Big timesaves from this run came from no fake udder and a better end to VDV. I have a theory that I also saved a lot of time because of the "Millions of Pixels" setting on the Main Menu. Not entirely sure if this is just a false facade for just getting better, but it's certainly something worth investigating.
As for timesave for the next run, there's a decent timesave at the end of PG1 cause I accidentally fell off trying to do the painting room skip. Some bad RNG on the Roswell & Bob fights meant that I probably lost 1m to a semi-optimal time on those two. Trying to get the DWU Blue Balloon was also bad cause of the bat trying to hit me. Sub 1:45 is possible, but probably hard, although that hasn't stopped this game before.
100% in 1:46:39 [Former World Record] | Earthworm Jim 3DBallaam2019-03-15 | Acquired this back in November and had this unlisted, thought making it public would be a nice meme
Big timesaves from this run came from no fake udder and a better end to VDV. I have a theory that I also saved a lot of time because of the "Millions of Pixels" setting on the Main Menu. Not entirely sure if this is just a false facade for just getting better, but it's certainly something worth investigating.
As for timesave for the next run, there's a decent timesave at the end of PG1 cause I accidentally fell off trying to do the painting room skip. Some bad RNG on the Roswell & Bob fights meant that I probably lost 1m to a semi-optimal time on those two. Trying to get the DWU Blue Balloon was also bad cause of the bat trying to hit me. Sub 1:45 is possible, but probably hard, although that hasn't stopped this game before.Donkey Kong 64 TASes are inconsistentBallaam2023-05-15 | Alternative title: "Why are we still here? Just to suffer." - Ballaam's life, a summary after a fateful day in January.
Background Music: youtube.com/watch?v=iu0LzZrr6T0 Full clip of the desync (for those who like watching me suffer): clips.twitch.tv/KathishSpookyCrocodileOneHand-LBEsG7AjJFnn5v_8Easy Mode in Donkey Kong 64Ballaam2023-05-01 | A quick summary of the developer code used to lower the requirements to enter levels in Donkey Kong 64. #shortsDonkey Kong 64s newest version is brokenBallaam2023-04-28 | #shorts The recently unearthed LodgeNet version of Donkey Kong 64 makes lag even worseDonkey Kong 64 Fake Key ExplainedBallaam2023-04-27 | Explanation for the Fake Key glitch in Donkey Kong 64
#shortsDonkey Kong 64s next HUGE skip? | King K. Rool Early ExplainedBallaam2021-08-06 | The goal of an any% speedrun with Donkey Kong 64 is to beat the game as fast as possible, which is currently done by acquiring the two mandatory keys and the moves to beat the game. Today we discuss the skip that has the potential to beat that, and why it doesn't work currently.
CHAPTERS 0:00 - Introduction 0:51 - Entering K Rool currently 2:04 - Isles Troff 'n' Scoff 4:46 - Getting to Isles Troff 'n' Scoff 5:41 - N64 Crash and the Divide-by-zero errror 8:46 - Wii U Virtual Console 11:33 - Implications for the speedrun 12:14 - Lag Flashback Warp 13:17 - Helm Timer Flashback Warp 13:54 - Conclusion
MUSIC –––––––––––––––––––––––––––––– "Purrple Cat - Warm Horizon" is under a Creative Commons (CC BY-SA 3.0) license Music promoted by BreakingCopyright: bit.ly/bkc-warm –––––––––––––––––––––––––––––– Song: "Lakey Inspired - Blue Boi [Lofi]" is under a Creative Commons (CC BY-SA 3.0) license. Music promoted by BreakingCopyright: youtu.be/wnOoqdcf7zU –––––––––––––––––––––––––––––– "Sarah Jansen - Far Away" is under a Creative Commons (cc-by) license Music promoted by BreakingCopyright: bit.ly/sarah-jansen-far-away –––––––––––––––––––––––––––––– Song: "Sappheiros - Falling (Ft. eSoreni) [Chill]" is under a Creative Commons license (CC-BY) Music promoted by BreakingCopyright: http://bit.ly/Sappheiros-Falling –––––––––––––––––––––––––––––– "LAKEY INSPIRED - Chill Day" is licensed under a Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) Music provided by BreakingCopyright: youtu.be/23IiqeIw38w –––––––––––––––––––––––––––––– Track: Static — Land of Fire [Audio Library Release] Music provided by Audio Library Plus Watch: youtu.be/oROZqpCPvhA Free Download / Stream: alplus.io/static –––––––––––––––––––––––––––––– Track: Sunlight Cascading Through the Clouds — Artificial.Music [Audio Library Release] Music provided by Audio Library Plus Watch: youtu.be/mtONh3v8-mw Free Download / Stream: alplus.io/sunlight-cascading –––––––––––––––––––––––––––––– Track: For the People — Artificial.Music [Audio Library Release] Music provided by Audio Library Plus Watch: youtu.be/3rSaa3upylw Free Download / Stream: alplus.io/people ––––––––––––––––––––––––––––––[TAS] Donkey Kong 64 No Levels Early in 1:37:18 by BallaamBallaam2021-07-11 | TASVideos Submission: http://tasvideos.org/7165S.html Live Commentary: youtu.be/wmYOlZM-BOM FAQ: bit.ly/Hey2dosWhyDontYouPlayDK64Anymore TAS Timing: 1:37:18.516 RTA Timing: 1:36:44.716 Old LOTAD: youtube.com/watch?v=DRBSb62E_vA&ab_channel=Ballaam
CHAPTERS 0:00 - Boot 0:34 - ISG/MMM 7:36 - Jungle Japes 1 13:44 - Angry Aztec 25:16 - Frantic Factory 35:38 - Jungle Japes 2 41:39 - Gloomy Galleon 52:30 - Fungi Forest 1:02:20 - Crystal Caves 1:14:52 - Creepy Castle 1:23:57 - Hideout Helm 1:26:06 - Final Battle 1:37:28 - CreditsThe Unexplainable Glitch EXPLAINED | Donkey Kong 64s Dogadon Quick KillBallaam2021-01-08 | Donkey Kong 64 is filled to the brim with glitches. Whenever a new glitch comes out, we always try to come up with an explanation for why something works. There is one glitch that seems to buck that trend. For the past SIX YEARS we have not had a concrete explanation into how the quick kill on Dogadon, dubbed "Dogadonequick", works. Until today
CHAPTERS 00:00 - Introduction 01:01 - History of DDQ (2013) 02:29 - History of DDQ (First video of DDQ) 03:21 - History of DDQ (Phase 1 Setup & Aztec DDQ) 04:38 - History of DDQ (Modern DDQ Setup) 05:18 - The Actor List 07:10 - Collisions & The Collision Queue 08:39 - 0x7FBB85 10:36 - Dogadon's Code 13:09 - Why does DDQ work in Aztec? 13:52 - Why is the barrel needed? 14:25 - Conclusion
CREDITS Thank you to Isotarge, MittenzSRL, 2dos, RingRush, Exchord, Greeny Yoshi & OblivionWalker for their assistance.
