Intro Story Glitch
When you walk into a loading zone that keeps the current music playing, ISG is deactivated after the cutscene linked to the loading zone ends. If Intro Story triggers a fadeout during that cutscene, the timing of the subsequent fadeouts will be slightly different (it becomes more obvious at 3:00). Also, the music will stop playing, and K. Rool's voice clip won't carry over to the last scene (4:29). The training grounds music will start playing as soon as the last scene shows up.
updated 10 years ago
2. View a file that has cleared Squawks's "first entry" cutscene in the DK Isles overworld.*
3. Wait at least 26 seconds and then select End Sequence. Do not let go of A upon starting it, and keep holding A through the next step.
4. After the Intro Story fadeout, you will be able to control DK even though the cutscene is playing. You can't use the joystick and Start button, but all other buttons work.
When you get to the second or fourth part of Intro Story (first appearance of K. Rool's ship or it crashing into the rock), press C-up and then press B and C-down at the same time. This will cause DK to turn 180 degrees, swim to the boundary of the map, and warp to Diddy's barn. (You can tell that the turnaround trick succeeded if the "zoom out" sound is louder than usual. The trick is shown again with DK on screen at 5:04)
In step 2, I viewed a file in which I had gotten the golden banana in Diddy's barn, but not the fairy. With some luck, you can snap it when the credits cover the upper half of the screen. If you do, it will no longer be there when you enter the barn from part 4 of Intro Story. However, this change only lasts until you press A to go back to the menu, and nothing is saved in the actual file.
*3:08 If you view a file that hasn't cleared the DK Isles cutscene (e.g. an empty file), you will warp to Training Grounds instead of Diddy's barn (4:18).
At the end of the video, I show two tricks that can be used to change DK's facing angle without the joystick:
- While in third person mode, press C-up and C-left/right at the same time to turn about 36 degrees.
- While in C-up mode, press B and C-down at the same time to face the camera. This is what is used to leave the Intro Story map. It also works with other combinations like A and C-up, but pressing down the A button brings you back to the menu, and the timing seems harder if you use C-up.
I start K. Rool Press Button to demonstrate that the 0:55 and 1:26 fadeouts have been cleared (normally, watching a cutscene at this point would cause Intro Story to show up, which doesn't happen here), and that Intro Story is still active (the camera switches to DK because ISG prevents the K. Rool Press Button fadeout).
1. Activate Intro Story Glitch and start a timer.
2. Enter your file.
3. Tag Chunky and enter Fungi Forest. Go to the mill and take one of the barrels outside.
4. Make sure the camera is zoomed all the way in and have as few objects and polygons as possible on screen. Put down the barrel near the water to your left. Stand on the barrel, jump and charge a shockwave in midair, pick up the barrel while falling, and release B when you're on the ground underwater. The should break and get stored.
5. Turn the camera the way I do in the video and jump back onto land with an aerial attack. Keep holding Z when you're on the ground to maintain storage. Chain together backflips, ground pounds (cancel them by pressing B and A), aerial attacks, and running attacks to move. Head towards DK's barn until you see the star from the tag barrel appear. If you did everything right, this will replace the broken steel keg with the tag barrel. You can't see it until the end of the trick, though, because you need to keep it stored.
6. Head to the mill, wait for the timer to reach 2:36, and then enter the well with the tag barrel stored. You will gain control above the minecart, and you can enter the tag barrel with a backflip.
This trick also works with a steel keg. Just store it underwater and enter the well. Chunky won't be carrying it right away, but the action of picking it up is buffered, so you can just get with a backflip.
2. Enter your file.
3. Tag Chunky and enter Fungi Forest. Go to the mill and take one of the barrels outside.
4. Make sure the camera is zoomed all the way in and have as few objects and polygons as possible on screen. Put down the barrel. Charge a shockwave, walk up to the barrel and release B when it is in midair. Then walk towards the tag barrel to the right of the mill. (I originally thought killing the zinger makes the trick more consistent, but it doesn't.)
5. After 4:26, jump into the mill loading zone with the tag barrel. The goal is to enter the tag barrel during the fadeout from the loading zone. It helps to jump while the tag barrel is moving down.
2. Tag Chunky and enter Gloomy Galleon. (If you have to punch your way past B. Locker, do so when the timer is at ~0:53. This isn't required, but safer because you can get pulled into Intro Story during the portal cutscene in Galleon.)
3. Bring your health down to 1.
4. Pick up the cannonball and put it on the edge so you can grab it from a jump out of the water. When the surface is at its lowest height, jump and mash B to grab the cannonball and store it underwater.
5. Swim through the wall to the left of the tunnel. Keep swimming forward until you reach the end of the out of bounds water, then turn left to reach the big open area. Swim through the gate #4 of the big shipwreck.
6. Upon entering, the cannonball will be stored. Swim through the wall to your left and surface while out of bounds. Jump, do an aerial attack and land while holding Z. Keep holding Z and position yourself close to the loading zone so you can quickly walk into it.
