Ballaam
K. Rool Advanced Strats Tutorial | Donkey Kong 64
updated
Background Music: youtube.com/watch?v=iu0LzZrr6T0
Full clip of the desync (for those who like watching me suffer): clips.twitch.tv/KathishSpookyCrocodileOneHand-LBEsG7AjJFnn5v_8
#shorts
CHAPTERS
0:00 - Introduction
0:51 - Entering K Rool currently
2:04 - Isles Troff 'n' Scoff
4:46 - Getting to Isles Troff 'n' Scoff
5:41 - N64 Crash and the Divide-by-zero errror
8:46 - Wii U Virtual Console
11:33 - Implications for the speedrun
12:14 - Lag Flashback Warp
13:17 - Helm Timer Flashback Warp
13:54 - Conclusion
VIDEOS USED
K. Rool Early (Emulator Glitch): youtube.com/watch?v=OqEK3HGT5Jo&t=3s&ab_channel=Exchord
Troff 'n' Scoff Crash: youtube.com/watch?v=Qh9ZaCzLJpA&t=1s&ab_channel=IntroStoryGlitch
Flashback Warp without ISG - Any% Game Changer: youtube.com/watch?v=iPnj1UFemFc&ab_channel=RingRush
KRE Any% Hack Speedrun: twitch.tv/videos/917994797?t=0h19m50s
Cannon Game is weird: twitch.tv/zorulda/clip/BlushingCarelessMonitor4Head?filter=clips&range=all&sort=time
MUSIC
––––––––––––––––––––––––––––––
"Purrple Cat - Warm Horizon" is under a Creative Commons (CC BY-SA 3.0) license
Music promoted by BreakingCopyright: bit.ly/bkc-warm
––––––––––––––––––––––––––––––
Song: "Lakey Inspired - Blue Boi [Lofi]" is under a Creative Commons (CC BY-SA 3.0) license.
Music promoted by BreakingCopyright: youtu.be/wnOoqdcf7zU
––––––––––––––––––––––––––––––
"Sarah Jansen - Far Away" is under a Creative Commons (cc-by) license
Music promoted by BreakingCopyright: bit.ly/sarah-jansen-far-away
––––––––––––––––––––––––––––––
Song: "Sappheiros - Falling (Ft. eSoreni) [Chill]" is under a Creative Commons license (CC-BY)
Music promoted by BreakingCopyright: http://bit.ly/Sappheiros-Falling
––––––––––––––––––––––––––––––
"LAKEY INSPIRED - Chill Day" is licensed under a Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Music provided by BreakingCopyright: youtu.be/23IiqeIw38w
––––––––––––––––––––––––––––––
Track: Static — Land of Fire [Audio Library Release]
Music provided by Audio Library Plus
Watch: youtu.be/oROZqpCPvhA
Free Download / Stream: alplus.io/static
––––––––––––––––––––––––––––––
Track: Sunlight Cascading Through the Clouds — Artificial.Music [Audio Library Release]
Music provided by Audio Library Plus
Watch: youtu.be/mtONh3v8-mw
Free Download / Stream: alplus.io/sunlight-cascading
––––––––––––––––––––––––––––––
Track: For the People — Artificial.Music [Audio Library Release]
Music provided by Audio Library Plus
Watch: youtu.be/3rSaa3upylw
Free Download / Stream: alplus.io/people
––––––––––––––––––––––––––––––
Live Commentary: youtu.be/wmYOlZM-BOM
FAQ: bit.ly/Hey2dosWhyDontYouPlayDK64Anymore
TAS Timing: 1:37:18.516
RTA Timing: 1:36:44.716
Old LOTAD: youtube.com/watch?v=DRBSb62E_vA&ab_channel=Ballaam
CHAPTERS
0:00 - Boot
0:34 - ISG/MMM
7:36 - Jungle Japes 1
13:44 - Angry Aztec
25:16 - Frantic Factory
35:38 - Jungle Japes 2
41:39 - Gloomy Galleon
52:30 - Fungi Forest
1:02:20 - Crystal Caves
1:14:52 - Creepy Castle
1:23:57 - Hideout Helm
1:26:06 - Final Battle
1:37:28 - Credits
SOCIAL
Twitter: http://www.twitter.com/tjballaam
CHAPTERS
00:00 - Introduction
01:01 - History of DDQ (2013)
02:29 - History of DDQ (First video of DDQ)
03:21 - History of DDQ (Phase 1 Setup & Aztec DDQ)
04:38 - History of DDQ (Modern DDQ Setup)
05:18 - The Actor List
07:10 - Collisions & The Collision Queue
08:39 - 0x7FBB85
10:36 - Dogadon's Code
13:09 - Why does DDQ work in Aztec?
13:52 - Why is the barrel needed?
14:25 - Conclusion
CREDITS
Thank you to Isotarge, MittenzSRL, 2dos, RingRush, Exchord, Greeny Yoshi & OblivionWalker for their assistance.
VIDEOS
No Levels Early in 2:51:05 by Cfox: youtube.com/watch?v=ckOhw7Ddz6k&ab_channel=Cfox
No Levels Early in 2:34:32 by 2dos: twitch.tv/videos/47699066
No Levels Early in 2:32:49 by 2dos: twitch.tv/videos/3757805
Get Key 5 with any Kong by Exchord: youtube.com/watch?v=cpU_PlRtcrY&ab_channel=Exchord
Get Key 5 in Aztec by Exchord: youtube.com/watch?v=eY8Kk7EDP44&ab_channel=Exchord
MUSIC
––––––––––––––––––––––––––––––
"Still - Ross Bugden" is under a Creative Commons (CC 4.0) license
Link: youtube.com/watch?v=962VmrIh9vQ&ab_channel=RossBugden
––––––––––––––––––––––––––––––
Track: The Valley — tubebackr [Audio Library Release]
Music provided by Audio Library Plus
Watch: youtu.be/gFfJN7GSNHg
Free Download / Stream: alplus.io/valley
––––––––––––––––––––––––––––––
Solace by Scott Buckley soundcloud.com/scottbuckley
Creative Commons — Attribution 3.0 Unported — CC BY 3.0
Free Download / Stream: bit.ly/s-b-solace
Music promoted by Audio Library youtu.be/x8h50E6ekR0
––––––––––––––––––––––––––––––
Music provided by Free Vibes: goo.gl/NkGhTg
Way To Dream - Inspiring Piano And Strings by Keys Of Moon Music: soundcloud.com/keysofmoon/way-to-dream-inspiring-piano-and-strings-keys-of-moon-music
Attribution 3.0 Unported (CC BY 3.0)
creativecommons.org/licenses/by/3.0
––––––––––––––––––––––––––––––
"Escape by Sappheiros" is under a Creative Commons license (CC BY 3.0)
Music promoted by BreakingCopyright: bit.ly/b-escape
––––––––––––––––––––––––––––––
"Neutrin05 - Timeless" is under a Creative Commons (CC-BY 3.0) license
Music promoted by BreakingCopyright: bit.ly/bkc-timeless
––––––––––––––––––––––––––––––
"AERØHEAD - Lost Memories" is under a Creative Commons (CC BY-SA 3.0) license
Music promoted by BreakingCopyright: bit.ly/bkc-lost
––––––––––––––––––––––––––––––
As Oprah might say:
"You get Cfox Luck, and you get Cfox Luck. YOU ALL GET CFOX LUCK!"