MUSIC –––––––––––––––––––––––––––––– "Still - Ross Bugden" is under a Creative Commons (CC 4.0) license Link: youtube.com/watch?v=962VmrIh9vQ&ab_channel=RossBugden –––––––––––––––––––––––––––––– Track: The Valley — tubebackr [Audio Library Release] Music provided by Audio Library Plus Watch: youtu.be/gFfJN7GSNHg Free Download / Stream: alplus.io/valley –––––––––––––––––––––––––––––– Solace by Scott Buckley soundcloud.com/scottbuckley Creative Commons — Attribution 3.0 Unported — CC BY 3.0 Free Download / Stream: bit.ly/s-b-solace Music promoted by Audio Library youtu.be/x8h50E6ekR0 –––––––––––––––––––––––––––––– Music provided by Free Vibes: goo.gl/NkGhTg Way To Dream - Inspiring Piano And Strings by Keys Of Moon Music: soundcloud.com/keysofmoon/way-to-dream-inspiring-piano-and-strings-keys-of-moon-music Attribution 3.0 Unported (CC BY 3.0) creativecommons.org/licenses/by/3.0 –––––––––––––––––––––––––––––– "Escape by Sappheiros" is under a Creative Commons license (CC BY 3.0) Music promoted by BreakingCopyright: bit.ly/b-escape –––––––––––––––––––––––––––––– "Neutrin05 - Timeless" is under a Creative Commons (CC-BY 3.0) license Music promoted by BreakingCopyright: bit.ly/bkc-timeless –––––––––––––––––––––––––––––– "AERØHEAD - Lost Memories" is under a Creative Commons (CC BY-SA 3.0) license Music promoted by BreakingCopyright: bit.ly/bkc-lost ––––––––––––––––––––––––––––––Donkey Kong 64s Hardest Boss Explained - How Mad Jack Luck WorksBallaam2020-11-06 | Randomness plays a large factor in a lot of video games in determining certain elements. Certain games have very limited amounts of random elements, whereas other games have large portions of the game structured around random events. Donkey Kong 64 is no stranger to randomness, but it has been pondered for a while on how Mad Jack works in terms of randomness and whether there are any strategies to improve your chances of favourable switch positions. This video takes a deep dive into the algorithm and various parts of it which are exploitable to potentially increase your chances of getting faster Mad Jack times. As Oprah might say: "You get Cfox Luck, and you get Cfox Luck. YOU ALL GET CFOX LUCK!"
CHAPTERS 0:00 - Introduction 1:22 - Decimal & Binary 2:34 - RNG Algorithm 3:23 - Switch Spawning Algorithm 5:26 - Mad Jack Square 5:42 - Kong Square Algorithm 6:30 - Equidistant rule 7:07 - When the Kong position is checked 7:39 - Speedrun Example 8:34 - The FutureDonkey Kong 64s most impactful skip - Hideout Helm EarlyBallaam2020-10-09 | Donkey Kong 64 is full of glitches and sequence breaks, many of which are my personal favourite. However, there is no denying that there is a definitive most impactful skip in Donkey Kong 64, that being Hideout Helm Early. It's had a long history. Let's go through it
CHAPTERS 0:00 - Introduction 0:50 - No Helm Early 1:27 - Overview of the requirements 2:37 - Hideout Helm Early 4:36 - Helm Lobby Early 5:37 - Backflip Helm Early 6:13 - The search for Monkeyport Skip 7:20 - Blast-O-Matic Kick 10:20 - Entering Helm as DK 11:39 - Telegrab Helm Lobby Early 12:52 - ConclusionHow many moves are required to complete Donkey Kong 64?Ballaam2020-08-15 | Donkey Kong 64 is a game with a lot of moves, and a lot of collectables which need moves to collect. However, with the assistance of glitches, some of these requirements can be cut out. So, that begs the question, how many moves do we need in order to complete the game with 101% completion?
CHAPTERS 0:00 - Introduction 1:22 - Training Barrels Summary 3:02 - Out of Bounds 5:33 - Height/Distance Gainers 7:15 - Spawn Snagging 9:17 - Remaining 3 GBs Intro 9:32 - Aztec Sound Matching Game 10:05 - Rareware Golden Banana 10:51 - Tiny Isles Blueprint 12:07 - Coloured Banana Stealing 12:41 - Simian Slam 14:37 - Fairy Camera & Shockwave 16:25 - Funky & Candy Moves 19:10 - DK's Cranky Signature Moves 21:30 - Simian Slam Upgrades 22:34 - Chunky's Cranky Signature Moves 24:47 - Remaining 4 GBs Intro 25:06 - Chimpy Charge 25:38 - Rocketbarrel Boost 27:06 - Conclusion[TAS] Earthworm Jim 3D 100% in 1:07:45Ballaam2020-07-05 | Earthworm Jim 3D tells the tale of a superhero earthworm who has unfortunately lost his mind. Thankfully he has the power of glitching and sequence breaking to help him on his quest to collect everything in the game.
Exact TAS Time | 1:07:45.983 RTA Timing | 1:07:23.167 Rerecords | 183,801 RTA WR at time of creation | 1:46:39
Speedrun Leaderboards - speedrun.com/ewj3d Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yGWhat is Donkey Kong 64s most hidden collectable?Ballaam2020-06-17 | Donkey Kong 64 already was seen as a game with a huge amount of collectables, but after the discovery of a new rainbow coin in 2017, the community wondered what else was lurking inside the game. Let's explore this idea.