7. After the timer reaches 4:26, throw an orange into the loading zone and immediately walk forward to get hit.
Normally, if you warp to DK's house while carrying an object, you'll lose the object. However, some loading zones allow you to keep an object you're carrying. If the fadeout from such a loading zone is interrupted by a fadeout to DK's house, you will keep the object.
2. Enter Fungi Forest and tag Chunky. Avoid any cutscenes (tag barrels, portals, ...) after the timer reaches 0:55.
3. Bring your health down to 1.
4. Pick up a barrel in the mill and go outside. Store it in the nearby water and go back to the mill loading zone. Hold Z when you're on the ground and do backflips to keep the barrel stored. Get close to the loading zone, then go into C-up mode by pressing C-left twice or C-down.
5. After the timer reaches 4:26, throw an orange into the back corner and immediately walk forward. The goal is to enter the loading zone before getting hit, which will be indicated by an Intro Story fadeout with the sound of a DK fadeout.
Normally, if you warp to DK's house while carrying an object, you'll lose the object. However, some loading zones allow you to keep an object you're carrying. If the fadeout from such a loading zone is interrupted by a fadeout to DK's house, you will keep the object.
2. Enter your file.
3. Enter Jungle Japes and tag Chunky. Pick up the boulder and put it down next to the hole. Enter the cave.
(What I do between these steps isn't relevant for the trick. When ISG causes a cutscene to play in Chunky's cave, the boulder starts spinning slowly from the picking up animation and you can only walk in place until you put it down or throw it.)
4. After 3:25, go back outside.
5. Pick up the boulder and fall into the hole at ~4:25.
A short cutscene is triggered when you fall into the hole. It starts before the DK fadeout, so the timer must reach 4:26 during the DK fadeout. If it does, you will warp to DK's house and keep the boulder.
You can do the exact same thing with a boulder from Crystal Caves, but the glitch route is more complicated: youtube.com/watch?v=jTPJiap_6G0
Normally, if you warp to DK's house while carrying an object, you'll lose the object. However, some loading zones allow you to keep an object you're carrying. If the fadeout from such a loading zone is interrupted by a fadeout to DK's house, you will keep the object.
In Adventure Mode, when the Try Again prompt appears on screen, the cutscene linked to it is paused, only to resume after you press A or B. However, this cutscene pausing feature is not enabled in Main Menu Mode, so the cutscene ends with Try Again being displayed and gives you control of the kong.
There are only three instances of Try Again that you can gain control with: The vulture in Angry Aztec, the rabbit, and the owl in Fungi Forest. In bonus games and races that have their own map, you will see more of the failure cutscene than you normally could, but you won't gain control after it ends.
Pressing A will warp you to the beginning of the course/race. However, you can't warp to the owl at daytime. The game will softlock if you press A in a tag barrel, so press Z to switch kongs.
In Fungi Forest, you can stack Try Again prompts, which makes the screen go darker and darker except for the text. Pressing A or B with two or more will crash the game. It may be possible to avoid a crash by letting go of A/B really quickly, but I haven't been able to do this on console yet.
Whenever you load a part of a map that hasn't been loaded before, or enter a sub-map, the game will read flags out of the current game file to decide what items should spawn and what gates should be closed, etc. (This is why everything outside of the starting area, the main area, and Chunky's cave is in a new-file state even though I stored flags from a 101% file.)
If you get sent back to the start of the level, leave the level, or encounter the Game Over cutscene, the stored flags are cleared from the memory. Once you go back to the area, the flags are pulled out of the file again.
However, upon warping out of a sub-map with Intro Story Glitch, the flags are not cleared and you can transfer them to other files after beating K. Rool. None of the changes are permanent, though.
This trick also works without flashback warp under certain conditions. You need to warp out of a sub-map that isn't a character hut, battle arena, bonus barrel, DK Bonus game, or Troff 'n' Scoff. Then beat K. Rool, start a different file, and reenter the level through the portal. Unless the level hasn't been entered before in that file, this will happen: youtube.com/watch?v=zOhKZEvtQlk
If you get kicked out of a level, you will lose the flags you stored.
Another thing worth noting is that a level isn't "unlocked" on the pause menu until you enter it through the DK portal (or any subsequent level). The level screen defaults to DK Isles if the level you're in isn't unlocked. As long as it isn't on the pause screen, you won't be able to buy upgrades from that level.
1. Start a timer upon pressing A to load Intro Story and activate Intro Story Glitch.
2. Go to Fungi Forest (avoid any cutscenes - such as DK portals or tag barrels - after 0:55) and wait until the timer is past 2:36
3. Enter the well.
After the cutscene ends, you will be able to walk around and explore everything, or get into the minecart and ride through the course the old-fashioned way.
2:43 - With the angle I set up after I gain control, you can walk straight ahead and reach the room with the river. From there, you can either head through the tunnel with the gates to reach another open room, or follow the track to the very end. There are no walls in the entire course, which comes in handy when going from room to room. You also cannot lose health.
Whenever there are kremlings passing by trying to hit you, the game is very prone to crashing, so make sure to stay out of bounds and not spawn them when you get to a place like that. It also crashes if you enter certain other spots on foot, such as where the very first coin is located - 5:58 -, or if you touch an obstacle - 5:48. Rocks, TNT barrels, and fireballs are safe, though.
