Donkey Kong 64
From SDA Knowledge Base
Major 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
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 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.
Tricks by Level
DK Isles
- 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.
- The swim through shores glitch can be used to enter the banana fairy island to get the camera at any time with any kong.
Jungle Japes
- 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.
- 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.
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
- Minigame 1: strategy
- Minigame 2: strategy
- etc.
NOTE: Everything below here should be moved into the sections above.