Donkey Kong 64 famously holds a Guinness
World Record for most collectibles in a video game with 3821. Critics often praised
the game for its sheer amount of content, but criticized it for simply taking
too long to beat. Despite that, and despite having one of the longest final boss
fight of its time, this game can be beaten in a mere 26 minutes. How is it possible? This is the
Donkey Kong 64 Tool-assisted speedrun explained. So, it turns out that the Guinness record is
wrong, because there are not 3821 collectibles, but 4841. Beating the game requires a bare
minimum of 1927 of them. Note that banana fairies simply unlock bonus features and
rainbow coins aren’t needed, so visiting the Banana Fairy Isle to get the banana camera
and the shockwave attack is entirely optional. Using glitches, though, it’s entirely possible
to bypass most of the requirements. Here’s what’s actually required to get the fastest
time. Only DK, only two keys, two moves, including the shockwave, six fairies, which
don’t do anything in the adventure mode, and 5 colored bananas somehow? And using
the Rambi crate in Jungle Japes? None of this makes sense, yet somehow it does. Get
ready because this is gonna be a wild ride. Before we begin, if you don’t know
what a tool-assisted speedrun is, please watch the video
linked in the upper-right corner. First, the story skip option is turned on.
This removes many long plot exposure cutscenes, so it’s an obvious choice for speedruns.
Even with story skip on, there are still many cutscenes left, so this video will fast
forward through them as much as possible. This brand new updated TAS
by RingRush was created with this video in mind. And right off the bat, DK goes through a wall
and out of the training grounds. This skips the training barrels: four minigames that not only
teach the player how to use a few game mechanics, but actually enable them for the Kongs as
well. So, by skipping them, the Kongs can’t dive underwater, use orange grenades, pick
up barrels and boulders, or use any vines. DK went through the wall using a trick
called phasewalking, and here’s how it works. The variable used to store a Kong’s
facing angle can range from 0 to 65535, but the game represents one full rotation as 4096
units. So, theoretically, the facing angle can get well beyond 360 degrees. When angles exceed
that value, there is a safeguard in place and the game substracts a full rotation. Because of
this correction, most functions were not designed to deal with angles beyond 360 degrees, so if the
facing angle is more than about 450 degrees, the collision detection and the camera incorrectly use
the opposite angle for some of their calculations. As a result, walls which are normally only
solid from the inside out, become only solid from the outside in. This zone where collision
detection breaks is called the phase angle. One way to make a Kong enter the
phase angle is to exit the first person view. Due to a bug in the camera
function when leaving first person, the game adds one full rotation to the
Kong’s facing angle if it is below 180 degrees. This results in a zone about 90º
wide where wall collisions become broken. During most actions, the facing angle is updated
on every frame. So, it should be impossible to maintain a phase angle for long enough to
go through walls without the angle being updated and therefore corrected, but there are
a few exceptions that make it possible. First, if a Kong is swimming or crouching, the facing
angle is only updated if the joystick is held in any direction. As long as the stick is left in
a neutral position, the angle will stay above 360 degrees. If a Kong is falling, the facing angle
won’t be updated. And finally, the angle is not updated on the frame of a change in the movement
action. So, on the frame a Kong starts walking, decelerating, or standing still, the angle
will be preserved, and only on the second frame will it start changing and be corrected.
This means that by alternating between a direction and the neutral position, DK alternates
between walking and decelerating on every frame, and the facing angle will never be corrected. This
allows DK to maintain the phase angle and walk through the wall, since the collision detection
is incorrectly taking the opposite angle. Swimming underwater is faster than staying on the
surface, but because the dive training barrel was never completed, DK can’t dive by pressing Z. But
when jumping in the water, DK’s momentum briefly carries him below the surface. Because exiting
first person view while underwater automatically starts the underwater swim animation, by going
in and out of first person during that short dip below the surface, DK can start swimming
underwater even without learning to dive. This is just another phasewalk to reach the
loading zone normally only accessible by shrinking Tiny Kong. At this point, you
might be thinking that DK can just walk through any wall at will. Well, yes, that’s kind
of true, but remember that the phase angle only spans about 90 degrees, so phasewalking
can only work within that angle range. DK needs the banana camera to take fairy pictures,
which unlock features in the game’s Mystery Menu. Two of these features are part of the key elements
that make this speedrun possible, and unlocking them requires six fairy pictures in total.
