Uploaded November 2017 | Updated September 2026, 2 weeks ago
A short rundown of the moveset changes between DK64's final N64 releases and the kiosk version (Also known as the 'NFR/Not For Resale Version').
Credits to Isotarge for his work with this and some of the footage
youtube.com/user/partyatmine38
github.com/Isotarge/ScriptHawk
Note: There are normally particles for Simian Slam/Shockwave/Skid, however they were not turned on for the purpose of this video
Some notes:
DK Roll - Grinds to a halt at the end of the animation
DK Kick - Feels a lot slower, kick doesn't go as far
DK Aerial - Arms are angled further down
DK Neutral Roll Jump - Jumping at the right time with a neutral stick in the middle of a roll will preserve roll speed and will allow you to cover large distances within a small amount of time (Credit: markusman64ds)
DK Gun - Gun is higher up
DK Slap - Slap feels faster, but you only do 1 slap per B press
DK Shockwave - More Shaky
DK SSS - Hand slam
DK SDSS - Head slam
DK Neutral Backflip - Moves backwards even with neutral stick
Di Chimpy Charge - Sound Effect
Di Stationary Tail Attack - Same as DK Slap, different animation
Di Aerial - Animation is different and shorter
Di Shockwave - More Shaky
Di SDSS - Extra Jump at the end
Di Neutral Backflip - Moves backwards even with neutral stick
Di Skid/Skid Jump - Different Animation
Di Rocketbarrel - No Guns
La Spin - Sound Effect
La Long Jump - Lmao
La Neutral Backflip - Moves backwards even with neutral stick
La Ledge Grab - Sound is early and a bit of extra wiggle at end
La Aerial - Feels a lot faster
La Shockwave - More Shaky
La SSS - Different Animation
La SDSS - Holy hell this animation is long
Ti Kickslide - Grinds to a halt at end of Kickslide
Ti SDSS - If 1 slam wasn't good enough, have 4!
Ch Punching - Different Animation
Ch PPunch - Chunky goes wibbly. Can cause a glitch where the ppunch movement occurs whilst Chunky is pulling back his hand.
Ra Charging - Faster & Longer than in the final. Can easily clip through walls (Not shown in video, but I got it like 5 times whilst messing around)
All Tags - Whilst this was a nice idea, I'm glad it was removed in the final versions
A short rundown of the moveset changes between DK64's final N64 releases and the kiosk version (Also known as the 'NFR/Not For Resale Version').
Credits to Isotarge for his work with this and some of the footage
youtube.com/user/partyatmine38
github.com/Isotarge/ScriptHawk
Note: There are normally particles for Simian Slam/Shockwave/Skid, however they were not turned on for the purpose of this video
Some notes:
DK Roll - Grinds to a halt at the end of the animation
DK Kick - Feels a lot slower, kick doesn't go as far
DK Aerial - Arms are angled further down
DK Neutral Roll Jump - Jumping at the right time with a neutral stick in the middle of a roll will preserve roll speed and will allow you to cover large distances within a small amount of time (Credit: markusman64ds)
DK Gun - Gun is higher up
DK Slap - Slap feels faster, but you only do 1 slap per B press
DK Shockwave - More Shaky
DK SSS - Hand slam
DK SDSS - Head slam
DK Neutral Backflip - Moves backwards even with neutral stick
Di Chimpy Charge - Sound Effect
Di Stationary Tail Attack - Same as DK Slap, different animation
Di Aerial - Animation is different and shorter
Di Shockwave - More Shaky
Di SDSS - Extra Jump at the end
Di Neutral Backflip - Moves backwards even with neutral stick
Di Skid/Skid Jump - Different Animation
Di Rocketbarrel - No Guns
La Spin - Sound Effect
La Long Jump - Lmao
La Neutral Backflip - Moves backwards even with neutral stick
La Ledge Grab - Sound is early and a bit of extra wiggle at end
La Aerial - Feels a lot faster
La Shockwave - More Shaky
La SSS - Different Animation
La SDSS - Holy hell this animation is long
Ti Kickslide - Grinds to a halt at end of Kickslide
Ti SDSS - If 1 slam wasn't good enough, have 4!
