Rambi Adventure @Exchord
Rambi Adventure  @Exchord
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.
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Rambi Adventure

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