Uploaded July 2019 | Updated September 2026, 2 weeks ago
All cutscenes in Donkey Kong 64 that are never recalled in standard play. This video excludes cutscenes originating in the "Test Map" as accessing that map is completely unintended and the cutscenes in that map mostly exist elsewhere either as a map or global cutscene.
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
All cutscenes in Donkey Kong 64 that are never recalled in standard play. This video excludes cutscenes originating in the "Test Map" as accessing that map is completely unintended and the cutscenes in that map mostly exist elsewhere either as a map or global cutscene.
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

![100% in 1:46:39 [Former World Record] | Earthworm Jim 3D
Acquired this back in November and had this unlisted, thought making it public would be a nice meme
Speedrun Leaderboards - https://www.speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - https://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 its certainly something worth investigating.
As for timesave for the next run, theres 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 hasnt stopped this game before. 100% in 1:46:39 [Former World Record] | Earthworm Jim 3D](https://i.ytimg.com/vi/p2XDF6vuHw0/mqdefault.jpg)








