Uploaded March 2020 | Updated September 2026, 3 weeks ago
Original video: youtu.be/ouoLKo0gMiE
Ballaam: youtube.com/@Ballaam/videos
RingRush: youtube.com/@RingRush/videos
Inspired by:
RingRush's DK64 A Button Challenge: youtube.com/@dk64abuttonchallenge86/videos
pannenkoek2012's SM64 videos: youtube.com/@UncommentatedPannen/videos
Bismuth's speedrun explanations: youtube.com/@Bismuth9/videos
Video transcript: docs.google.com/document/d/1aORVTTCOrDaSQ9iLdITlOEYPrlbD9wN0p8K0wpVBgmE
This video is meant to be a glitch demonstration and a tutorial specifically for the new Rambi trick. As such, I gloss over other tricks used as well as details on why the main trick works. For those interested and daring to read video descriptions, I've linked some resources and explained a few things below.
The Rambi trick:
When a kong transforms into Rambi, the character value changes to 6. As soon as any fadeout starts, the game resets the value to what it was before in order to prevent the player from smuggling Rambi into a different area. While this doesn't transform him back instantly during the fadeout, it does switch the character when the next area loads. But this failsafe is circumvented if the fadeout has already begun when DK turns into Rambi, as there is no other point in time where the game resets the character value. After changing areas, Rambi is considered a standalone character and not a transformation, which disables the failsafe and the Z + C-left detransform.
The fadeout is caused by Intro Story glitch, which is explained in greater detail on this page: dk64.fandom.com/wiki/Intro_Story_Glitch
There is a slight delay between pressing Z and C-up and the start of the instrument cutscene, which causes the trick to fail if you play your instrument too late.
Pausing with the banana counter unlocked will not freeze the game in DK Isles or Hideout Helm, as these areas don't use the banana counter. However, this only holds true if the coin counter isn't unlocked.
While it is possible to enter the Rambi crate as any other kong to avoid the bananas and coins, getting there is easier with DK. Also, Diddy, Lanky, and Tiny are too small to reach the crate without jumping, which rules out the easy ground uncrouch method for them.
Skid jumps: If you quickly change direction while running, your character will enter a skid animation. Pressing A at the same time as starting a skid animation causes you to rise into the air, and the game lets you jump out of this.
Phasewalking: Znernicus has a very good video explaining how to do it: youtu.be/FgK0q_y5Ms8
One difference with Rambi is that you don't need to press Z at the end, so it is a bit easier.
File duping: youtu.be/f_g2dcBUVH0
Going to Cranky before completing the training barrels will not freeze the game, but Rambi may get stuck in the doorway on the way out.
The Dogadon quick kill did not spawn the boss key (which is actually key 5, not key 2) because I was too close to the edge. This was intentional, as I wanted to show off playing as Giga Rambi without accidentally running into the key. For a method that does spawn the key, watch this: youtube.com/watch?v=kd91tRECHfY&t=26m20s
Flashback warp to Hideout Helm: youtu.be/f-TPq1otfcQ
The two golden bananas I collect in the video are unflagged, which is why even Rambi can collect them.
To get into the test map shown at 18:59, you need to turn in all 40 blueprints, go to the bonus game menu in Snide's HQ, and then press A and B at the same time.
Original video: youtu.be/ouoLKo0gMiE
Ballaam: youtube.com/@Ballaam/videos
RingRush: youtube.com/@RingRush/videos
Inspired by:
RingRush's DK64 A Button Challenge: youtube.com/@dk64abuttonchallenge86/videos
pannenkoek2012's SM64 videos: youtube.com/@UncommentatedPannen/videos
Bismuth's speedrun explanations: youtube.com/@Bismuth9/videos
Video transcript: docs.google.com/document/d/1aORVTTCOrDaSQ9iLdITlOEYPrlbD9wN0p8K0wpVBgmE
This video is meant to be a glitch demonstration and a tutorial specifically for the new Rambi trick. As such, I gloss over other tricks used as well as details on why the main trick works. For those interested and daring to read video descriptions, I've linked some resources and explained a few things below.
The Rambi trick:
When a kong transforms into Rambi, the character value changes to 6. As soon as any fadeout starts, the game resets the value to what it was before in order to prevent the player from smuggling Rambi into a different area. While this doesn't transform him back instantly during the fadeout, it does switch the character when the next area loads. But this failsafe is circumvented if the fadeout has already begun when DK turns into Rambi, as there is no other point in time where the game resets the character value. After changing areas, Rambi is considered a standalone character and not a transformation, which disables the failsafe and the Z + C-left detransform.
