List of Donkey Kong 64 glitches: Difference between revisions

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===Reenter Angry Aztec Troff 'N' Scoff===
===Reenter Angry Aztec Troff 'N' Scoff===
[[File:DK64 Chunky out of bounds.png|thumb|left|Chunky out of bounds near Cranky's Lab]]
[[File:DK64 Chunky out of bounds.png|thumb|left|Chunky out of bounds near Cranky's Lab]]
The Troff 'N' Scoff portal near [[Cranky's Lab]] in Angry Aztec has a loading zone behind it, a trait shared with no other Troff 'N' Scoff portal in the game. It remains present even after the portal disappears, so it is possible to reenter the Troff 'N' Scoff in Angry Aztec by clipping out of bounds. After using the [[Cranky's Kong Barrel|Chunky Barrel]] to become Hunky Chunky, the player can get out of bounds by going down the hallway to the right, backflipping on top of the torch on the left, then jumping through the wall. The player must then walk along the edge of the boundary, making sure not to walk back in bounds or void out, until Chunky disappears. After that, the player can go into first person and move the camera until they can see Chunky and the path leading to Cranky's Lab. The player must then continue walking along the edge of the boundary. Upon approaching Cranky's Lab, the player will drop down to ground level. The player can then get to the area behind where the Troff 'N' Scoff portal used to be and enter the loading zone. This glitch can be combined with [[List of Donkey Kong 64 glitches#Troff 'N' Scoff Manipulation|parent map manipulation]] to reenter any level's Troff 'N' Scoff and rematch the boss.
The Troff 'N' Scoff portal near [[Cranky's Lab]] in Angry Aztec has a loading zone behind it, a trait shared with no other Troff 'N' Scoff portal in the game. It remains present even after the portal disappears, so it is possible to reenter the Troff 'N' Scoff in Angry Aztec by clipping out of bounds. After using the [[Cranky's Kong Barrel|Chunky Barrel]] to become Hunky Chunky, the player can get out of bounds by going down the hallway to the right, backflipping on top of the torch on the left, then jumping through the wall. The player must then walk along the edge of the boundary, making sure not to walk back in bounds or void out, until Chunky disappears. After that, the player can go into first person and move the camera until they can see Chunky and the path leading to Cranky's Lab. The player must then continue walking along the edge of the boundary. Upon approaching Cranky's Lab, the player will drop down to ground level. The player can then get to the area behind where the Troff 'N' Scoff portal used to be and enter the loading zone. This glitch can be combined with [[List of Donkey Kong 64 glitches#Parent Map Manipulation|parent map manipulation]] to reenter any level's Troff 'N' Scoff and rematch the boss.


An alternate method for reaching the loading zone involves repeatedly throwing oranges near Cranky's Lab to lag the game, then clipping through the wall. This method only works on [[Nintendo 64]], since there is not enough lag on [[Wii U]] [[Virtual Console]] for the trick to work.<ref name=refight>Intro Story Glitch. (July 20, 2014).  [https://www.youtube.com/watch?v=Mesambl4QdY Refight Bosses in Adventure Mode]. ''YouTube''. Retrieved October 21, 2021.</ref>
An alternate method for reaching the loading zone involves repeatedly throwing oranges near Cranky's Lab to lag the game, then clipping through the wall. This method only works on [[Nintendo 64]], since there is not enough lag on [[Wii U]] [[Virtual Console]] for the trick to work.<ref name=refight>Intro Story Glitch. (July 20, 2014).  [https://www.youtube.com/watch?v=Mesambl4QdY Refight Bosses in Adventure Mode]. ''YouTube''. Retrieved October 21, 2021.</ref>
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After the Intro Story Glitch is activated, the player needs to go to a file were they haven't given [[K. Lumsy]] his first key, but still be able to visit the outside of [[DK Isles]]. After starting the file, the player needs to take enough damage to have only one melon slice left. Then the player needs to go back inside DK Isles and align themselves as close to the exit without leaving the area. As soon as the timer passes 3:25, the player needs to throw an [[orange]] grenade at the wall in front of them so the orange will knock the player to the exit. If done correctly, the cutscene that plays when giving the first key to K. Lumsy will play, and the lobby to Angry Aztec will be open for the rest of the game. If done wrong, the part of the intro cutscene where [[King K. Rool]] gives orders to his guards will play instead, meaning the player will have to restart the process again if they want to retry. If the glitch is done successfully, [[Army Dillo]]'s first Boss Key can still be collected in [[Jungle Japes]] and will still count towards 101% completion, but it cannot be given to K. Lumsy to open the entrance to Angry Aztec's lobby.<ref>[https://m.youtube.com/watch?v=kaEwpl49uQg| Open Angry Aztec's lobby without the first Boss Key]</ref>
After the Intro Story Glitch is activated, the player needs to go to a file were they haven't given [[K. Lumsy]] his first key, but still be able to visit the outside of [[DK Isles]]. After starting the file, the player needs to take enough damage to have only one melon slice left. Then the player needs to go back inside DK Isles and align themselves as close to the exit without leaving the area. As soon as the timer passes 3:25, the player needs to throw an [[orange]] grenade at the wall in front of them so the orange will knock the player to the exit. If done correctly, the cutscene that plays when giving the first key to K. Lumsy will play, and the lobby to Angry Aztec will be open for the rest of the game. If done wrong, the part of the intro cutscene where [[King K. Rool]] gives orders to his guards will play instead, meaning the player will have to restart the process again if they want to retry. If the glitch is done successfully, [[Army Dillo]]'s first Boss Key can still be collected in [[Jungle Japes]] and will still count towards 101% completion, but it cannot be given to K. Lumsy to open the entrance to Angry Aztec's lobby.<ref>[https://m.youtube.com/watch?v=kaEwpl49uQg| Open Angry Aztec's lobby without the first Boss Key]</ref>