5:20 - Since ISG is active the whole time, playing your instrument, touching the lever in the first kremling room, or entering a cutscene trigger zone (e.g. in front of the jump spot in the river room) will warp you to DK's house.
6:04 - If you charge a shockwave, walk into the minecart, and then release it, you will be able to do standard actions on the minecart. In this state, you can't get any further than the river room because there is a cutscene in it. Also, the game tends to freeze when you take a picture, whereas the kremlings are harmless. (I didn't know about this when I made the video, so I kept taking pictures hoping to avoid a crash, which actually caused the game to crash.) If you hit an obstacle, you will be unable to move.
7:11 - This is what happens if you enter the well before 2:36 or after 4:26 of Intro Story time.
Or, if you want to see a full max% playthrough, watch this video: youtu.be/JnCHKi6o6MA
1. Start a new file and collect a fair amount of golden bananas with every kong in every level. Be careful not to do any of the following:
Collecting banana medals: Make sure every banana counter stays below 75. Any banana medal you get, except the ones in Hideout Helm, won't be collectable after the file dupe in step 2. In case you do accidentally get a medal, there is a way to recollect it unless it is in Japes or Aztec: youtu.be/LmmrtiPVfJM
Opening boss doors: If you open a boss door, the game will softlock in Troff 'n' Scoff's room after the file dupe: youtu.be/vM1ovaH-fOA
Instead, use a ledge clip to skip the doors: youtu.be/TvXb-ZAXxoo
2. Make sure a second controller is plugged in before you start or reset your N64. Then do the following sequence of actions on the menu in order to copy your golden bananas into a new file. (video: youtu.be/f_g2dcBUVH0)
- Activate Intro Story Glitch.
- View an empty or unused file, but don't start it.
- Enter Rambi/Enguarde Arena or a boss fight and get an Intro Story fadeout through a cutscene. This can be done after 55 seconds from starting Intro Story.
- Start a multiplayer battle. The file you viewed beforehand will be overwritten. Do not start another battle.
- View the file that holds your current progress.
- Delete the file you want to copy the data into. This works with any file, even the one you viewed in the previous step. The progress in the file you delete has no effect on the outcome of the trick.
- Go back to DK's barrel screen and wait for one of the random background cutscenes to cause an Intro Story fadeout. The deleted file will be overwritten.
- Either reset your N64 or watch Intro Story.
The file you deleted will now contain part of your initial progress:
- play time (some time is added depending on how long it took you to perform the trick)
- number of golden bananas per kong/level
- number of colored bananas per kong/level
- number of colored bananas fed to Troff 'n' Scoff per kong/level
- number of coins per kong
- Simian Slam upgrades for every kong
- moves for every kong
- weapon for every kong, including upgrades
- ammo belts
- instrument for every kong, including upgrades
- number of melons
The rest of your progress will be gone so you have to watch cutscenes, free kongs, and open levels again. All collectable items will be back in the game since the game keeps track of the numbers and the 'item collected' flags separately. You can hold up to 7 golden bananas per level with every kong. Be careful not to get more than 7 or you will lose at least 8 after reloading your file. The number of GB's per kong/level is stored as a 3 bit integer on the cartridge, which can only save numbers between 0 and 7.
3. To achieve the maximum percentage, make sure you have 7 golden bananas for every kong in every level. Also, get all crowns, fairies, banana medals and boss keys as well as the Nintendo and Rare coins. Blueprints do not count towards the percentage, but if you want to have a max% file with 40 blueprints, make sure to keep the GB counters below 7 before going to Snide. Once the percentage exceeds 127, it will wrap around to -128 and eventually reach -124. That is because the percentage is an 8 bit signed integer, which can display 256 different numbers (-128 to 127). If it was unsigned, the maximum percentage would be displayed as 132%.
Notes:
- You can use this glitch multiple times and skip bananas that take a lot of time to get. The total amount of collected GB's is what counts towards the percentage, so it doesn't matter if some GB's are still in the game.
- After the last file dupe, collect the banana medals in Hideout Helm before you exit the level or they will be grayed out, preventing you from reaching -124%.
- If you visit Cranky after completing the training barrels and your Simian Slam gets downgraded, Cranky will sell you Super Simian Slam and Super Duper Simian Slam again.
More information on banana duping: http://dk64.wikia.com/wiki/Banana_Duping
This works with any level after performing a post-playthrough flashback warp (example: youtube.com/watch?v=KZC0fMjwNzY) to skip the B. Locker text. For Crystal Caves, you can also warp there without flashback: youtube.com/watch?v=kOAATfDXfuY
2. Enter your file
3. Tag Chunky, enter Forest
4. Enter the rear part of the mill and bring your health down to 1
5. Use oranges to knock yourself into the loading zone leading outside
6. Enter the mill again and play your instrument on the music pad when the timer reaches 2:17
The mill cutscene finishes properly so it will be raining when you reenter the level. However, since the crusher isn't activated before the end of the cutscene (which gets interrupted by Intro Story), it won't be active when you enter the mill.
