DK64 A Button ChallengeThat's it. All Batty Barrel Bandit GBs are 0xA now. This is my 8th BBB video and barring some new spinoff on this channel, hopefully my last. This is the 196th Gold Banana that can be collected with no additional A presses after starting the game. 101% is down to 26 A presses - half for Mad Jack & K Rool, and half for everything else.
This is a relatively simple application of flashback chaining after the trick in the previous video. We've seen this concept before. However, I wanted to go through the details again so that watching obsolete videos is not mandatory to understand current strategies.
This, along with the previous three videos, obsolete the video I uploaded last month. I unlisted it to keep the channel clean; you can find that video here: youtube.com/watch?v=1__vMxHUF6U
Note that this strategy can actually be used for the Factory BBB GB as well. However, the strategy already shown for that GB is more efficient for a full game run, since it is faster and does not require a stored pause cancel. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. While generally useful, the held A serves no purpose in this particular video. I do not believe the "0.5 A" notation is useful for DK64 - as long as it takes an A press to start a file, you can virtually always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16
DK Isles: Batty Barrel Bandit GB - 0xADK64 A Button Challenge2021-09-07 | That's it. All Batty Barrel Bandit GBs are 0xA now. This is my 8th BBB video and barring some new spinoff on this channel, hopefully my last. This is the 196th Gold Banana that can be collected with no additional A presses after starting the game. 101% is down to 26 A presses - half for Mad Jack & K Rool, and half for everything else.
This is a relatively simple application of flashback chaining after the trick in the previous video. We've seen this concept before. However, I wanted to go through the details again so that watching obsolete videos is not mandatory to understand current strategies.
This, along with the previous three videos, obsolete the video I uploaded last month. I unlisted it to keep the channel clean; you can find that video here: youtube.com/watch?v=1__vMxHUF6U
Note that this strategy can actually be used for the Factory BBB GB as well. However, the strategy already shown for that GB is more efficient for a full game run, since it is faster and does not require a stored pause cancel. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. While generally useful, the held A serves no purpose in this particular video. I do not believe the "0.5 A" notation is useful for DK64 - as long as it takes an A press to start a file, you can virtually always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Flashback Storage in Aztec Lobby - 0xADK64 A Button Challenge2021-09-06 | Obviously this alone doesn't improve the run, but this flashback warp will be used in at least one future video to save at least one press. I could have combined it with the next video, but thought it made more sense to keep it separate.
The damage boost at the end here is very difficult to do properly. Reaching the loading zone is really no problem, but if you reach it any earlier you'll cancel the DK Isles fadeout with a Big Bug Bash fadeout, instead of cancelling the Big Bug Bash fadeout with a DK Isles fadeout. This means you need a near perfect amount of lag frames, distributed in the right way to not hit your head prematurely.
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. While generally useful, the held A serves no use in this particular video. I do not believe the "0.5 A" notation is useful for DK64 - as long as it takes an A press to start a file, you can virtually always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Frantic Factory: Batty Barrel Bandit GB - 0xADK64 A Button Challenge2021-08-21 | And just like that, the 195th GB that can be collected with no A presses other than the ones to start the file. This saves 2 presses from the previous video - down to 27 A presses total for 101%.
Wrong Barrel Resolution does in fact have more uses for the A button challenge! After spending a while unsuccessfully trying to link the block tower GB and the BBB GB, it turns out there is actually an alternative.
---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. I do not believe the "0.5 A" notation is useful for DK64 - as long as it takes an A press to start a file, you can virtually always have A held before a section. However, while generally useful, the held A serves no use in this particular video.
For more information on the A Button Challenge overall, see: kaztalek.com/dk64abc
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Gloomy Galleon: Batty Barrel Bandit GB - 0xADK64 A Button Challenge2021-08-16 | This is the 194th GB that can be collected with no A presses other than the ones to start the file. This also means that Chunky joins DK in having all of his GBs collectable without an additional A press. This brings us down to 29 A presses for 101%.
This is also the debut of a brand new trick - both on this channel and for DK64 overall - Wrong Barrel Resolution! Hopefully more will be discovered with this trick; it already has some potential to save additional A presses.
Small technical inaccuracy - after this video was published, it was discovered that the barrel chosen is based on order of loading. That said, object loading order is very closely tied to position, such that the closer barrel is loaded first outside of some fuzziness at the boundary between them. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. In this video, that allows for faster swimming as well as a swim jump (see pastebin below). I do not believe the "0.5 A" notation is useful for DK64 - as long as it takes an A press to start a file, you can virtually always have A held before a section.
