List of Donkey Kong 64 glitches: Difference between revisions

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With Donkey Kong, run up a steep, non-slippery slope and use his midair attack ({{button|n64|A}} → {{button|n64|B}}) while running. By timing his grounded kick attack correctly by pressing {{button|n64|B}}, he will fly very far and high into the air. This glitch allows for a wide variety of sequence breaks.<ref>[https://m.youtube.com/watch?v=jQTrlUH8LZU| How to perform the Moonkick]</ref>
With Donkey Kong, run up a steep, non-slippery slope and use his midair attack ({{button|n64|A}} → {{button|n64|B}}) while running. By timing his grounded kick attack correctly by pressing {{button|n64|B}}, he will fly very far and high into the air. This glitch allows for a wide variety of sequence breaks.<ref>[https://m.youtube.com/watch?v=jQTrlUH8LZU| How to perform the Moonkick]</ref>


===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#Parent map 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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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.
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.
*Rambi can enter every boss fight except for King Kut Out and K. Rool, since they automatically change the active Kong to Lanky and Donkey, respectively. Mad Jack is impossible to defeat since it requires using Simian Slam to hit the switches, which Rambi cannot do. Every other boss is beatable, including the Dogadon rematch due to the [[List of Donkey Kong 64 glitches#Defeat Dogadon instantly/obtain the fifth Boss Key in Angry Aztec|instant win glitch]].
*Rambi can enter every boss fight except for King Kut Out and K. Rool, since they automatically change the active Kong to Lanky and Donkey, respectively. Mad Jack is impossible to defeat since it requires using Simian Slam to hit the switches, which Rambi cannot do. Every other boss is beatable, including the Dogadon rematch due to the [[List of Donkey Kong 64 glitches#Defeat Dogadon instantly/obtain the fifth Boss Key in Angry Aztec|instant win glitch]].
*Rambi cannot attack certain enemies, such as [[Klump]]s, [[Kosha]]s, and [[Kasplat]]s, as he was never meant to encounter them.
*Rambi cannot attack certain enemies, such as [[Klump]]s, [[Kosha]]s, and [[Kasplat]]s, as he was never meant to encounter them.
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<gallery>
<gallery>
DK64 Rambi Try Again.png|Rambi's name is listed as "TRY AGAIN?" on the pause menu.
DK64 Rambi Try Again.png|Rambi's name is listed as "TRY AGAIN?" on the pause menu.
DK64 Rambi inside stair.png|Rambi glitching through the stairs in Troff 'N' Scoff
DK64 Rambi inside stair.png|Rambi glitching through the stairs in Troff 'n' Scoff
DK64 Rambi Dogadon glitch.png|The early fifth Boss Key glitch with Rambi
DK64 Rambi Dogadon glitch.png|The early fifth Boss Key glitch with Rambi
DK64 Rambi Puftoss intro.png|The Gloomy Galleon boss intro with Rambi
DK64 Rambi Puftoss intro.png|The Gloomy Galleon boss intro with Rambi
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While Golden Banana counts are copied over, the flags for each individual Golden Banana are not, so all of them will still be available to collect. This allows the player to collect more than 201 Golden Bananas. However, if any Kong's Golden Banana count for a level surpasses 7, it will overflow due to the saved Golden Banana counts for each Kong only using three bits.
While Golden Banana counts are copied over, the flags for each individual Golden Banana are not, so all of them will still be available to collect. This allows the player to collect more than 201 Golden Bananas. However, if any Kong's Golden Banana count for a level surpasses 7, it will overflow due to the saved Golden Banana counts for each Kong only using three bits.


====Troff 'N' Scoff softlock====
====Troff 'n' Scoff softlock====
[[File:DK64 TNS softlock.png|thumb|left|Troff's absence causes the introduction scene to softlock the game.]]
[[File:DK64 TNS softlock.png|thumb|left|Troff's absence causes the introduction scene to softlock the game.]]
When the data is copied, the amount of bananas Scoff has been fed in each level is transferred, but the flag that indicates that the player has entered Troff 'N' Scoff before is not (nor is anything else determined by a flag). Therefore, when the player enters Troff 'N' Scoff on the new file, the game will attempt to play the scene where Troff explains how feeding Scoff and opening the boss door works. However, Troff and Scoff will be absent from the room if the player has already opened the boss door. This results in the game getting stuck in an endless loop of waiting for Troff to speak, which he cannot do since he is not present.
When the data is copied, the amount of bananas Scoff has been fed in each level is transferred, but the flag that indicates that the player has entered Troff 'n' Scoff before is not (nor is anything else determined by a flag). Therefore, when the player enters Troff 'n' Scoff on the new file, the game will attempt to play the scene where Troff explains how feeding Scoff and opening the boss door works. However, Troff and Scoff will be absent from the room if the player has already opened the boss door. This results in the game getting stuck in an endless loop of waiting for Troff to speak, which he cannot do since he is not present.


