@dk64abuttonchallenge86
  @dk64abuttonchallenge86
DK64 A Button Challenge | Isles Warp 1, Enter Galleon, Key 4 - 0xA @dk64abuttonchallenge86 | Uploaded August 2017 | Updated October 2024, 3 hours ago.
While there may be no Gold Bananas, this is a critical section of the run. Without reaching warp 1 in Isles or Key 4 we could not enter any level besides Japes and Galleon, nor could we free 3 of the kongs. Leaving water without an A press is a difficult task, forcing some wild strategies here just to get up two small edges.

Every video will assume you've already completed some relevant subset of previous videos to get to that point. Notably, every video after this point will assume A is held at the start. 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, faster swimming, rocketbarrel, and more. No distinctions will be made between 0xA and "0.5xA" because A can always be held from starting the file or a prior press, and so distinguishing between the two has no benefit.

For more information on total progress, see: kaztalek.com/dk64abc

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 uneffeced 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.

Gunswim: Press C-up right before entering water with the gun out to avoid putting the gun away while swimming. This allows gunshots and oranges from the surface of the water, which is normally impossible.

Phasewalking: With an angle in the (150, 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".

Moonkick: Cancel an aerial attack by landing and then follow it with a kick to go soaring in the air for a short period of time. Note that you need to be in a jump state to do an aerial attack - walking off a ledge is insufficient. This will come into play a lot during the run.
Isles 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 - 0xAFungi Forest: Chunkys Minecart GB - 0xACreepy Castle: Buying Moves & Red/Green/Blue/Purple Blueprints - 0xA

Isles Warp 1, Enter Galleon, Key 4 - 0xA @dk64abuttonchallenge86

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