Uploaded February 2018 | Updated September 2026, 2 weeks ago
Earthworm Jim 3D isn't an insanely broken game as of yet, but it does have it's fair share of quirks. Here are a few of them!
#1 - KNOCKBACK PUSH
When getting attacked by a damage source, Jim will get displaced a certain amount (knockback). For most damage sources, the initial knockback nothing noteworthy. However, there are two damage sources which provide considerable initial knockback (The fire pillars in AYHT and the smoke pillars in PG1).
When hit by these, Jim will have an immense amount of initial displacement. In AYHT, it's enough for him to pass through a wall.
#2 - PC FRIENDLY CHICKEN SKIP
On N64, there is a certain glitch you can execute called a double jump. When against certain walls, Jim can execute a double jump to gain extra height. In this case, it allows you to skip the chicken quest to get the fireplace udder early ( youtube.com/watch?v=-R4bf8FXxq8 ).
Double Jumping is currently N64 only (suspected that the trick is somewhat influenced by lag, which would explain why PC/Emu cannot execute it).
Using banana boosts (small height gaining trick), PC can execute lots of new things, including chicken skip.
Note that a new method has been found by CardinalPickles which saves even more time for PC: youtube.com/watch?v=2Ti4rvMUSXQ . The method in this video was found prior to this.
#3 - OOB IN POULTRYGEIST
Yet again another application of the banana boost. This was initially intended for a skip called "Vacuum skip" (Grabbing the Vacuum udder early, therefore skipping defeating the PG1 Vacuum). However, you barely miss the udder (Only a few units off), and also there's a wall which doesn't open in the level if you do vacuum skip, so this becomes useless for 100%.
#4 - 2ND BEAN ROOM EARLY
It's as simple as it looks. This saves time for 100%
#5 - POULTRYGEIST ROOM UDDER EARLY
Another application of banana boosting. Barely saves any time.
#6 - GAIN CONTROL IN THE OPEN CDE CUTSCENE
Small little timesaver for 100%, although hard to execute well because of the locked camera you get
#7 - BOSS FIGHT QUICK ""KILL""
Using emulation tools, you can get off the pig in boss fights. There are a lot of elements of the boss fight which stop working whenever you dismount the pig (The collectable elements stop becoming collectable, the boss freezes, the HUD disappears). On the plus side, you gain access to the rest of Jim's moveset, including whipping. Whipping the boss makes him """disappear"" (He actually just reappears at the centre of the arena, along with being very small). Mounting the pig again makes your ears bleed, so I didn't show that in this video. If you want to make your ears bleed, this is what happens after you mount the pig: youtube.com/watch?v=O9cfWtaaCnY&t=18
#8 - UDDER DUPING IN POULTRYGEIST [THEORETICAL]
After returning the aggressive beaver to the body of the headless ghoul in Poultrygeist, you gain access to an udder on the balcony of the mansion. Going through the door warps you to a different part of the map far-ish away from the headless ghoul. But how do you see the udder if the balcony is so far away? Well, there are actually two udders!
One of these is the actual udder, when collecting it, it sets a flag. The second udder is just a fake udder that is behind the warp point. This udder does not set any flags when you collect it, and only appears whenever the flag isn't set for the first one.
If you bypass the warp trigger (which can be done if you get out of bounds), you can access this second udder and collect it. Reloading the map means this udder will reappear (meaning you can collect it again).
If you're familiar with DK64 glitches, this is just like the GB in the mill.
#9 - BOX DOWNWARP
A very small timesaver when it comes to future TASes of this game. If you destroy a box and get on it quick enough, you seem to get a small downwarp. It only saves a few frames though.
#10 - TWIRL HOVER
This is a weird glitch where we get stuck in a jump slide ( youtube.com/watch?v=LF2hyQc-b5c&feature=youtu.be ). A jump slide is a slide which happens on some ledges which gets us temporarily stuck on the 6th frame of the jump animation, and exhibits all the properties you would get with the 6th frame of the jump animation. Somehow (I was twirling onto the post outside the vacuum door when this occured [the post being a slippery slope]. I started recording as soon as I noticed something was up) we replaced the jump animation with the twirl animation.
Remember how I said that all the properties of the 6th frame of the jump animation were replicated throughout the jump slide. Well, this happens with this too. On the 6th frame of the twirl animation, you gain a small amount of height (on Emu/PC), meaning that you continually gain height with this.
