Uploaded October 2017 | Updated September 2026, 2 weeks ago
(Spawn Snag Documentation)
So, as shown earlier this year, a lot of Golden Bananas become temporarily uncollectable 1 frame after their area has loaded (Most of these are for completing some form of puzzle).
If you can collect that GB before the point of where it becomes uncollectable, you skip the puzzle. This is called 'Spawn snagging'.
This lead to certain things like R1 Skip for DK Arcade, Toy Piano Skip, Rabbit Race Skip and Cannon Game skip. This is another example of something you can skip with the power of Spawn Snag.
So, back to what we do in this video. We get TBS in R&D. What this allows us to do is to keep the camera locked on an area whilst we navigate the level. This makes keeping Toy Monster room deloaded a lot easier. However, the downside of this is that you get a face full of tag barrel, which makes navigation harder, and also makes videos really boring.
So, for the purpose of showing what to do, we have a secondary view of where the camera is unlocked (baring in mind that you cannot do this if someone was mental enough to perform this RTA [*cough* Kiwi *cough*]).
At this point, you get out of bounds with a 3rd person orange clip, inbounds in Toy Monster Room, then get on the platform. We then throw a few oranges to generate some lag for the moonkick. This makes the moonkick go further and means that we can reach the GB.
As soon as our co-ordinates hit around (4952,1556,1733), we tag Chunky. As a result, Chunky will be that high before the point where the GB becomes uncollectable, meaning you skip having to fight the Toy Monster..
This saves around 1m10s on fighting the boss normally (compared to the 101% LOTAD)
This video also serves as proof for Diddy R&D GB Early which can be achieved in a similar manner:
- To prevent the room loading, you have to walk on the right side of the entry tunnel (instead of the left)
- To get to the GB (Height of 1519), you have to do 2 moonkicks, One on one of the number buttons to reach the nearby arch, then a second on that arch to get to the GB
All the GBs which can be collected (in theory) with Spawn Snag: pastebin.com/raw/1VL1ppwY
(Spawn Snag Documentation)
So, as shown earlier this year, a lot of Golden Bananas become temporarily uncollectable 1 frame after their area has loaded (Most of these are for completing some form of puzzle).
If you can collect that GB before the point of where it becomes uncollectable, you skip the puzzle. This is called 'Spawn snagging'.
This lead to certain things like R1 Skip for DK Arcade, Toy Piano Skip, Rabbit Race Skip and Cannon Game skip. This is another example of something you can skip with the power of Spawn Snag.
So, back to what we do in this video. We get TBS in R&D. What this allows us to do is to keep the camera locked on an area whilst we navigate the level. This makes keeping Toy Monster room deloaded a lot easier. However, the downside of this is that you get a face full of tag barrel, which makes navigation harder, and also makes videos really boring.
So, for the purpose of showing what to do, we have a secondary view of where the camera is unlocked (baring in mind that you cannot do this if someone was mental enough to perform this RTA [*cough* Kiwi *cough*]).
At this point, you get out of bounds with a 3rd person orange clip, inbounds in Toy Monster Room, then get on the platform. We then throw a few oranges to generate some lag for the moonkick. This makes the moonkick go further and means that we can reach the GB.
As soon as our co-ordinates hit around (4952,1556,1733), we tag Chunky. As a result, Chunky will be that high before the point where the GB becomes uncollectable, meaning you skip having to fight the Toy Monster..
This saves around 1m10s on fighting the boss normally (compared to the 101% LOTAD)
This video also serves as proof for Diddy R&D GB Early which can be achieved in a similar manner:
- To prevent the room loading, you have to walk on the right side of the entry tunnel (instead of the left)
- To get to the GB (Height of 1519), you have to do 2 moonkicks, One on one of the number buttons to reach the nearby arch, then a second on that arch to get to the GB
All the GBs which can be collected (in theory) with Spawn Snag: pastebin.com/raw/1VL1ppwY


