Transcript for:
Donkey Kong 64 Speedrun Techniques

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!