===Troff 'N' Scoff Manipulation===
===Parent Map Manipulation===
There is only one [[Troff 'N' Scoff]] map in the game, and the game sets various parameters upon loading the map depending on what level the player entered it from, such as where the boss door leads, how many bananas are needed to open it, and which Kong is supposed to fight the boss. Getting pulled into the Intro Story while inside a global sub-area that stores a parent map (e.g. character huts, [[Bonus Barrel]]s, and [[Battle Arena Pad]]s) will cause the game to "lock" the parent map in memory. The player can then go through a Troff 'N' Scoff portal in any level and they will enter the Troff 'N' Scoff for whichever parent map had been previously locked in memory, regardless of what level they actually entered it from.
Global sub-areas, which include character huts, [[Bonus Barrel]]s, [[Battle Arena Pad]]s, and [[Troff 'N' Scoff]], set whichever map the player entered it from as the "parent" map in order to determine various things, such as where to warp the player upon leaving. Normally, exiting these areas unlocks the parent map value so it can be overwritten the next time the player enters a global sub-area. However, getting pulled into the Intro Story while inside one of these areas bypasses this, causing the game to keep the parent map "locked" in memory. Therefore, the next time the player enters a global sub-area, the game will think they entered it from wherever the parent map lock occurred and act accordingly.
 
This can lead to other glitches. For example, there is only one [[Troff 'N' Scoff]] map in the game, and the game sets parameters upon loading the map depending on the parent map level index, such as where the boss door leads, how many bananas are needed to open it, and which Kong is supposed to fight the boss. The player can then go through a Troff 'N' Scoff portal in any level and they will enter the Troff 'N' Scoff for whichever parent map had been previously locked in memory, regardless of what level they actually entered it from. If using a Bonus Barrel to lock the parent map, the barrel must be entered before the game is ready to initiate an Intro Story fadeout, otherwise the parent map lock will not occur. This is not necessary for character huts or Battle Arena Pads.<ref name=parentmap>Ballaam. (August 6, 2021). [https://www.youtube.com/watch?v=RA47Mo0Rojk Donkey Kong 64's next HUGE skip? | King K. Rool Early Explained].  ''YouTube''. Retrieved October 20, 2021.</ref>
 
Level lobbies exhibit some unusual properties involving parent map locks. Despite lobbies being considered by the game in most ways to be part of DK Isles, their level indexes used for Troff 'N' Scoff correspond to that of the level they lead to. For example, using the Bonus Barrel in the Angry Aztec lobby to lock it as the parent map and entering a Troff 'N' Scoff portal will load the Angry Aztec Troff 'N' Scoff instead of the DK Isles one, even though pausing the game will show DK Isles as the player's current location, and the pause menu will have the "Quit Game" option instead of the "Exit Level" option.
 