The map entrance 'triangle pad' gets stored in the process, so you will appear there once you go to the rear part of the mill again.
Similar things happen if you cancel other 'storable' cutscenes. They may activate nothing, but the entrance for the last map is stored.
2. Enter your file
3. Enter Galleon, head to the lighthouse area
4. Use the DK pad after 1:26, leave the barrel blast course
5. Enter the lighthouse and bring your health down to 1
6. After 3:25, use oranges to knock yourself into the loading zone leading outside
7. Enter the lighthouse again, climb up and pull the lever when the timer reaches ~4:06
If Intro Story interrupts the lighthouse cutscene before the giant door starts to open, the ship never spawns, and the map entrance 'DK's lever' will be stored until the next time you enter the lighthouse. Normally, the cutscene showing the GB would play, but ISG changes the timing of the lever cutscene so the GB spawns before the lighthouse cutscene (4:20).
The lever can be pulled again after you reenter the level, but the GB won't reappear.
Similar things happen if you cancel other 'storable' cutscenes. They may activate nothing, but the entrance for the last map is stored.
At 1:56, when DK dies just before the screen fades out, the death cutscene allows for an Intro Story fadeout that cancels the transition to the Aztec main area, and makes Intro Story play.
If an Intro Story fadeout interrupts the transition to the next map, the cutscene will be stored. It will play as soon as you enter the map that was supposed to be loaded. Similarly to flashback warp, cutscene storage is canceled if you die, go too far out of bounds, exit a level or get the Game Over cutscene. Beating K. Rool and entering a different file maintains the storage. However, in a file where the cutscene can no longer be activated the normal way, the game will crash as soon as you enter the map.
Cutscenes and map entrances that can be stored:
Jungle Japes: mountain GB*,
switch for mountain GB
*if you store this cutscene, you will be pulled back into the portal when you reenter the level: youtube.com/watch?v=zOhKZEvtQlk
Angry Aztec: quicksand door,
switch for quicksand door
Gloomy Galleon: lighthouse cutscene,
lighthouse lever
Fungi Forest: conveyor belt GB (outside mill),
lever 2 for conveyor belt
Fungi Forest: mill activation,
crusher activation,
triangle pad for mill
Fungi Forest: Tiny's entrance to rear part of mill,
spot where Chunky's block was
Fungi Forest: Diddy's caged GB and instrument pad,
winch switch
The timing of the Start press is very precise (in the range of ~54.7-54.8). If you press Start too soon, the Intro Story fadeout will be skipped, meaning it won't trigger any cutscene and it won't be delayed either. If you press Start too late, you will be watching Intro Story.
This trick has different results on the other demos.
Diddy: Squawks explains the controls, movement desynchs (youtube.com/watch?v=i6YJoOOPsFg&t=1m8s)
Lanky: game crashes because there are no cutscenes on the map
Tiny: demo plays normally
Chunky: cutscene showing golden banana plays, no movement desync
If you go back to K. Rool after Intro Story, you will be in round 2 (still DK's phase). Selecting quit game on the pause menu or leaving the arena will reset the fight to round 1.
1. Start a new file and complete all training barrels. Do not leave the training grounds.
2. Use this trick to get to Creepy Castle early and skip the Squawks cutscene in DK Isles: youtube.com/watch?v=KZC0fMjwNzY
3. Unlock all kongs with King Kutout.
4. Get all the blueprints in Castle as well as the one in the lobby, then head to DK Isles. Collect the remaining blueprints, ending in Angry Aztec.
Be careful not to trigger the DK Isles Squawks cutscene at any point:
- Using the warp pads is fine, but don't get too close to the training grounds loading zone. Also, the trigger zone for the cutscene extends vertically. If you want to travel between Caves and Aztec, stay in the shadow of the island when you do.
- Do not go to K. Lumsy, as the cutscene with him opening Jungle Japes will be interrupted by Squawks: youtube.com/watch?v=6QJrEJFr7Aw
Creepy Castle normally needs to be opened with key 5, but turning in a key makes the trick impossible, so warping to Castle is required.
- Do not die in the DK Isles main area, Snide's room, or fairy island. If you do, you will be warped to where the Squawks cutscene is triggered.
Also, avoid going too far out of bounds or you will be warped back to the training grounds: youtube.com/watch?v=E4YASxMQqzk
If you do accidentally trigger the cutscene, the game won't autosave right away so you can reset and continue the blueprint quest.
Use this trick to bypass Squawks whenever you need to restart the game: youtube.com/watch?v=kOAATfDXfuY
5. Once you have turned in all blueprints, enter the test map by pressing A and B simultaneously on the bonus menu. If you shoot the balloon, it will be saved permanently once you leave the map.
6. Walk out of the map. Instead of being placed right where you started, you will now warp back to Snide's. The pause menu will be available again.
The game doesn't know which level you are in because the OoB warp (which is normally supposed to send you back to the level entrance) disconnected the Snide's H.Q. map from the level, resulting in a "null Snide". Since you are no longer in a level, the pause menu will default to DK Isles, even though that's not where you are.