LUCK CALCULATOR
theballaam96.github.io
Twitter: twitter.com/tjballaam
Contact: Ballaam#6738
THANKS TO
Horhay the Dragon:
twitch.tv/horhaythedragon
youtube.com/channel/UCzxXQtmWl6Y9H0OrNakFGjw
REFERENCED
How we solved the worst minigame in Zelda's History
youtube.com/watch?v=1hs451PfFzQ&ab_channel=Linkus7
MUSIC:
Her Spaceship (Snatcher): youtu.be/pAXnWmsn9ko
Puzzles: youtu.be/x2nPysfmt0U
Tachmania: youtu.be/wfEEqLP2aDI
Kang and Kodos Strike Back: youtu.be/pKsDvPq-7e4
Seaweed Sanctum: youtu.be/Dag3IEDI6c8
Mad Jack: youtu.be/fXWCotTeNgk
CHAPTERS
0:00 - Introduction
1:22 - Decimal & Binary
2:34 - RNG Algorithm
3:23 - Switch Spawning Algorithm
5:26 - Mad Jack Square
5:42 - Kong Square Algorithm
6:30 - Equidistant rule
7:07 - When the Kong position is checked
7:39 - Speedrun Example
8:34 - The Future
Twitter: twitter.com/tjballaam
Contact: Ballaam#6738
Thanks to RingRush, Isotarge & Cfox for permission to use some of their clips:
RingRush:
YT: youtube.com/user/RingRush
Twitter: twitter.com/RusherOfRings
First BoM Kick: youtube.com/watch?v=XSNZ8U60mMc
Never say TAS Only: youtube.com/watch?v=cDcCY26znek
Isotarge:
YT: youtube.com/c/IsaacMiell
Twitter: twitter.com/isotarge
His WR: youtube.com/watch?v=vIt4sByxr0E
Cfox:
YT: twitter.com/CfoxTwitch
Twitter: youtube.com/user/Cfoxx7
Twitch: twitch.tv/cfox
His first DK Helm Early: youtube.com/watch?v=YYmE16rKLFU&ab_channel=Cfox
MUSIC
Kroc Isle: youtube.com/watch?v=CVJR-2Dity4&ab_channel=RebeccaETripp
DK Treehouse: youtube.com/watch?v=GyVG4vzOugc&ab_channel=GilvaSunner
Cauldron Keep: youtube.com/watch?v=_brWQxHKS6g&ab_channel=GilvaSunner
Dragon Brothers: youtube.com/watch?v=ry2t0A_Btjg&ab_channel=GilvaSunner
Lake Hylia: youtube.com/watch?v=DdgEIRBsTaU&ab_channel=GilvaSunner
Pirates' Fortress: youtube.com/watch?v=P1pM58bKm0I&ab_channel=GilvaSunner
Menu: youtube.com/watch?v=zuOs2qzRNGI&ab_channel=VGManiac456
Scratch Match: youtube.com/watch?v=ZG37Qia_Ud8&ab_channel=Parastrat
Rhythm: youtube.com/watch?v=t46U13xVUUw&ab_channel=Parastrat
Weathering Heights: youtube.com/watch?v=5IqISywzSwE
Windy: youtube.com/watch?v=6SOlHULxCxU&ab_channel=RuleBreakerXO1
Tick Tock: youtube.com/watch?v=_BlvvwHjVWs&ab_channel=just2goodMusicArchive
The End: youtube.com/watch?v=Yov8jrj-hC8&ab_channel=AlbirdVampPrince
75m Remix: youtu.be/1Oykcopx_7o
CHAPTERS
0:00 - Introduction
0:50 - No Helm Early
1:27 - Overview of the requirements
2:37 - Hideout Helm Early
4:36 - Helm Lobby Early
5:37 - Backflip Helm Early
6:13 - The search for Monkeyport Skip
7:20 - Blast-O-Matic Kick
10:20 - Entering Helm as DK
11:39 - Telegrab Helm Lobby Early
12:52 - Conclusion
Twitter: twitter.com/tjballaam
Contact: Ballaam#6738
THANKS TO
Bismuth:
youtube.com/user/BismuthWasTaken
twitter.com/Bismuthi
TJ:
youtube.com/c/TJBlakely
twitter.com/TJBlakely_
MUSIC
Killing Two Birds Anticipation: youtube.com/watch?v=hP3lbYjF9xw
Her Spaceship (Nyakuza Metro): youtube.com/watch?v=zgMP9baqtZE
Weathering Heights: youtube.com/watch?v=5IqISywzSwE
Piercing the Sky: youtube.com/watch?v=qq9CD5kdI5I
Rainbow Cliffs: youtube.com/watch?v=9BONKTGzoCM
Potential for Anything: youtube.com/watch?v=Vjyhx49BIzc
Bassy: youtube.com/watch?v=SdOBZBkOwbM
Boss Unlock: youtube.com/watch?v=U0GJ3G5vVhY
Star City: youtube.com/watch?v=Z8boRM6xRXg
Something Happens: youtube.com/watch?v=1FuyqT0MsNU
Boulder Canyon: youtube.com/watch?v=fny_X2xxWoY
Tornado Alley: youtube.com/watch?v=f0nbD3gcZr8
Back Home: youtube.com/watch?v=CFGtzr5B3g8
Cauldron Keep: youtube.com/watch?v=QSN8SmeQO6o
Cortex Vortex: youtube.com/watch?v=2B5RuPFOidg
75m Remix: youtu.be/1Oykcopx_7o
CHAPTERS
0:00 - Introduction
1:22 - Training Barrels Summary
3:02 - Out of Bounds
5:33 - Height/Distance Gainers
7:15 - Spawn Snagging
9:17 - Remaining 3 GBs Intro
9:32 - Aztec Sound Matching Game
10:05 - Rareware Golden Banana
10:51 - Tiny Isles Blueprint
12:07 - Coloured Banana Stealing
12:41 - Simian Slam
14:37 - Fairy Camera & Shockwave
16:25 - Funky & Candy Moves
19:10 - DK's Cranky Signature Moves
21:30 - Simian Slam Upgrades
22:34 - Chunky's Cranky Signature Moves
24:47 - Remaining 4 GBs Intro
25:06 - Chimpy Charge