CHAPTERS 0:00 - Introduction 0:46 - Defining a collectable 1:23 - Test Room Balloon 2:32 - Chunky Galleon Out-of-Bounds Coins 3:14 - Diddy's Mountain Coloured Banana 3:37 - Tiny's 5-Door-Ship Coloured Banana 3:55 - DK's Japes Out-of-Bounds Coloured Banana 4:39 - Hidden Caves Beetle Race Golden Banana 5:47 - No Logo Stealthy Snoop Golden Bananas 7:33 - ConclusionDonkey Kong 64s Most Convoluted Glitch Explained - Nintendo Coin EarlyBallaam2020-05-16 | Sometimes the process of getting a glitch is rather simple, and sometimes it's quite lengthy. Nintendo Coin Early in it's current state is most certainly the latter. Today, we look into how you can collect this coin early in a file and why it works.
CHAPTERS 0:00 - Introduction 0:52 - Pre-requisites 1:15 - Flashback Warp Setup 2:32 - Gain Control in End Sequence 3:26 - Game Mode Overview 4:09 - Movement to Arcade with oranges 5:35 - Temporary Flags & Arcade 6:44 - Nintendo Coin Arcade in the Main Menu 7:46 - Getting into a file with the Temporary Flag 8:54 - Rareware Coin Early 9:55 - Why this won't be used in 101% 10:37 - Why is this noteworthy? 11:01 - ConclusionIs the Ice Key ACTUALLY in Donkey Kong 64?!Ballaam2020-04-30 | Stop 'n' Swop is arguably the most famous unused game element in video game history, included in Banjo-Kazooie and Banjo-Tooie to some degree. This begs the question, what about Rareware's other 3D Collectathon Platformer at the time - Donkey Kong 64.
CHAPTERS 0:00 - Introduction 1:18 - Treehouse & Caves Unused Cutscenes 2:43 - Unused Caves Spawners 3:50 - Pause Menu Entry 4:57 - Mystery Eggs 5:02 - ConclusionGain Control in Factory Car Race | Donkey Kong 64 GlitchBallaam2020-04-10 | Back in 2017, T-Rex posted a video of being able to walk around in Factory Car Race ( youtube.com/watch?v=EY2pumoV5sk&feature=youtu.be ) with a short description of what happened from their memory. CandyBoots ( twitch.tv/candy_boots ) recently posted this glitch in the DK64 discord. After a little detective work, taking into account a clip posted in the DK64 discord a few weeks prior of CandyBoots failing castle car race after crossing the line with 13 coins ( clips.twitch.tv/BlueFancyDragonfruitPanicBasket ), I was able to deduce the cause of the glitch and find a way to reproduce it.
In short, you need to collect a 10th coin during the transition from inside the car to outside the car (where the car talks to you about winning/losing the race) whilst also winning the race. If you win the race and have 9 coins, the game will try to fade to cutscene 3 (The cutscene where the enemy car tells you that you) during this transition. By collecting the 10th coin, it changes the sequence used to the victory sequence. Since cutscene 3 needs the try again for the transition, but the try again never comes up, we skip the transition and therefore can move around. The racetrack doesn't have any wall collisions, so you can walk anywhere with this. You can still collect coins and do all the moves, but outside of that, there's nothing really to do.[TAS] Donkey Kong 64 All Rainbow Coins TAS in 23:15.23Ballaam2020-04-01 | A fair few people were fooled by my April Fools meme last year, so here's something more memey: A TAS of Donkey Kong 64 which collects all 16 currently known "Rainbow Coins" in 23 minutes.
Until 2017, only 15 were known about. 7 in DK Isles, and 1 in each level (except Aztec which had 2). Then in early 2017, a second rainbow coin in Fungi Forest was discovered, bringing the total amount of rainbow coins to 16 (And did NOT invalidate every 101% speedrun on the leaderboard @kotaku )
RTA Timing: 22:42Bring Rambi anywhere (Reverse Rambi Adventure) | Donkey Kong 64 GlitchBallaam2020-02-03 | In DK64, you can only normally use Rambi in a very small section in Japes, a Hideout Helm barrel and during a mystery menu minigame. However, with usage of glitches, we can bring Rambi anywhere we want.
RTA Method 1) Get ISG, head to japes 2) Enter Rambi Box, play instrument in the small window you can after transform to cause a cutscene that will fade you into Intro Story 3) Watch rest of intro story
STEPS TO REPRODUCE
1) Wrong grab the rambi box in Japes and move to near Cranky's (Example: youtube.com/watch?v=-9NYxIQUvU0 ) 2) Gain control in Rambi Box (Any TBS method works, eg Uncrouch) and enter Cranky's towards the end of the transform so you trigger the LZ before you change into Rambi 3) Clear the Cranky text and Exit
EFFECTS: - All "no entry" zones are cleared - You can bring Rambi anywhere pretty much - You can't grab anything kong-specific, GBs don't increment counter - If you open the boss door, you can enter bosses (not opening the boss door causes the game to crash upon loading the HUD)[TAS] 100% TAS WIP 2 | Earthworm Jim 3DBallaam2020-01-31 | A WIP (Work In Progress) of the 100% TAS of Earthworm Jim 3D.
Since the last WIP I posted, we completely redid the route, and most notably the level order. Since the level order is so drastically different, this WIP is not a part of the same TAS as WIP 1 as the TAS has been started over.
To give a general summary of what is shown in this WIP, we finish off the back part of Boogie nights with the final disco room and the final 2 udders. We can pause 2 frames before the game saves an udder to skip the dialogue notifying game progress. When we get back to the brain, we need to head into "Happiness" but we are short 1 udder. Thankfully with glitches you can enter the hub early, however you need to go far enough into the inbounds section of a tunnel to trigger a flag in memory that prevents a softlock upon entering a hub area. Memory is the closest hence we head in there. There's a lot of small techniques like walljumping (bad adjoinment of wall triangles can cause you to get a jump off the wall) and Perspective Force Slide (Exiting a roll and entering first person on the first possible frame to move at max roll speed whilst in 1st person) scattered throughout this WIP. Both of these enhance sequence breaks and optimise movement (eg. You can move and shoot the potatoes in "Lord of the Fries" with Perspective Force Slide). Now that we're in "Lord of the Fries", we need to head to the Hot Sauce character ASAP since he provides the potato quest which requires you to shoot 1-3 potatos in each area of the level. Heading straight from the first to the last area means you do not have to revisit areas 2 and 3. After we are given the quest, the best route is to go through the areas in sequential order. Normally you need to kill a series of robots to acquire a key card to proceed to the next area, but we don't need that thanks to walljumping.
