List of Donkey Kong 64 glitches: Difference between revisions

m
Line 134: Line 134:
A save file with [[Bongo Blast]] unlocked is required for this glitch. Having already entered the [[Animal crate|Rambi Crate]] in Jungle Japes on the same file also prevents the cutscenes that play upon first opening the gate and entering the crate from causing disruptive Intro Story fadeouts. After activating Intro Story glitch, the player must enter the file in question and go to Jungle Japes where the Rambi Crate is. DK needs to uncrouch immediately before entering the crate. This can be done by either crouch sliding into the crate and uncrouching right before touching it or deactivating the Rambi transformation and uncrouching as soon as the crate respawns. If done correctly, the camera will shake a bit upon entering the crate. In this state, the player will be able to use Bongo Blast shortly before the transformation finishes. By holding {{button|n64|Z}} and mashing {{button|n64|Cup}}, the player must attempt to use Bongo Blast at the earliest possible moment. If successful, Bongo Blast will activate and Rambi will emerge from the crate as the game fades into the Intro Story. If DK emerges instead, the glitch will not work. After Intro Story finishes, the player will be controlling Rambi.
A save file with [[Bongo Blast]] unlocked is required for this glitch. Having already entered the [[Animal crate|Rambi Crate]] in Jungle Japes on the same file also prevents the cutscenes that play upon first opening the gate and entering the crate from causing disruptive Intro Story fadeouts. After activating Intro Story glitch, the player must enter the file in question and go to Jungle Japes where the Rambi Crate is. DK needs to uncrouch immediately before entering the crate. This can be done by either crouch sliding into the crate and uncrouching right before touching it or deactivating the Rambi transformation and uncrouching as soon as the crate respawns. If done correctly, the camera will shake a bit upon entering the crate. In this state, the player will be able to use Bongo Blast shortly before the transformation finishes. By holding {{button|n64|Z}} and mashing {{button|n64|Cup}}, the player must attempt to use Bongo Blast at the earliest possible moment. If successful, Bongo Blast will activate and Rambi will emerge from the crate as the game fades into the Intro Story. If DK emerges instead, the glitch will not work. After Intro Story finishes, the player will be controlling Rambi.


Normally, if the player leaves a map in any way while a Kong is transformed, such as by exiting the level from the pause menu or going out of bounds and voiding out, the game automatically changes the active character back to the original Kong. This glitch works because the game only attempts to make this change the instant the map transition begins. By using Bongo Blast and starting an Intro Story fadeout before the transformation finishes, Rambi emerges after the fadeout has already begun, bypassing the failsafe. The transformed state does not persist between maps, so upon performing this glitch, the game stops treating Rambi as a transformed DK and instead considers him a standalone character. As a result, pressing {{button|n64|Z}} and {{button|n64|Cleft}} will not transform him back into DK, and the game will no longer attempt to revert him when changing maps. Since Rambi was intended to only be playable in very specific parts of the game, bringing him elsewhere has many side effects.<ref>Exchord. (March 8, 2020). [https://www.youtube.com/watch?v=JQcWh8lTi7U Rambi Adventure]. ''YouTube''. Retrieved September 16, 2023.</ref>
Normally, if the player leaves a map in any way while a Kong is transformed, such as by exiting the level from the pause menu or going out of bounds and voiding out, the game automatically changes the active character back to the original Kong. This glitch works because the game only attempts to make this change the instant the map transition begins. By using Bongo Blast and starting an Intro Story fadeout before the transformation finishes, Rambi emerges after the fadeout has already begun, bypassing the failsafe. The transformed state does not persist between maps, so upon performing this glitch, the game stops treating Rambi as a transformed DK and instead considers him a standalone character. As a result, pressing {{button|n64|Z}} and {{button|n64|Cleft}} will not transform him back into DK, and the game will no longer attempt to revert him when changing maps.<ref>Exchord. (March 8, 2020). [https://www.youtube.com/watch?v=JQcWh8lTi7U Rambi Adventure]. ''YouTube''. Retrieved September 16, 2023.</ref>