If you reenter the test map, you will be able to warp out again. This doesn't affect the trick and neither do the bonus games.
7. Try to leave. The cutscene will start, but the screen won't fade out. After the cutscene ends, you will be able to move.
There are still golden bananas stored in the ceiling even though you have turned in all blueprints. One of them can be collected, but it won't increase your banana count. When you come back to Snide's H.Q., the collectable banana will be there again.
The game will softlock if you use the exit level option or leave first person mode while holding your gun.
You can use the Caves warp (youtube.com/watch?v=kOAATfDXfuY) or a post-playthrough flashback warp (youtube.com/watch?v=KZC0fMjwNzY) to leave training grounds without triggering the cutscene.
You can use the Caves warp (youtube.com/watch?v=kOAATfDXfuY) or a post-playthrough flashback warp (youtube.com/watch?v=KZC0fMjwNzY) to leave training grounds without triggering the cutscene.
2. Enter your file
3. Go to Jungle Japes and enter the T&S portal near Tiny's bonus barrel after 0:55 (make sure not to enter after 1:14; if you don't make it in time, enter after 1:26), tag Tiny
4. Leave the room after 3:01
5. Enter Tiny's bonus barrel at 3:24.2 (+/- 0.5 seconds)
You can also enter the barrel with the 2:36 or 3:01 fadeouts, but if you do so you won't have enough time to complete it before the next fadeout.
This trick also works with Chunky's Stash Snatch in Factory (2:36 fadeout) and Tiny's right Helm barrel (4:26 fadeout).
2. Enter Aztec
3. Enter the Troff 'n' Scoff portal near W5 after 1:26
4. Leave the room, tag Tiny and go to the tower
5. With small Tiny, play your instrument on the pad at 2:12.8 (+/- 0.5 seconds; it may be required to skip the text to reduce lag if you time it like that)
If you wait a few seconds before getting the banana, Intro Story will interrupt the banana dance.
2. Bring your health down to 1
3. After 2:36 (and before 2:51), use oranges to knock yourself into the loading zone that leads into DK's house
Be careful not to accidentally enter the house when you position yourself, as otherwise ISG will be deactivated and the trick won't work. You also need to damage boost into DK's house soon enough to avoid the 3:01 fadeout during the cutscene. If you succeed, ISG is canceled as soon as you warp to Caves.
This glitch triggers an unused cutscene. The camera moves over to the corner that, during the game's development, featured a fridge/locker with a Banjo-Kazooie picture on it: http://www.nintendo.co.jp/n01/n64/software/nus_p_ndoj/game/gamen02.jpg
The cutscene in DK's house was supposed to be triggered in Crystal Caves in order to show the fridge/locker, as seen in this video: youtu.be/5MN4wS6u0ZU
Whether the ice key was going to be obtained in Crystal Caves or in DK's house remains unclear, but a cutscene in an icy cavern, the Banjo-Kazooie faces in DK's house, and the unused "ICE KEY" text on the pause menu can hardly be written off as coincidence.
2. Enter your file
3. Enter the Caves portal at 0:53.5 (+/-0.5 seconds)
4. Enter a T&S portal after 1:26
5. Walk into the trigger zone for the door cutscene at ~2:32.8 (start walking about half a second earlier)
2. Enter your file
3. Go to Japes and enter a T&S portal after 0:55
4. Leave T&S room after 2:36, reenter T&S room
5. Walk into the trigger zone for the door cutscene at ~2:56.9 (start walking about half a second earlier)
2. Enter your file
3. Go to the conveyor belt in Factory and bring your health down to 1
4. After 3:25, knock yourself into the exit with oranges
5. Quickly tag Lanky and hit the switch to free Chunky
It looks like Chunky is freed after you leave the conveyor belt map, but the cage doesn't even fall down and he just disappears. If you proceed to hit the switch and free him before the 4:26 fadeout, the game will crash right after the empty cage falls down. Since the game auto-saves, you will have Chunky when you reload your file.
If you do this in a file that already has Chunky unlocked, the game will crash during the pseudo freeing cutscene.
2. View the file with the banana counts and moves you want to have.
3. Delete any file. The progress in the file you choose to delete has no effect on the outcome of the trick.
4. Go back to DK's barrel screen and wait for an Intro Story fadeout.
You will be playing in the file you deleted; and you won't be able to save the game because of Main Menu Mode, which is explained in this video: youtube.com/watch?v=BYysVeNkIi4
Things that are kept (numbers):
- play time
- golden banana counts
- colored banana counts
- coin counts
- moves and upgrades from Cranky, Funky, and Candy
Things that are reset (flags):
- cutscenes
- training barrels
- fairy camera and shockwave move
- kongs
- keys
- item spawns (Golden Bananas, colored bananas, coins)
- warp pads
- fairies
- crowns
- banana medals
- Nintendo Coin
- Rareware Coin
...
The only way to save this is to turn in all blueprints and play one of Snide's bonus games: youtube.com/watch?v=EUwonAwS6q0
However, there is a variation of the trick that saves the file as soon as Intro Story shows up: youtube.com/watch?v=f_g2dcBUVH0
If Intro Story Glitch is activated, the crown door can't trigger the K. Rool Press Button cutscene. The game still saves the open door, even if Intro Story triggers a fadeout during the door opening cutscene.