For more information on the A Button Challenge overall, see: kaztalek.com/dk64abc
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Crystal Caves: Lankys Igloo GB - 0xADK64 A Button Challenge2019-01-12 | 0xA GB #193! A small oddity I observed while messing around with barrels ends up being the minor push needed to cross the finish line here.
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Crystal Caves: Ice Tomato GB - 2xADK64 A Button Challenge2019-01-09 | Hey, another save. Taking this GB down from 3 to 2 isn't the most exciting place to save a press, but any progress is good progress. And a use for remote throw is sick.
Why is this GB 2xA?: There is no way to reach the GB without loading the area first, so spawn snag can't be used. This means we need to complete the minigame.
Starting the minigame takes an A press and there doesn't seem to be any reasonable way around that. Every other similar menu in the game accepts a held A, so I'm not sure why this is. I'd be surprised if this press is ever saved.
You need to flip at least one tile (reasonably 2 or 3) to win the minigame. And unfortunately there is no currently known feasible strategy to flip a tile without an A press to enter a jump-state first. Again, this is a pretty unrealistic A press to save. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
5 presses saved - we're down to 41 total! Crazy that this theoretical FBW strat was finally executed, and that it can be done in a single press! Sorry about the unimpressive visuals of the final trick - that bad camera angle is required to generate enough lag.
Why is this GB 1xA?: The minigame takes a whopping 15 A presses to start and stop the slot machine. The only way around this is a flashback warp.
Saving this A press isn't unreasonable, since its only used to set a stored position for the orange throws. Using TBS, you can force a drop from the bonus barrel so that a grounded orange can hit you (in this case you would swap to Lanky for a further damage boost). Unfortunately, this is neither fast enough nor gets enough distance due to less air time. However, with a new way to generate heavy lag this could be possible. Standard boulder ultra lag does not work in this room for complicated reasons. Alternatively, reaching a high enough stored position to damage out of the barrel without an A press sounds unlikely but not impossible.
---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16K Rool: Diddy/Tiny/Chunky Phases - 8xADK64 A Button Challenge2018-02-06 | Every A press seen in this video can be skipped depending on where you want to use your pause cancel. Since you only get one pause cancel per fight, we're stuck with a bunch of presses. Saving presses on any of these phases could potentially effect the others due to the pause cancel location moving around.
We're done for now. Stay subscribed and you'll be able to see when any improvements are found! I fully expect some to come in the future, but I'm taking a break from working on this project for a bit. It's been super fun and I love how amazing these strategies have ended up being. We've come a long way from the 200+ presses we were at a few years ago, and 192 0xA GBs is insanely impressive. See the end of this video for further acknowledgments.
Why is this 8xA?: The entire problem boils down to reaching the Diddy/Tiny/Chunky barrels in the middle of the arena. A side issue (that would be solveable if we had the above) is slamming the switch in Chunky's phase.
Every Kong can dismount jump towards the center, but not get enough distance. A way to increase lag in the fight would help with that, though there aren't really any leads.
Chunky could hit 0 if he could keep slamming the center switch from OoB after setting a stored position. A way to clip from a dismount jump would do the trick, but doesn't seem too likely. Alternatively, it wouldn't take that much more extra lag to slam the center directly.
The center warp is an intriguing tool, but it doesn't provide anything in the way of noteworthy height gain. You can't grab the pole as you hit the warp, or something like that. You also can't use damage to help, since a damaged state disables Kong barrels.
If you could pause cancel repeatedly or find a way to remote dismount without a pause cancel, then everything here gets solved immediately. Some way to escape the fight and return to it later (with a fresh pause cancel) could maybe be used, though that seems very infeasible to me based on how the fight works. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16K Rool: DK and Lanky Phase - 0xADK64 A Button Challenge2018-02-06 | The other 3 phases are all linked by a shared resource. These two Kongs don't need to worry about that. Video split to make it easier to update just the other 3 in the future in case of new improvements.
And yes I know there is a typo. Whatever. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Frantic Factory: Key 3 - 5xADK64 A Button Challenge2018-02-03 | Mad Jack is a pretty cool fight. Glad TAS micro-optimizations were able to finally remove the extra presses on phase 4/5.
As a side note, this is a good location to re-hold A for any% if you ever have to let go of it.
