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Donkey Kong 64
The famous gorilla came to Nintendo 64 in November 1999 in his first 3D adventure. Most of his family and all of his precious banana collection have once again been locked away by K.Rool. Rescue the Kongs of varying abilities and recollect the scattered 201-large banana collection while travelling to seven different areas. Annoying mini games and a ridiculous auto-save system are the game's biggest problems.

 

New Game+ run (Single Segment, Major Skips, Death Abuse): 0:54:xx by Lloyd 'Manocheese' Palmer

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IMPORTANT: Feel free to link to this run, but don't upload the files or any part of them to any other site. Directing people here instead of uploading the files elsewhere lets them read my comments, contact me, and see other speed runs. For the same reason, please link to this page and not the files themselves.

Before I dive into the comments, I want to point out that this run has audio commentary. Switch to audio track 2 in your media player to listen to it. Because of the large number of glitches and other timesavers used in this run, I can't possibly explain everything in real time, so be sure to read the comments if you want more details.

I want to thank everyone who helped me with the run. The following people found tricks and gave suggestions:

Unreal
PMIT
leftysheroes
Exchord92
mike89
RingRush
Aquaspeeder
AniMeowzerz
Toesrus

Thanks also to rdrunner, from whose no-major-skips run I picked up a number of timesavers, and to deutsch_joe, from whose posts in the DK64 thread I learned a few things.

Thanks to KAS, from whose 1:14 run I learned a big timesaver in Hideout Helm.

Thanks to David Wonn for having such a great site; I learned a lot from it.

Thanks to the SDA staff for running SDA.

Shortly before summer 2009, I decided to play this game for the first time in years. I initially had no plans to do a speed run. After I finished a 101% playthrough, I did some research on glitches. Pretty soon, I found a way into boss battles without collecting bananas and a way into Hideout Helm without 100 Golden Bananas. From there, I and some of the people listed above found even more tricks; we literally cut hours off the game in a matter of days. In the ensuing months, we kept hammering away at what remained. After about a year, the game was every bit as broken as Super Mario 64 and Ocarina of Time. You can beat it with 0 Golden Bananas; you can beat it with 0% completion; you can enter all but one level lobby early; and you can get past B. Locker everywhere he appears.

This route skips most, but not all, of the things that can be skipped. The biggest of the skips that I didn't do were omitted out of necessity because the run is single-segment. It's possible to glitch into the Angry Aztec lobby early, but when you try to leave, you will be stuck in a cutscene as your kong tries to walk through the door. A segmented run can savewarp out, but a single-segment run cannot. So, I must open the lobby normally, meaning that I need to collect and turn in the Jungle Japes key. A similar problem occurs in Hideout Helm. You can get the key without shutting off the Blast-o-Matic, but you can't select Exit Level to get out. You can actually kill yourself with oranges, glitch out of bounds, and walk back to the entrance, but even when you're outside the level, the timer will keep ticking down and you'll get a Game Over when it reaches 0. There are only two known ways to stop it--shutting down the Blast-o-Matic power or quitting the game. The latter is not an option in a single-segment run, so I have to shut down the power. Those are the two biggest timesavers I didn't use in this run. There are a few smaller timesavers that I chose not to do because I didn't think the time they saved justified their difficulty. Segmenting the run would not help because of Donkey Kong 64's abysmal save system; nearly everything you do causes the game to save automatically, and there is no way to copy files. This means that savewarping is essentially the only thing that gives a segmented run an advantage over a single-segment run.

Below are my comments on each part of the run. I tried to separate explanations of what's going on and comments on how well I did.

Main menu: Yes, the glitches start before I even gain control of DK. The glitch I use here is called the Funky weapons glitch. By entering the Intro Story and exiting at just the right time, I partially load the data in slot 1. The Intro Story scene is still running in the background, so I need to wait until it gets to a fade screen (I use a stopwatch for this), then enter the Rambi Arena. I'm not sure exactly what this does, but it's necessary to get the trick to work. I then go to multiplayer, in which you have Simian Slam and all of Funky's weapons. This somehow gives you those abilities in Adventure mode. After that, I start the Intro Story again and cancel it at without activating the glitch to unload the cutscene, then start Adventure mode. You might be wondering why I have one minute on my file when I start; it's because the glitch causes the timer to start before I fully load the file.