The details of this will be made clear later. This is called a moonkick and the way it
works is actually pretty simple. Gravity usually substracts 20 vertical speed per frame,
but many moves, such as DK’s aerial attack, change that value. DK’s aerial attack sets
the vertical acceleration to one eighth of its default value for 8 frames, or -2.5 per
frame instead of -20. By interrupting the attack within these first 8 frames with
a kick, the lower acceleration of the aerial attack is applied to the kick. Since
kicks don’t update vertical acceleration, DK is subject to one eighth of the usual
gravity for the entire duration of the kick. Moonkicks can only be done in a place where the
aerial attack can be interrupted early. For DK to hit the ground shortly after rising from the
aerial attack, there needs to be a steep slope, a higher ledge or a low ceiling. Finally, while
cutscenes typically stop Kongs in their tracks, kicking is an exception. DK can kick
into a cutscene trigger and although the player loses control, DK will keep his
momentum for the duration of the kick. This is called a void warp. By clipping out
of bounds and walking out, DK hits the void out trigger, a zone around the outside of the map
that signals the player has somehow wandered out of bounds. As a failsafe, the game treats it like
a death and respawns the player at the start of the level. In DK Isles, this warps DK back here,
which saves time compared to exiting normally. Okay, there’s a lot to unpack here. I
know you’ve just witnessed invisible DK teleporting up to Frantic Factory’s lobby
entrance, but first, we need to explain this trick. This is called Tag Barrel Storage.
Here’s how tag barrels normally work. It seems like tag barrels send you to a dark map, but
the effect is actually generated on the spot where a tag barrel is used. When a Kong enters
the barrel, the game locks the camera in place, turns everything black and loads all 5 kongs and
a spotlight. Meanwhile, the Kong that entered the barrel is still there, but invisible and
frozen in place. When a Kong is tagged, the new Kong will replace the previous one, and then
be unfrozen and made visible after a short delay. However, if the Kong changes state
after the tag barrel is activated, this will override the frozen state, allowing
control of the Kong with the tag barrel active. This can be done with any of these 24 actions,
all of which can trigger at least 1 frame after controls are frozen. These include taking
damage, uncrouching, entering orangstand, cancelling Hunky Chunky, landing in water, diving,
starting the long fall animation, and many more. Here, DK performs a skid jump. This is done by
quickly reversing the control stick direction, which causes DK to skid, and by jumping on
the same frame he starts skidding. DK gains the height of the jump, but still acts like
he’s skidding on the ground. From this state, he can jump again or crouch.
Tag Barrel Storage is activated with the uncrouch action, and DK keeps
moving while the tag barrel is active. During that time, DK moves towards Frantic
Factory’s lobby. When Z is pressed and DK is tagged, he’s now far enough away from
the tag barrel that it’s now unloaded, which interrupts the tagging sequence before
its completion. So, DK stays invisible, and an attribute called his stored position
is modified. But to define the stored position and explain why this change is useful, we first
need to back up a bit and clear up a few things. An actor is a type of object that includes
most of the interactive stuff in the game, like Kongs and every other character, enemies,
barrels, boulders and so on. Actors have bones which are used to animate them more easily. A
Kong’s stored position is the position of one of these bones, which typically follows their real
position pretty closely. For example, DK stores his position in the same place where he stores
his bananas. Right after a tag barrel is used, the Kong is unloaded and there are no bones to
animate. So, the stored position is set to its default value, 0 in all coordinates, until the
tagging process is complete and the new Kong needs to be animated again. By tagging outside of
the barrel’s range, the tag process is interrupted by the barrel unloading, so DK stays invisible,
and the stored position stays at zero, zero, zero. So, why does the stored position
matter? A few movement mechanics, such as climbing trees or pulling up from ledges, rely on it for their calculations. When DK pulls
himself up on a ledge, the difference between his current and his stored position is added to his
vertical position. Under normal circumstances, the stored position is slightly higher than the
current position, so this operation moves DK down by a few units. But when the current vertical
position is 571 and the stored position is at 0, DK doubles his distance away from the
seafloor, warping significantly upwards. In order for this to bring him all the way
up to Frantic Factory’s lobby entrance, DK needs to grab this ledge, which
he reaches with a moonkick using the edge of the island to interrupt the aerial attack. But how did he manage to clip past the closed door
of the lobby? Well, simply because it’s not solid. The second level’s boss key does a few things. It
raises this platform, which makes the whole middle area of Krem Isle accessible, it opens this door,
and it opens the door to the fourth level, Gloomy Galleon. Before the key is turned in, the closed
door of Frantic Factory’s lobby is supposed to be inaccessible, and the very confident developers
at Rare didn’t bother to make it solid at all. Banana Locker wants you to collect 15 golden
bananas before entering Frantic Factory, but the portal is right behind him and only
needs to be touched to be activated. B. Locker has a pretty large hitbox to prevent you from
entering the level without clearing him first. He still does a laughably bad job at it though,
but the common ways to get past him don’t work in Frantic Factory’s lobby, because this pipe blocks
the way to his exploitable right side. Luckily, the pipe on the left gives an alternative. Like
I said earlier, most walls in this game are only solid from one side. This helps getting
back to normal play in case a player somehow ends up out of bounds. By phasewalking into the
pipe and then jumping backwards into B. Locker, the wall’s outer hitbox ends up pushing DK
away, ejecting him into B. Locker’s hitbox, far enough that DK can simply pass through.