Once we return back to the final area in the game, we can grab the mid-air marbles with the helium balloon. Entering a balloon whilst shooting allows you to get rid of the "slow" balloon effect as soon as you put your gun away. Thankfully with 30 pea pellets to spare, we have enough to do the challenge. After acquiring the hot sauce udder, we proceed to grab an udder from out of bounds. This is the Helium Balloon challenge udder, and we grab it early to allow us to get back to the start of the level super fast and skip the lengthy challenge.
This TAS was made with the assistance of a RAM Watch script called ScriptHawk, which can be found here: github.com/Isotarge/ScriptHawk
Game Version: PAL Frames: 2521 Rerecords: 6325Collect the Hidden Caves Beetle Race Golden Banana [Wii U VC Only] | Donkey Kong 64 GlitchBallaam2019-12-06 | Over 3.5 years ago, Isotarge found a golden banana that was very far out of bounds very high up inside the Caves Beetle Race map. Since then, there has been no method to pick it up without emulation hacks until today.
So, the main trick of acquiring the Golden Banana is a trick where you can bring held objects into another map (sometimes, depending on loading zone properties) and they will spawn at your entrance location in the map. Normally this is limited to items you can normally hold in the game (kegs, boulders, vases etc.). However, by destroying a held object at a certain point in the pick-up animation, you keep the held object reference despite you no longer holding the now-destroyed object. Because of this, you are now holding free memory. By manipulating memory so that a certain value lies 0x5A after that reference (the memory location which defines the type of object something is), and then walking into these loading zones, you can arbitrarily spawn anything into any map. After a lot of brute forcing and spinning round in circles, we managed to get that value to read 0x0017 (23 in decimal format), and therefore spawn a cannon into the Beetle Race map. This launches us up to around Y=285,000. This is where N64 would crash since your height is over the value which the Nintendo 64's processor can handle in this regard. That being said, Wii U VC does not have any problems with this. You then have only a couple minutes to get to directly over the GB and then get into first person to deload the map before the beetle finishes the race.
This is the 202nd unique golden banana to be able to be collected in the game. The only remaining one left to our knowledge is one very far out of bounds in an unused minigame map. It is unlikely we will get this as we do not have any way to get into this map as of right now.Get Lanky in Tiny Phase | Donkey Kong 64 GlitchBallaam2019-12-05 | This originally started with me thinking I found a method to "start" K Rool from after the 3rd hit in Tiny Phase after beating Lanky Phase. Whilst I succeeded in this... there had to be one massive unintended side-effect...
So the state in the phase (3rd hit, 4th hit etc) K Rool is in outside the shoe is determined by temporary flags {0xA,1}, {0xA,2}, {0xA,3} and {0xA,4}. By hitting the 3rd toe to completion and then voiding out of K Rool, the temporary flag which says "K Rool's 3rd toe shot to completion" {0xA,3} never gets reset. As such, when you re-enter Tiny Phase from Lanky Phase, the game thinks you just exited out of the shoe after the 3rd hit. This also works for hits 1 {0xA,1} and 2 {0xA,2}.
Unfortunately, this interrupts the kong change, and Lanky yet again ruins another potential skip...
Hit 4 {0xA,4} doesn't work as of yet because you are locked into a cutscene upon re-entry into the Tiny Phase map. If you, somehow, managed to get it to work (I have my theories, but it's unlikely to work to say the least), you could skip Tiny Phase in a K Rool run. (You would still have to do Tiny Phase prior to set up the temporary flags, so it would not be faster for full-game runs at all), but it would mean that you could go from the start of K Rool to the end in around 6 minutes 40 seconds (DK = 1m, Diddy = 1m20s, Lanky = 1m55s, Tiny = ~30s, Chunky = 1m55s)[TAS] Donkey Kong 64 101% in 4:11:49Ballaam2019-10-13 | After 7 months of work, many cups of tea and a lot of desyncs, the '101% LOTAD: 2nd Edition' is here!
Music: Be Gone Mr Gawne Artist: Boss Fight Listen: youtube.com/watch?v=74S2RwVaynIInfinite Crash Climb | Donkey Kong 64 GlitchBallaam2019-09-01 | This is an extension of the glitch that TJ found called "Crash Climbing". His video on Crash Climbing can be found here: youtube.com/watch?v=dkQQrIUKc4Y
In short, with tagging out of range with TBS, you can extend the zero-gravity effects of Crash Climbing infinitely and get up a theoretically infinite height as any kong.
Getting out of this is very limited, but I'm sure some memer is going to find a use for this in a challenge run.[TAS] Pokémon Stadium - Kids Club (1P, Normal) in 7:53.333Ballaam2019-08-24 | Made this many months ago, forgot to make it public. 101% LOTAD is on the way.
COMMENTS I made this after seeing the 10-year old TAS and wondered whether it could be improved given emulation tools being a lot better nowadays than in 2009. This run beats the old TAS by 45s: youtube.com/watch?v=hGT3xHyDmqc
The purpose of this is to beat all 9 minigames as fast as you can. Some minigames are bound to an overall timer and are therefore autoscrollers. They are: - Magikarp's Splash - Ekan's Hoop Hurl - Sushi-Go-Round With these I either go for a high score or something entertaining (Lickitungs getting constantly displeased with their food is somehow entertaining to me).
Some minigames are bound by RNG, where the end of the minigame (assuming the human players are decent at the game) is bound by how quickly the computers fail or succeed. They are: - Snore War - Rock Harden - Clefairy Says - Run, Rattata, Run RNG is determined when you enter the minigame and doesn't seem to be able to be manipulated otherwise. Clefairy Says is the most affected by RNG as most patterns give you rivals who last until round 6. The one in this TAS lasts until round 5 and therefore saves 1 round. Run Rattata Run is covered at the end. Since these are RNG elements, there is almost certainly patterns which are better since RNG usually is stored as a 4-byte integer (aka A heck of a lot of combinations).