This glitch always takes about the same amount of time, but there is some slight variation. After you press A to start the Intro Story, there is a window where pressing A won't do anything, then another where it will cancel the Intro Story properly, then another where it will cancel the Intro Story and activate the glitch, then a long window where it will cancel the scene properly. In this run, I managed to press A during the second window. If you don't press A until the fourth window, you'll lose about a second.

Training area: I need to do the training barrels for several reasons. One is that I can't use the abilities you learn there without completing the relevant barrels. More importantly, Cranky will not sell me any upgrades until I've completed all the barrels. So, I do the barrels, then I use a glitch called "swim through vertical walls" to leave the training area without pounding the switch.

There is a glitch that lets you jump out of the training barrels earlier than usual. I have no idea how it works, though, and I didn't get it to work here. As for the barrels themselves, I did well in them. You can finish the diving barrel with 56 seconds left, but you don't actually save a whole second. You can finish the vine barrel with 53 seconds left, but it requires you to jump at just the right time as you're climbing up the tree to get on top of it sooner. If you jump at the wrong time, you may fall off the tree. It's not worth it for less than a second of savings.

DK Isles: I use a glitch called "swim through shores" to get the camera early. I don't care about the camera itself, but the shockwave move that comes with it lets me get rainbow coins, which give five coins to every kong, including the ones you haven't freed yet. If I didn't get rainbow coins, I would have to hunt down large numbers of regular coins. After leaving, I get three Crystal Coconuts for later on. I then talk to K. Lumsy to open up Jungle Japes. The Golden Banana outside the Jungle Japes lobby is very close to the loading zone for the lobby. By rolling at the correct angle, you can enter the loading zone, then grab the Golden Banana before the screen fades out. This lets you skip the "banana get" cutscene. In the Japes lobby, I kick before triggering the B. Locker text to move forward while it comes up. I use variations of this trick a number of times throughout the run.

I sometimes lose a few seconds entering Banana Fairy Isle due to bad camera angles, but I didn't here. I also sometimes have trouble leaving; the passage is designed for Tiny, and DK's head sometimes gets stuck on it. Crouching and sliding underneath it seems to help. It's fairly easy to enter the Jungle Japes lobby early using the same trick I used to get inside Banana Fairy Isle early, but getting past B. Locker inside is difficult. Even if you have a key when you first visit K. Lumsy, you still need to watch the cutscene showing Japes opening, so you don't gain a whole lot of time. I decided it wasn't worth it to pile these two tricks on top of all the others in the run.

Jungle Japes: You may have noticed that I didn't use any warps in DK Isles, even though it would have saved time. You'll see why near the beginning of this level: by rolling onto the warp pad during the cutscene showing Diddy asking for help, I interrupt that cutscene with Squawks' (much shorter) explanation of warp pads. After that, I get the Golden Banana in front of Diddy's cage to make the switches that free him appear. Because I did the Funky weapons glitch, I already have the Coconut Gun, so I don't need to visit Funky. The glitch also gave me Sniper Sight, so I can hit one of the switches from farther away than is usually possible. After freeing Diddy, I enter Troff 'n' Scoff's room, then make use of a very versatile trick: the C-up glitch. It lets you walk through many of the game's walls. Here, I use it to fight the boss without collecting any regular bananas. During the battle, I get hit intentionally to end the rolling phase sooner. After getting the key, I get one of the three rainbow coins in my route, then exit the level.

It's a little faster to kick onto the warp pad than it is to roll, but it's easy to overshoot it that way, so I play it safe and roll. It may be slightly faster to shoot the center switch before swinging on the vines, but I find that more difficult. If you grab and jump off of the vines with proper timing after shooting the last switch, you'll be in a position to jump immediately after the cutscene ends and get to the ledge with the boss portal. This only saves about a second, though, and I couldn't find a consistent way to do it, so I left it out. I did the C-up glitch to get past the boss door quickly. The boss fight was slightly faster than average. There's a trick to skip the "key get" cutscene by pausing and exiting the level right after you get the key. If you pause too early, though, you risk leaving the boss fight without the key. For that reason, I didn't do the trick.