If someone can record themselves getting this state to occur, let me know. You'd be doing a grand service to the Jim 3d community! :)
Earthworm Jim 3D isn't an insanely broken game as of yet, but it does have it's fair share of quirks. Here are a few of them!
#1 - KNOCKBACK PUSH
When getting attacked by a damage source, Jim will get displaced a certain amount (knockback). For most damage sources, the initial knockback nothing noteworthy. However, there are two damage sources which provide considerable initial knockback (The fire pillars in AYHT and the smoke pillars in PG1).
When hit by these, Jim will have an immense amount of initial displacement. In AYHT, it's enough for him to pass through a wall.
#2 - PC FRIENDLY CHICKEN SKIP
On N64, there is a certain glitch you can execute called a double jump. When against certain walls, Jim can execute a double jump to gain extra height. In this case, it allows you to skip the chicken quest to get the fireplace udder early ( youtube.com/watch?v=-R4bf8FXxq8 ).
Double Jumping is currently N64 only (suspected that the trick is somewhat influenced by lag, which would explain why PC/Emu cannot execute it).
Using banana boosts (small height gaining trick), PC can execute lots of new things, including chicken skip.
Note that a new method has been found by CardinalPickles which saves even more time for PC: youtube.com/watch?v=2Ti4rvMUSXQ . The method in this video was found prior to this.
#3 - OOB IN POULTRYGEIST
Yet again another application of the banana boost. This was initially intended for a skip called "Vacuum skip" (Grabbing the Vacuum udder early, therefore skipping defeating the PG1 Vacuum). However, you barely miss the udder (Only a few units off), and also there's a wall which doesn't open in the level if you do vacuum skip, so this becomes useless for 100%.
#4 - 2ND BEAN ROOM EARLY
It's as simple as it looks. This saves time for 100%
#5 - POULTRYGEIST ROOM UDDER EARLY
Another application of banana boosting. Barely saves any time.
#6 - GAIN CONTROL IN THE OPEN CDE CUTSCENE
Small little timesaver for 100%, although hard to execute well because of the locked camera you get
#7 - BOSS FIGHT QUICK ""KILL""
Using emulation tools, you can get off the pig in boss fights. There are a lot of elements of the boss fight which stop working whenever you dismount the pig (The collectable elements stop becoming collectable, the boss freezes, the HUD disappears). On the plus side, you gain access to the rest of Jim's moveset, including whipping. Whipping the boss makes him """disappear"" (He actually just reappears at the centre of the arena, along with being very small). Mounting the pig again makes your ears bleed, so I didn't show that in this video. If you want to make your ears bleed, this is what happens after you mount the pig: youtube.com/watch?v=O9cfWtaaCnY&t=18
#8 - UDDER DUPING IN POULTRYGEIST [THEORETICAL]
After returning the aggressive beaver to the body of the headless ghoul in Poultrygeist, you gain access to an udder on the balcony of the mansion. Going through the door warps you to a different part of the map far-ish away from the headless ghoul. But how do you see the udder if the balcony is so far away? Well, there are actually two udders!
One of these is the actual udder, when collecting it, it sets a flag. The second udder is just a fake udder that is behind the warp point. This udder does not set any flags when you collect it, and only appears whenever the flag isn't set for the first one.
If you bypass the warp trigger (which can be done if you get out of bounds), you can access this second udder and collect it. Reloading the map means this udder will reappear (meaning you can collect it again).
If you're familiar with DK64 glitches, this is just like the GB in the mill.
#9 - BOX DOWNWARP
A very small timesaver when it comes to future TASes of this game. If you destroy a box and get on it quick enough, you seem to get a small downwarp. It only saves a few frames though.
#10 - TWIRL HOVER
This is a weird glitch where we get stuck in a jump slide ( youtube.com/watch?v=LF2hyQc-b5c&feature=youtu.be ). A jump slide is a slide which happens on some ledges which gets us temporarily stuck on the 6th frame of the jump animation, and exhibits all the properties you would get with the 6th frame of the jump animation. Somehow (I was twirling onto the post outside the vacuum door when this occured [the post being a slippery slope]. I started recording as soon as I noticed something was up) we replaced the jump animation with the twirl animation.
Remember how I said that all the properties of the 6th frame of the jump animation were replicated throughout the jump slide. Well, this happens with this too. On the 6th frame of the twirl animation, you gain a small amount of height (on Emu/PC), meaning that you continually gain height with this.