Ch Punching - Different Animation
Ch PPunch - Chunky goes wibbly. Can cause a glitch where the ppunch movement occurs whilst Chunky is pulling back his hand.
Ra Charging - Faster & Longer than in the final. Can easily clip through walls (Not shown in video, but I got it like 5 times whilst messing around)
All Tags - Whilst this was a nice idea, I'm glad it was removed in the final versions
![[TAS] WIP 1 (100% TAS) | Earthworm Jim 3D
A WIP (Work In Progress) of the 100% TAS of Earthworm Jim 3D. This TAS is made on BizHawk. The most notable thing is the fact that PC & N64 behave very differently to eachother (One has a higher jump [PC] but the other has the ability to jump off specific points on walls where collision is less optimal [N64]. N64s mechanics have way more sequence breaking potential and standard emulation behaves very much like PC, so we use a hack to mimic N64s behaviour. Because this is a hack and not the default game, this will NOT be submitted to TASvideos when complete.
This WIP covers file start, Coop DEtat and Psycrow.
This TAS was made with the assistance of a RAM Watch script called ScriptHawk, which can be found here: https://github.com/Isotarge/ScriptHawk
This WIP is around 2:40 ahead of current 100% WR after Coop DEtat and 3:40 ahead after Psycrow
Current 100% WR [PC]: https://www.youtube.com/watch?v=p2XDF6vuHw0&feature=youtu.be
Speedrun Leaderboards - https://www.speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - https://discord.gg/PUYh2yG [TAS] WIP 1 (100% TAS) | Earthworm Jim 3D](https://i.ytimg.com/vi/iX-UGx-uBmo/mqdefault.jpg)

![Circuit (Beginner) in 39:33 [Former World Record] | Rush 2049
Still bad, but Im getting there
New WR : 38:33
Console: Nintendo 64
Version: NTSC-U
Thumbnail Credit: Andrew Cullen Circuit (Beginner) in 39:33 [Former World Record] | Rush 2049](https://i.ytimg.com/vi/jPBfqu4E0Vo/mqdefault.jpg)






![Twirl Hover, Udder duping and more | Earthworm Jim 3D Glitch
Earthworm Jim 3D isnt an insanely broken game as of yet, but it does have its fair share of quirks. Here are a few of them!
#1 - KNOCKBACK PUSH
When getting attacked by a damage source, Jim will get displaced a certain amount (knockback). For most damage sources, the initial knockback nothing noteworthy. However, there are two damage sources which provide considerable initial knockback (The fire pillars in AYHT and the smoke pillars in PG1).
When hit by these, Jim will have an immense amount of initial displacement. In AYHT, its enough for him to pass through a wall.
#2 - PC FRIENDLY CHICKEN SKIP
On N64, there is a certain glitch you can execute called a double jump. When against certain walls, Jim can execute a double jump to gain extra height. In this case, it allows you to skip the chicken quest to get the fireplace udder early ( https://www.youtube.com/watch?v R4bf8FXxq8 ).
Double Jumping is currently N64 only (suspected that the trick is somewhat influenced by lag, which would explain why PC/Emu cannot execute it).
Using banana boosts (small height gaining trick), PC can execute lots of new things, including chicken skip.
Note that a new method has been found by CardinalPickles which saves even more time for PC: https://www.youtube.com/watch?v=2Ti4rvMUSXQ . The method in this video was found prior to this.
#3 - OOB IN POULTRYGEIST
Yet again another application of the banana boost. This was initially intended for a skip called Vacuum skip (Grabbing the Vacuum udder early, therefore skipping defeating the PG1 Vacuum). However, you barely miss the udder (Only a few units off), and also theres a wall which doesnt open in the level if you do vacuum skip, so this becomes useless for 100%.
#4 - 2ND BEAN ROOM EARLY
Its as simple as it looks. This saves time for 100%
#5 - POULTRYGEIST ROOM UDDER EARLY
Another application of banana boosting. Barely saves any time.