DK Isles: As I mentioned above, I need to turn in the Jungles Japes key to open the Angry Aztec lobby; although I can glitch inside, I can't get out without savewarping. After turning in the key, I get another rainbow coin, then use a trick called moonkick to get to the Crystal Caves lobby early. Inside, I use something aptly named "the DK trick" to get past B. Locker. I then exit the level immediately. You may be wondering why I would enter the level, then leave without doing anything. The answer has to do with the game's upgrade system. As soon as you enter a level, you gain the ability to purchase upgrades from that level and all previous levels. So, just by entering Crystal Caves, I make most of the game's upgrades appear in the shops. This will be useful later. After leaving the Caves lobby, I go to the Angry Aztec lobby, then use the DK trick to enter the level.

I'm not sure if it's faster to swim directly to K. Lumsy, turn in the key, and swim to warp 2 or activate warp 1, swim to K. Lumsy, turn in the key, use warp 1, and activate warp 2; they're very close. I prefer doing the latter, so that's what I do in the run. It's easy to lose time doing the trick to get into the Caves lobby early, but I did it well here. I almost went sailing off the edge while doing the DK trick in the lobby, but I held it together and got into the level without losing too much time. I lost a little time doing the DK trick in the Aztec lobby as well, but it wasn't terrible.

Angry Aztec: As you'll see, I don't need the key from this level; all I need to do is free Lanky and Tiny. After going through the tunnel at the beginning, I use another "move forward while a cutscene plays" trick. I then jump through a wall to get past the door that normally requires you to get Diddy's guitar. I need Chimpy Charge to free Tiny, so I visit Cranky. First, he gives me Simian Slam. Because the game doesn't expect you to have left the training area when you get Simian Slam, it doesn't bother checking to see if you can buy any other upgrades, so I have to enter Cranky's lab twice. After buying Chimpy Charge and Rocketbarrel Boost, I tag DK, go through the rest of the tunnel, and use the C-up glitch to enter the llama temple without playing the Barrel Blast minigame. Inside, I use swim through vertical walls, the same trick I used to get out of the training area, to get to Lanky without cleaning the water. I then line myself up, shoot toward the switch, and quickly jump into the "lava water" to kill myself. This lets me skip part of the cutscene that plays when you free Lanky, and it also puts me at the beginning of the level, which is where I need to go next. After warping back to the first open area, I get the third and final rainbow coin in the run, then tag Diddy and enter Tiny's temple. Inside, I use the C-up glitch to get to Tiny's room quickly, then I save a little time by Chimpy Charging off the tops of the letters instead of raising the platforms and charging into them. I need to hit the "O" first or else the "K" will not be active. I pick up a Crystal Coconut for later on. After freeing Tiny, I exit the level.

The guitar skip went very well. The original trick involved jumping through a different part of the wall, which was much harder. This version is still tough, but not as bad as the original. Crossing the narrow path to Cranky is easier than it looks, but it always makes me nervous anyway. Glitching into the llama temple with DK, on the other hand, is much harder than it looks. For some reason, certain walls are more resistant to the C-up glitch than others. This is one that you can just barely get through. It's easy to spend a minute trying to get this trick to work, so I think I did pretty well here. The Lanky death warp trick could have been set up a little faster, but it wasn't bad. Chimpy Charging the letters can be tough. Sometimes, you charge off them and they don't register anything. leftysheroes, who is working on a 101% run at the time of this writing, suggested that I face perpendicular to the wall before charging off the letters. I tried this and it worked fairly well, but after some more testing, I decided that making a small angle with the wall was more consistent for me. I had a little trouble with the "N" and "G", but it wasn't anything severe. Afterward, the pause screen gave me some trouble. <_<

DK Isles: The path to the Frantic Factory lobby is normally just out of reach, but I get to it here with a trick called the moontail. It basically allows you to do two things at once: a ground attack and a double jump. Since you can cancel a ground attack with a jump, you can jump again at the peak of your double jump. You can then do an aerial attack to get some extra height. The shockwave attack is somehow involved; without the camera and at least one Crystal Coconut, the moontail requires much more precise timing. That's why I picked up a Crystal Coconut in Angry Aztec. The moontail doesn't give the height or distance of DK's moonkick, but it's just enough to get to some areas that are ordinarily out of reach. You can actually get up to the walkway to Factory with a moonkick as well, but it's slower than what I do here. Rare figured you wouldn't be able to get up to the entrance to the lobby without raising the platform, so they didn't bother to make the metal door solid; you can walk right through it. After doing so, I use an orange to force Lanky into B. Locker, then stretch his arms out (just for you) and enter the level.

