@dk64abuttonchallenge86
  @dk64abuttonchallenge86
DK64 A Button Challenge | Crystal Caves: Lower Diddy Cabin - 0xA @dk64abuttonchallenge86 | Uploaded October 2017 | Updated October 2024, 4 hours ago.
Diddy's lower cabin normally requires a small hop into a rocketbarrel. Getting around that little jump ends up being a big task. We've also officially reached 75% completion with no additional A presses since the first video!
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Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping when walking through loading zones, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.

For more information on progress, see: kaztalek.com/dk64abc
The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.


Some tricks used here:

Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.

Phasewalking: With an angle in the (140, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".

Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
Crystal Caves: Lower Diddy Cabin - 0xADK Isles: Isle Top GBs - 0xAIsles Warp 1, Enter Galleon, Key 4 - 0xADK Isles: Batty Barrel Bandit GB - 0xAFungi Forest: Giant Mushroom Switch GBs - 0xACreepy Castle: Ballroom GB - 1xACrystal Caves: Chunkys Cabin GB - 0xAJungle Japes: Tinys Shell GB - 0xAAngry Aztec: Lanky 5 Door Temple / Stealthy Snoop GBs, 2 Medals - 0xAK Rool: Diddy/Tiny/Chunky Phases - 8xACreepy Castle: 3 Diddy GBs and Medal - 0xAGloomy Galleon: Lighthouse Ship GBs, Chunkys Medal - 0xA

Crystal Caves: Lower Diddy Cabin - 0xA @dk64abuttonchallenge86

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