The fadeout is caused by Intro Story glitch, which is explained in greater detail on this page: dk64.fandom.com/wiki/Intro_Story_Glitch
There is a slight delay between pressing Z and C-up and the start of the instrument cutscene, which causes the trick to fail if you play your instrument too late.
Pausing with the banana counter unlocked will not freeze the game in DK Isles or Hideout Helm, as these areas don't use the banana counter. However, this only holds true if the coin counter isn't unlocked.
While it is possible to enter the Rambi crate as any other kong to avoid the bananas and coins, getting there is easier with DK. Also, Diddy, Lanky, and Tiny are too small to reach the crate without jumping, which rules out the easy ground uncrouch method for them.
Skid jumps: If you quickly change direction while running, your character will enter a skid animation. Pressing A at the same time as starting a skid animation causes you to rise into the air, and the game lets you jump out of this.
Phasewalking: Znernicus has a very good video explaining how to do it: youtu.be/FgK0q_y5Ms8
One difference with Rambi is that you don't need to press Z at the end, so it is a bit easier.
File duping: youtu.be/f_g2dcBUVH0
Going to Cranky before completing the training barrels will not freeze the game, but Rambi may get stuck in the doorway on the way out.
The Dogadon quick kill did not spawn the boss key (which is actually key 5, not key 2) because I was too close to the edge. This was intentional, as I wanted to show off playing as Giga Rambi without accidentally running into the key. For a method that does spawn the key, watch this: youtube.com/watch?v=kd91tRECHfY&t=26m20s
Flashback warp to Hideout Helm: youtu.be/f-TPq1otfcQ
The two golden bananas I collect in the video are unflagged, which is why even Rambi can collect them.
To get into the test map shown at 18:59, you need to turn in all 40 blueprints, go to the bonus game menu in Snide's HQ, and then press A and B at the same time.





![Baten Kaitos Origins - Giacomo 1 Skip
(skip to 23:53) Just a very sloppy tool-assisted demonstration of a battle skip... that takes much longer to perform than doing the battles. This isnt useful for anything but low level / low battle count playthroughs... unless some way is found to store a travel log after the machina oil quest without all the open and close camp screen nonsense.
The boss skip itself only takes one travel log. However, the only place you can store a sufficient number of TLs before Giacomo 1 is the past map, and there are many cutscenes and interactions in between that you can only get through after closing one travel log. Therefore, 7 more travel logs are used to gain the ability to open the camp screen during the cutscenes and advance the dialogue. The number of times you have to open and close the camp screen for one text box is the number of travel logs currently active.
1:02 TL closed for the Rasalas cutscene (it seems like I close 2 TLs but only 1 actually disappears)
[7 TLs left]
3:13 Since I have control during the black screen, I can open the quest magnus selection. I move the cursor a few times so it doesnt time out and close itself. Then, at the end of the cutscene, I press X to bring up a discard prompt, which gives me control during the cutscene to gameplay transition. I use this time window to talk to a person and store the dialogue, so I can open the quest magnus selection again and clear the last text box during a discard prompt. That gives me control and another opportunity for a discard, which finally allows me to open the camp screen in the subsequent cutscene. All that trick finding effort because simply closing a TL would cancel the cutscene.
9:37 TL closed for the Geldoblame cutscene (no need to open the quest magnus selection here, as I realized while I was making the input file)
[6 TLs left]
14:09 TL closed for the wingdash explanation
[5 TLs left]
15:47 TL closed for the Mintaka cutscene (I also gain control using the enter sewer text)
[4 TLs left]
17:29 I trigger a text box at the end of the cutscene, thus storing it. This lets me gain control during the text about Guillo joining the party.
18:28 I open a TL as I confirm that Guillo should be part of my deck. The screen transition then gives me control and stores the TL.
[5 TLs left]
18:39 TL closed for the annoying housewife
[4 TLs left]
20:39 TL closed for the stressed out housekeeper
[3 TLs left]
21:48 TL closed for machina oil (I gain control in the process)
[2 TLs left]
21:55 I store another TL after getting the oil.
[3 TLs left]
22:25 TL closed for the airpod guy
[2 TLs left]
22:45 another TL closed for the airpod guy
[1 TL left]
23:53 Finally, the actual boss skip happens. Baten Kaitos Origins - Giacomo 1 Skip](https://i.ytimg.com/vi/LgRmCvyOvwk/mqdefault.jpg)