I failed the moontail a couple times, but I didn't lose much time. Getting past B. Locker in the lobby is pretty difficult. I get it less than half the time, and each failed attempt is costly. There's another method that involves long jumping into B. Locker, but I find that even less consistent. Luckily, I got the trick with only one orange here, although I did have to use two standing attacks.

Frantic Factory: I use another "move forward while a cutscene plays" trick here, this time with a long jump. After making my way to the Storage Room, I use a trick to climb up the slippery slope leading to the switch that frees Chunky. I then pound the switch and head up to Cranky's room to do some shopping. I will use everything I buy except Super Simian Slam. I still need to buy it, though, because Cranky will not sell me Monkeyport until I have it. After I finish shopping, I enter the boss portal. Just like before, I use the C-up glitch to enter the fight, but then I exit right away and do the glitch again. I did this because there's a cutscene that plays right before the fight, but only the first time you enter. The game assumes that you have already seen the cutscene if you've entered the arena, so I exit and reenter to skip the cutscene. Other boss fights have similar cutscenes, but they can't be skipped because you don't gain control until after they are done playing. After beating Mad Jack, I exit the level.

The Robo-Kremlings at the beginning usually move toward me as I pound the switch, then hit me immediately afterward. This time, they were nice and walked away from the switch. It's possible to use the C-up glitch to get through the hatch, thereby skipping hitting the switch, but it's hard and doesn't save much time. I lost a little time getting up the pipe in the Storage Room, but it could have been much worse. After climbing the boxes leading to the room with Cranky, I meant to long jump, but I must have pressed A at the wrong time, so I just crouched. I did the C-up glitch to get into the boss battle quickly the first time, but I lost about 15 seconds the second time. The battle itself went well. Mad Jack jumps more slowly when he's jumping to your square, so it's best not to be right next to him when he's about to jump. I screwed this up in rounds 3 and 5, getting one more slow jump than necessary in each, but I still did a pretty good job forcing fast jumps on the whole. In round 4, I used a trick to skip the cutscene that shows Mad Jack shooting a laser. If you are in the air when the cutscene is about to activate, it'll wait until you land to start. If you then pound a switch without touching the ground first, the laser cutscene will start, but it will be interrupted by the damage cutscene. The switch placement in the fight could have been better, but there's nothing I can do about that.

DK Isles: I use Monkeyport to get up to K. Rool's head, then I use a slippery slope climbing trick to get on top of his mouth. From there, I jump through his eye to get into the Hideout Helm lobby. I glitch through a wall there and enter Hideout Helm.

Climbing up the slippery slope could have been better, but not much better. You can get next to the eye sooner by going around the back of the head instead of the front, but this gives you a weird camera angle that makes it hard to get through the eye. The method I use gives me a camera angle that usually lets me get through the eye very quickly; this run was no exception. Getting out of bounds in the lobby took a few tries, but I didn't lose much time.

Hideout Helm: After going through a few rooms normally (more or less), I glitch through a wall and jump up behind the door that opens when you shut down the power. Then I warp to the entrance, tag Diddy, warp back, and get out of bounds again. As I explained above, even though I could grab the key at this point, I must shut down the power to stop the countdown. I jump up onto higher ground so that I'm high enough to reach Diddy's minigame room, then I navigate through the darkness until I get there. Since Diddy's minigames come after all the others, the game assumes that you've beaten them all if you've beaten his. Hmm, that logic sounds familiar... After shutting off the power, I exit the level, reenter, use the warp, and glitch out of bounds again. This time, I grab the key and exit the level for good.

A lot of things can go wrong here, but overall, I did a pretty good job. I got up the slopes quickly, but I failed the "move while a cutscene is playing" trick with Chunky. Getting through the computer with Chunky can take ages, but I did it relatively quickly here. After getting through the out-of-bounds area quickly, I had some trouble backflipping back in bounds. Getting into the wall with Diddy could have been a little faster, but I did a great job navigating the out-of-bounds area. That's the most nerve-wracking part of the run; there are a lot of places where you can either go back in bounds, which traps you, or go too far out-of-bounds, which sends you back to the beginning of the level. Either one is game over. Diddy's kill-the-right-Kremling game went well. My shooting could've been better, but I got lucky and only had to kill a few enemies; sometimes, you have to kill every single one of them. The jetpack game, on the other hand, is probably the low point of the run. After missing the first three targets, I had to readjust my height and keep spinning around. I shot a few peanuts toward the last switch and dropped down so I could be ready when the cage lifted; I always do this, and it's really not very risky. This time, though, I missed and had to get the jetpack again to shoot the switch. I then proceeded to miss the final switch. Everything after that point was good, though.