The camera and the pipe make this hard to see, but there’s gonna be another
instance of this trick later on. I mentioned earlier that cutscenes typically
stop Kongs in their tracks. Long jumping on the last possible frame before losing
control can override this momentum stop, which lets DK move during this cutscene. Wait, somehow, DK is now out
of bounds. What happened? When the camera switched to show Chunky,
the game took a bit of extra time to load the next frame. Lag is common in DK64,
sometimes a little too much. To make it less obvious that the game is lagging, the
developers used a clever trick. The horizontal displacement of a Kong between each frame
is determined not only by the Kong’s speed, but also by the time between each
frame. So, the laggier it is, the more the Kong will move in between each
frame, which keeps the real-time speed more or less consistent. When something happens
that makes the game slow down considerably, such as loading another room or dealing with
visual effects like smoke or large amounts of particles, the time between one frame and the
next will be abnormally large. This causes DK to move so much between the two frames that he’s
in front of the wall on this frame, and beyond it on the next. This is known as a lag clip. It’s
usually done using orange grenade explosions to generate a big lag spike, but in this case,
loading the storage room was sufficient. As DK is navigating out of bounds, now is a good
time to bring up out of bounds ground properties. The height of the ground below the Kong is updated
as they move around, but when out of bounds, there is no ground below. This means the
height of the ground is never updated, so it stays at whatever height the last piece
of ground under the Kong was. Effectively, the ground extends at this height infinitely,
as long as no other ground is passed over. Because this ground is above him, DK can
roll under it and remain out of bounds. Here’s the first of six fairies. Pausing
and exiting the level right after taking the picture skips this cutscene,
which saves about 8 seconds. The banana fairy normally refills ammo during
the cutscene. Skipping it means no refill, but the fairy picture is still saved,
which is all that matters here. DK climbs up using a combination
of skid jumps and moonkicks, both of which we’ve already talked about.
Because he jumps and skids at the same time, DK is in the air but acts like
he’s skidding on the ground, so that’s why he can double jump. The wall here
is poorly made, probably because it’s not really supposed to be accessed. The steep slope here
helps get more height from the moonkick, which is just enough to reach all the way up to the
mouth, where the Hideout Helm lobby entrance is. From there, DK uses more skid jumps to climb
a little higher through the mouth to load the second fairy. We saw earlier how DK can crouch
from a skid jump. He can use this to take out the camera in midair, then take the picture as he’s
falling in the loading zone to skip the cutscene. Again, because in a skid jump, DK is considered
to be on the ground, he can perform ground actions like a roll. He can pass through the wall because
angled walls, even if only slightly, have much weaker collision detection. He narrowly avoids
hitting the instant death lava with an aerial attack and reaches the back of the loading zone to
enter Hideout Helm, the final level in the game. In Hideout Helm, a timer is ticking.
You need to shut down the Blast-o-matic, K. Rool’s weapon to destroy DK Isles,
within that time limit to open the door that leads to the door that leads to the
door to the level’s key. But the key is always sitting at the back of the level,
so there’s a faster way to get there. This slope is slippery. Normally, only
Lanky’s orangstand move can climb it, but using skid jumps and precise movement, it’s
possible to get up anyway. Usually, jumping from a slippery slope will send you backwards
in such a way that climbing is impossible, but for a few frames, it’s possible to walk on it
before sliding off. DK uses this, and the wall, to angle a skid jump as far up as he can. When
landing on a slippery slope while gaining height from DK’s aerial attack, he enters a slipping
state in mid air for a short time. It’s possible to jump out of this state without the backwards
momentum slippery slopes usually give, and that is just enough to reach the top. The second slope
is actually not slippery except the top corners. The slope is also steep enough that DK can
land just after initiating the aerial attack, which allows him to moonkick. The wall
here is similar to the lobby’s wall, since it’s slightly angled as well. From here, DK can simply navigate out of bounds directly to
the key, but there’s an issue: he’s way too low. Here, there’s a small section of higher
ground that’s accessible from out of bounds. By passing over it, the effective out
of bounds ground is raised up to its height. The out of bounds ground is
raised again, twice this time, which now gives enough height
to be able to access the key. So, why come here? Well, the goal of the game
is to free K. Lumsy by opening all 8 locks on his cage. To access a level, you usually need
the key from the previous level, so if you get the final key, you should have every other
key in the game. So, to spawn the final boss, instead of checking for every key, the game simply
needs to check for Key 8, which one exception. Since the second level’s key unlocks both Frantic
Factory and Gloomy Galleon, Frantic Factory’s key unlocks nothing. The developers did think about
that one, so the game also checks for Key 3. But as long as you give Keys 3 and 8 to K. Lumsy,
that’s enough to make the final fight appear. On top of that, two fairies are
conveniently placed right here, bringing the total up to 4. Then,
the game is saved and reset. This quickly returns to the main menu,
which is useful for the next step. Here, RingRush goes into the Mystery Menu. The
first option, which is unlocked with two fairies, is to rewatch the game’s plot progression
moments. The Intro Story cutscene is activated. This 5-minute sequence that normally
plays when starting a new file with story skip disabled goes through 7 different cutscenes in
various maps. To keep track of when it’s time to change maps and continue the sequence in
a new cutscene, the game has a timer ticking, along with a few key points in time where the
game should fade out and load the next cutscene. However, because this is the Mystery Menu, the
player can return to the menu at the press of a button. When an active Mystery Menu cutscene is
cancelled, its corresponding fadeout timer is also stopped. But the timer starts 6 frames before
the Intro Story is considered to be active, so if it’s canceled within this 6-frame
window, the game goes back to the menu without interrupting the timer. This causes
the music to stop functioning properly, often playing the wrong music or nothing at all.