25:38 - Rocketbarrel Boost
27:06 - Conclusion
Exact TAS Time | 1:07:45.983
RTA Timing | 1:07:23.167
Rerecords | 183,801
RTA WR at time of creation | 1:46:39
Speedrun Leaderboards - speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG
Twitter: twitter.com/tjballaam
Contact: theballaam96#6738
THANKS TO
Bismuth:
youtube.com/user/BismuthWasTaken
twitter.com/Bismuthi
Isotarge:
youtube.com/user/partyatmine38
http://twitter.com/isotarge
MUSIC
A mysterious sighting: youtube.com/watch?v=zXkOFNeMO04
Cheato's Theme: youtube.com/watch?v=s3RzWnwS3jg
Snide's HQ: youtube.com/watch?v=2iVYo9CinZk
Disco Zombie: youtube.com/watch?v=XS2ZjwT1cuI
Wizards and Lizards: youtube.com/watch?v=qSG__nUiA5I
Snow Worries: youtube.com/watch?v=9Xz8eqNJLEM
Cortex Vortex: youtube.com/watch?v=2B5RuPFOidg
Angry Aztec: youtube.com/watch?v=Smx_2U6I5_A
Professor Layton's Theme: youtube.com/watch?v=dFBKHSitIjo
75m Remix: youtu.be/1Oykcopx_7o
CHAPTERS
0:00 - Introduction
0:46 - Defining a collectable
1:23 - Test Room Balloon
2:32 - Chunky Galleon Out-of-Bounds Coins
3:14 - Diddy's Mountain Coloured Banana
3:37 - Tiny's 5-Door-Ship Coloured Banana
3:55 - DK's Japes Out-of-Bounds Coloured Banana
4:39 - Hidden Caves Beetle Race Golden Banana
5:47 - No Logo Stealthy Snoop Golden Bananas
7:33 - Conclusion
Twitter: twitter.com/tjballaam
Contact: theballaam96#6738
THANKS TO
Exchord:
youtube.com/user/Exchord92
youtube.com/user/IntroStoryGlitch
Really_Tall:
youtube.com/c/Really_Tall
twitter.com/really_tall
SolidifiedGaming:
youtube.com/user/SolidifiedGaming
twitter.com/solifiedgaming
NO COMMENTARY:
Nintendo Coin Early: youtu.be/z5TX-NBFLI0
Rareware Coin Early: youtu.be/v07_FfUqNCE
MUSIC:
Cauldron Keep: youtu.be/QSN8SmeQO6o
An Evil Plan 2: youtu.be/epYkQW8S6-U
Valley: youtu.be/-4_WsFiOwxE
Fungi Lobby: youtu.be/0Gp4dVO1XvQ
Monkey Smash: youtu.be/LvrYqMZjzi4
Bottle's House: youtu.be/rpHgnwb84a
Snide's HQ: youtu.be/2iVYo9CinZk
T.T.'s Theme: youtu.be/YQXT1LoBOII
Hot Top Volcano: youtu.be/JN5yJypyyRo
Drain Damage: youtu.be/XuNpXZxCzvc
In the Hall of the Zombie King: youtu.be/akF-SnO2f_Q
Cauldron Keep (B.O.B. Chamber): youtu.be/brWQxHKS6g
75m Remix: youtu.be/1Oykcopx_7o
CHAPTERS
0:00 - Introduction
0:52 - Pre-requisites
1:15 - Flashback Warp Setup
2:32 - Gain Control in End Sequence
3:26 - Game Mode Overview
4:09 - Movement to Arcade with oranges
5:35 - Temporary Flags & Arcade
6:44 - Nintendo Coin Arcade in the Main Menu
7:46 - Getting into a file with the Temporary Flag
8:54 - Rareware Coin Early
9:55 - Why this won't be used in 101%
10:37 - Why is this noteworthy?
11:01 - Conclusion
THE CUTTING ROOM FLOOR
tcrf.net/The_Cutting_Room_Floor
MUSIC
Atmospheric Pressure: youtube.com/watch?v=CjN25asRYcc
Droid Void: youtube.com/watch?v=-gqkK1UD4Kk
Sloprano Instrumental: youtube.com/watch?v=AuCV_tuyUYk
Crikey's Cove: youtube.com/watch?v=9gbgYqx3Nnw
Hailfire Peaks (Icy Side): youtube.com/watch?v=hABXWdEM7Xc
Bridge over the River Ty: youtube.com/watch?v=kF94TXfCcPE
75m: youtube.com/watch?v=1Oykcopx_7o
SOURCES
banjokazooie.fandom.com/wiki/Castle_world
tcrf.net/Prerelease:Banjo-Tooie
tcrf.net/Proto:Donkey_Kong_64
http://www.raregamer.co.uk/games/paul-machacek-stop-n-swop-interview
dk64.fandom.com/wiki/Intro_Story_Glitch
docs.google.com/spreadsheets/d/12gg-vDzTLkGet6_e6831l0iR9NDj47c5evspqyGZ9VY/edit?usp=sheets_web
youtube.com/watch?v=kOAATfDXfuY
http://www.dkvine.com/interactive/forums/lofiversion/index.php?t7322.html
youtube.com/watch?v=5MN4wS6u0ZU
youtube.com/watch?v=5LcAJ4VReUc
github.com/Isotarge/ScriptHawk/blob/master/games/dk64_flags.lua
github.com/Isotarge/ScriptHawk/blob/master/games/dk64.lua
CHAPTERS
0:00 - Introduction
1:18 - Treehouse & Caves Unused Cutscenes
2:43 - Unused Caves Spawners
3:50 - Pause Menu Entry
4:57 - Mystery Eggs
5:02 - Conclusion
After a little detective work, taking into account a clip posted in the DK64 discord a few weeks prior of CandyBoots failing castle car race after crossing the line with 13 coins ( clips.twitch.tv/BlueFancyDragonfruitPanicBasket ), I was able to deduce the cause of the glitch and find a way to reproduce it.