DK Isles: The keys from Frantic Factory and Hideout Helm are the only ones needed to make K. Rool's ship appear. Luckily, the cutscene showing his ship appearing doesn't play until you've turned in all the keys, so I get to skip it.

It may be slightly faster to use warp 1 in the Hideout Helm lobby instead of death warping. It would need to be done very well, though.

K. Rool: Remember how I said I used a stopwatch to help me do the Funky weapons glitch? Well, after doing the glitch, I kept the stopwatch running to give me an idea of how fast I was going. When I got to K. Rool, I didn't think I would get 0:54. I knew how long a typical K. Rool battle took, and there's not much you can do to speed it up (although are plenty of ways to slow it down). However, I did everything I could to make the battle as fast as possible, and it paid off.

I don't think I'll do another DK64 run. This run already took over a year, and there are other games I'd like to run. My time here is probably a very high 0:54, so anyone going for 0:53 will have to cut off almost a whole minute, which I don't expect to happen without new tricks. Of course, I'd be glad to see it happen. I'd also be glad to see a segmented run, which would cut off several minutes from this run thanks to save warping. No one is working on those runs, though. leftysheroes is doing a 101% run and Toesrus is considering doing a no-major-skips run; both will be great to watch. Until those runs are done, I hope you enjoy this one. Let me know what you think of it. If you'd like to learn more about DK64 glitches, check out the SDA Strategy Wiki and David Wonn's site.

Run (Single Segment, Death Abuse): 4:26:xx by Tom 'rdrunner' Votava

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Here we go again! Just when I thought I was burned out on this game, I managed to pull it together and make some improvements. This run is 10 minutes faster than my previous effort. It contains roughly the same route, with some improved and/or more dangerous strategies.

4:26 is as close to perfect as I'm willing to go for now. I calculated roughly 2 minutes of major mistakes (detailed below), so I could theoretically get sub-4:25 with exactly the same approach. However, it's more likely that I'll be able to make up the same couple of minutes by improving the route again, so I'll wait until I do that before attempting to go farther this.

Here are a few notes on each level. I've left several of the comments in from the previous run, since much of the run hasn't changed. Look for "**" instead of "--" to see the new stuff.

100% run (Death Abuse): 9:02:xx by Joe Wiewel, done in 14 segments

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I have to say that when I joined Speed Demos Archive, I hadn't planned on speedrunning DK64, but I volunteered if the DK64 thread creator didn't want to go through with it. And guess what happened.

This run took me some time to put together. I had to design route plans for each segment, which was made easier by the Nintendo Power Player's Guide I owned. If I didn't own that guide, there was no way I would have attempted this run!

That being said, I think my route plans overall are somewhat decent with the exception of Crystal Caves and some of the DK Isles bananas. My intuition is telling me that Crystal Caves can be improved somehow, and I admit it - I messed up on a few of the DK Isles bananas in the run. I explain what happened in this screw up in the description of the Jungle Japes 2 segment.

As for the ideal route plan for this screw up, what I should have done was NOT go to the DK Isles Snide's after the Frantic Factory segment. (I'll explain in a bit.) Then before I enter Gloomy Galleon, I should have got Chunky's blueprint, in the Gloomy Galleon segment obviously. Before entering Hideout Helm in the Hideout Helm lobby, Tiny should get a golden banana by playing on a saxophone pad - which also makes a Chunky barrel appear on an island. After defeating Hideout Helm, Donkey should get his blueprint in the Hideout Helm lobby, then drop down to Snide's in K.Rool's ship and get his golden banana. (Diddy should also get his golden banana in here as well as the battle crown.) Donkey should be selected again, brought outside and then he should get another golden banana from a switched cage nearby. He should drop down and go into the Gloomy Galleon lobby and Tiny should be selected. After she gets her golden banana in here, Chunky should be selected and taken out and past the banana fairy island. He should capture the banana fairy on the small island, become Hunky Chunky, slam on the X out in the water and go around the island and get the golden banana that results. The Hideout Helm segment should end here.

Honestly, I think the execution of my routes could have been much better, especially the retro games and the battle arenas. I'm sure sub-8:45 is very possible and I would have given it another attempt, but I finished it right before I had to go back to school.