Why is this key 5xA?: There are 5 switches you need to slam to kill Mad Jack. Short of some brand new way to damage him, its very hard to imagine these presses being saved.
By kicking off the edge at the right time you can duplicate "Cutscene Controller" objects (these unfortunately don't seem to generate much lag). When the game nears the object limits bizarre feathercorruption-esque things start to happen, but also the game crashes pretty frequently especially during MJ damage cutscenes. Maybe something interesting could happen there, but that's somewhat grasping at straws.
The boss loading zone does not allow held objects to be brought through it, so not really any potential there. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Remaining Lobbies Without Monkeyport or Key 4 - 0xADK64 A Button Challenge2018-02-02 | Time for a brief intermission. Swim jump has opened up Isles movement significantly. Here are some important consequences that save time in any%, save presses in NLE, and will set us up for the next video in 101%.
Caves, Japes, Galleon, and Castle lobby not shown because they didn't use Monkeyport or Key 4 anyways, other than to get to one of the levels shown here as an intermediate step. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Fungi Forest: Lankys Mushroom Puzzle GB - 3xADK64 A Button Challenge2018-02-01 | Apologies for referring to this trivial instruction following as a "puzzle", but that's the name I often see used for it. This is the last GB that takes over an hour with current strategies.
Why is this GB 3xA?: Since this GB spawns in a bonus barrel, spawn snag is out of the question (not like we could use it anyways). We need to slam the mushrooms.
Like with the last few GBs, we're left in a small room without tools to start a jump. The elevated mushrooms pose an extra challenge, since a theoretical slam slide or low dismount jump would not even be useful.
The best hope is having the autojump reach the blue mushroom (and maybe eventually, the red and green mushrooms). This isn't completely infeasible - more lag should do it. But the yellow mushroom is already a difficult reach and we're only a handful of vases away from crashing the game. The height requirement gives us a lot less time to cover any distance or do much more than beeline.
Edit 7/17/2021: There is actually a blueprint now for an alternate 3xA strategy that looks very different and is significantly faster. This may or may not get its own video at a later point. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Crystal Caves: Tinys Igloo GB and Fairy - 3xADK64 A Button Challenge2018-01-30 | We're back again with everyone's favorite game - spend over an hour duplicating vases!
Why is this GB 3xA?: As with most small rooms, there is no chance of spawn snagging the GB. This means we need to slam the target thrice, with no reasonable way to start a slam for free.
There are very few tools to work with inside the igloo. No water, no climbable surface means no swim/dismount jump. There are no vines in Caves to wrong grab and bring in (and it'd hang too low anyways). An entrance autojump can only be used for the first slam. So barring some fantastic new technique we need to jump.
The other option to reduce A presses would be to get multiple target hits off the same slam. I've been unable to do this. If we could bring a tag barrel inside we could get a mini-slam slide, but I've also been unable to get multiple hits this way before the tag barrel fall cancels the slide. Plus, bringing in a tag barrel means you would not be able to autojump the first target, and so would need to get the last 3 hits from a single slam to save presses.
---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Creepy Castle: Ballroom GB - 1xADK64 A Button Challenge2018-01-25 | Why is this GB 1xA?: The rocketbarrel is really far away from anything that can be used to reach it. Damage boosting is useless here since you can't enter a barrel in a damaged state. Enemy bouncing would be nice but enemies die far before the barrel actually spawns.
Of all the A presses in the game, I believe this one the most likely to be saved. If we can wrong grab a tag barrel at any point above the ballroom door in Castle that should be enough. A vase bridge can reach the rocketbarrel if we can switch from Chunky to Diddy inside.
Without a tag barrel, bringing in objects doesn't accomplish much. Diddy can't lift them. The rocketbarrel is so far away from anything else that additional lag isn't nearly enough.
This might be possible by wrong grabbing a rocketbarrel, but that has never been done before.
---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Angry Aztec: Lankys Vulture GB and Crown - 1xADK64 A Button Challenge2018-01-23 | Bye-bye cool strat to reach the switch involving gunswim, pause cancel, and using shockwave to extend your hurtbox. Hello swimjumping.
Why is this GB 1xA?: How else are you going to get a jump state above the switch in order to slam it?
This GB has some special properties (since it can move around the screen and fall without a cutscene). As a result, it turns out it is not possible to spawn snag it. So we need to hit this switch.