2. Enter a file that already has keys 3 and 8, Tiny, Monkeyport, the upper bananaport in Helm, and all moves required to beat K. Rool
3. Tag Tiny, quickly enter Helm lobby
4. Bring your health down to 1, stand close to Helm loading zone, orange suicide into loading zone after 1:26
5. Enter a barrel before 2:36 (alternatively, tag Diddy and enter the battle arena)
6. Get the 2:36 fadeout
7. Beat K. Rool
8. Activate Intro Story Glitch
9. View a file you don't need (it has to be a file that hasn't shut down the Blast-o-Matic yet)
10. Get an Intro Story fadeout in Rambi/Enguarde Arena or a boss fight
11. Start a multiplayer battle
Short version:
1. In a file that has keys 3 and 8, warp out of a Helm barrel or the Helm battle arena using ISG
2. Beat K. Rool
3. Do Funky Weapons Glitch on a file that hasn't shut down the Blast-o-Matic
Similarly to Cranky, Snide, Funky, Candy etc., the main menu map allows the flashback destination value to take effect. This means as long as you're on the main menu, the game will think you are in Hideout Helm. However, since the Blast-o-Matic timer only works in Adventure mode, you have to get kicked out of Kong Battle to trigger Adventure mode. The timer will not show up if you are in a file that has already shut down the Blast-o-Matic, so you should view an empty file before going into Kong Battle.
The following actions will remove the timer:
- viewing a file that has already shut down the Blast-o-Matic (the second Helm music track will start playing)
- entering any file
- starting any DK Theatre cutscene
- going to DK Bonus or Bosses
- exiting or finishing a multiplayer battle
If you run out of time in Kong Battle, the character player 1 was using will be warped into the tree house cutscene (or you will see the game over cutscene if ISG is not active anymore). You can't move, though, and pressing A or Start or waiting for the Game Over cutscene to end takes you to the Nintendo & Rare cutscene.
If you run out of time on the main menu, you will be DK afterwards since the main menu map always forces a switch to DK.
Usually you can still do a flashback warp after glitching around on the menu. However, running out of (Helm) time or going too far out of bounds during a boss fight will deactivate it.
1. Start a timer upon pressing A to load Intro Story and activate Intro Story Glitch
2. After 0:55, have a cutscene play in Rambi/Enguarde Arena or a boss fight
3. Wait for the next fadeout on the mystery menu
4. Enter your file twice
5. Enter Crystal Caves (you need to go fast enough to not trigger Intro Story at 2:36) and walk up to Cranky's lab
6. Kick into the loading zone just before the Kosha cutscene starts (the timing is difficult)
If you kick in too late and trigger Intro Story, you can still try again since the Kosha cutscene will play again the next time you enter Caves. If you kick in too soon, reset the game instead of leaving the lab so the game won't save your Cranky visit.
Leaving Cranky's lab through the exit puts you back where you came from, whereas walking too far out of bounds put you back to the level entrance, unless Intro Story does another fadeout.
2. Enter a level and get an Intro Story fadeout in a global map such as Cranky, Snide, Funky, Candy, a bonus barrel, a battle arena...
3. Clip out of bounds where the Troff 'n' Scoff portal near Cranky in Aztec used to be. Try to find the loading zone right behind the wall. Alternatively, if there is a boss you haven't beaten yet, you can enter the Troff 'n' Scoff room in that level.
You wil be in the Troff 'n' Scoff room of the level you warped out of. If you beat the boss, you won't get another key, and you will be sent to wherever you set up the flashback warp.
2. Enter your file
3. Tag Tiny, quickly enter Helm lobby
4. Bring your health down to 1, stand close to Helm loading zone, orange suicide into loading zone after 1:26
5. Enter a K. Rool barrel before 2:36
6. Get the 2:36 fadeout in the Helm barrel
7. Enter a Troff 'n' Scoff portal in any level
The boss door will put you next to the power hut in Factory. After that, you will still be able to flashback warp.
Before you start the trick, the setup file must have keys 3 and 8 as well as all moves required to beat K. Rool.
1. Activate Intro Story Glitch
2. Enter your setup file
3. Enter Castle within 55 seconds and go to Cranky, Funky, Snide or Troff 'n' Scoff
4. Trigger an Intro Story fadeout (T&S: instrument or tag barrel)
5. Beat K. Rool
6. Start the file in which you want to enter Castle early
7. Enter and exit Cranky's lab
As of now, it is still impossible to enter Castle early without a setup file.
Before you start the trick, the setup file must have keys 3 and 8 as well as all moves required to beat K. Rool.
1. Activate Intro Story Glitch
2. Enter your setup file
3. Tag Tiny, quickly enter Helm lobby
4. Bring your health down to 1, stand close to Helm loading zone, orange suicide into loading zone after 1:26
5. Enter a K. Rool barrel before 2:36
6. Get the 2:36 fadeout in the Helm barrel
7. Beat K. Rool
8. Enter the file in which you want to enter Helm early
9. Enter and exit Cranky's lab
2. When the timer reaches 1:26, enter End Sequence and start holding A when the screen is black. The credits music should now be playing on the menu.