Anyway, onto the run....

Segment 01 - Jungle Japes 1

After landing on top of the Kasplat with Diddy, I lost a few seconds by not getting close enough when I tried to finish him off.

I shot the Zinger over the plank because it usually gave me trouble in my practice segments.

I didn't take the time to slow down and avoid the hazards in the mine cart ride. There are more than enough coins to make up for what was lost.

I missed a coin in Donkey's Barrel Blast, so I have to make it up in the next segment.

Segment 02 - Angry Aztec 1

At the begining of the segment, I hadn't planned on going up to the llama cage, but I had to to get a coin that I missed in the last segment.

I wondered what was going on when the cutscene of the cave opening didn't start right away after the monkey sounds. Apparently, it doesn't work if Donkey's not on the level where the switch is, so I got off. Then after it was over, I was back on the step again. Weird.

When selecting Kongs to feed Scoff (I guess that's the hippo's name.), I got ahead of myself and chose Diddy, so I had to turn around and get Tiny.

When shooting the buzzard carrying Lanky's Golden Banana, he flew just out of range right before the last hit; the game wouldn't let me aim up anymore.

I'm still having a hard time believing that I managed to screw up getting to the top of the building where Diddy's blueprint is.

Segment 03 - Frantic Factory

WORST. SEGMENT. EVER.

In Chunky's room with the oscillating pillars, I had bad luck with the mechanical Zingers, but I still managed to get the banana without having to slam the button again.

The DK Arcade is by far the worst part of this run. I didn't have a problem on the first round. However, on the first attempt of the second round I spent awhile trying to avoid the fireballs on the second level. But then when I'm almost at the top, a pie comes out and nails me. On the second attempt, I lost my first life on the third level by falling something like a whole extra pixel too far. Then, again on the third level, the fireball on the right trapped me for a LONG time. But, on the last level, I got trapped by those flame creatures with only one brick left. >:( On the third attempt, on first level, I swear, I've never seen barrels come down the upper right hand ladder before. And finally, the fourth attempt....I beat the damn thing.

In Diddy's room where number codes have to be entered on buttons, I decided to take out the three banana balloons while he had infinite peanuts.

The next part of the run I accidentally deviate from my route plans because my little brother burst into my room and started distracting me. Where I start to mess up, my route plan was supposed to go as follows: Get Tiny, go into the room with the chart, shrink, race the car, get banana. Go back, get Donkey, go back into that room, pull the lever, come out and take a right and climb up the ladder, jump into the pit and get the battle crown...etc. What happened was that instead of getting Tiny first, I get Donkey. Then, I accidentally go in the wrong direction but then turn around and go into the room with the chart and pull the level. But I noticed Tiny's bananas and realized what happened. So I go back and get Tiny and get her banana from the car. When I get Donkey, I start to go back to that room since I had made a habit out of it, but I turn around and get back on track.

After turning the Auto-Production Room's power on and getting Chunky, I start to go down the tunnel instead of warping on bananaport #1. But I turn around and get back on track. My 100 golden banana run involved Chunky going down the tunnel at that point, which could possibly explain why I made that mistake.

When getting Chunky's golden banana in the Auto-Production Room, I fell off one of the mechanical arms. I attacked to try to stay on, but I fell off. At least I only fell on top of the base instead of all the way down.

After finishing Frantic Factory, if I would have completely thought my route plans through, I shouldn't have went to Snide's room in K.Rool's ship after finishing Frantic Factory. I would have been better off waiting until after completing Hideout Helm.

Segment 04 - Angry Aztec 2

When I had to set the giant boulder on the table with Chunky, the cage didn't lift up at first, even though the cutscene showed that it was. So I had to go back and reset the boulder on the table.

I didn't have Lanky's sound matching game well memorized like I should have.

Those banana fairies really irritate me. It took me several tries to capture the last one.

During Chunky's part in the "evil" temple, I noticed that he had 64 bananas when he was supposed to have 65. I forgot that I was supposed to get a single banana near the center of the area. So I had to exit, pick up one lousy banana, and reenter. Then to top it all off, I accidentally long jumped into the tag barrel and played the triangle!

Tiny's fly mini-game in the lobby was kind of annoying and took me longer than expected.

Segment 05 - Gloomy Galleon

Again, here's another spot that should have been changed in my route. Chunky should have got his blueprint in the lobby at the start of this segment.