If we bring in vases, the lag does not carry over to the switch area. If there is a vase inside and we bring in a tag barrel with Chunky, TBS is automatically stored (via the vase lifting animation). Other than that there is no way to change Kongs in the temple, since touching the tag barrel will force you to touch the exit loading zone. It would be cool to get a slam slide, but entering first person for a swim jump will unload the tag barrel unless its done near the start. Even if a slam slide is started, there is no know way to get it up the pedestal (or even to either of the lower levels of that platform).
If we bring in a vine it is nowhere near in the right position. No surfaces that let you remote dismount can be brought in via wrong grab.
Overall I feel this is the least likely of the 1xA GBs to be solved. The switch is in far too awkward of a spot. Swim jump makes this much more feasible than it was (since it lets us start a slam inside the temple), but we're still a long way off from any potential strategy. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Rareware Coin - 0xADK64 A Button Challenge2018-01-20 | As of now this is the only point in the game where we have to let go of A. We can begin holding A again at another press - I'll note a few that are completely ideal in future videos.
We managed to hold that starting-file A press for 95.85% of all collectibles. What a video game. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Jungle Japes: Tinys Shell GB - 0xADK64 A Button Challenge2018-01-20 | This GB may be short and simple but it is anything but easy. Nightmare to coordinate. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Chunky Slam X / Diddy Sunken Ship GBs - 0xADK64 A Button Challenge2018-01-17 | New trick means two new GBs without an additional press. This one was surprising. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
If you get bored during the 90 minute duping for the attic GB, you can head over and do this 55 minute GB. This is basically just a low-calorie version of the previous one. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Fungi Forest: Lankys Attic GB - 0xADK64 A Button Challenge2018-01-12 | This GB alone takes about as long as an NLE TAS. Which is a great improvement, since the original strategy took about as long as a 101% TAS. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Angry Aztec: Matching Game GB - 0xADK64 A Button Challenge2018-01-05 | There are a lot of reasons this almost much easier than it ends up actually being. But there's something nice about complex strategies where you don't know how they'll end up. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Jungle Japes: Painting Room GB/Fairy, Lankys Medal - 0xADK64 A Button Challenge2018-01-02 | Getting the wrong grab on the tag barrel can be incredibly annoying. At one point I thought it might be impossible...even after doing it with cheats. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Crystal Caves: DKs Rotating Cabin GB/Crown - 0xADK64 A Button Challenge2017-12-29 | Highly suggest watching "Chunky's Cabin GB" prior to this video, as it builds off a major trick from that one. Link: youtu.be/_72SBL0h3fE
Reminder about autojumps: holding A when passing through a loading zone (usually) forces you to jump automatically when entering the next area. This can be canceled with an attack or 180. If you see me jumping at the start of the area, this is why. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Crystal Caves: Chunkys Cabin GB - 0xADK64 A Button Challenge2017-12-27 | Hope you watched the last 2 videos, as we'll be building off some new tricks from both. This whole thing takes about 15-20 minutes in real time. We'll be seeing the big new trick in this video in several future GBs.
There is a slight inconsistency with orange count at the end. Whoops. But its easily verifiable that only 25 oranges were used in this video (which you can carry at once).
One other small correction: ObjectIDs are 2 bytes, not 1. A vast, vast majority of objectIDs that can be reached with an extended wrong grab simply crash the game. --- Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Creepy Castle: DKs Dungeon GB - 0xADK64 A Button Challenge2017-12-16 | Nobody likes pressing A over 10 times for stupid minigames. Let's break the rules of object spawning instead. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Fungi Forest: Owl GB - 0xADK64 A Button Challenge2017-12-11 | The owl race is completely infeasible at first glance - you have stars near the floor, stars the near ceiling, and somehow have to reach both in a very short time period without letting go of A? But a combination of new and old tricks allows us to tackle this. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Fungi Forest: Giant Mushroom Switch GBs - 0xADK64 A Button Challenge2017-12-03 | Lots of trials to overcome here, and the bonus barrel itself might be the hardest part. There are plentiful resources in the giant mushroom but the layout makes them difficult to take full advantage of.
We've now reached 90% file completion. And still no A presses since starting our file. DK64 is amazing. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Creepy Castle: Key 7 - 0xADK64 A Button Challenge2017-11-25 | Pretty shocked that this happened to be honest. I've tried a lot of similar stuff before, but thought this strategy was impossible because I tested with the wrong Kong. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Hideout Helm: Diddys Medal - 0xADK64 A Button Challenge2017-11-25 | Been trying this for a while but wasn't able to execute on this until now. Would have been done much earlier had I realized that under the right conditions you can re-enter orangstand before slipping on "slippery out of bounds".
