backflipping to the slippery slope, and climbing up the slope, then Pony Tail Twirl to the walkway leading to Frantic Factory. Video
- By using an orange to force Lanky inside B. Locker and then using a standing combo as in the Lanky glitch, you can get into Frantic Factory early. Video
- Gloomy Galleon: There is an 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. Video (#2)
- 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. Video (#3)
- You can get past the gate after leaving by using STVW. Video (#4)
- Fungi Forest: ???
- Crystal Caves: Go to the area of the ledge with the Angry Aztec lobby entrance closest 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 are in the right place, you can move yourself around until you find the right spot to pull yourself up. There are places where you cannot move from side to side once you have grabbed on. You can sometimes get out of these places by pulling yourself up and then falling to the right place. Video
- Hideout Helm: 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. Climb up and go to the other side of K. Rool's face. There is a spot 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. Video
- Once you are inside the lobby, push Diddy out of bounds by backflipping into one of the corners by the lobby entrance and then walk behind B. Locker. The second method is recommended because it is much easier. Video (second clip)
Jungle Japes
- STVW can be used to get DK's 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. Video (#2 and #3)
- 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. Video (#1)
- Hunky Chunky can also glitch past the wall with Rambi's face on it. Just jump into the ceiling to the side of it. Video (#1)
Angry Aztec
- 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.
- 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.
Frantic Factory
Gloomy Galleon
- 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.
- 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.
- 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.
- 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.
- 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.
- The STVW glitch can be used to swim through the keyhole and enter the treasure chest with the mermaid pearls.
- 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.
Fungi Forest
- 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.
Crystal Caves
- 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.
Creepy Castle
Hideout Helm
Boss Strategies
Army Dillo 1
Getting hit by Army Dillo makes the rolling phase end sooner.
Dogadon 1
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).
Mad Jack
Mad Jack always jumps a certain number of times before stopping.
- In the first round, he will jump 9 times.
- In the second round, he will jump 11 times.
- In the third round, he will jump 12 times.
- In the fourth round, he will jump 13 times.
- In the fifth round, he will jump 15 times.
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:
| S1 | S2|
| S3 |S4 |
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.
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.
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.
Puftoss
Key:
- CtC Travel Counter-Clockwise around boss.
- CW Travel Clock-Wise around boss.
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.
- 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.
- 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.
- 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.
- 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.
- 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.
Dogadon 2
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).
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.
Army Dillo 2
Getting hit by Army Dillo makes the rolling phase end sooner.
King Kutout
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.
K. Rool
DK's Round
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:
- First hit: wait for 4 punches.
- Second hit: wait for 4 punches, and make sure you fire while the cannon is moving up.
- Third hit: wait for 3 punches.
- Fourth hit: wait for 7 punches.
Diddy's Round
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.
Lanky's Round
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.
Tiny's Round
Each toe attacks a fixed number of times before stopping:
- The first toe attacks 3 times.
- The second toe attacks 2 times.
- The third toe attacks 3 times.
- The fourth toe attacks 2 times.
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.
Chunky's Round
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.
Minigame Strategies
Minecart Mayhem
- One cart.
Just make sure that you're always in position to switch tracks and you'll be fine.
- Two carts.
It took a long time but I finally cracked the pattern for this. The carts will obey 3 very specific rules.
- They will always switch to the track that you are on when given the chance.
- If they are on the same track as you they will not switch off.
- 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.
- You start on track 1 and there are carts on tracks 1 and 3. Get on track 2 as fast as possible.
- Brake on track 2 until both carts join you. Wait until the first cart can no longer switch to track 3.
- 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.
- Wait for both carts to switch to track 1 and switch to track 2.
- Wait till both carts come to track 2 and repeat steps 3-6 until you achieve victory.
Beaver Bother
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.
- The beaver will run into the hole.
- 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.
- The beaver will turn around and run the other direction.
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.
Once you get the timing of scaring the beavers you should be able to win Beaver bother on a fairly reliable basis.
Big Bug Bash
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.
Searchlight Seek
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.