In short, you need to collect a 10th coin during the transition from inside the car to outside the car (where the car talks to you about winning/losing the race) whilst also winning the race. If you win the race and have 9 coins, the game will try to fade to cutscene 3 (The cutscene where the enemy car tells you that you) during this transition. By collecting the 10th coin, it changes the sequence used to the victory sequence. Since cutscene 3 needs the try again for the transition, but the try again never comes up, we skip the transition and therefore can move around.
The racetrack doesn't have any wall collisions, so you can walk anywhere with this. You can still collect coins and do all the moves, but outside of that, there's nothing really to do.
Until 2017, only 15 were known about. 7 in DK Isles, and 1 in each level (except Aztec which had 2). Then in early 2017, a second rainbow coin in Fungi Forest was discovered, bringing the total amount of rainbow coins to 16 (And did NOT invalidate every 101% speedrun on the leaderboard @kotaku )
RTA Timing: 22:42
RTA Method
1) Get ISG, head to japes
2) Enter Rambi Box, play instrument in the small window you can after transform to cause a cutscene that will fade you into Intro Story
3) Watch rest of intro story
STEPS TO REPRODUCE
1) Wrong grab the rambi box in Japes and move to near Cranky's (Example: youtube.com/watch?v=-9NYxIQUvU0 )
2) Gain control in Rambi Box (Any TBS method works, eg Uncrouch) and enter Cranky's towards the end of the transform so you trigger the LZ before you change into Rambi
3) Clear the Cranky text and Exit
EFFECTS:
- All "no entry" zones are cleared
- You can bring Rambi anywhere pretty much
- You can't grab anything kong-specific, GBs don't increment counter
- If you open the boss door, you can enter bosses (not opening the boss door causes the game to crash upon loading the HUD)
Since the last WIP I posted, we completely redid the route, and most notably the level order. Since the level order is so drastically different, this WIP is not a part of the same TAS as WIP 1 as the TAS has been started over.
To give a general summary of what is shown in this WIP, we finish off the back part of Boogie nights with the final disco room and the final 2 udders. We can pause 2 frames before the game saves an udder to skip the dialogue notifying game progress.
When we get back to the brain, we need to head into "Happiness" but we are short 1 udder. Thankfully with glitches you can enter the hub early, however you need to go far enough into the inbounds section of a tunnel to trigger a flag in memory that prevents a softlock upon entering a hub area. Memory is the closest hence we head in there.
There's a lot of small techniques like walljumping (bad adjoinment of wall triangles can cause you to get a jump off the wall) and Perspective Force Slide (Exiting a roll and entering first person on the first possible frame to move at max roll speed whilst in 1st person) scattered throughout this WIP. Both of these enhance sequence breaks and optimise movement (eg. You can move and shoot the potatoes in "Lord of the Fries" with Perspective Force Slide).
Now that we're in "Lord of the Fries", we need to head to the Hot Sauce character ASAP since he provides the potato quest which requires you to shoot 1-3 potatos in each area of the level. Heading straight from the first to the last area means you do not have to revisit areas 2 and 3.
After we are given the quest, the best route is to go through the areas in sequential order. Normally you need to kill a series of robots to acquire a key card to proceed to the next area, but we don't need that thanks to walljumping.
Once we return back to the final area in the game, we can grab the mid-air marbles with the helium balloon. Entering a balloon whilst shooting allows you to get rid of the "slow" balloon effect as soon as you put your gun away. Thankfully with 30 pea pellets to spare, we have enough to do the challenge.
After acquiring the hot sauce udder, we proceed to grab an udder from out of bounds. This is the Helium Balloon challenge udder, and we grab it early to allow us to get back to the start of the level super fast and skip the lengthy challenge.
This TAS was made with the assistance of a RAM Watch script called ScriptHawk, which can be found here: github.com/Isotarge/ScriptHawk
Current 100% WR [PC]: youtube.com/watch?v=p2XDF6vuHw0
Speedrun Leaderboards - speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG
Groovy!
TASVideos Submission: http://tasvideos.org/6560S.html
TASVideos Forum Thread: http://tasvideos.org/forum/viewtopic.php?t=21452
Game Version: PAL
Frames: 2521
Rerecords: 6325
So, the main trick of acquiring the Golden Banana is a trick where you can bring held objects into another map (sometimes, depending on loading zone properties) and they will spawn at your entrance location in the map. Normally this is limited to items you can normally hold in the game (kegs, boulders, vases etc.).
However, by destroying a held object at a certain point in the pick-up animation, you keep the held object reference despite you no longer holding the now-destroyed object. Because of this, you are now holding free memory. By manipulating memory so that a certain value lies 0x5A after that reference (the memory location which defines the type of object something is), and then walking into these loading zones, you can arbitrarily spawn anything into any map.
After a lot of brute forcing and spinning round in circles, we managed to get that value to read 0x0017 (23 in decimal format), and therefore spawn a cannon into the Beetle Race map. This launches us up to around Y=285,000. This is where N64 would crash since your height is over the value which the Nintendo 64's processor can handle in this regard. That being said, Wii U VC does not have any problems with this.
You then have only a couple minutes to get to directly over the GB and then get into first person to deload the map before the beetle finishes the race.
This is the 202nd unique golden banana to be able to be collected in the game. The only remaining one left to our knowledge is one very far out of bounds in an unused minigame map. It is unlikely we will get this as we do not have any way to get into this map as of right now.
So the state in the phase (3rd hit, 4th hit etc) K Rool is in outside the shoe is determined by temporary flags {0xA,1}, {0xA,2}, {0xA,3} and {0xA,4}. By hitting the 3rd toe to completion and then voiding out of K Rool, the temporary flag which says "K Rool's 3rd toe shot to completion" {0xA,3} never gets reset. As such, when you re-enter Tiny Phase from Lanky Phase, the game thinks you just exited out of the shoe after the 3rd hit. This also works for hits 1 {0xA,1} and 2 {0xA,2}.
Unfortunately, this interrupts the kong change, and Lanky yet again ruins another potential skip...