If someone can record themselves getting this state to occur, let me know. You'd be doing a grand service to the Jim 3d community! :)
![Any% in 4:00 [Former World Record] | Earthworm Jim 3D
EDIT (3 Aug 2018): New WR - 3:40: https://www.youtube.com/watch?v=p3tuz8HWt_M&feature=youtu.be
I got a Sub 4 a few months ago, then the timing rules got changed meaning it turned into a 4:28. Decided to do a few runs, and got this within an hour. Not completely done with any%, but its at least a decent run.
This was performed on the PC release of the game. The PC has a reduced amount of lag and a higher jump compared to N64. The higher jump means that the Kim Early sequence break becomes possible (It is not possible on N64 to our knowledge). PC Release also has musical issues meaning that the majority of the BGM does not start.
Kim Early RTA Inputs - https://www.youtube.com/watch?v=XszZum1BaoI
Speedrun Leaderboards - https://www.speedrun.com/ewj3d
Earthworm Jim 3D Speedrunning Discord - https://discord.gg/PUYh2yG
Any% TAS (No Kim Skip) - https://www.youtube.com/watch?v=EdCpz_XXEqU
Any% TAS (With Kim Skip) - https://www.youtube.com/watch?v=TJcMcIKPC2I Any% in 4:00 [Former World Record] | Earthworm Jim 3D](https://i.ytimg.com/vi/llBTpKDVHzM/mqdefault.jpg)


![[TAS (OUTDATED)] Donkey Kong 64 101% in 4:11:49
UPDATE - NEW TAS: https://youtu.be/y_7ZymBtT_Q
After 7 months of work, many cups of tea and a lot of desyncs, the 101% LOTAD: 2nd Edition is here!
Exact Time | 4:11:49.400 (906,564 frames)
FAQ | http://bit.ly/801FAKEBEAN
Commentary | https://www.twitch.tv/videos/497894869
CHAPTERS
0:00 Training Grounds
4:39 Angry Aztec 1
10:56 Creepy Castle 1
25:26 Frantic Factory
1:01:47 Gloomy Galleon
1:32:00 Hideout Helm
1:39:09 Creepy Castle 2
2:08:06 Jungle Japes
2:30:11 Crystal Caves
2:55:33 Angry Aztec 2
3:23:00 Fungi Forest
4:00:58 King K Rool
4:12:25 Credits w/ 101% Ending [TAS (OUTDATED)] Donkey Kong 64 101% in 4:11:49](https://i.ytimg.com/vi/mPleO8JH4g8/mqdefault.jpg)





![Collect the Hidden Caves Beetle Race Golden Banana [Wii U VC Only] | Donkey Kong 64 Glitch
Over 3.5 years ago, Isotarge found a golden banana that was very far out of bounds very high up inside the Caves Beetle Race map. Since then, there has been no method to pick it up without emulation hacks until today.
So, the main trick of acquiring the Golden Banana is a trick where you can bring held objects into another map (sometimes, depending on loading zone properties) and they will spawn at your entrance location in the map. Normally this is limited to items you can normally hold in the game (kegs, boulders, vases etc.).
However, by destroying a held object at a certain point in the pick-up animation, you keep the held object reference despite you no longer holding the now-destroyed object. Because of this, you are now holding free memory. By manipulating memory so that a certain value lies 0x5A after that reference (the memory location which defines the type of object something is), and then walking into these loading zones, you can arbitrarily spawn anything into any map.
After a lot of brute forcing and spinning round in circles, we managed to get that value to read 0x0017 (23 in decimal format), and therefore spawn a cannon into the Beetle Race map. This launches us up to around Y=285,000. This is where N64 would crash since your height is over the value which the Nintendo 64s processor can handle in this regard. That being said, Wii U VC does not have any problems with this.
You then have only a couple minutes to get to directly over the GB and then get into first person to deload the map before the beetle finishes the race.
This is the 202nd unique golden banana to be able to be collected in the game. The only remaining one left to our knowledge is one very far out of bounds in an unused minigame map. It is unlikely we will get this as we do not have any way to get into this map as of right now. Collect the Hidden Caves Beetle Race Golden Banana [Wii U VC Only] | Donkey Kong 64 Glitch](https://i.ytimg.com/vi/n_xV0l7mKHU/mqdefault.jpg)