====Bonus Stage Bypass====
This glitch allows the player to obtain a Bonus Barrel's Golden Banana without beating its [[Bonus room|bonus stage]]. To do this, the player must use a Bonus Barrel they wish to bypass to get a parent map lock, then enter a different Bonus Barrel and win the bonus stage. The player will exit the Bonus Barrel that was used to lock the parent map instead of the one they just entered, and it will break open and spawn the Golden Banana.


====Boss Rematches In Adventure Mode====
====Boss Rematches In Adventure Mode====
By locking to a level where the boss has already been beaten as the parent map, the player can reenter its Troff 'N' Scoff by going through a Troff 'N' Scoff portal in any level. If there are no Troff 'N' Scoff portals left (i.e. the player has defeated every level's boss), the [[List of Donkey Kong 64 glitches#Reenter Angry Aztec Troff 'N' Scoff|out of bounds loading zone near Cranky's Lab in Angry Aztec]] can be used to get into Troff 'N' Scoff. Upon entering, the door will be closed with a DK logo and checkmark on it. There is no way to reopen the door, so the player must [[List of Donkey Kong 64 glitches#Boss Entrance and Fight Glitch|clip out of bounds]] to get to the loading zone and rematch the boss.<ref name=refight/>
By locking a level where the boss has already been beaten as the parent map, the player can reenter its Troff 'N' Scoff by going through a Troff 'N' Scoff portal in any level. If there are no Troff 'N' Scoff portals left (i.e. the player has defeated every level's boss), the [[List of Donkey Kong 64 glitches#Reenter Angry Aztec Troff 'N' Scoff|out of bounds loading zone near Cranky's Lab in Angry Aztec]] can be used to get into Troff 'N' Scoff. Upon entering, the door will be closed with a DK logo and checkmark on it, a state not seen during normal gameplay, since Troff 'N' Scoff portals disappear after defeating a level's boss. There is no way to reopen the door, so the player must [[List of Donkey Kong 64 glitches#Boss Entrance and Fight Glitch|clip out of bounds]] to get to the loading zone and rematch the boss.<ref name=refight/>


====DK Isles Troff 'N' Scoff====
====DK Isles Troff 'N' Scoff====
[[File:DK64 DK Isles Troff N Scoff.png|thumb|DK Isles' Troff 'N' Scoff. Despite not having fed Scoff any bananas, the door is already open.]]
[[File:DK64 DK Isles Troff N Scoff.png|thumb|DK Isles' Troff 'N' Scoff. Despite not having fed Scoff any bananas, the door is already open.]]
By storing DK Isles as the parent map (e.g. by getting pulled into the Intro Story while inside [[Snide's HQ]] on Crocodile Isle), it is possible to access the otherwise-unused DK Isles Troff 'N' Scoff. However, attempting this on the [[Nintendo 64]] will crash the game due to the game attempting to divide by zero when calculating the height of Scoff's pad by dividing the number of bananas Scoff has been fed by the number needed to access the boss, both of which are zero. Emulators with a dynamic recompiler bypass this error and will not crash the game, allowing the player to enter the DK Isles Troff 'N' Scoff without issue. On [[Wii U]] [[Virtual Console]], the game does not crash, but the divide-by-zero error severely corrupts the level's geometry, placing invisible walls and out-of-bounds triggers all over the room, which complicates reaching the boss door's loading zone.<ref>Ballaam. (August 6, 2021). [https://www.youtube.com/watch?v=RA47Mo0Rojk Donkey Kong 64's next HUGE skip? | King K. Rool Early Explained].  ''YouTube''. Retrieved October 20, 2021.</ref>
By storing DK Isles as the parent map (e.g. by getting pulled into the Intro Story while inside [[Snide's HQ]] on Crocodile Isle), it is possible to access the otherwise-unused DK Isles Troff 'N' Scoff. However, attempting this on the [[Nintendo 64]] will crash the game due to the game attempting to divide by zero when calculating the height of Scoff's pad by dividing the number of bananas Scoff has been fed by the number needed to access the boss, both of which are zero. Emulators with a dynamic recompiler bypass this error and will not crash the game, allowing the player to enter the DK Isles Troff 'N' Scoff without issue. On [[Wii U]] [[Virtual Console]], the game does not crash, but the divide-by-zero error severely corrupts the level's geometry, placing invisible walls and out-of-bounds triggers all over the room, which complicates reaching the boss door's loading zone.<ref name=parentmap/>