Hit 4 {0xA,4} doesn't work as of yet because you are locked into a cutscene upon re-entry into the Tiny Phase map. If you, somehow, managed to get it to work (I have my theories, but it's unlikely to work to say the least), you could skip Tiny Phase in a K Rool run. (You would still have to do Tiny Phase prior to set up the temporary flags, so it would not be faster for full-game runs at all), but it would mean that you could go from the start of K Rool to the end in around 6 minutes 40 seconds (DK = 1m, Diddy = 1m20s, Lanky = 1m55s, Tiny = ~30s, Chunky = 1m55s)
Exact Time | 4:11:49.400 (906,564 frames)
FAQ | http://bit.ly/801FAKEBEAN
Commentary | twitch.tv/videos/497894869
CHAPTERS
0:00 Training Grounds
4:39 Angry Aztec 1
10:56 Creepy Castle 1
25:26 Frantic Factory
1:01:47 Gloomy Galleon
1:32:00 Hideout Helm
1:39:09 Creepy Castle 2
2:08:06 Jungle Japes
2:30:11 Crystal Caves
2:55:33 Angry Aztec 2
3:23:00 Fungi Forest
4:00:58 King K Rool
4:12:25 Credits w/ 101% Ending
Stream Reveal date/time: 13th October 2019 - 3pm EDT (8pm UK, 2pm Central)
Stream Reveal: http://www.twitch.tv/2dos
Music: Be Gone Mr Gawne
Artist: Boss Fight
Listen: youtube.com/watch?v=74S2RwVaynI
In short, with tagging out of range with TBS, you can extend the zero-gravity effects of Crash Climbing infinitely and get up a theoretically infinite height as any kong.
Getting out of this is very limited, but I'm sure some memer is going to find a use for this in a challenge run.
COMMENTS
I made this after seeing the 10-year old TAS and wondered whether it could be improved given emulation tools being a lot better nowadays than in 2009. This run beats the old TAS by 45s: youtube.com/watch?v=hGT3xHyDmqc
The purpose of this is to beat all 9 minigames as fast as you can.
Some minigames are bound to an overall timer and are therefore autoscrollers. They are:
- Magikarp's Splash
- Ekan's Hoop Hurl
- Sushi-Go-Round
With these I either go for a high score or something entertaining (Lickitungs getting constantly displeased with their food is somehow entertaining to me).
Some minigames are bound by RNG, where the end of the minigame (assuming the human players are decent at the game) is bound by how quickly the computers fail or succeed. They are:
- Snore War
- Rock Harden
- Clefairy Says
- Run, Rattata, Run
RNG is determined when you enter the minigame and doesn't seem to be able to be manipulated otherwise. Clefairy Says is the most affected by RNG as most patterns give you rivals who last until round 6. The one in this TAS lasts until round 5 and therefore saves 1 round. Run Rattata Run is covered at the end. Since these are RNG elements, there is almost certainly patterns which are better since RNG usually is stored as a 4-byte integer (aka A heck of a lot of combinations).
The other two minigames are bound by human skill. This is where a TAS shines without having to rely on RNG manipulation. They are:
- Dig! Dig! Dig!
- Thundering Dynamo
These are relatively easy to do for a TAS since it's "mash to win". But it's a display of how well you can do in the game if you mash frame perfectly.
The order doesn't matter too much outside of manipulating RNG. Going from one minigame to the next always takes the same amount of time regardless where you're coming from and where you're going to. However, there are two elements of the run where the order does matter.
- Magikarp's Splash is the best to start with since this one is highlighted at the start
- Run, Rattata, Run is the best to end on since the computers are often very dumb. This means that the difference between the last TAS input and when the minigame finishes can be quite large. So having the last input end the run (with the remainder of the run being waiting for the players to finish, but after when timing ends) obviously saves time.
TAS File: drive.google.com/open?id=1b2O6k2HYPuasbD9ugbj0iSppePIpBcTl
If you do want to see the test map cutscenes, you can do so here: youtube.com/watch?v=66IreHKahfs
To add some context to some of these:
FUNGI / CASTLE LOBBY CUTSCENE 2
These seem like the result of copying the map data from Japes Lobby as both of these spawn Lanky's Instrument pad GB.
TINY PHASE CUTSCENE 0
Whilst the barrel does spawn in normal play, there is never a cutscene tied to it. In cutscene 0, the barrel remains permanently spawned even after K Rool stops being in pain, which differs from the final version.
FRANTIC FACTORY CUTSCENE 6
The location of where it's focused on is where a GB used to be in the early versions of the game.
JUNGLE JAPES CUTSCENES 30, 31, 32, 33
Whilst these look very similar to the normal log cutscenes, these are different and never recalled in-game
CRYSTAL CAVES CUTSCENE 26 / DK TREEHOUSE
This is likely related to the "Ice Key"/"Stop n Swap" connection for DK64 that was never introduced due to a last-minute change in N64 Hardware.
A full list of the cutscene layout in Donkey Kong 64 can be found here: docs.google.com/spreadsheets/d/1gcMsKXRB3CpJaBv5FQvtKfCGWUo4gkTzxTBstPJ0OZA/edit#gid=687878851
More information: pastebin.com/5M9pTb5m
Temporary Flags: github.com/Isotarge/ScriptHawk/blob/master/games/dk64_temp_flags.lua
Credits:
Xiah7s (Carpetless): youtube.com/watch?v=cjcD0qzkgcw
Stijn van Wakeren (Ending Music): youtube.com/watch?v=1Oykcopx_7o
Bismuth: youtube.com/channel/UCQ9STd0zeHrrQGJQEuvhuTw
"Cinematic Camera" - github.com/theballaam96/DK64TestScripts/blob/master/Donkey%20Kong%2064/cinematicCamera.lua
CHAPTERS
0:00 - Introduction
0:59 - Helm Overview & How to get the glitch
1:42 - Why the glitch works
3:20 - The effects of the glitch
3:58 - PAL & Japanese Versions
4:29 - How the glitch patch saves time for RTA & TAS
5:25 - Conclusion
#580 is likely unused
Lua Script: github.com/theballaam96/DK64TestScripts/blob/master/Donkey%20Kong%2064/soundPlayback.lua
Credits to the ScriptHawk team for the memory addresses for this: github.com/Isotarge/ScriptHawk
So, how does this work? Well, there's a mechanic in DK64 where if you enter a tag barrel, your pre-tag barrel angle is preserved when you exit it (Your angle is slightly changed when in the tag barrel normally).