The other two minigames are bound by human skill. This is where a TAS shines without having to rely on RNG manipulation. They are: - Dig! Dig! Dig! - Thundering Dynamo These are relatively easy to do for a TAS since it's "mash to win". But it's a display of how well you can do in the game if you mash frame perfectly.
The order doesn't matter too much outside of manipulating RNG. Going from one minigame to the next always takes the same amount of time regardless where you're coming from and where you're going to. However, there are two elements of the run where the order does matter. - Magikarp's Splash is the best to start with since this one is highlighted at the start - Run, Rattata, Run is the best to end on since the computers are often very dumb. This means that the difference between the last TAS input and when the minigame finishes can be quite large. So having the last input end the run (with the remainder of the run being waiting for the players to finish, but after when timing ends) obviously saves time.
TAS File: drive.google.com/open?id=1b2O6k2HYPuasbD9ugbj0iSppePIpBcTlAll Unused Cutscenes in Donkey Kong 64Ballaam2019-07-21 | All cutscenes in Donkey Kong 64 that are never recalled in standard play. This video excludes cutscenes originating in the "Test Map" as accessing that map is completely unintended and the cutscenes in that map mostly exist elsewhere either as a map or global cutscene. If you do want to see the test map cutscenes, you can do so here: youtube.com/watch?v=66IreHKahfs
To add some context to some of these: FUNGI / CASTLE LOBBY CUTSCENE 2 These seem like the result of copying the map data from Japes Lobby as both of these spawn Lanky's Instrument pad GB.
TINY PHASE CUTSCENE 0 Whilst the barrel does spawn in normal play, there is never a cutscene tied to it. In cutscene 0, the barrel remains permanently spawned even after K Rool stops being in pain, which differs from the final version.
FRANTIC FACTORY CUTSCENE 6 The location of where it's focused on is where a GB used to be in the early versions of the game.
JUNGLE JAPES CUTSCENES 30, 31, 32, 33 Whilst these look very similar to the normal log cutscenes, these are different and never recalled in-game
CRYSTAL CAVES CUTSCENE 26 / DK TREEHOUSE This is likely related to the "Ice Key"/"Stop n Swap" connection for DK64 that was never introduced due to a last-minute change in N64 Hardware.
A full list of the cutscene layout in Donkey Kong 64 can be found here: docs.google.com/spreadsheets/d/1gcMsKXRB3CpJaBv5FQvtKfCGWUo4gkTzxTBstPJ0OZA/edit#gid=687878851The glitch that broke Donkey Kong 64Ballaam2019-06-24 | In every game, there is a glitch, no matter how minor or major it is. In the case of Donkey Kong 64, there are a tonne of glitches, most of them beneficial or interesting. However, there is one glitch in the US version which plagued a lot of casual playthroughs. This is the medals bug in Hideout Helm.
CHAPTERS 0:00 - Introduction 0:59 - Helm Overview & How to get the glitch 1:42 - Why the glitch works 3:20 - The effects of the glitch 3:58 - PAL & Japanese Versions 4:29 - How the glitch patch saves time for RTA & TAS 5:25 - ConclusionAll 1127 Sound Effects in Donkey Kong 64 (Final Mix)Ballaam2019-05-14 | A video demonstrating all 1127 sound effects in Donkey Kong 64 (Final Release, US Version). There used to be a video demonstrating this years ago, but I believe it's now gone. This was executed using a lua script to replace the 25m music in DK Arcade with each of the 1127 values. Going to the 1128th value (1127) crashes the game. It's likely that some beta sound effects lurking in here, but it would be incredibly hard to detect.
Credits to the ScriptHawk team for the memory addresses for this: github.com/Isotarge/ScriptHawkPhase State Storage | Donkey Kong 64 GlitchBallaam2019-05-08 | Yes, the abbreviation being PSS was intentional :P
So, how does this work? Well, there's a mechanic in DK64 where if you enter a tag barrel, your pre-tag barrel angle is preserved when you exit it (Your angle is slightly changed when in the tag barrel normally). This can be annoying for TASes (I'm looking at you Factory Lobby fairy), however, this means that no matter your angle, you can get it later on. This includes the overflown angles of 'Swim through Walls'/Phasewalking/Phase Falling.
So, if you get tag barrel storage with a phase angle, then move around a little, and then tag, you will have that phase angle without entering first person.
Unfortunately a lot of things lose this state when exiting TBS. However, if you use Jump + then a Z to tag/slam, you can use this to great effect to clip through walls.
It's finally been done! After many years of people asking "How the heck do you play as Krusha in Adventure Mode", we have a way of doing so with some speedrun glitches, ritual performing and mild Mad Jack gameplay.
Credits to the discovery of this glitch go to Humi1iation: youtube.com/watch?v=v3Q_W7EvWy8 The New York Lankies: twitch.tv/cfox7777 Frail Spool: youtube.com/watch?v=lWDc1mlukfUCorruption in 4 bosses | Donkey Kong 64 GlitchBallaam2019-03-06 | Donkey Kong 64 has a lot of weird glitches, and corruption is perhaps one of the more unusual ones and causes a lot of adverse effects. This video not only covers how to get corruption in four new bosses using deloading, but also covers how corruption works in terms of acquiring the state.
As cool as this glitch is, it is unfortunately currently useless.
As always, ScriptHawk and the features it provides helped a tonne with the making of this video. Credits to Isotarge and the rest of the ScriptHawk team for making such an amazing tool which you can find here: github.com/Isotarge/ScriptHawkHelm Escapes, Moonflips and more | Donkey Kong 64 GlitchBallaam2019-03-04 | Over the past several months, I have come across a lot of things that were not significant enough for a video to be produced about it. So in my usual fashion, this is a compilation of all of those things.
1) Alternative Ballroom Early - There's a nifty clip with rocketbarrel that you can use near Trash Can to enter Ballroom early. This skips phasewalking/skew/lag clipping/ledge clipping.
