Troff n Scoff Oddities | Donkey Kong 64 Glitch @Ballaam
Troff n Scoff Oddities | Donkey Kong 64 Glitch  @Ballaam
Uploaded February 2017 | Updated September 2026, 2 weeks ago
Moonkicks are overpowered!

ABUSING KONG DETECTION
In normal gameplay, after you pay Troff 'n' Scoff enough bananas to open the door, it will only allow the kong shown on the door to enter the fight. Getting too close to the door as another kong will automatically close it.
However, this detection doesn't seem to extend infinitely in the Y direction, so you can easily bypass this with a moonkick.

THE ""BETTER"" DK TROFF 'N' SCOFF SKIP
Ok, better is kinda subjective. But this is definitely pretty cool!
By chaining moonkicks, you can get ontop of the archway around the door. Normally, rooms have ceilings which would not allow you to just "Jump over the wall". However, there are a few exceptions to this rule, and Troff 'n' Scoff is one of them. Backflipping over the wall will land you right into the walk trigger.

DOOR CLIP
I have a theory on why this works, but I'm not 100% sure.
Basically, the collision detection on the door is only on the front side. Anything that extends outwards does not have collision detection on the top because it is not expected for you to be that high up. Therefore, by falling into this whilst the door is closing will clip you through the small bit where there is no hit detection.

BYPASSING THE WALK TRIGGER
When you go through the door, there are 2 triggers. 1 for the loading zone, and 1 for the walk cutscene. It's faster to bypass the walk trigger and head directly to the loading zone when you do some of the traditional methods, but this shows that you can also bypass the walk trigger here.
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Troff 'n' Scoff Oddities | Donkey Kong 64 Glitch

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