#6 - GAIN CONTROL IN THE OPEN CDE CUTSCENE
Small little timesaver for 100%, although hard to execute well because of the locked camera you get
#7 - BOSS FIGHT QUICK KILL
Using emulation tools, you can get off the pig in boss fights. There are a lot of elements of the boss fight which stop working whenever you dismount the pig (The collectable elements stop becoming collectable, the boss freezes, the HUD disappears). On the plus side, you gain access to the rest of Jims moveset, including whipping. Whipping the boss makes him disappear (He actually just reappears at the centre of the arena, along with being very small). Mounting the pig again makes your ears bleed, so I didnt show that in this video. If you want to make your ears bleed, this is what happens after you mount the pig: https://www.youtube.com/watch?v=O9cfWtaaCnY&t=18
#8 - UDDER DUPING IN POULTRYGEIST [THEORETICAL]
After returning the aggressive beaver to the body of the headless ghoul in Poultrygeist, you gain access to an udder on the balcony of the mansion. Going through the door warps you to a different part of the map far-ish away from the headless ghoul. But how do you see the udder if the balcony is so far away? Well, there are actually two udders!
One of these is the actual udder, when collecting it, it sets a flag. The second udder is just a fake udder that is behind the warp point. This udder does not set any flags when you collect it, and only appears whenever the flag isnt set for the first one.
If you bypass the warp trigger (which can be done if you get out of bounds), you can access this second udder and collect it. Reloading the map means this udder will reappear (meaning you can collect it again).
If youre familiar with DK64 glitches, this is just like the GB in the mill.
#9 - BOX DOWNWARP
A very small timesaver when it comes to future TASes of this game. If you destroy a box and get on it quick enough, you seem to get a small downwarp. It only saves a few frames though.
#10 - TWIRL HOVER
This is a weird glitch where we get stuck in a jump slide ( https://www.youtube.com/watch?v=LF2hyQc-b5c&feature=youtu.be ). A jump slide is a slide which happens on some ledges which gets us temporarily stuck on the 6th frame of the jump animation, and exhibits all the properties you would get with the 6th frame of the jump animation. Somehow (I was twirling onto the post outside the vacuum door when this occured [the post being a slippery slope]. I started recording as soon as I noticed something was up) we replaced the jump animation with the twirl animation.
Remember how I said that all the properties of the 6th frame of the jump animation were replicated throughout the jump slide. Well, this happens with this too. On the 6th frame of the twirl animation, you gain a small amount of height (on Emu/PC), meaning that you continually gain height with this.
If someone can record themselves getting this state to occur, let me know. Youd be doing a grand service to the Jim 3d community! :) Twirl Hover, Udder duping and more | Earthworm Jim 3D Glitch](https://i.ytimg.com/vi/lVZJC0nu91Q/mqdefault.jpg)
![Any% in 4:00 [Former World Record] | Earthworm Jim 3D
EDIT (3 Aug 2018): New WR - 3:40: https://www.youtube.com/watch?v=p3tuz8HWt_M&feature=youtu.be
I got a Sub 4 a few months ago, then the timing rules got changed meaning it turned into a 4:28. Decided to do a few runs, and got this within an hour. Not completely done with any%, but its at least a decent run.
This was performed on the PC release of the game. The PC has a reduced amount of lag and a higher jump compared to N64. The higher jump means that the Kim Early sequence break becomes possible (It is not possible on N64 to our knowledge). PC Release also has musical issues meaning that the majority of the BGM does not start.
Kim Early RTA Inputs - https://www.youtube.com/watch?v=XszZum1BaoI
Speedrun Leaderboards - https://www.speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - https://discord.gg/PUYh2yG
Any% TAS (No Kim Skip) - https://www.youtube.com/watch?v=EdCpz_XXEqU
Any% TAS (With Kim Skip) - https://www.youtube.com/watch?v=TJcMcIKPC2I Any% in 4:00 [Former World Record] | Earthworm Jim 3D](https://i.ytimg.com/vi/llBTpKDVHzM/mqdefault.jpg)