Early Moves, Weapons, and Instruments @Exchord
Early Moves, Weapons, and Instruments  @Exchord
Uploaded February 2014 | Updated September 2026, 1 week ago
This is a trick I actually have known for several years but never documented. Back when I was discovering most of the ISG tricks, I had little to no speedrunning experience and only shared what seemed useful to me. (MMM was useless before orange clips and DK Helm Early were found, plus I knew a ton of other tricks I was too lazy to make videos of) After I had finally gotten around to making ISG videos in 2012, I thought I had it all covered. Apparently not...

1. Activate Intro Story Glitch
2. View your file (this is to make sure you don't end up playing in the wrong file)
3. Enter and exit Monkey Smash
4. Enter and exit Rambi Arena (Enguarde Arena, DK Arcade, and Jetpac do the same)
5. Go back to DK's barrel screen
6. Wait for a screen fade

Note that these steps are just a basic way to do the trick. These are the two methods used in any%:
youtube.com/watch?v=Bnzyw5VWHXk
youtube.com/watch?v=pFNYFWvPR4o (delaying orange barrel)

After Intro Story ends, you will have all moves from Cranky, all guns, and all instruments. What you don't get is ammo belts, extra instrument energy, and abilities earned in training barrels.
The file itself is never saved after the trick. You can do this on empty or used files, but keep in mind that starting a multiplayer battle resets golden/colored banana and coin counters to 0.

Since you watch Intro Story from the Main Menu, you will be in Main Menu Mode (MMM) instead of Adventure Mode. MMM has several odd properties:
- The auto-save feature is disabled.
- The Start button is disabled.
- There is no way to lose health.
- All colored bananas and coins will reappear every time you enter a level or go too far out of bounds. This doesn't apply to balloons, though.
- There is no text during intro cutscenes for levels, character huts, battle arenas, ...
- There is no Blast-o-Matic timer once you enter Hideout Helm. It is not just invisible; it is completely disabled.

Benefits: The trick removes the need to free kongs. Every K. Rool phase forces the game to switch to the appropriate kong; and since the kongs already have all moves required to beat K. Rool, there is no need to unlock them.

Drawbacks: Resetting the game or getting stuck somewhere kills the run because there is no way to save the game or exit through the pause menu.
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Early Moves, Weapons, and Instruments

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