I started to go down the cave with Donkey when I realized I was supposed to go under the rotting ship first and shoot a banana balloon.

When I got on the box outside of the cave with Lanky and looked up, his balloon wasn't there. So I had to get in the water and look up to make it appear. I had to do the same thing in my practice segments.

I took out Lanky's Kasplat with Chunky's cannonball because I'd still kill him by running him into it anyway.

The worst thing that happened was when I accidentally swam to the wrong "side-valley" of water in the larger water area with Chunky. I was swimming for a bit, noticing that something was wrong and wondering why I wasn't seeing the cactus-shaped thing. When I came up, the seal started talking to me. Then I realized what had happened so I swam to where I was supposed to go.

During one of the timed-door swims, I swam on the wrong side. When I started to swim to the door and noticed it was closed, I swam around the wrecked ship and went in the right door.

The second worst thing was trying to capture one of those banana fairies on film. It was the one in Tiny's section of the ship behind bars. It took me several attempts to capture it. The bars kept interfering with the camera. On a few of the pictures, the fairy was even dead center!

Note that the button that raises the water was pushed in, but came out when activated. Another glitch.

I didn't mean to fall off of the lighthouse with Diddy; I didn't aim my landing correctly.

The mechanical fish was a close call. I don't know why one of the pieces of the heart didn't break when I shot it.

Segment 06 - Fungi Forest 1

Right off the bat - the worst thing that happened - is...Jetpak... Yep, believe it or not, that's the worst part of this segment. So...I accidentally die a time or two, but didn't think anything about it since the character has to get a game over after picking up the Rareware coin. I get over 5000 points, but the Rareware coin doesn't come down, only a gold bar and a fuel container. Then I get hit by an enemy. DAMN. Second time, I get a game over when I had 34xx points. That was just horrible beyond belief.Third time I beat it, but stay on the first level. I always died whenever I went on the bottom part of the screen. So I played it safe and stayed on the top on the first level collecting items, then committed suicide when I had the Rareware coin. Then to top it all off, I pressed A when Cranky talked to me, so I had to pause and exit Jetpak when it started.

I had a bit of some button slip ups with Donkey in the giant mushroom - I accidentally shot a coconut into ground.

In the room where a Chunky face had to be made, I stay by the door to avoid the Zinger. The Zinger is hard to kill without homing ammo, and I hadn't bought it from Funky yet.

I killed the Zinger outside of the giant mushroom with Diddy because it always messed me up in the practice segments.

At the point where Chunky crushes steel kegs with a spiked wheel, I had an epiphany of improving my route on the fly by going to the back entrance of the barn and get the last keg first before going into the front entrance. Well, I did that, but when I set the keg on the conveyor belt, it wasn't moving. I had a bit of hesitation, then I got Donkey and had him do his thing with the levers, which got the conveyor belt moving. Thankfully, the game still counted the crushing of the metal keg Chunky moved from the other barn room. Then I got Chunky and had him finish the job. In the end, it did improve my route and time by a small amount.

Segment 07 - Crystal Caves

During this segment I sometimes jump into the tag barrel to cancel out the stalactites falling.

Well, there's really nothing to explain about the barrel blast other than I should be drug out in the street and shot for making such stupid and sloppy mistakes. I missed 3 times.

At the start of the race against the beetle, Squawks talks to me. I can't help but wonder if he gave the beetle a head start. Also, my strategy for the race was to get in front of him right before the finish line, which is what I did.

Diddy missed bananaport #4 on the pillar and fell into the water.

The rotating ice maze took me some tries to get through. Not that this is unexpected though.

In Lanky's cabin with the 3-second golden banana, I intended to pick up the bunch of bananas on the switch, but barely missed them. I continued since I had enough to get the banana medal.

Now....I had practiced the Battle Arena quite a bit in my practice segment, discovering the Donkey's roll is better, as opposed to his forward-kick. His forward kick is hard to control, and he can still get hit from the side with it. His roll is quicker and a person can change direction with it. But even with all that, Donkey is the worst Kong to have to play Battle Arena with. Unfortunately, the game forces Donkey to have to play this one and because of it....this Battle Arena just went horrible. The first time I got punched off. The second time I had to deal with unresponsive controls and rolled of the edge. The third time I got punched off right when time was up. The fourth time I got nailed by a shockwave and the fifth time I finally beat it.

