Uploaded March 2019 | Updated September 2026, 2 weeks ago
Over the past several months, I have come across a lot of things that were not significant enough for a video to be produced about it. So in my usual fashion, this is a compilation of all of those things.
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!
Over the past several months, I have come across a lot of things that were not significant enough for a video to be produced about it. So in my usual fashion, this is a compilation of all of those things.
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!

![[TAS (Outdated)] Earthworm Jim 3D Any% in 2:19.867 by theballaam96
New TAS: https://www.youtube.com/watch?v=EdCpz_XXEqU
RTA Timing (File Select - Final Marble): 2:19.867
TAS Timing (Power On - Final Input): 2:45.367
This is a TAS of the new Any% category for Earthworm Jim 3D. This category uses a series of precise jumps to get out of bounds to skip directly to the final boss (Earthworm Kim). This skip was discovered a couple days ago.
Earthworm Kim Early Video: https://www.youtube.com/watch?v=sq_1DaZJHts
After performing this trick, its just a matter of fighting Earthworm Kim. With this, its just a case of good routing to ensure that obtain Ego Boosts (Temporary speed boosts) as much as you can without having to go out of your way too much, on top of collecting marbles efficiently.
Emulation with this game isnt 100% accurate to the N64 version, and behaves more like the PC release, so theres also that.
.bk2 file: https://drive.google.com/open?id=1ZQgb5Kw-a1ZJUXoi28-s3d1b0EYe0Ba_
Core Type: Pure Interpreter
Rsp Plugin: Hle
Active Video Plugin: Glide64
Shoutouts to Isotarge for his work on ScriptHawk (A lua script for the emulator BizHawk), specifically making it easy to create new modules for new games.
https://github.com/Isotarge/ScriptHawk
(Earthworm Jim 3D isnt in yet, I need to work on fixing one or two things first before I submit it)
Making of the TAS: https://www.twitch.tv/videos/209358124 [TAS (Outdated)] Earthworm Jim 3D Any% in 2:19.867 by theballaam96](https://i.ytimg.com/vi/Zi1y3HR3Gac/mqdefault.jpg)


![[Theoretical] Credits Early with L to Levitate | Earthworm Jim 3D Glitch
Edit: NOW POSSIBLE! https://www.youtube.com/watch?v=aHnW2V7I1GI&feature=youtu.be
The memes that happen whilst writing ScriptHawk modules..
By using L to Levitate, you can hit the trigger for the credits within the first minute of gameplay (This works at any point). Earthworm Jim 3D seems like a rather solid game in terms of physics and collisions, so this doesnt seem like itll be a thing for RTA anytime soon.
Making this public for any EJ3D runners / glitch hunters to see whether they can get anything working.
Specifics
- Trigger is around y=137
- Floor of the brain is y=40.1
- Top of the computer is y=80.02 (If you could get ontop of here, you could at least do Earthworm Kim Early) [Theoretical] Credits Early with L to Levitate | Earthworm Jim 3D Glitch](https://i.ytimg.com/vi/_F8q5Q_IHCw/mqdefault.jpg)





