Difference between revisions of "Donkey Kong 64"

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(Properties of Out-of-Bounds Areas: Added some info)
(Climbing up slippery slopes: Added the "wall stall" method)
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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)]
 
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)]
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====Method 3====
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Everyone can use this method, but its use is very limited. Normally, if you are on a slippery slope and you jump, you'll gain a large chunk of backward momentum, preventing you from moving up the slope. If you're right next to a wall, however, the wall sometimes prevents you from gaining backward momentum, allowing you to continue up the slope. To take advantage of this, simply jump a little ways up a slippery slope next to a wall, wait until you start to slide back, and jump again. [http://www.youtube.com/watch?v=7YhbO4gjxHQ Video]
  
 
==Minor General Tricks==
 
==Minor General Tricks==

Revision as of 19:59, 30 April 2010

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Major General Tricks

Swim through vertical walls (STVW)

  1. Swim up to the wall you're trying to glitch through.
  2. Press and hold the C-up button. In most cases, you will want to orient yourself so that you are perpendicular to the wall.
  3. While holding the C-up button, press and hold the A button.
  4. 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

  1. While swimming, approach a section of land that lets you walk up without jumping (such as a shore).
  2. Face the "shore" and dive.
  3. As soon as you dive, press B rapidly. You will slowly advance through the shore.
  4. 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

  1. Walk to the very edge of a vertical wall.
  2. Walk forward and press C-up the instant you start to fall off the edge.
  3. 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

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:

Method 1

Only Tiny can use this method.

  1. As soon as you land on a slippery slope, perform Tiny's standing combo.
  2. Jump immediately and use Pony Tail Twirl to get up as high as you can.
  3. Repeat.

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. 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).

  1. Crouch below a slope and backflip onto it. Do NOT release Z until you are done with the trick.
  2. Jump off and land where you started.
  3. Backflip up again, this time landing so that you will slide off.
  4. After sliding off, backflip again and land a little higher up, making sure you will once again slide off.
  5. 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. 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. Video (#1)

Method 3

Everyone can use this method, but its use is very limited. Normally, if you are on a slippery slope and you jump, you'll gain a large chunk of backward momentum, preventing you from moving up the slope. If you're right next to a wall, however, the wall sometimes prevents you from gaining backward momentum, allowing you to continue up the slope. To take advantage of this, simply jump a little ways up a slippery slope next to a wall, wait until you start to slide back, and jump again. Video

Minor General Tricks

  • 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. Video (#4)
  • 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)
  • 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. Video
  • 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. Video (#3)
  • Fast orange throwing: If you enter first-person mode, you can throw oranges much more quickly than you could otherwise.
  • 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. Video (#6)
  • 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.
  • Canceling fall damage: If you crouch just before falling and stay crouched until you're at a certain height, you'll avoid the "splat" 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 "distance fallen" counter.

Entering Levels Early

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. Although there is no single trick that will get you past B. Locker in every lobby, there are several general methods that work in most lobbies:

  • The Lanky glitch: Walk up to B. Locker, face the portal, and do Lanky's standing combo. Chunky's Primate Punch also works if you position yourself properly. Video (#5)
  • The DK trick: Do DK's kickjump (running attack) while you're on B. Locker's left side, then move toward him. You should land partially inside him. You can then do a standing combo and reach the portal. Video
  • Orange boosting: Use an orange to knock yourself partially inside B. Locker. Then use a standing combo to reach the portal. This isn't needed in most lobbies thanks to the DK trick, but it's still necessary in the Frantic Factory lobby. Video

If you select "Exit Level" 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.

  • Jungle Japes
    • Getting into lobby: You can use swim through shores to get inside DK's island and then into the Jungle Japes lobby. Video
    • Getting past B. Locker:
      • The DK trick works here, although it is harder to do than it is in other lobbies. Video
      • With DK, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. Video
      • The Lanky glitch works here, in case you want to come back after freeing Lanky.
  • Angry Aztec
    • Getting past B. Locker:
      • The DK trick works here. Video
      • With DK, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. Video
      • The Lanky glitch works here, although you won't have Lanky until you've already gotten past B. Locker in the first place.
  • Frantic Factory
    • Getting into lobby:
      • With Monkeyport: Simply use the Monkeyport pad to get above the lobby entrance and then jump down. The metal door is not solid.
      • 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 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. Video
      • With DK: Use a 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. Video (#2)
    • Getting past B. Locker: There are two methods. Both of them use Lanky.
      • With Lanky, use an orange to knock yourself closer to B. Locker, then use a standing combo to reach the portal. Video
      • With Lanky, long jump into B. Locker and use a standing combo. Video (#4)
  • Gloomy Galleon
    • 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. Video (#2)
    • Getting past B. Locker:
      • The Lanky glitch works here.
      • The DK trick works here. Video
      • Any kong can enter the level by using the C-up glitch on the wall to B. Locker's left, then walking around B. Locker and into the portal. Video (#3)
    • After leaving the lobby, you can get past the gate by using STVW. Video (#4)
  • Fungi Forest
    • 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 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 the slope to that ledge. Kickjump to the lobby. Video
    • Getting past B. Locker:
      • The Lanky glitch works here.
      • The DK trick works here. Video
  • Crystal Caves
    • Getting into lobby:
      • 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. Video
      • Without Pony Tail Twirl: With DK, use a 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. Video
      • If you can get to the entrance of the Fungi Forest lobby, you can simply jump down to the boulder and pull yourself through.
    • Getting past B. Locker:
      • The Lanky glitch works here.
      • The DK trick works here. Be careful not to fall down while doing it, though. Video
    • After leaving the lobby, you can jump right out of the rock.
  • Creepy Castle
    • Getting past B. Locker:
      • The Lanky glitch works here.
      • The DK trick works here. Stand on the woodwork on the right side of the stairs, then kickjump toward the portal. You'll want to land on the top step. Video
      • With Chunky, use the rock glitch to get out of bounds, then backflip into the portal. Video (#3)
      • 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. Video (#8)
  • Hideout Helm
    • Getting into lobby:
      • 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 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. Video
      • 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. Video Go around to the other side of K. Rool's head and use a backflip to get up to the slippery slope, then climb it. Continue as you would with Tiny. Video (#1)
    • 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. Video (#1)

Properties of Out-of-Bounds Areas

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.

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 here) from different heights and you'll see that you aren't always at the same height when you're OoB. If you jump to a higher level while you're OoB without going back in bounds, the height you can walk at will change. 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 or normal water 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 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.

If you get OoB from water (e.g. by using STVW), there will be water that extends downward from the elevation 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 "water" 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.

101% Requirements

The game tracks the following items for computing the total percentage:

  • Golden Bananas
  • Battle Crowns
  • Banana fairies
  • Banana Medals
  • Keys
  • Nintendo Coin
  • Rareware Coin

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 DK's extra Golden Banana counts toward the final percentage.

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