Segment 08 - Fungi Forest 2

This one sucked. I beat the rabbit on the first try. But on the first two attempts of the second race, Lanky just barely misses the OrangSprint barrel (goes right through the edge)...and just barely looses. Then I get into the barrel on the third attempt and beat the rabbit.

Segment 09 - Creepy Castle

I lost Lanky's Searchlight Seek game in the Lobby, but then won on the second try.

There are two hard Beaver Bother bonus games in this segment. The first one took me several tries, and I think I got the second one on something like the fourth try. I can't say that this was unexpected though.

During the race against the car with Tiny, I had planned on cheating by skipping some flagged points. However, I screwed up by not seeing one and skipping ahead too far. I got confused for a bit and ended up restarting the race. Then at the end of the second try, I got lucky because an explosive box put me behind the finish line, but not between flags and the game counted it as a valid win.

During the fight against the flies with Tiny I accidentally played my instrument as I do from time to time. But it worked in my advantage because it killed all the flies at once. If I would have thought of that before, I would have done that right away.

Lanky's battle arena could have gone better. The first time, I got punched off and the second time I got hit by a shockwave, even though it didn't look like it hit me. Then I beat it on the third try.

Segment 10 - Jungle Japes 2

OK, Initially I had planned on going into the Gloomy Galleon lobby, getting Chunky's blueprint and Tiny's banana in there, then taking Chunky out and getting in his Hunky Chunky barrel after getting the banana fairy, slamming on the X, going around the island, getting his banana and then going into the Jungle Japes lobby and proceeding with the segment.

BUT, when I got to where his Hunky Chunky barrel was supposed to be, it wasn't there. I quickly realized that Squawks makes it appear when Tiny plays on her pad on the top of K.Rool's ship, so I had to just swim back to the tag barrel area on the beach and then go on into the level. So, that doesn't look so good... >_>

The reason I didn't realize this in my practice run is that I initially wanted to do Hideout Helm before Jungle Japes. In my practice run when I got in Hideout Helm and seen I only had 10 minutes to complete the whole thing, I realized I need to do Jungle Japes beforehand since that's when I turn in the blueprints. (I planned this run before my 100 banana run. When planning, I was using a guide, but hadn't played the game in a few years.) I had planned on jumping off the side of K.Rool's ship with Chunky and getting those DK Isles golden bananas after Hideout Helm, so I stuck them at the begining of the Jungle Japes 2 segment (since I hadn't gotten Chunky's blueprint in the Gloomy Galleon lobby), forgetting about needing the bird to make the barrel appear.

So basically, this mistake is a result of me forgetting something as a result of me forgetting something else. :/

As far as the actual Jungle Japes 2 segment goes....It took me a few tries to get into that stump with Tiny.

Segment 11 - Hideout Helm

During the battle arena...battle, a Kremling punched Diddy and knocked him off 10 seconds into the ordeal. But then I beat it on the second try.

You know, having Donkey's blueprint in the Hideout Helm lobby really screws me up trying to make a decent route since I can't visit Snide with all the blueprints at once without going to the Hideout Helm lobby twice. The best I could come up with is that after beating the level, I take Donkey out and have him fall down two levels to Snide's and then get the blueprint banana in there. (I already got everybody else's in Jungle Japes.)

After that, I get Chunky, and have him jump out and pick up where he left off at the start of the Jungle Japes 2 segment. Had I not gotten his blueprint at the start of that segment, I would have been in a pickle.

The negative part of this is that I already visited Snide's room in K.Rool's ship after the Frantic Factory segment! Had I planned ahead farther, everything I would have got at the end of that segment I would have got after Hideout Helm!

In addition to this, I will also get Chunky's blueprint in the Gloomy Galleon lobby at the start of the Gloomy Galleon segment instead of waiting until he presses the button after he gets the required potion if I decide to give this run another go.

Segment 12 - Rareware banana

Everything went OK.

Segment 13 - K.Lumsy's last key

Everything went OK.

Segment 14 - Final Battle

I punched too early with Chunky and K.Rool nailed me with an uppercut. It only happened once though.

If you have anything you would like to comment on about this run, you can do so in the the Donkey Kong 64 thread in Newer Consoles on the Speed Demos Archives message boards. If you would rather e-mail me, my e-mail is joewiewel AT gmail.com. I'm sure you know what to do with the " AT ". Thanks, and enjoy the run!

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