This can be annoying for TASes (I'm looking at you Factory Lobby fairy), however, this means that no matter your angle, you can get it later on. This includes the overflown angles of 'Swim through Walls'/Phasewalking/Phase Falling.
So, if you get tag barrel storage with a phase angle, then move around a little, and then tag, you will have that phase angle without entering first person.
Unfortunately a lot of things lose this state when exiting TBS. However, if you use Jump + then a Z to tag/slam, you can use this to great effect to clip through walls.
Other phase tricks:
Swim Through Walls (Phase Swimming): dk64.fandom.com/wiki/Swim_Through_Walls
Phase Falling: youtube.com/watch?v=Nac7mSApXkg
Phase Walking: youtube.com/watch?v=NcvaFmXg0Iw
Phase Punching: youtube.com/watch?v=kj9myFnQUnA
It's finally been done! After many years of people asking "How the heck do you play as Krusha in Adventure Mode", we have a way of doing so with some speedrun glitches, ritual performing and mild Mad Jack gameplay.
Credits to the discovery of this glitch go to
Humi1iation: youtube.com/watch?v=v3Q_W7EvWy8
The New York Lankies: twitch.tv/cfox7777
Frail Spool: youtube.com/watch?v=lWDc1mlukfU
Speedrun Leaderboards - speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG
Big timesaves from this run came from no fake udder and a better end to VDV. I have a theory that I also saved a lot of time because of the "Millions of Pixels" setting on the Main Menu. Not entirely sure if this is just a false facade for just getting better, but it's certainly something worth investigating.
As for timesave for the next run, there's a decent timesave at the end of PG1 cause I accidentally fell off trying to do the painting room skip. Some bad RNG on the Roswell & Bob fights meant that I probably lost 1m to a semi-optimal time on those two. Trying to get the DWU Blue Balloon was also bad cause of the bat trying to hit me. Sub 1:45 is possible, but probably hard, although that hasn't stopped this game before.
As cool as this glitch is, it is unfortunately currently useless.
As always, ScriptHawk and the features it provides helped a tonne with the making of this video. Credits to Isotarge and the rest of the ScriptHawk team for making such an amazing tool which you can find here: github.com/Isotarge/ScriptHawk
1) Alternative Ballroom Early - There's a nifty clip with rocketbarrel that you can use near Trash Can to enter Ballroom early. This skips phasewalking/skew/lag clipping/ledge clipping.
2) Alternative Low Water Seal Race Early - There's a method with STVW near the Mech Fish bunches that TJ came up with years back (youtube.com/watch?v=m2exc-O5gYY), but this is a little easier to judge since it is very similar to the high water method. Essentially get the phase state (enter/exit C-Up within the 0-180* angle like STVW), then use Swim through shores to clip through.
3) Minigame Multishot - In the melon fire minigames, there's normally a cooldown to ensure you don't fire too quickly. By refilling ammo, you set this cooldown to 0. So, by firing, then reloading on the next frame, and then firing, you can fire 2 shots within 2 frames of eachother. These clips demonstrate some effects of this that you can perform, even to a rate of firing 15x per second.
4) Faster Text Skip - On the US version of DK64, going under lava warps you up to a fake floor stored at a certain memory address. On N64, this crashes the game, but on VC, it doesn't. As such, you can use this property to enter Helm without triggering the B-Locker text.
5) Moonflip - In short, if you clip up onto a floor on a slide (both beetle races), you inherit the vertical change in distance as vertical velocity. As a result, since your y acceleration is unaffected, you can go very high.
6) Mush Push - By performing a ground attack in a certain position whilst facing a certain angle allows you to clip into the Trash Can without Mini Monkey.
7) Velocity Conservation - By playing a fake instrument (using an instrument pad when you're just off the edge of the "playable range") in Lanky Phase, you conserve the velocity you had pre-instrument play
8) Lanky Phase Graphical Bug - By playing your instrument shortly after you have made K Rool slip on a banana peel, you can make the light object angles disassociate itself from the K Rool object. Unfortunately you cannot use this to use a banana peel twice.
9) Consistent Early Lighthouse GB Spawn - This oddity has popped up a few times during runs and TASes, and whilst this doesn't fully explain why it happens, this at least gives a consistent way to perform this oddity. It saves 0.5s for VC with this method (exiting/reentering Lighthouse)
10) PAL/JP VC Helm Escape - The 2 main methods of Helm Escape (Lag Clipping & Phase tricks) cannot be performed on the PAL and Japanese releases of DK64 on the Wii U VC, since phase tricks were patched on PAL/JP, and lag clipping is nowhere near as possible on VC (compared to N64). By using stored location clipping and orangstand TBS noclip, you can perform Helm Escape on these 2 releases of the game.
11) Chunky Phase "Incorrect Warp" - When you dip below Y=50 in K Rool, you get warped into the centre. However, in this clip, you are warped to the centre for 1 frame before being warped back to the red corner. Unfortunately it is not possible to activate the slam pad during this 1 frame, which unfortunately kills a really cool timesave for Chunky Phase stuff
12) Caves BBlast GB Dance Skip (No Spawn Snag) - By playing your instrument as soon as you can after exiting BBlast in Caves, you can achieve a pause exit upon touching Caves BBlast GB to get a dance skip. Unfortunately this would be slower than just the Spawn snag.
13) Old Gorilla Gone Cavern - There are a bunch of spawners in Gorilla Gone Cavern which have a trigger which can't be activated. This is what it would look like if they could be triggered, including the unused red klaptrap enemy!
This is abusing the fact that the switch in the centre of the Vulture shooting room only checks for whether you have the GB, and not whether you have killed the vulture. Because the switch checks this rather than the Vulture's death, you can repeatedly spawn the vulture. Since the GB is tied directly to the vulture, anytime you spawn the vulture, you spawn this GB ( cdn.discordapp.com/attachments/463917049782075397/533484540610609172/unknown.png ).
This video covers this glitch and also some areas of duplication in the other main levels, including the pitfalls of those which don't have full duplication yet (Dupable & can be acquired as any kong)
Music Credits:
youtube.com/watch?v=1Oykcopx_7o
This WIP covers file start, Coop D'Etat and Psycrow.