3. Enter your file.
4. Tag Tiny, use W4, enter Helm lobby, and tag DK (this must be done before the timer reaches 2:36).
5. Bring your health down to 1 and stand close to the Helm loading zone - DO NOT step into it.
6. Within the time window from 3:25 to 3:43, knock yourself into the loading zone using oranges.
The first two steps from the above instructions don't entirely match what I do in the video. This is because when I made the video, I didn't know about the End Sequence trick that would simplify the process.
Caution: This trick can only be done once per file. As soon as you enter the Helm loading zone, the game will autosave and the Enter Hideout cutscene won't play the next time you go to Hideout Helm.
Being DK when damage boosting into the Helm loading zone is not required, but it is much easier to explore the full map as DK.
Requirements:
- You have the ability to throw oranges.
- Hideout Helm has never been entered in your file.
- Story Skip is turned off.
Additional preparations that make the process easier, but are not technically required:
- The upper warp 4 in DK Isles is activated.
- Tiny is freed and can use Monkeyport.
- Warp 1 in front of B. Locker in Helm lobby is activated and B. Locker is gone.
- The cutscene that plays upon entering Troff 'n' Scoff's room for the first time has been watched.
The Enter Hideout cutscene ends with a fadeout to Snide's H.Q. so he can tell you how much time you have for your mission of shutting down the Blast-o-Matic. However, this fadeout won't happen when ISG is active. Instead, the camera will move to your kong, who is standing in front of an "exit" with no loading zone in it. This is because you're not in the actual Hideout Helm map at this point, but rather a copy of the map that is used for intro cutscenes. It lacks most of the objects regular Hideout Helm has (loading zones, warp pads, barrels, enemies, switches, vines, Chunky gates, instrument gates, banana medals, key 8, ...). The doors blocking access to other rooms are still there, though. You can see some kremlings in the Blast-o-Matic room and the crown door room, as well as K. Rool constantly pressing buttons on his throne since that's just where the cutscene left off.
This chart shows where you can go from this fake Hideout Helm: https://i.imgur.com/VrKxtJ5.png
Note that if you die or enter the T&S portal or boss door, Intro Story will take over, unless you are fast enough to do it before the next Intro Story transition (2:36 or 4:26).
Main Menu Mode is explained here: youtube.com/watch?v=BYysVeNkIi4
In Main Menu Mode, nothing is saved unless you play one of Snide's bonus games. For more details, go here: youtube.com/watch?v=BYysVeNkIi4
Any kong that shows up loses all Golden Bananas, colored bananas, and coins. Thus, I lost 120 Golden Bananas through Chunky's, DK's, and Diddy's demos.
DK loses all moves, Simian Slam, his weapon and instrument in his demo. Ammo belts are lost as well.
Diddy, Lanky, and Tiny can obtain all moves, Super Simian Slam, their weapons along with upgrades, and instruments with all upgrades. Since I started a 101% file in this video, Lanky already had his moves and upgrades even though I didn't watch his demo.
Chunky doesn't get any moves except Super Simian Slam. He also gets his weapon and instruments without upgrades.
Every time you enter the main menu from DK TV, the game selects and loads one of the three files or a temporary "file 4". However, there are only two possible outcomes, depending on the data inside the files. For instance, it may only select file 3 or 4, and when you play around and collect or activate things in one of the files, it will select file 1 or 3. It is not known how the game determines which file is picked, but the data inside the files has a vague influence on it.
The data loaded upon entering the main menu only consists of flags (things like cutscenes watched, items spawns, switches, keys, fairies, ...) and doesn't change any numbers. You will keep golden/colored bananas, coins, moves, weapons, and instruments for any kong whose demo is not shown.
Be careful: If you play one of Snide's bonus games without knowing which file you are playing in, any file might get overwritten.
Since I had 100 bullets when I exited my file and lost my ammo belt upgrades in DK's demo, the bullet counter went down to 50 after I fired.
The number of melons is not changed in DK TV. However, since the third melon is linked to an instrument upgrade, you can try to purchase it again with DK or Chunky. Candy will only talk about upgrading your instrument, though, and when you buy it, the "Third Melon" text will be replaced with "Simian Slam". This doesn't actually give you Simian Slam.
A complete overview of modifications can be found here: docs.google.com/spreadsheet/ccc?key=0AomSNwtHQQvFdERfZm9lc2ltaXhxb1I3cUpmOGQ1akE#gid=0
Note the "Other" tab below the spreadsheet.
In Main Menu Mode, nothing is saved unless you play one of Snide's bonus games. For more details, go here: youtube.com/watch?v=BYysVeNkIi4
Monkey Smash resets all your golden/colored banana counters, coin counters, but also gives you Simian Slam and all weapons along with Homing Ammo and Sniper Sight. You also lose all instruments upon entering Kong Battle.