2) Alternative Low Water Seal Race Early - There's a method with STVW near the Mech Fish bunches that TJ came up with years back (youtube.com/watch?v=m2exc-O5gYY), but this is a little easier to judge since it is very similar to the high water method. Essentially get the phase state (enter/exit C-Up within the 0-180* angle like STVW), then use Swim through shores to clip through.
3) Minigame Multishot - In the melon fire minigames, there's normally a cooldown to ensure you don't fire too quickly. By refilling ammo, you set this cooldown to 0. So, by firing, then reloading on the next frame, and then firing, you can fire 2 shots within 2 frames of eachother. These clips demonstrate some effects of this that you can perform, even to a rate of firing 15x per second.
4) Faster Text Skip - On the US version of DK64, going under lava warps you up to a fake floor stored at a certain memory address. On N64, this crashes the game, but on VC, it doesn't. As such, you can use this property to enter Helm without triggering the B-Locker text.
5) Moonflip - In short, if you clip up onto a floor on a slide (both beetle races), you inherit the vertical change in distance as vertical velocity. As a result, since your y acceleration is unaffected, you can go very high.
6) Mush Push - By performing a ground attack in a certain position whilst facing a certain angle allows you to clip into the Trash Can without Mini Monkey.
7) Velocity Conservation - By playing a fake instrument (using an instrument pad when you're just off the edge of the "playable range") in Lanky Phase, you conserve the velocity you had pre-instrument play
8) Lanky Phase Graphical Bug - By playing your instrument shortly after you have made K Rool slip on a banana peel, you can make the light object angles disassociate itself from the K Rool object. Unfortunately you cannot use this to use a banana peel twice.
9) Consistent Early Lighthouse GB Spawn - This oddity has popped up a few times during runs and TASes, and whilst this doesn't fully explain why it happens, this at least gives a consistent way to perform this oddity. It saves 0.5s for VC with this method (exiting/reentering Lighthouse)
10) PAL/JP VC Helm Escape - The 2 main methods of Helm Escape (Lag Clipping & Phase tricks) cannot be performed on the PAL and Japanese releases of DK64 on the Wii U VC, since phase tricks were patched on PAL/JP, and lag clipping is nowhere near as possible on VC (compared to N64). By using stored location clipping and orangstand TBS noclip, you can perform Helm Escape on these 2 releases of the game.
11) Chunky Phase "Incorrect Warp" - When you dip below Y=50 in K Rool, you get warped into the centre. However, in this clip, you are warped to the centre for 1 frame before being warped back to the red corner. Unfortunately it is not possible to activate the slam pad during this 1 frame, which unfortunately kills a really cool timesave for Chunky Phase stuff
12) Caves BBlast GB Dance Skip (No Spawn Snag) - By playing your instrument as soon as you can after exiting BBlast in Caves, you can achieve a pause exit upon touching Caves BBlast GB to get a dance skip. Unfortunately this would be slower than just the Spawn snag.
13) Old Gorilla Gone Cavern - There are a bunch of spawners in Gorilla Gone Cavern which have a trigger which can't be activated. This is what it would look like if they could be triggered, including the unused red klaptrap enemy!Golden Banana Duping in Angry Aztec | Donkey Kong 64 GlitchBallaam2019-02-03 | This method is one of the easier methods of Golden Banana duping out there on the US version. As long as you can perform Swim through Vertical Walls, you can execute this glitch.
This is abusing the fact that the switch in the centre of the Vulture shooting room only checks for whether you have the GB, and not whether you have killed the vulture. Because the switch checks this rather than the Vulture's death, you can repeatedly spawn the vulture. Since the GB is tied directly to the vulture, anytime you spawn the vulture, you spawn this GB ( cdn.discordapp.com/attachments/463917049782075397/533484540610609172/unknown.png ).
This video covers this glitch and also some areas of duplication in the other main levels, including the pitfalls of those which don't have full duplication yet (Dupable & can be acquired as any kong)
Music Credits: youtube.com/watch?v=1Oykcopx_7o[TAS] WIP 1 (100% TAS) | Earthworm Jim 3DBallaam2019-01-28 | A WIP (Work In Progress) of the 100% TAS of Earthworm Jim 3D. This TAS is made on BizHawk. The most notable thing is the fact that PC & N64 behave very differently to eachother (One has a higher jump [PC] but the other has the ability to jump off specific points on walls where collision is less optimal [N64]. N64's mechanics have way more sequence breaking potential and standard emulation behaves very much like PC, so we use a hack to mimic N64's behaviour. Because this is a hack and not the default game, this will NOT be submitted to TASvideos when complete.
This WIP covers file start, Coop D'Etat and Psycrow.
This TAS was made with the assistance of a RAM Watch script called ScriptHawk, which can be found here: github.com/Isotarge/ScriptHawk
This WIP is around 2:40 ahead of current 100% WR after Coop D'Etat and 3:40 ahead after Psycrow
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yGTag Barrel Storage (TBS) & Stored PositionsBallaam2019-01-16 | A detailed look at Donkey Kong 64's very broken glitch, Tag Barrel Storage. It has a plethora of ways of activation, and a plethora of effects. Here's a look at all of them.
Did some practice for the upcoming 1545 Restricted Any% relay race (for which DK64's role is No Levels Early) which included me doing one K Rool to just derust more (I did a few the day prior to gauge where my skill was right now). This is the result.
12:09 is definitely possible, but like before, I'm no longer going for PB attempts in K Rool. Any time I do it, it'll be either during runs or in practice, and I'm only doing RTA for occasional races.
Full Time: 12:10.318 DK Phase: (2:19.247) 2:19.247 Diddy Phase: (1:19.151) 3:38.399 Lanky Phase: (1:57.225) 5:35.624 Tiny Phase: (4:37.351) 10:12.975 Chunky Phase: (1:57.342) 12:10.318[TAS] Boogie Nights of the Living Dead 100% in 3:10.100 | Earthworm Jim 3DBallaam2018-12-08 | A 100% TAS of the level "Boogie Nights of the Living Dead" (Often abbreviated to 'Boogie Nights') done in 3 minutes and 10 seconds. The definition of 100% for this level is getting all 5 of the golden udders and all 100 marbles within the level.
The route is mostly similar to the RTA route (of which the record can be found here: youtube.com/watch?v=p2XDF6vuHw0&t=1h10m45s ) with some optimisations (such as a 'blast jump' from a nearby 'Boom Box' to reach the pillar udder earlier than intended).