More importantly, it causes the game to attempt to fadeout into the next section of the intro
story at these key moments. And most importantly, this is the basis of a game-breaking glitch
that will unfold in the next five minutes of the run. From here, the goal is to get
as much done as possible within that time, and within the new restrictions that the
Intro Story timer poses. Keep an eye on this reference of the Intro Story to see when the key
moments line up with the run as we go through it. Earlier, I said that swimming was one animation
that preserved the phase angle as long as the joystick was left neutral. This is why DK can
go straight through the wall after leaving first person. Similarly to out of bounds ground, the
current water level is extended infinitely as long as DK doesn’t go into another body
of water. This lets him swim in midair. This control room is used in a cutscene that
plays upon opening the crown door near the end of Hideout Helm, where K. Rool panics and
goes into his airship, preparing an escape. DK Isle is pretty hollow and this is a very small
room, so the developers saved some time and space by simply hiding that small room right in the
middle of the island. With how easy clipping through walls is in this game, though, it’s
not that well hidden after all. After that, DK enters the Jungle Japes lobby from the back,
thanks to walls only being solid from one side. But what is this all about? Well, it turns
out that there was no reason to go into this room other than to kill some time. The
Intro story timer is about to hit the first fadeout point. When that happens,
if a cutscene is currently playing, the screen will fadeout and transition
into the second part of the intro story, loading the necessary map and cutscene. If
no cutscene is playing, the fadeout will be put on standby, and will trigger immediately
whenever any cutscene plays. Going back to the intro story is bad because the player loses
control and has to watch the rest of the intro. There’s a way around this. When a fadeout is
initiated, two variables are set: the next map number and the cutscene number. At the end of the
fadeout, the game looks at the next map number to find which map to load, and the cutscene number
to find which cutscene to play in that map. If, during the fadeout, another transition
occurs, the next map number is replaced by the new destination. So, the instruction by
the intro story timer to initiate a fadeout is completed and the sequence carries on,
waiting for the next key point. However, the fadeout is cancelled and instead of
loading the next part of the intro story, it loads the new destination. As long as
the new map index is written to the variable in the one-second window between the moment
where it is set by the intro story fadeout, and the moment where it’s used to determine
which map to load next, a fadeout cancel happens. Keep in mind, though: for a fadeout to be
initiated in the first place, a cutscene needs to be currently playing. Most loading zones
do not qualify as a cutscene, but thankfully, level portals and Troff & Scoff portals do
play a cutscene when a Kong enters them, so they will initiate a fadeout. If no time had
been killed and DK entered Jungle Japes before the Intro Story fadeout, this would’ve
happened. The Jungle Japes introduction cutscene would have started playing, but it
would’ve been promptly interrupted by the Intro Story fadeout. Therefore, entering the
portal has to be done in a one-second window, right at this moment in the Intro Story.
As you can see, one of the main goals for this section of the run is to prevent the
game from returning to the Intro Story, which is done by canceling the fadeouts at
these key moments with a well-timed transition. Finally, B. Locker was skipped here as well.