Ammo and oranges are kept when you exit Monkey Smash. In Coin Hoard or Capture (Pad), the number of coins for P1's kong correspond will carry over into MMM. Also, the number of lives for P1's kong correspond to that kong's instrument energy.
DK Bonus gives you all moves, Super Duper Simian Slam, all instruments, and the third melon. Boss fights only give you a certain amount of moves for each kong and a certain number of melons depending on the level. However, they still give you Super Simian Slam and all instruments.
A complete overview of modifications can be found here: docs.google.com/spreadsheet/ccc?key=0AomSNwtHQQvFdERfZm9lc2ltaXhxb1I3cUpmOGQ1akE#gid=0
Note the "Other" tab below the spreadsheet.
MMM has some notable differences from Adventure mode:
- The auto-save feature is disabled.
- The pause feature is disabled. This includes the pause that happens when you lose a mini game and the try again prompt appears: youtube.com/watch?v=lyMZ1BgeH6E
- There is no way to lose health. (You can still die in lava and death planes, though.)
- All colored bananas and coins will reappear every time you enter a level or go too far out of bounds. This doesn't apply to balloons, though.
- There is no text during intro cutscenes for levels, character huts, battle arenas, and such.
- There is no Blast-o-Matic timer in Hideout Helm. It is not just invisible; it is completely disabled.
Since you can't pause or save the game, be careful not to get stuck places like Aztec lobby, key 8 room, or the dark room in Factory.
There are two ways to get out of Main Menu Mode:
- Defeat K. Rool: You will see the ending cutscene(s) and the game will restart from the opening as usual. The file won't be saved, though.
- Start and win/lose one of Snide's bonus games (youtube.com/watch?v=EUwonAwS6q0): This will take you back to Adventure Mode and save the file. Be careful though because this may also write prior file changes, including those from DK TV and Kong Battle. You can avoid this by viewing a file before the Intro Story fadeout, as this loads the file and undoes the changes.
2. Enter a global map such as Cranky, Snide, Funky, Candy, Troff 'n' Scoff, a bonus barrel, a battle arena etc.
3. Get an Intro Story fadeout while in the global map (using a tag barrel, instrument, or any other cutscene).
4. After watching Intro Story, enter a different global map.
5. When you leave, you will come out of the global map you entered at the beginning.
If you perform any of the following actions between steps 3 and 4, the glitch won't work:
- dying or going too far out of bounds
- leaving a level through a DK portal
- leaving a level through the pause menu
- exiting Adventure mode
Exceptions regarding pause exit, death, and out of bounds are marked green in this spreadsheet: docs.google.com/spreadsheets/d/1vWGWpp7hhG0pW2AB3hnL0CQicZQbEw4QlMfzrNFDscc/edit#gid=430498820
The flashback warp will instantly happen if you enter the map that the warp points to (the map outside the one you left via Intro Story). Since you have to go trough training grounds after the Intro Story warp, it is not possible to flashback warp back there from outside.
Japes, Factory, Castle: get pulled back into portal
Aztec, Galleon, Caves: spawn in front of portal
Forest: walk out of portal
Example of the glitch: youtube.com/watch?v=kpnh-SbhD0Y#t=1m27s
If you do any of the following actions before going back to the level, the glitch won't happen:
- dying or going too far out of bounds (outside the whole training grounds section)
- entering any other level besides Helm
- exiting Adventure mode
During the banana transfer, the game compares the total number of bananas given to Troff 'n' Scoff to the total number of bananas required to open the boss door. Whenever the former is greater or equal, DK stops throwing bananas. However, since the number on the door is still greater than 0, the cutscene immediately starts over.
The number of bananas fed to Scoff (per kong and level) is stored on the cartridge as a 7 bit integer, so once it exceeds 127, it will overflow to 0. It can be greater than 127 in the memory, but only the last 7 bits are saved.
After a file data transfer, you won't have any banana medals even with 75+ bananas. On the pause menu, any non-grayed out medal with no checkmark means you have 75+ bananas but not the medal. In order to get those medals back, you need to lower your banana count via overflow and collect the 75th banana again.
It is also possible to reset your banana count to 0 with the Kong Battle glitch (youtu.be/ZA3B-jehwSs) and keep all the banana medals you have. Those will then appear grayed out with a checkmark on them. Getting the 75th banana again will cause the medal to show up on screen as usual, but nothing will actually change.
(In the Japanese version, the text will appear and the cutscene will end as usual.)
To fix this, activate Intro Story Glitch, enter your file, and enter the Troff 'n' Scoff portal after the first Intro Story scene (55 seconds) ends. This is why I waited a few seconds before I went into the portal. The portal cutscene will trigger an Intro Story fadeout, which is immediately cancelled by the DK fadeout, so cutscene 0 will play in the Troff 'n' Scoff room. Wait until the screen fades out again (which autosaves the file) and then reset the game or wait until Intro Story ends. Once this is done, you can enter Troff 'n' Scoff without causing a softlock.
http://dk64.wikia.com/wiki/Intro_Story_Glitch#Fadeout_Cancel
Alternatively, if there is a boss door you haven't opened yet, you can just enter the Troff 'n' Scoff in that level room to clear the cutscene.