This TAS was made with the assistance of a RAM Watch script called ScriptHawk, which can be found here: github.com/Isotarge/ScriptHawk
This WIP is around 2:40 ahead of current 100% WR after Coop D'Etat and 3:40 ahead after Psycrow
Current 100% WR [PC]: youtube.com/watch?v=p2XDF6vuHw0&feature=youtu.be
Speedrun Leaderboards - speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG
Creditations:
The ScriptHawk lua script which helps a tonne with finding glitches: github.com/Isotarge/ScriptHawk
TJ (twitter.com/TJBlakely_) & Isotarge (twitter.com/isotarge) for their research on Telegrabbing and documentation.
Xafication for permission to use a clip of his current Any% PB (twitch.tv/xafication)
Music Credts:
youtube.com/watch?v=iE7JlXvqHJk
youtube.com/watch?v=1Oykcopx_7o
Did some practice for the upcoming 1545 Restricted Any% relay race (for which DK64's role is No Levels Early) which included me doing one K Rool to just derust more (I did a few the day prior to gauge where my skill was right now). This is the result.
12:09 is definitely possible, but like before, I'm no longer going for PB attempts in K Rool. Any time I do it, it'll be either during runs or in practice, and I'm only doing RTA for occasional races.
Splits: splits.io/3fzw
Full Time: 12:10.318
DK Phase: (2:19.247) 2:19.247
Diddy Phase: (1:19.151) 3:38.399
Lanky Phase: (1:57.225) 5:35.624
Tiny Phase: (4:37.351) 10:12.975
Chunky Phase: (1:57.342) 12:10.318
The route is mostly similar to the RTA route (of which the record can be found here: youtube.com/watch?v=p2XDF6vuHw0&t=1h10m45s ) with some optimisations (such as a 'blast jump' from a nearby 'Boom Box' to reach the pillar udder earlier than intended).
This TAS mostly shows off the sheer optimisation left in movement within this game. Emulator naturally behaves more like the PC varient of this game (little lag, gaining height during the twirl move, no walljump), however when I get round to doing the full 100% TAS of this game (Which will use scripts to hack the emulator to behave more like N64), you will see A LOT more sequence breaks due to one of the mechanics that N64 has that PC/Normal Emu does not.
This TAS was made with the assistance of a RAM Watch script called ScriptHawk, which can be found here: github.com/Isotarge/ScriptHawk
Speedrun Leaderboards - speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG
Timing starts on first black frame on the loading zone entering Helm, timing ends as soon as you collect the final collectable needed for 100%.
This is an improvement of 55.297s over my old "TAS" that I did in Feb 2017. Safe to say I wasn't that good at TASing back then: youtube.com/watch?v=JJSJ8MbIzvE
This TAS uses the Japanese version of DK64 to beat Hideout Helm in under 6 minutes. The Japanese version is necessary because it is the fastest version between PAL (European) & JP (Japanese).
One of these two versions are required to perform a glitch where you can beat Helm with only completing 2 of the minigames.
The US version of DK64 has a bug where if a few conditions are fulfilled, all of the medals become uncollectable (unless you spawn snag them). More information on this bug can be found here: pastebin.com/5M9pTb5m
This was patched in the PAL & JP versions and therefore can be abused for this glitch.
Since JP is patched in some aspects, there are a few places where it would lose time to US *if* US could pull off the glitch. Primarily skipping some of the orange clips (which are pretty brutal), getting to the slam pad in the Rocketbarrel minigame faster (with a phasewalk) and also being able to text skip in the 2 minigames. Outside of that, JP does not lose a single second to US.
Skipping rocketbarrel has been known to be possible for a while with Infinite Remote dismount, but skipping guns is the primary new thing. In 2016, GloriousLiar discovered that you could hit the targets with oranges ( youtube.com/watch?v=wGdYC-d1aa0 ), however, only the bottom target was within reach.
However, with a tonne of meme strats, including pause cancel to store position, telegrabs to get to the top of lighthouse and cannonball ultralag to ensure that the telegrab makes the distance, skipping the gun finally becomes possible.
There are 2 requirements for this GB:
1) You must do this before collecting vulture GB (So you can start the Vulture Race)
2) You must do this before collecting cannon game GB (So you can spawn the Cannonball for Ultralag)
If you have any questions, feel free to ask below or contact me via discord:
DMs - theballaam96#6738
Semi-Public Discord - discord.gg/CGDrWWT
- Psycrow
- Fatty Roswell
- Professor Monkey for a Head
- Bob & Number Four
- Earthworm Kim
This run is pretty different to 100%, since it skips some of the longer missions early on in the game, some of the backtracking for a few marbles and also skips every udder in the fantasy levels (as well as a few marbles). 50/74 udders (to open Fantasy) and 950/1000 marbles (to open the Bob fight) are obtained in this category.
If you are interested in running this game or just staying up to date with Jim 3D stuff, then I would advise joining the 'Earthworm Jim 3D' discord.
An invite link can be found here: discord.gg/PUYh2yG
This run isn't perfect by any means, I can see it going to a 1:18 with some better luck on Roswell/Kim and without any major-ish mistakes. However, this is a pretty decent run for the time being.
If you have any questions, feel free to ask!
But what if we fixed the game in 2018? What if we took away some of the glitches which define the speedruns you see in runs. Today, we do just that!
Lua script: github.com/theballaam96/DK64TestScripts/blob/master/Donkey%20Kong%2064/glitchless.lua
The Sunday Sequence Break (DK64 Episode): youtube.com/watch?v=-D_LPzy3g
MUSIC USED:
Chipzel - Only Human: youtube.com/watch?v=7l-_PiU_UlI
A Hat in Time - Owl Music: Unreleased
Banjo-Tooie - Mr. Patch: youtube.com/watch?v=fOmFdMXQaK8
Monster Hunter Tri - Moonquake: youtube.com/watch?v=YI9MqIuZLmA
Sampling Masters - Call of Aspara: youtube.com/watch?v=yV_vxDqnick
Chipzel - Focus: youtube.com/watch?v=26lLZSKE6qc
Monster Hunter Tri - Lunar Abyss: youtube.com/watch?v=2lc1WwmRL_Y
Goldeneye 007 - Dam: youtube.com/watch?v=F7dXoNUPE74
Trackmania Stadium - Tachmania: youtube.com/watch?v=wfEEqLP2aDI
Stijn Van Wakeren - Donkey Kong Remix: youtube.com/watch?v=1Oykcopx_7o
CHAPTERS
0:00 - Introduction
0:50 - Swim Through Vertical Walls & Phase Tricks
2:07 - Lag Clips
3:33 - Fake Key & Early Key 8
4:37 - Helm Medals
6:02 - Moonkicks
7:25 - Tag Barrel Storage (TBS)
8:40 - Boss Key Skipping
10:25 - Conclusion
What was needed was playing the instrument after the final TBS and then take damage, however, with a spotlight dupe (ensuring that you don't use instrument afterwards) and then taking damage, you can regain visibility.