Like I said earlier, level portals only need to be touched to be activated. DK’s hitbox and his
center of rotation are offset by a small amount; his hitbox is slightly front-heavy. By pushing his
back against an obstacle and then turning 180º, DK is able to position himself closer to that
obstacle than by simply running at it. This is what’s done here. DK kicks into a precise spot
while facing backwards, then turns to face the level portal while standing much closer than his
hitbox normally allows him to be. Then, because this slap extends his hitbox way forward, his hand
reaches into the portal, activating it. For most levels, this trick is pretty easy to pull off,
but in Jungle Japes lobby, it’s almost impossible. We’re greeted with this weird cutscene at
the start of the level. This is because although the next map number was
overwritten by the new destination, the cutscene number wasn’t. So, instead of
playing cutscene 1 in this Intro Story map, it played cutscene 1 in Jungle
Japes, which happens to be this one. This trick is very similar to the pipe trick
in Frantic Factory lobby. The bush is a solid object that pushes Kongs outwards. It pushes
DK backwards far enough that he passes through the hitbox of the wall. Pay attention to
the void out zone. This path allows DK to skip this entire section of Jungle Japes entirely,
going straight into the main area from the start. In a few seconds, this run’s 5th fairy picture
will be taken. Taking a fairy picture triggers an ammo refill cutscene, which could initiate
an unwanted fadeout to the Intro Story. So, the picture to be taken at a point
where there’s no fadeout on standby, as there would be no way to cancel one
during the ammo refill. But as you can see, a fadeout is coming up, so, DK makes a quick
detour to the Troff & Scoff portal to cancel it. This plant is solid and has a slightly slanted
surface, so it acts as both a higher ledge and a slope to initiate a moonkick. Notice how
the vines leading to the Troff & Scoff portal are not there. That’s because the training
barrel for vine swinging was never completed. Again, a weird cutscene plays because this
is cutscene 1 in the Intro Story version of Hideout Helm. Nothing is needed in this room
right now, but coming here both cancelled the Intro Story fadeout, and cleared the first
visit cutscene. Like I said before, Key 3 is also required to beat the game, so DK
will visit Troff & Scoff later in the run. There isn’t much to say about this clip other than it’s one more example of
a poorly made wall hitbox. Here, DK does a skid jump to take out the camera
in mid air, while positioning himself above the water. While taking a fairy picture, Kongs
enter a state where they can’t be controlled until the end of the refill cutscene. By taking
the fairy picture while falling into the water, DK splashes down after losing control. This
changes his state from taking a picture to swimming, where he can be controlled, saving
about 8 seconds over waiting out the refill. During that time, DK initiates another
phasewalk to go back out of bounds. This is to take a better line to this Rambi box and to
skip this gate. He also performs the same trick behind Tag Barrel Storage on the Rambi box by
changing animations right as he enters the box, allowing him to move a bit earlier.
The gate is only solid on one side, as is the case for all of the
bamboo gates across the game. If you pay attention to the Intro Story timer,
you can see that a new fadeout is approaching. Some time needs to be killed to line things up
perfectly, so this showcase of absurd-looking movement is used to fill that gap. This is typical
for tool-assisted speedruns: whenever there is any amount of waiting that needs to be done, TASers
try to make it as entertaining as possible. Incredibly enough, using Rambi here is actually
required for this speedrun route to work out, which adds yet another normally optional element
of the game to the list of requirements to beat it in the fastest way possible. The reason why will
be made clear soon. This is also why 5 colored bananas are required in this run: this bunch
is automatically collected when entering the Rambi box. Another bunch was collected here, but
that one can easily be avoided with no time loss. Visiting Cranky here has two purposes. First,
because talking with Cranky is a cutscene that can lead into a transition, it’s used as the
last of the three Intro Story fadeout cancels in this run. Second, because the first
visit to Cranky, which normally happens in the training grounds, is the trigger
to spawn the training barrels. It turns out that one of the four moves the training
barrels teach is required to beat the game: barrel throwing, used in Lanky’s
phase of the final fight. Therefore, spawning the barrels is mandatory, and
doing it here is the most convenient. One last weird cutscene plays, this time
cutscene 3, and there’s nothing more to do in Jungle Japes. At this point,
there is one more fairy required for the main glitch behind this run, and
that one training barrel to complete. Wait, so why go into the training grounds, only to
get right back out? Does this have to do with the Intro Story timer? No! In fact, this is because
talking with Cranky sets a flag that indicates that the training barrels are spawned, but only a
temporary flag. A temporary flag is not preserved after leaving the game file and returning to it,
which, spoiler alert, is something that’s gonna come up soon. By angling the camera towards the
training barrels, the game loads them, even though they’re behind the cave wall. When the training
barrels are loaded, the temporary flag is replaced with a permanent flag. From this point on, the
fact that the four training barrels are spawned is saved in the file, so it will be preserved
even after leaving the game and returning later. The most observant viewers may have noticed that
the gate is gone and this switch is pressed, even though we never pressed it. The reason
is a fascinating example of developers going out of their way to be consistent even
when it doesn’t actually matter, which, considering just about everything
else in this game, is a bit shocking. There are two ways to free a Kong in this
game. The first is by opening their cage, which is the intended way, and the second is by
entering a tag barrel while controlling them, which can be done using King Kut Out or the final
battle. When a Kong is unlocked through the second method, their cage will automatically be opened.