This TAS mostly shows off the sheer optimisation left in movement within this game. Emulator naturally behaves more like the PC varient of this game (little lag, gaining height during the twirl move, no walljump), however when I get round to doing the full 100% TAS of this game (Which will use scripts to hack the emulator to behave more like N64), you will see A LOT more sequence breaks due to one of the mechanics that N64 has that PC/Normal Emu does not.
This TAS was made with the assistance of a RAM Watch script called ScriptHawk, which can be found here: github.com/Isotarge/ScriptHawk
Earthworm Jim 3D Speedrunning Discord - discord.gg/PUYh2yG[TAS] Hideout Helm 100% in 5:41.983 | Donkey Kong 64Ballaam2018-10-30 | Rerecord Count: 4623 Timing starts on first black frame on the loading zone entering Helm, timing ends as soon as you collect the final collectable needed for 100%.
This is an improvement of 55.297s over my old "TAS" that I did in Feb 2017. Safe to say I wasn't that good at TASing back then: youtube.com/watch?v=JJSJ8MbIzvE
This TAS uses the Japanese version of DK64 to beat Hideout Helm in under 6 minutes. The Japanese version is necessary because it is the fastest version between PAL (European) & JP (Japanese).
One of these two versions are required to perform a glitch where you can beat Helm with only completing 2 of the minigames. The US version of DK64 has a bug where if a few conditions are fulfilled, all of the medals become uncollectable (unless you spawn snag them). More information on this bug can be found here: pastebin.com/5M9pTb5m
This was patched in the PAL & JP versions and therefore can be abused for this glitch.
Since JP is patched in some aspects, there are a few places where it would lose time to US *if* US could pull off the glitch. Primarily skipping some of the orange clips (which are pretty brutal), getting to the slam pad in the Rocketbarrel minigame faster (with a phasewalk) and also being able to text skip in the 2 minigames. Outside of that, JP does not lose a single second to US.Mechanical Fish GB without guns or Rocketbarrel | Donkey Kong 64 GlitchBallaam2018-10-15 | Mechanical Fish GB normally requires Diddy's Gun (to shoot the mech fish targets), Diddy's Instrument (To spawn Mech fish) and Rocketbarrel (To get to the instrument pad to spawn Mech Fish). In this video, we will skip using guns and Rocketbarrel.
Skipping rocketbarrel has been known to be possible for a while with Infinite Remote dismount, but skipping guns is the primary new thing. In 2016, GloriousLiar discovered that you could hit the targets with oranges ( youtube.com/watch?v=wGdYC-d1aa0 ), however, only the bottom target was within reach.
However, with a tonne of meme strats, including pause cancel to store position, telegrabs to get to the top of lighthouse and cannonball ultralag to ensure that the telegrab makes the distance, skipping the gun finally becomes possible.
There are 2 requirements for this GB: 1) You must do this before collecting vulture GB (So you can start the Vulture Race) 2) You must do this before collecting cannon game GB (So you can spawn the Cannonball for Ultralag)
If you have any questions, feel free to ask below or contact me via discord: DMs - theballaam96#6738 Semi-Public Discord - discord.gg/CGDrWWTAll Bosses in 1:20:51 [World Record] | Earthworm Jim 3DBallaam2018-10-11 | All Bosses requires to defeat every main boss of the game. These are: - Psycrow - Fatty Roswell - Professor Monkey for a Head - Bob & Number Four - Earthworm Kim
This run is pretty different to 100%, since it skips some of the longer missions early on in the game, some of the backtracking for a few marbles and also skips every udder in the fantasy levels (as well as a few marbles). 50/74 udders (to open Fantasy) and 950/1000 marbles (to open the Bob fight) are obtained in this category.
If you are interested in running this game or just staying up to date with Jim 3D stuff, then I would advise joining the 'Earthworm Jim 3D' discord. An invite link can be found here: discord.gg/PUYh2yG
This run isn't perfect by any means, I can see it going to a 1:18 with some better luck on Roswell/Kim and without any major-ish mistakes. However, this is a pretty decent run for the time being.
If you have any questions, feel free to ask!Patching the Glitches out of Donkey Kong 64Ballaam2018-09-23 | Donkey Kong 64 has a tonne of glitches, well in the excess of 1000 that have been discovered over the past 19 years. The majority of these glitches have been discovered after the developers could find them and fix them for the three versions of the game.
But what if we fixed the game in 2018? What if we took away some of the glitches which define the speedruns you see in runs. Today, we do just that!
CHAPTERS 0:00 - Introduction 0:50 - Swim Through Vertical Walls & Phase Tricks 2:07 - Lag Clips 3:33 - Fake Key & Early Key 8 4:37 - Helm Medals 6:02 - Moonkicks 7:25 - Tag Barrel Storage (TBS) 8:40 - Boss Key Skipping 10:25 - ConclusionGiant Mushroom GB without Guns | Donkey Kong 64 GlitchBallaam2018-09-19 | This one has been a long time coming, we've hypothesised that 'Lanky Rocket' may be useful for getting up to the GB fast enough to skip spawning the cannons, but the biggest problem in our way has been the fact that we need to do too many things under the timer in order for it to be successful, primarily gaining visibility of the kong (which is necessary for Lanky Rocket).
What was needed was playing the instrument after the final TBS and then take damage, however, with a spotlight dupe (ensuring that you don't use instrument afterwards) and then taking damage, you can regain visibility.
'Lanky Rocket' was found ages ago by Adam Whitmore and more detailed video documentation of potential uses of 'Lanky Rocket' can be found here (credits: Outlawmentalman): youtube.com/watch?v=lKQakmfRrRw100% in 1:51:29 [Former World Record] | Earthworm Jim 3DBallaam2018-09-11 | EDIT: New WR (1:46:39) - youtube.com/watch?v=p2XDF6vuHw0
Fourth fake udder in a row (Past 3 times have cost me WR). Recollection of the udder cost me 1m30s, so potentially would have gotten Sub 1:50 without the fake udder (especially if Kim was nicer towards the end).