'Lanky Rocket' was found ages ago by Adam Whitmore and more detailed video documentation of potential uses of 'Lanky Rocket' can be found here (credits: Outlawmentalman): youtube.com/watch?v=lKQakmfRrRw
Speedrun Leaderboards - speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG
Fourth fake udder in a row (Past 3 times have cost me WR). Recollection of the udder cost me 1m30s, so potentially would have gotten Sub 1:50 without the fake udder (especially if Kim was nicer towards the end).
Great 'Barn to be Wild', Bad 'Violent Death Valley', Mostly good everything else ('Boogie Nights' was a little sloppy, as well as the end of 'Death Wormed Up'). Goal is a 1:48.
Main Menu Mode is no exception to this. How does it work? What can you do with this ability? What can't you do? And how can you cheat the system to do the things which the game says you can't do?
- +0x18A: Kut Out Phase
- +0x18B: Kut Out State
- +0x18E: Kut Out Phase Hit
Altering the 1-byte value at the pointer + 0x18A to 3 will produce phase 4 of Kut Out with a unique set of movement. Phases 5 and beyond just use the setup for Phase 2, so it's safe to assume that the game would have ended the fight after Phase 4.
Note that what body parts are on Kut Out are independent of the phase. Kut Out does not re-grow his limbs in Phase 4. He's not a worm :P
Glitch Hunting and determining cause of certain game quirks is made several magnitude's easier with ScriptHawk. If you want to join the glitch-hunting party, I would highly advise getting it at: github.com/Isotarge/ScriptHawk
Manocheese's 0:54 IGT | http://speeddemosarchive.com/demo.pl?DonkeyKong64_NewGamePlus_SS_054
Kiwikiller67's 2:02:42 NLE | youtube.com/watch?v=jYFH9t83LN4
This whole process revolves around trying to get Skew Levitation whilst in tag barrel storage in Llama Temple. The first part revolves around getting a vase into Llama temple (the only object in Aztec which is grabbable moveless). From here, the next part is to get it near the tag barrel, which is done in a similar way.
From here, we get downwards facing skew, and then tag barrel storage as Chunky whilst in skew. From here, we pick up the vase and get skew levitation, constantly changing our stick direction to precise angles to ensure that the skew levitation state persists.
From here, we tag (given that we're now at a high height), and navigate to the GB as Lanky.
Slowmo Chunky Song: youtube.com/watch?v=X5c83Uixoj8
In a TAS setting, this should save at least 5 seconds (this wasn't TAS'd with intense optimisation in mind, more just showing off the new skip route).
But what about RTA? Well, I got you covered!
youtube.com/watch?v=kweyFw0AiBI
EDIT: Kiwi has come up with a faster setup which saves 1 backflip. youtu.be/Ur9mRSAGob4
What this abuses is the ability to kickslide on the slide for a short period of time if you are able to get a crouch with some momentum on the slide. We are able to get a crouch with some skid-jump magic, and as long as we hold Z, Tiny will remain in a crouch. All it's a matter of is pressing B pretty soon after crouching to get a kickslide. The unfortunate thing is that the game considers Tiny as 'should be sliding' for the entire race. So if you don't get a kickslide in or a crouch in, you'll enter the sliding animation and you'll have to do the rest of the slide as intended.
The falls are pretty ok (make sure to remain in crouch so that you don't enter the "too far falling" animation and fail the race.)
Credits to TJ on some of the routing behind this: youtube.com/channel/UCyCxkUy0HHF7cgY5-wRy4Vw/feed
In theory, if all 161 non-snide GBs were dance skippable to the optimal level, you could save over 13 minutes in 101%. Now you know why they're so crucial to saving a decent amount of time potentially, here are some setups which you can use in your runs to save some time!
FREE LLAMA
Get on the block (either to the left or right) and aim directly at the wall closest to you (this can either be in 3rd or 1st person). If you got the correct angle, the orange will come back to near the blocks and you'll be able to take damage from it into the GB.
VASE
Typical DK64 BS. Get near the GB kinda inbetween 2 vases, throw a few oranges on the left side of the vase on the right. This will cause them to blow up on themselves knocking you into the GB.
K-LUMSY
Detransform just before you get to the GB. This will allow you to stop and position yourself without hitting the GB and without the cage closing on you. Get in the position shown in the video and aim for the right edge of the cage and throw 2 oranges so they blow up on eachother. This will knock you into the GB.
GORILLA GONE
Activate the pad (The GB disappears after 10 seconds or so, so don't take too long). Go down to the bottom of the blue section under the GB. Crouch, face up, throw orange and uncrouch. On orange's way back, LJ into it to get damaged into GB
LANKY CRYPT
When you get to the instrument pad (either via the torch clip or intended gameplay, use the orangstand sprint to get onto the GB platform (aim to the left of the GB so that you don't pick it up accidentally). Detransform, and head to the right of the GB. Go in first person and aim a little right of the line and throw a few oranges to damage you into the GB. If the oranges are exploding automatically, you're too close to the wall. The video also shows how I think you should do this room for 101% if you go for the dance skip.
LANKY JAPES CAGE
Get inside the cage to the right of the GB. Get in first person and aim slightly left of perpendicular to the opposite wall. Throw an orange, and you should get bounced into the GB.
TINY JAPES CAGE
Get inside the cage to the right of the GB. Get in first person and aim perpendicular to the opposite wall. Throw an orange, and you should get bounced into the GB. If you do the setup correctly, you shouldn't have any problems with landing in the water accidentally.
PAINTING ROOM
I think the painting needs to be open for this one, sorry NLE :(
Go to the right side of the painting (so that the beige triangle on the bottom right kinda intersects with Lanky), crouch and face left (the locked camera should give you the same angle every time). Throw the orange in 3rd person, wait a little bit, then backflip down into the orange. This should knock you into the GB, however this is not as consistent as the other seven. Expect to have some issues with this one.