Upon entering the room, Troff and Scoff will be absent, and the door will already be open with Donkey Kong's face on it, a state normally only seen when the player has already finished feeding Scoff and opened the door in a level but hasn't beaten the boss yet. The door will close if approached by the wrong Kong as usual. Entering the door leads to the battle with King K. Rool. If the player enters the DK Isles Troff 'N' Scoff on a file where K. Rool has already been beaten, the door will be closed with a DK logo and checkmark on it, as is the case for any level where the boss has been defeated.
Upon entering the room, Troff and Scoff will be absent, and the door will already be open with Donkey Kong's face on it, a state normally only seen when the player has already finished feeding Scoff and opened the door in a level but hasn't beaten the boss yet. The door will close if approached by the wrong Kong as usual. Entering the door leads to the battle with King K. Rool. If the player enters the DK Isles Troff 'N' Scoff on a file where K. Rool has already been beaten, the door will be closed with a DK logo and checkmark on it, as is the case for any level where the boss has been defeated.
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====Hideout Helm Troff 'N' Scoff====
====Hideout Helm Troff 'N' Scoff====
[[File:DK64 Hideout Helm Troff N Scoff.png|thumb|left|Hideout Helm's Troff 'N' Scoff]]
[[File:DK64 Hideout Helm Troff N Scoff.png|thumb|left|Hideout Helm's Troff 'N' Scoff]]
Hideout Helm can be stored as the parent map by triggering an Intro Story fadeout with one of the K. Rool Bonus Barrels or the Battle Arena Pad on top of the Blast-O-Matic. The player can avoid activating the 1:26 Intro Story fadeout upon entering Hideout Helm by orange-bombing themselves into the loading zone at one health. If the Blast-O-Matic has not been disabled yet, the Hideout Helm timer will continue to run during and after the Intro Story warp. The timer running out will trigger the [[Game Over]] sequence as usual.
Hideout Helm can be stored as the parent map by triggering an Intro Story fadeout with one of the K. Rool Bonus Barrels or the Battle Arena Pad on top of the Blast-O-Matic. The player can perform a fadeout cancel after 1:26 or 3:25 by orange-bombing themselves into the Hideout Helm loading zone at one health to prevent cutscenes (such as the Tag Barrel or the Mini Monkey pipe walk) from pulling the player into the Intro Story too early. If the Blast-O-Matic has not been disabled yet, the Hideout Helm timer will continue to run during and after the Intro Story warp. The timer running out will trigger the [[Game Over]] sequence as usual.<ref>Intro Story Glitch. (July 18, 2014). [https://www.youtube.com/watch?v=0xDQUDT87VM Troff 'n' Scoff in Hideout Helm]. ''YouTube''. Retrieved October 20, 2021.</ref>
 
Alternatively, the Bonus Barrel in Hideout Helm's lobby can be used to access Hideout Helm's Troff 'N' Scoff. A fadeout cancel must be performed after 1:26 or 3:25 so the player has enough time to reach the Bonus Barrel before the next fadeout. This can be done by having Tiny orange-bomb herself into the Frantic Factory's lobby at one health, then going to the [[Monkeyport]] pad and the Hideout Helm lobby as quickly as possible, switching to Chunky, then activating Gorilla Gone and swinging to the Bonus Barrel. Orange-bombing into the Hideout Helm lobby does not work since the loading zone does not trigger during the death animation, and orange-bombing out of the lobby into the DK Isles main hub will trigger intrusive cutscenes such as the Angry Aztec lobby opening and warping the player to [[K. Lumsy's Prison]].


Even though the door displays "000" as the number of bananas needed to enter, it will never open, so the player must use glitches to reach the loading zone. It warps the player in front of the high voltage power hut in Frantic Factory.<ref>Intro Story Glitch. (July 18, 2014). [https://www.youtube.com/watch?v=0xDQUDT87VM Troff 'n' Scoff in Hideout Helm]. ''YouTube''. Retrieved October 20, 2021.</ref>
Even though the door displays "000" as the number of bananas needed to enter, it will never open, so the player must use glitches to reach the loading zone. It warps the player in front of the high voltage power hut in Frantic Factory. Entering Frantic Factory this way does not remove the parent map lock, so if the player enters a Troff 'N' Scoff portal without leaving the level, they will be taken back to Hideout Helm's Troff 'N' Scoff instead of Frantic Factory's. The only lobbies where a parent map lock is possible are Angry Aztec's, Fungi Forest's, Creepy Castle's, and Hideout Helm's.


===Warp from DK's Tree House to Crystal Caves===
===Warp from DK's Tree House to Crystal Caves===
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