It turns out that this is true for all five Kongs, including DK. At the start of the game, all five
Kongs are caged - DK simply happens to be trapped inside of his own home. By opening this gate, DK
frees himself. If the gate is skipped instead, DK will go out into the world while the
game still considers him as being locked up. Using glitches, it is possible to switch to
another Kong without ever entering a tag barrel or opening the training grounds gate. When
entering a tag barrel as another Kong, DK will be gone and replaced with
a yellow question mark. When the other Kong goes into the training
grounds and pounds the switch, which, despite having DK’s face on it, can be pressed
by any Kong, DK will then be freed at once. So, long story short, a tag barrel was entered
way back at the start of the run to perform Tag Barrel Storage, so that’s when DK was
freed and why this gate is already open. This is the last fairy picture of the run.
Instead of a reset, this time, Quit game is used to preserve the state of the Intro Story.
With six fairies now, the second option of the Mystery Menu is unlocked. Also, the Intro Story
is about to end. This is when the magic happens. Alright, somehow, DK is back in
his house. What just happened? As you can see by the comparison, this is the
end of the Intro Story. The final fadeout was not cancelled, and it was initiated using
one of the main menu’s background cutscenes, which play after spending about 12 seconds on this
screen. The reason why the game doesn’t return to the Mystery Menu here is the same as why the timer
wasn’t stopped a few minutes ago. It’s because the Intro Story mode is not active, since the
cutscene was cancelled before that flag was set. Donkey Kong 64 has 15 different game modes,
including the Adventure mode, a few sequences, Snide’s and Mystery Menu minigames, a couple
of unused ones, and the Main Menu mode. The game normally switches between these states
as you select options in the menu. However, by going directly from the main menu to the
adventure without going through file select, the process of changing game modes is skipped. Since
main menu mode is designed for the main menu and not for normal play, many functions are disabled,
such as saving, pausing and even taking damage. If you want to know how the game knew
to select the correct file even though there was no file selection, you can
pause now for a quick explanation. But here, the real question is why. Why do
all this? Why this 5-minute masquerade of unfitting music, fadeout cancels, fairy
pictures, rambi crates and mystery menu shenanigans? The answer is moves. Beating King K.
Rool requires these special moves: Peanut Popguns, Trombone Tremor, Simian Slam, Hunky Chunky
and Primate Punch. To unlock these moves, you need to talk to Cranky, Candy or Funky
as the appropriate Kong and pay some coins, but unlocking Kongs and buying
moves takes a long time. This is where the Mystery Menu comes in
handy. Each of the Mystery Menu minigames defines a number of upgrades that the
player has access to at that time. This is mostly used for the bossfights,
because they are recreated to simulate what a casual player would have access
to at the end of each level. Usually, this means having every move and upgrade up to the
level whose boss you’re currently fighting. So, if you decide to fight the Fungi Forest boss
in the Mystery Menu, the game temporarily gives you all of these moves, as if you had been
playing the game normally up to this point. For some reason, the same applies for all
four minigames, including Rambi Arena, even though it doesn’t actually impact
anything. Of all the Mystery Menu minigames, Rambi Arena is the fastest to unlock, because
it requires only six fairies and entering one Rambi box. Rambi Arena happens to enable all
of these moves, which include everything needed to win the final fight, except for Diddy’s gun.
Thankfully, the demo was there to save the day. The demo cycles through five sequences,
one for each Kong in order, every time it’s loaded. Additionally, like the Mystery
Menu, it also temporarily grants whichever moves are appropriate for each sequence.
After the reset at the end of Hideout Helm, DK’s demo played. Then, because the game was
exited through the menu and not by resetting, Diddy’s demo played, which gives
Diddy his gun. Rambi Arena doesn’t update any of the flags pertaining to
guns, so Diddy’s gun stays unlocked. To avoid having those free upgrades leak into
the main game, when any adventure file is viewed, all the flags related to upgrades are changed to
match that file’s save data. In this case, though, this crucial step is skipped by the Intro Story
fadeout. So, all the moves temporarily unlocked for demos and minigames make their way into the
main game. And this is why the banana camera, the shockwave, 6 fairies, the Rambi box and its
banana bunch are all necessary parts of this run. Training barrel moves are not included
in Rambi Arena. This one is required for Lanky’s phase, so it has to be completed. This is a void warp, except this time, it
happens as the game sets the flag for having completed the training barrel. To get the warp to
work, DK has to hit the void out zone during the transition out of the barrel, which disables
all input. It can still be done by kicking or rolling before the transition begins, and letting
DK’s momentum carry him into the void out zone. In most circumstances, this warp brings you back
to DK’s treehouse and saves about 4 seconds, but here, because the DK Isles first
time cutscene was already watched, the new spawn point is outside of the training
grounds, which saves an additional 10 seconds. DK needs to go back to Frantic Factory
to get Key 3. This couldn’t be done in the first visit because the
fight requires Simian Slam, which DK didn’t have before using
Rambi Arena to unlock more moves. Here, DK cancels fall damage by landing
on a slippery slope. The sliding state takes priority over splatting from fall
damage, which saves a couple of seconds. DK also somehow activates the warp pad
even though it’s way down there. This happens because a Kong leaving a platform doesn’t
enter a falling state until the next frame. So, for one frame, the Kong is still considered
to be on the ground, except the ground is now whatever surface is below them. If that happens
to be a bananaport warp, it will be activated. Even though the door isn’t open, the loading
zone that leads to the boss is always behind it. Because it extends under the door by
quite a large amount, it’s possible to enter the boss fight from way down there.