Great 'Barn to be Wild', Bad 'Violent Death Valley', Mostly good everything else ('Boogie Nights' was a little sloppy, as well as the end of 'Death Wormed Up'). Goal is a 1:48.Main Menu ModeBallaam2018-08-30 | Donkey Kong 64 has a lot of glitches, this is far from a secret. But all of the glitches in Donkey Kong 64 have a whole story to tell on how they work, what they can do and their limitations.
Main Menu Mode is no exception to this. How does it work? What can you do with this ability? What can't you do? And how can you cheat the system to do the things which the game says you can't do?King Kut-Out Fight Unused 4th Phase | Donkey Kong 64Ballaam2018-08-16 | The Tag Barrel in King Kut out has a few memory values which control the fight, for example (relative to the object pointer): - +0x18A: Kut Out Phase - +0x18B: Kut Out State - +0x18E: Kut Out Phase Hit
Altering the 1-byte value at the pointer + 0x18A to 3 will produce phase 4 of Kut Out with a unique set of movement. Phases 5 and beyond just use the setup for Phase 2, so it's safe to assume that the game would have ended the fight after Phase 4.
Note that what body parts are on Kut Out are independent of the phase. Kut Out does not re-grow his limbs in Phase 4. He's not a worm :P
Glitch Hunting and determining cause of certain game quirks is made several magnitude's easier with ScriptHawk. If you want to join the glitch-hunting party, I would highly advise getting it at: github.com/Isotarge/ScriptHawkLagBallaam2018-08-04 | Lag plays a very critical role in Donkey Kong 64 speedrunning. Here is how.
Kiwikiller67's 2:02:42 NLE | youtube.com/watch?v=jYFH9t83LN4Matching Game GB Early | Donkey Kong 64 GlitchBallaam2018-08-02 | One hot slice of memes coming direct from the miniOven.
This whole process revolves around trying to get Skew Levitation whilst in tag barrel storage in Llama Temple. The first part revolves around getting a vase into Llama temple (the only object in Aztec which is grabbable moveless). From here, the next part is to get it near the tag barrel, which is done in a similar way. From here, we get downwards facing skew, and then tag barrel storage as Chunky whilst in skew. From here, we pick up the vase and get skew levitation, constantly changing our stick direction to precise angles to ensure that the skew levitation state persists. From here, we tag (given that we're now at a high height), and navigate to the GB as Lanky.
Slowmo Chunky Song: youtube.com/watch?v=X5c83Uixoj8Faster Aztec Beetle Race Skip | Donkey Kong 64 GlitchBallaam2018-07-28 | Say goodbye to the ledge clip!
In a TAS setting, this should save at least 5 seconds (this wasn't TAS'd with intense optimisation in mind, more just showing off the new skip route). But what about RTA? Well, I got you covered! youtube.com/watch?v=kweyFw0AiBI EDIT: Kiwi has come up with a faster setup which saves 1 backflip. youtu.be/Ur9mRSAGob4
What this abuses is the ability to kickslide on the slide for a short period of time if you are able to get a crouch with some momentum on the slide. We are able to get a crouch with some skid-jump magic, and as long as we hold Z, Tiny will remain in a crouch. All it's a matter of is pressing B pretty soon after crouching to get a kickslide. The unfortunate thing is that the game considers Tiny as 'should be sliding' for the entire race. So if you don't get a kickslide in or a crouch in, you'll enter the sliding animation and you'll have to do the rest of the slide as intended.
The falls are pretty ok (make sure to remain in crouch so that you don't enter the "too far falling" animation and fail the race.) Credits to TJ on some of the routing behind this: youtube.com/channel/UCyCxkUy0HHF7cgY5-wRy4Vw/feedEight Dance Skips | Donkey Kong 64 GlitchBallaam2018-07-27 | A dance skip is a term which we use when you skip a GB or medal dance. Why this matters so much to DK64 speedrunners is because each dance skip could save around 5 seconds depending on the speed of the setup amongst a few other circumstances. In theory, if all 161 non-snide GBs were dance skippable to the optimal level, you could save over 13 minutes in 101%. Now you know why they're so crucial to saving a decent amount of time potentially, here are some setups which you can use in your runs to save some time!
FREE LLAMA Get on the block (either to the left or right) and aim directly at the wall closest to you (this can either be in 3rd or 1st person). If you got the correct angle, the orange will come back to near the blocks and you'll be able to take damage from it into the GB.
VASE Typical DK64 BS. Get near the GB kinda inbetween 2 vases, throw a few oranges on the left side of the vase on the right. This will cause them to blow up on themselves knocking you into the GB.
K-LUMSY Detransform just before you get to the GB. This will allow you to stop and position yourself without hitting the GB and without the cage closing on you. Get in the position shown in the video and aim for the right edge of the cage and throw 2 oranges so they blow up on eachother. This will knock you into the GB.
GORILLA GONE Activate the pad (The GB disappears after 10 seconds or so, so don't take too long). Go down to the bottom of the blue section under the GB. Crouch, face up, throw orange and uncrouch. On orange's way back, LJ into it to get damaged into GB
LANKY CRYPT When you get to the instrument pad (either via the torch clip or intended gameplay, use the orangstand sprint to get onto the GB platform (aim to the left of the GB so that you don't pick it up accidentally). Detransform, and head to the right of the GB. Go in first person and aim a little right of the line and throw a few oranges to damage you into the GB. If the oranges are exploding automatically, you're too close to the wall. The video also shows how I think you should do this room for 101% if you go for the dance skip.
LANKY JAPES CAGE Get inside the cage to the right of the GB. Get in first person and aim slightly left of perpendicular to the opposite wall. Throw an orange, and you should get bounced into the GB.
TINY JAPES CAGE Get inside the cage to the right of the GB. Get in first person and aim perpendicular to the opposite wall. Throw an orange, and you should get bounced into the GB. If you do the setup correctly, you shouldn't have any problems with landing in the water accidentally.
PAINTING ROOM I think the painting needs to be open for this one, sorry NLE :( Go to the right side of the painting (so that the beige triangle on the bottom right kinda intersects with Lanky), crouch and face left (the locked camera should give you the same angle every time). Throw the orange in 3rd person, wait a little bit, then backflip down into the orange. This should knock you into the GB, however this is not as consistent as the other seven. Expect to have some issues with this one.