Uploaded July 2020 | Updated September 2026, 2 weeks ago
Earthworm Jim 3D tells the tale of a superhero earthworm who has unfortunately lost his mind. Thankfully he has the power of glitching and sequence breaking to help him on his quest to collect everything in the game.
Exact TAS Time | 1:07:45.983
RTA Timing | 1:07:23.167
Rerecords | 183,801
RTA WR at time of creation | 1:46:39
Speedrun Leaderboards - speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG
Earthworm Jim 3D tells the tale of a superhero earthworm who has unfortunately lost his mind. Thankfully he has the power of glitching and sequence breaking to help him on his quest to collect everything in the game.
Exact TAS Time | 1:07:45.983
RTA Timing | 1:07:23.167
Rerecords | 183,801
RTA WR at time of creation | 1:46:39
Speedrun Leaderboards - speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG






![[TAS] Hideout Helm 100% in 5:41.983 | Donkey Kong 64
Rerecord Count: 4623
Timing starts on first black frame on the loading zone entering Helm, timing ends as soon as you collect the final collectable needed for 100%.
This is an improvement of 55.297s over my old TAS that I did in Feb 2017. Safe to say I wasnt that good at TASing back then: https://www.youtube.com/watch?v=JJSJ8MbIzvE
This TAS uses the Japanese version of DK64 to beat Hideout Helm in under 6 minutes. The Japanese version is necessary because it is the fastest version between PAL (European) & JP (Japanese).
One of these two versions are required to perform a glitch where you can beat Helm with only completing 2 of the minigames.
The US version of DK64 has a bug where if a few conditions are fulfilled, all of the medals become uncollectable (unless you spawn snag them). More information on this bug can be found here: https://pastebin.com/5M9pTb5m
This was patched in the PAL & JP versions and therefore can be abused for this glitch.
Since JP is patched in some aspects, there are a few places where it would lose time to US *if* US could pull off the glitch. Primarily skipping some of the orange clips (which are pretty brutal), getting to the slam pad in the Rocketbarrel minigame faster (with a phasewalk) and also being able to text skip in the 2 minigames. Outside of that, JP does not lose a single second to US. [TAS] Hideout Helm 100% in 5:41.983 | Donkey Kong 64](https://i.ytimg.com/vi/wpBP-9lphiU/mqdefault.jpg)

![Portal Skew [Theoretical] | Donkey Kong 64 Glitch
UPDATE (28/02/2017): Portal Skew is now possible without tools in Fungi Forest. (See: https://www.youtube.com/watch?v v9Cei43NTc&feature=youtu.be)
MAINTAINING SKEW IS NOT POSSIBLE ON CONSOLE YET, JUST IN CASE THERE WAS ANY CONFUSION WITH THIS
I found this a while ago when I was messing around with Portals & Levers, but forgot to document it/make a video on it.
By interrupting the kong rotation effect (that you get from entering a DK Portal) with Orange Damage, you can get Skew.
This normally sends you to the portal destination soon after (Level Lobby/Main Level Map etc.).
However, if you interrupt this with a cutscene and then move far enough away from the portal (presumably deloading it), then you can maintain skew as long as you dont go too close to the portal.
Currently, this is not achievable RTA since you cannot move far away enough after the Cutscene ends. However, if we were to find a way (Lever Storage maybe?) to instantly teleport the kong to a location far enough away from the start of the level, then weve got something.
Moving away from the portal was done using ScriptHawk
https://github.com/Isotarge/ScriptHawk Portal Skew [Theoretical] | Donkey Kong 64 Glitch](https://i.ytimg.com/vi/xAZnbdAH2I4/mqdefault.jpg)