A phasewalk is used to clip out of bounds because it’s the fastest method, but there
are many other ways to skip colored bananas. The intro cutscene of this boss is lengthy, so
it’s faster to exit the fight and reenter it. When entering for the second time, a much
shorter cutscene is used, saving around 40 seconds. However, because Main Menu mode prevents
pausing, DK has to void out and travel all the way back to the boss door. As you can see, this is
still barely faster than watching the cutscene. This fight is normally done with Tiny and her
Pony Tail Twirl ability. But DK can still do it using kicks, jumps and moonkicks. One thing to
note is that the switches that appear at the end of each phase are random, but not completely
random. When Mad Jack starts his final jump before coming out of the box, the game determines
which pillar is a valid place where the switch can spawn. It rules out the pillar Mad Jack is
jumping to, the pillar the Kong is closest to, as well as all four adjacent pillars. Since the
correct switch has to be on the same color as Mad Jack, this leaves anywhere between 3 and 7
possible pillars for the switch to be on. The rest is up to the game’s random function,
so DK’s movement was carefully planned to manipulate this randomness and minimize the travel
distance to the correct switch in every phase. There’s another detail that makes Mad Jack very
hard to optimize. This boss always tries to go towards whichever pillar is the closest to the
Kong. In phases 1 through 3, he usually never goes back on the previous or the current pillar, but
in phases 4 and 5, he does. On top of that, if the pillar Mad Jack is about to jump to is also the
closest pillar to the Kong, or, in other words, if Mad Jack is one tile away, he will do a slow
jump, and if the Kong is far away, he will do a fast jump. The number of jumps is fixed, so to
speed up the fight, Mad Jack needs to do a fast jump as many times as possible. In this TAS, there
is one slow jump: the very first one, because that’s unavoidable. Every other jump is a fast
jump, which makes Mad Jack’s movement optimal. Mad Jack’s flipping sound is actually
the exact same as DK’s slapping sound. If you don’t believe me, listen carefully here. With the right timing, a moonkick
can be cancelled with a jump, in which case the jump will
have the same reduced gravity. Here, RingRush abuses Mad Jack’s behaviour to
get him to jump back and forth. When choosing which tile to go next, he doesn’t optimize his
direct distance to DK. Instead, he always moves along this axis until he’s aligned, and
then moves along the other axis. By going back and forth along this axis while staying
far away, DK forces Mad Jack to do the same. What was that weird sound? That was the
sound of the weirdest glitch ever discovered in this game. The sound itself is used when
shooting homing ammo. For some absurd reason, pressing all four directions at once on the
D-pad while in a level lobby can sometimes make the homing ammo sound. Nobody knows why.
It’s utterly confusing, completely useless, and it was included in this TAS only
to make my task a little bit harder. Now, the only thing left to do before the final
battle is to visit K. Lumsy and turn in keys. Normally, the final boss appears after turning
in all 8 keys and freeing K. Lumsy. A cutscene follows where he knocks K. Rool’s airship
out of the air. But as I explained earlier, a check is only made for keys 3 and
8 to spawn the crashed ship. So, keys 3 and 8 are turned in and K. Lumsy stays
trapped, and the ship magically appears outside. The boxing match against King K. Rool
involves a lot of waiting out his attacks, so not much can be done to save time besides
reducing lag to a minimum. RingRush uses this opportunity to showcase glitches, like
clipping out of the ring and into the stands. DK shoots out of each barrel at the
earliest possible time to register a hit. This is called a crash climb. When Diddy
runs into a wall with his Chimpy Charge move, he recoils back. If he’s skidding to a stop
and if A is pressed one frame before he runs into the wall, he will get vertical speed from
his jump, but the recoil animation will take priority. He then starts another Chimpy Charge,
during which his vertical speed is preserved, allowing him to climb way up. Again, this
is just for style and doesn’t save any time. K. Rool swings his glove like a boomerang twice before Diddy’s rocketbarrel appears. By
positioning Diddy very close to K. Rool, RingRush minimizes the time it takes
for the glove to come back to him. Diddy has to shoot both targets on the lamp to
make it fall on K. Rool. The targets could have been shot way faster, but he didn’t because he
was waiting for a specific frame. K. Rool cycles through different animations as he throws
and catches his glove. He has an animation timer that ticks down and tells him
to go to the next animation when it reaches 0. When the lamp falls on his head,
he also has a few different animations that play in a sequence. If the lamp falls as the
animation timer from the glove throwing hits 0, the first animation of the lamp falling on
his head will be immediately skipped. So, by shooting the targets with the correct
timing, part of his animation is skipped, saving more time than is spent
waiting for the right moment. The game has a failsafe if the player
somehow ends up outside of the ring. It warps the Kong instantly back to the