This allows all 40 medals to be obtained with no in-file A presses.
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Angry Aztec: Vulture Race GB and Diddys Medal - 0xADK64 A Button Challenge2017-11-23 | This used to be an incredibly complicated GB. But a lot of more recent tricks make this very manageable. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Jungle Japes: Hill Top GB - 0xADK64 A Button Challenge2017-11-17 | Avoiding loading an area can be hard when that area is the massive hub of a level. For this GB, the remote dismount effect actually is an inconvenience when climbing trees rather than a tool to reach new heights. Luckily we can tame it.
Really glad I found false fall while making these videos because it spared some annoying stuff here. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Fungi Forest: Chunkys Minecart GB - 0xADK64 A Button Challenge2017-11-14 | Again we use pause cancel and remote dismount for an otherwise jump-heavy GB...but not in the way you might think. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Fungi Forest: DKs Barn GB, Fairy - 0xADK64 A Button Challenge2017-11-11 | We debut an incredibly potent trick here: remote dismount. RD can't be used everywhere - nowhere in Caves, for example. Where it is possible, however, it can be incredibly useful (although usually very slow to set up, especially if pause cancel is needed). Several GBs we've solved previously have alternate, (sometimes much) slower solutions with RD. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Angry Aztec: Lanky 5 Door Temple / Stealthy Snoop GBs, 2 Medals - 0xADK64 A Button Challenge2017-11-10 | DK's Stealthy Snoop in Aztec is an easy GB should have been part of an earlier video, but I excluded it for chronology reasons. I've long stopped caring about the order of these videos though, and I had to put it somewhere. The interesting part is Lanky's 5 Door Temple and how pause cancel can be used in interesting ways.
If you've seen the world-famous video youtu.be/4fKn9Eq0Dxg (mandatory: watch on loop ), it was from trying to reach the torch without the intermediate step.
---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16DK Isles: Banana Fairy Isle GBs - 0xADK64 A Button Challenge2017-11-07 | One of the easiest segments of them all, thanks to our new trick. We're now at 85% completion rate, but there aren't many things this easy left. I also created a new trick pastebin with information on the tricks we've used so far in this run, check it out down below. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
For information on some of the tricks used in this video, see: pastebin.com/u4VYcB16Fungi Forest: Rabbit Race GB, Storing Pause Cancel - 0xADK64 A Button Challenge2017-11-06 | Pause cancel is a very useful trick that can be set up using the rabbit race. The race GB itself is much easier and faster than it used to be thanks to spawn snagging - see youtube.com/watch?v=d_hLGta9vAI for the old method. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
Spawn Snag: You can grab "unspawned" GBs by being in the right area before they finish loading for the first time. Getting there is the hard part and requires some form of camera manipulation, often times using Tag Barrel Storage locked camera.Frantic Factory: Chunkys Stash Snatch and Production GBs - 0xADK64 A Button Challenge2017-11-04 | Pretty similar stuff to what we saw in Tiny's Arcade GB video. Hunky Chunky is a really powerful force in Factory, especially since it locks the camera while still allowing phasewalks and rapid orange throws (unlike TBS locked camera). ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Spawn Snag: You can grab "unspawned" GBs by being in the right area before they finish loading for the first time. Getting there is the hard part and requires some form of camera manipulation, often times using Tag Barrel Storage locked camera.Vine Barrel - 0xADK64 A Button Challenge2017-11-02 | I was not expecting this - for 3 years the dumb press in the vine barrel has been taunting us, and the solution is actually stupidly simple. If you can figure out the obscure button combination that lets you grab it.
Note that if you do not count the presses on the main menu, A must still be held to buy DK's gun (which is necessary to reach Galleon). So this doesn't allow things like 40BP in 0xA excluding the menu presses.
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".Gloomy Galleon: Treasure Tower GBs - 0xADK64 A Button Challenge2017-10-30 | These GBs are a nice summation of a lot of new important techniques we've been exposed to in the last several videos. Don't think we're done with new tech though - we have at least 7 major new tricks in the last 33 GBs, most not seen in any speedrun. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Phasewalking: With an angle in the (140, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
Gunswim: Press C-up right before entering water with the gun out to avoid putting the gun away while swimming. This allows gunshots and oranges from the surface of the water, which is normally impossible. In this video, it is used to get TBS.