![[TAS] 100% TAS WIP 2 | Earthworm Jim 3D
A WIP (Work In Progress) of the 100% TAS of Earthworm Jim 3D.
Since the last WIP I posted, we completely redid the route, and most notably the level order. Since the level order is so drastically different, this WIP is not a part of the same TAS as WIP 1 as the TAS has been started over.
To give a general summary of what is shown in this WIP, we finish off the back part of Boogie nights with the final disco room and the final 2 udders. We can pause 2 frames before the game saves an udder to skip the dialogue notifying game progress.
When we get back to the brain, we need to head into Happiness but we are short 1 udder. Thankfully with glitches you can enter the hub early, however you need to go far enough into the inbounds section of a tunnel to trigger a flag in memory that prevents a softlock upon entering a hub area. Memory is the closest hence we head in there.
Theres a lot of small techniques like walljumping (bad adjoinment of wall triangles can cause you to get a jump off the wall) and Perspective Force Slide (Exiting a roll and entering first person on the first possible frame to move at max roll speed whilst in 1st person) scattered throughout this WIP. Both of these enhance sequence breaks and optimise movement (eg. You can move and shoot the potatoes in Lord of the Fries with Perspective Force Slide).
Now that were in Lord of the Fries, we need to head to the Hot Sauce character ASAP since he provides the potato quest which requires you to shoot 1-3 potatos in each area of the level. Heading straight from the first to the last area means you do not have to revisit areas 2 and 3.
After we are given the quest, the best route is to go through the areas in sequential order. Normally you need to kill a series of robots to acquire a key card to proceed to the next area, but we dont need that thanks to walljumping.
Once we return back to the final area in the game, we can grab the mid-air marbles with the helium balloon. Entering a balloon whilst shooting allows you to get rid of the slow balloon effect as soon as you put your gun away. Thankfully with 30 pea pellets to spare, we have enough to do the challenge.
After acquiring the hot sauce udder, we proceed to grab an udder from out of bounds. This is the Helium Balloon challenge udder, and we grab it early to allow us to get back to the start of the level super fast and skip the lengthy challenge.
This TAS was made with the assistance of a RAM Watch script called ScriptHawk, which can be found here: https://github.com/Isotarge/ScriptHawk
Current 100% WR [PC]: https://www.youtube.com/watch?v=p2XDF6vuHw0
Speedrun Leaderboards - https://www.speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - https://discord.gg/PUYh2yG [TAS] 100% TAS WIP 2 | Earthworm Jim 3D](https://i.ytimg.com/vi/CYUxMEWqaT4/mqdefault.jpg)

![[OUTDATED] Donkey Kong 64 - No Levels Early LOTAD in 1:44:34 [Tool-Assisted Demonstration]
NLE TAS: https://www.youtube.com/watch?v=UrVw1K3uVr8&ab_channel=Ballaam
FAQ: https://pastebin.com/GAvczpXp
Commentary: https://www.youtube.com/watch?v=rB1TqvfPIYE
Commentary & chat reaction: https://www.twitch.tv/videos/162720182
Rerecord Count: 70,154
Run Frame Count: 376,498
Movie Frame Count: 404,113
Made by theballaam96 & Kiwikiller67
theballaam96: http://www.twitch.tv/theballaam96
Kiwikiller67: http://www.twitch.tv/kiwikiller67 [OUTDATED] Donkey Kong 64 - No Levels Early LOTAD in 1:44:34 [Tool-Assisted Demonstration]](https://i.ytimg.com/vi/DRBSb62E_vA/mqdefault.jpg)




![No Levels Early in 2:17:45 [Former N64 World Record] | Donkey Kong 64
Current WR (As of 17/12/2017): https://www.youtube.com/watch?v=UXDjBt6NmbQ
I FINALLY DID IT
Fastest run performed on the original N64 Console. Not amazing and can definitely be improved by at least 2m under reasonable circumstances.
Fell in MJ, missed a cycle in Lanky Phase and switch kick was kinda lame. However, Im glad that I got this finally.
Route: https://docs.google.com/document/d/1-xq7reAdRX8vUo9jj7MMpgSc9udpza0BZE0fIrtI8FQ/edit
Splits: https://splits.io/1xt8
Twitch: https://www.twitch.tv/theballaam96
Former WR: 2:17:52 by TJ No Levels Early in 2:17:45 [Former N64 World Record] | Donkey Kong 64](https://i.ytimg.com/vi/E6yKgt2-GGM/mqdefault.jpg)
![All Helm Medals without completing every minigame [PAL/JP Only] | Donkey Kong 64 Glitch
This is a demonstration of the RTA route for collecting all the medals within Hideout Helm whilst only completing 2 minigames.
Normally, to collect every medal within Hideout Helm, you need to complete all 10 minigames before the Blast-O-Matic shuts down. However, by using the Manocheese OoB to Diddys room, you can shut down the Blast-O-Matic Early.
As a result, you can re-enter and collect every medal. The downside to this is that it doesnt work on the US version. The US version had a critical bug which resulted in the medals within Hideout Helm becoming impossible to collect if you didnt collect them after the visit you made to Hideout Helm which turned off the Blast-O-Matic.
This was patched on PAL/JP, and as a result makes this possible. This makes a Helm IL around 90 seconds faster on JP (I dont know for PAL, because PAL is a slow meme).
This can easily be optimised by O Clipping in and out of every room (easily making this something you can do within 6 or 7 minutes). But since this will be only used (most likely) for Helm ILs, its a better video if I show off the RTA viable version. All Helm Medals without completing every minigame [PAL/JP Only] | Donkey Kong 64 Glitch](https://i.ytimg.com/vi/EIBCJyuqhxk/mqdefault.jpg)