middle. It helps save a little bit of time here, to position the banana next to
K. Rool without having to travel a long distance with the barrel. Otherwise,
this phase is pretty straightforward. Tiny’s round is pretty much entirely on rails. So, RingRush spends most of the time playing
around. Here, he demonstrates how the facing angle doesn’t change on the first frame of a
new walking animation by walking backwards. The only things that can be optimized are entering
the Mini Monkey barrel, traveling to the shoe, and the last hit on every toe. Each toe takes one
more hit than the previous one, but there’s always a fixed amount of time between the attacks,
so only the last hit on each toe matters. While we watch this phase, let’s learn
a few fun facts. If you go far enough out of bounds to unload K. Rool, the
fight is paused, including the timer, until he’s loaded again. The out of bounds
failsafe is used a lot in this phase to reach the Mini Monkey barrel without having to deal
with increased lag from K. Rool’s shockwaves. Tiny automatically pulls out her gun even though
she doesn’t actually have it. If she put it away, she would be unable to pull it back out. That
would softlock the game, as there would be no way to damage the toes without a gun or oranges,
and no way to exit the fight - Main Menu Mode prevents both pausing and taking damage, and
the round timer is paused inside of the shoe. It is possible to reach the press box where the
kremlings are, but doing it causes extra lag, so it wasn’t shown. Also, although
Rambi Arena does give Mini Monkey, it’s possible to skip buying the
move. When any Cranky barrel spawns, it’s actually usable by default, and it is only
disabled a few frames later. So, with good timing, both Rocketbarrel Boost and Mini Monkey can
be used in this fight without buying them. Here, RingRush shows how generous the window for hitting a toe is by hitting
it on the last possible frame. Some of the toe attacks are based on
which toe Tiny is currently in front of. By standing all the way to the left of
the shoe, she can be in front of no toes, in which case no attack takes place.
Unfortunately, this doesn’t save any time. As you can see, the crowd is a simple
textured surface and not actual models or even sprites. Also, the game treats K. Rool
as the boss of Hideout Helm. If you void out at any point during the battle, you will
be placed at the entrance of Hideout Helm, just like you would for any other level’s boss. Using first person view helps reduce lag during
many portions of the fight, but especially inside K. Rool’s shoe. However, the lag in Tiny’s
phase is poorly emulated. On the Nintendo 64, reducing lag would be crucial, but
here, it doesn’t really matter. So, RingRush opted to spend half of the time
demonstrating extreme lag reduction methods, and the other half goofing around
without wasting any time to lag. If you listen closely here, you will
hear the sound of going into first person. There’s a tiny window where
you have control, just long enough to go into first person, allowing for a
phasewalk immediately after the cutscene. Here, Chunky uses the out of bounds
failsafe to his advantage to hit the middle switch faster. And from there,
the rest of the fight is simple. With this, Donkey Kong 64 is beaten in 26 minutes
and 46 seconds from powering on the game for the first time. Some of you may know that the
real-time world record is 24:51 by SigNa. There are 3 reasons why this TAS has a longer
runtime. First, the real-time record was done on the Wii U Virtual Console, which has virtually
no lag, saving in the ballpark of a minute and a half over the Nintendo 64. Lag is sometimes
inaccurately emulated for DK64, so this emulator run likely loses only about a minute to the Wii U
version, but it’s impossible to measure exactly. Second, the methods of timing are a bit
different. Real-time runs start on the A press in the menu to begin a new file, and
end on the first frame where the black bars are visible at the start of the cutscene
where K. Rool gets knocked out. TAS timing starts on powering on the console, and
ends on the final input required to beat the game. By real-time standards, this
TAS would be a 26:13 instead of a 26:46. Last but not least, there is a major rule
difference. The amount of fairies collected is saved on the cartridge’s static random-access
memory permanently. This means that after collecting the fairies once on any given DK64
cartridge, the mystery menu features will be irreversibly unlocked forever. As a result, the
DK64 community decided that using these features was fair game in real time any% speedruns.
The TAS community prefers different rules. They recommend runs start from a completely clean
state, including static random-access memory. So, the TAS has to collect the banana camera, 6
fairies and enter the Rambi crate in Jungle Japes to unlock Rambi Arena, while the real-time
run has access to it from the start. Again, this is very hard to measure exactly, but the estimated
time difference is about 4 and a half minutes. All things considered, these three
factors add up to about 6 minutes, so this run is comparable to a
20-minute run on Wii U by real-time rules and timing. And this concludes
this Tool-assisted speedrun explained. Thanks to RingRush and theballaam96 for
their help, and thank you for watching!