Telegrab: Ledge climbs used stored positions to figure out where to send the Kong. Normally you move up equal to the difference in Y values between your stored position and the ledge. By desynching the stored position with TBS, this can be exploited to go rocketing upwards. There is a correction effect that undoes this height gain, but it is bypassed if there is a floor above the grab point or (as we see in this video) with a frame perfect tag.DK Isles: Isle Top GBs - 0xADK64 A Button Challenge2017-10-27 | Diddy has two GBs high up in DK Isles, and can't jump into the rocketbarrel like a casual. Chunky helps us with a familiar workaround. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.Hideout Helm: Key, Fairies, Crown, and 4 Medals - 0xADK64 A Button Challenge2017-10-26 | Everything we need to get from Hideout Helm except for Diddy's medal. In a full run, this segment should take place closer to the end (because of the timer). ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
Spawn Snag: You can grab "unspawned" GBs by being in the right area before they finish loading for the first time. Getting there is the hard part and requires some form of camera manipulation, often times using Tag Barrel Storage locked camera.Angry Aztec: Chunkys 5 Door Temple GBs and Medal - 0xADK64 A Button Challenge2017-10-24 | Another strategy simplification thanks to very difficult damage boosts. We've now hit both 80% on the file and all blueprints! ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".Fungi Forest: Apple GB - 0xADK64 A Button Challenge2017-10-22 | You never know where you'll end up when working on ABC. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".Frantic Factory: Diddys Testing/Storage GBs and Medal - 0xADK64 A Button Challenge2017-10-22 | Two more GBs that had crazier strategies, but I found more optimal ways to do them. Still pretty interesting stuff though. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (140, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
Telegrab: Ledge climbs used stored positions to figure out where to send the Kong. Normally you move up equal to the difference in Y values between your stored position and the ledge. By desynching the stored position with TBS, this can be exploited to go rocketing upwards. There is a correction effect that undoes this height gain, but it is bypassed if there is a floor above the grab point or (as we see in this video) with a frame perfect tag.DK Isles: Castle Lobby GB - 0xADK64 A Button Challenge2017-10-20 | Another GB in the "I found a better strategy so this isn't super difficult anymore" series. Expect a few more videos like this. Figuring out the damage boost directly onto the boulder is a revelation that will probably come back in future videos.
I'm pretty sure this is the first video without using a phase trick. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.Gloomy Galleon: Lighthouse Ship GBs, Chunkys Medal - 0xADK64 A Button Challenge2017-10-18 | Diddy and Chunky have GBs involving the lighthouse ship. Luckily, it has a mast. I originally had a more complicated strategy for both of these GBs before realizing how relatively easy the mast makes things. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (140, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".Frantic Factory: Shooting Game GB/Fairy, Tinys Arcade GB and Medal - 0xADK64 A Button Challenge2017-10-15 | Two different side effects of the Toy Monster fight help us get two different Tiny GBs. How fortunate. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Phasewalking: With an angle in the (140, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
Spawn Snag: You can grab "unspawned" GBs by being in the right area before they finish loading for the first time. Getting there is the hard part and requires some form of camera manipulation, often times using Tag Barrel Storage locked camera.Crystal Caves: Lower Diddy Cabin - 0xADK64 A Button Challenge2017-10-13 | Diddy's lower cabin normally requires a small hop into a rocketbarrel. Getting around that little jump ends up being a big task. We've also officially reached 75% completion with no additional A presses since the first video! ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping when walking through loading zones, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (140, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.Frantic Factory: Xylophone GB, Lankys Blueprint and Medal - 0xADK64 A Button Challenge2017-10-11 | This section could have been appended to the previous Lanky in Factory video, but I felt with a precise damage trick and having to put actual effort into an area not loading early, this warranted a featured video. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
Spawn Snag: You can grab "unspawned" GBs by being in the right area before they finish loading for the first time. Getting there is the hard part and requires some form of camera manipulation, often times using Tag Barrel Storage locked camera.Gloomy Galleon: DK GBs and Medal - 0xADK64 A Button Challenge2017-10-08 | Enjoy the festival of autojumps and wallcrawls. First 5x GB video in a while. Now every kong has 45+ colored bananas in every level. This is the last level-Kong style compilation video - future videos will have narrower focuses on one or two collectibles. ---
Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Moonkick: Cancel an aerial attack by landing and then follow it with a kick to go soaring in the air for a short period of time. Note that you need to be in a jump state to do an aerial attack - walking off a ledge is insufficient. This will come into play a lot during the run.