====Side effects====
Since Rambi was intended to only be playable in very specific parts of the game, bringing him elsewhere has many side effects, including some game freezes.
*If the banana or Banana Bunch Coin counters on the pause menu are unlocked, attempting to pause freezes the game. This is because the game tries to load different graphical data for the banana and coin counters depending on the active Kong, and Rambi does not have valid data for either of them. To avoid unlocking these counters and prevent the game from freezing, the player must have never collected a banana, coin, or [[Supply Crate]] (Supply Crates unlock the banana counter despite not granting any bananas). The data copying glitch does not transfer these counters, so it can be used to transfer bananas and Golden Bananas to a fresh file while retaining the ability to safely pause the game. The banana counter will not freeze the game when pausing in DK Isles or Hideout Helm since they do not use it, but the coin counter still will.
*If the banana or Banana Bunch Coin counters on the pause menu are unlocked, attempting to pause freezes the game. This is because the game tries to load different graphical data for the banana and coin counters depending on the active Kong, and Rambi does not have valid data for either of them. To avoid unlocking these counters and prevent the game from freezing, the player must have never collected a banana, coin, or [[Supply Crate]] (Supply Crates unlock the banana counter despite not granting any bananas). The data copying glitch does not transfer these counters, so it can be used to transfer bananas and Golden Bananas to a fresh file while retaining the ability to safely pause the game. The banana counter will not freeze the game when pausing in DK Isles or Hideout Helm since they do not use it, but the coin counter still will.
*Entering a level's Troff 'N' Scoff without opening it's boss door freezes the game, again due to the banana counter. If the door is already open, the counter does not appear, so Rambi can enter without issue. The data copying glitch can be used to transfer open boss doors from another file as long as the player takes actions to avoid the [[List of Donkey Kong 64 glitches#Troff 'N' Scoff softlock|softlock glitch]] before gaining control of Rambi. A [[List of Donkey Kong 64 glitches#Boss entrance and fight glitch|glitch]] is necessary to enter boss fights, since the door will close on Rambi.
*Entering a level's Troff 'N' Scoff without opening it's boss door freezes the game, again due to the banana counter. If the door is already open, the counter does not appear, so Rambi can enter without issue. The data copying glitch can be used to transfer open boss doors from another file as long as the player takes actions to avoid the [[List of Donkey Kong 64 glitches#Troff 'N' Scoff softlock|softlock glitch]] before gaining control of Rambi. A [[List of Donkey Kong 64 glitches#Boss entrance and fight glitch|glitch]] is necessary to enter boss fights, since the door will close on Rambi.
Line 176: Line 178:
Upon gaining control, the sound will be glitched, with the machinery sounds from the end of the cutscene looping and most other sounds (including the Kong's voice) muted. This sound glitch will persist as long as the Intro Story glitch is still active. It can be fixed by activating an Intro Story fadeout, then entering either Cranky's Lab or the DK Isles main hub.
Upon gaining control, the sound will be glitched, with the machinery sounds from the end of the cutscene looping and most other sounds (including the Kong's voice) muted. This sound glitch will persist as long as the Intro Story glitch is still active. It can be fixed by activating an Intro Story fadeout, then entering either Cranky's Lab or the DK Isles main hub.


====Map oddities====
There are three Hideout Helm maps in the game: the actual level explored during gameplay (map {{hover|11|17}}), one used for the Intro Story ({{hover|98|152}}), and one used for non-Intro Story cutscenes (map {{hover|1C|28}}). Therefore, when the player gains control, they are not inside the proper Hideout Helm level but the non-Intro Story cutscene version. While the map's geometry is identical to the normal level, it is different from the standard map in several ways:
There are three Hideout Helm maps in the game: the actual level explored during gameplay (map {{hover|11|17}}), one used for the Intro Story ({{hover|98|152}}), and one used for non-Intro Story cutscenes (map {{hover|1C|28}}). Therefore, when the player gains control, they are not inside the proper Hideout Helm level but the non-Intro Story cutscene version. While the map's geometry is identical to the normal level, it is different from the standard map in several ways:


12,681

edits