To prevent this from happening, the player can activate the Intro Story glitch and enter Troff 'N' Scoff while the first or second fadeouts are queued. Upon entering Troff 'N' Scoff, the camera will be at an unusual angle and the player will be unable to control their Kong. From here, the player simply needs to wait for another Intro Story fadeout. This autosaves the game, so the next time the player enters Troff 'N' Scoff, the game will not attempt to play the introductory scene again. Alternatively, if the source file did not open every boss door, the player can simply enter a Troff 'N' Scoff whose boss door is still closed and watch the scene without issue.<ref>Intro Story Glitch. (June 19, 2014). [https://www.youtube.com/watch?v=vM1ovaH-fOA Troff 'n' Scoff Softlock]. ''YouTube''. Retrieved September 3, 2023.</ref>
To prevent this from happening, the player can activate the Intro Story glitch and enter Troff 'n' Scoff while the first or second fadeouts are queued. Upon entering Troff 'n' Scoff, the camera will be at an unusual angle and the player will be unable to control their Kong. From here, the player simply needs to wait for another Intro Story fadeout. This autosaves the game, so the next time the player enters Troff 'n' Scoff, the game will not attempt to play the introductory scene again. Alternatively, if the source file did not open every boss door, the player can simply enter a Troff 'n' Scoff whose boss door is still closed and watch the scene without issue.<ref>Intro Story Glitch. (June 19, 2014). [https://www.youtube.com/watch?v=vM1ovaH-fOA Troff 'n' Scoff Softlock]. ''YouTube''. Retrieved September 3, 2023.</ref>


===Fungi Forest minecart area on foot===
===Fungi Forest minecart area on foot===
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*Pausing the game displays the player's location as DK Isles instead of Hideout Helm.
*Pausing the game displays the player's location as DK Isles instead of Hideout Helm.
*Triggering an out of bounds warp leads to Diddy's barn in Fungi Forest.
*Triggering an out of bounds warp leads to Diddy's barn in Fungi Forest.
*Exiting the level from the pause menu takes the player to Troff 'N' Scoff. Since entering Troff 'N' Scoff this way does not store a parent map, it behaves abnormally. The door displays "000", but never opens. This is because the banana requirement is actually 65, but the door does not display this properly, and there is no way to feed Scoff any bananas without hacking. There will also be a DK logo and checkmark beneath the zeroes if the player has the first Boss Key. Going through the portal does not lead anywhere; the camera will just keep spinning for a few seconds and stop, and the player will be unable to do anything, softlocking the game if an Intro Story fadeout does not trigger during the cutscene. Attempting to exit through the pause menu also softlocks the game. Triggering an out of bounds warp leads to Chunky's underground area in Jungle Japes. Reaching the boss door loading zone without activating the walking cutscene (which will pull the player into the Intro Story) will attempt to send the player to the nonexistent map {{hover|124|292}}, which crashes the game.
*Exiting the level from the pause menu takes the player to Troff 'n' Scoff. Since entering Troff 'n' Scoff this way does not store a parent map, it behaves abnormally. The door displays "000", but never opens. This is because the banana requirement is actually 65, but the door does not display this properly, and there is no way to feed Scoff any bananas without hacking. There will also be a DK logo and checkmark beneath the zeroes if the player has the first Boss Key. Going through the portal does not lead anywhere; the camera will just keep spinning for a few seconds and stop, and the player will be unable to do anything, softlocking the game if an Intro Story fadeout does not trigger during the cutscene. Attempting to exit through the pause menu also softlocks the game. Triggering an out of bounds warp leads to Chunky's underground area in Jungle Japes. Reaching the boss door loading zone without activating the walking cutscene (which will pull the player into the Intro Story) will attempt to send the player to the nonexistent map {{hover|124|292}}, which crashes the game.


===Game mode manipulation===
===Game mode manipulation===
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===Parent map manipulation===
===Parent map manipulation===
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. 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.
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. 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.


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 it depending on the parent map's 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. Going through a Troff 'N' Scoff portal after locking the parent map will load the Troff 'N' Scoff for whichever parent map had been locked in memory, regardless of what level it was actually entered from. This can be used to access any level's Troff 'N' Scoff, including the normally-unused ones for DK Isles and Hideout Helm.<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>
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 it depending on the parent map's 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. Going through a Troff 'n' Scoff portal after locking the parent map will load the Troff 'n' Scoff for whichever parent map had been locked in memory, regardless of what level it was actually entered from. This can be used to access any level's Troff 'n' Scoff, including the normally-unused ones for DK Isles and Hideout Helm.<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. The only lobbies where a parent map lock is possible are Angry Aztec's, Fungi Forest's, Creepy Castle's, and Hideout Helm's.
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. The only lobbies where a parent map lock is possible are Angry Aztec's, Fungi Forest's, Creepy Castle's, and Hideout Helm's.


====Bonus stage bypass====
====Bonus stage bypass====
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====Boss rematches in Adventure Mode====
====Boss rematches in Adventure Mode====
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/>
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 {{wp|division by zero|dividing by zero}} upon entering Troff 'N' Scoff. This is because the game determines the height of Scoff's pad by dividing the number of bananas Scoff has been fed by the number needed to open the boss door, and the banana requirement for DK Isles is 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. [[Wii U]] [[Virtual Console]] handles the error differently. Instead of crashing, Virtual Console simply ignores the offending instruction. This has the side effect of severely corrupting the map'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/>
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 {{wp|division by zero|dividing by zero}} upon entering Troff 'n' Scoff. This is because the game determines the height of Scoff's pad by dividing the number of bananas Scoff has been fed by the number needed to open the boss door, and the banana requirement for DK Isles is 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. [[Wii U]] [[Virtual Console]] handles the error differently. Instead of crashing, Virtual Console simply ignores the offending instruction. This has the side effect of severely corrupting the map'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.


====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 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>
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]].
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]].


The banana requirement to open the boss door is 1, but the door incorrectly displays it as "000", much like the [[List of Donkey Kong 64 glitches#Gain control in the Enter Hideout cutscene|"null" version of Troff 'N' Scoff]]. The door cannot be opened without hacking since Hideout Helm does not contain any bananas. If the player has obtained the first Boss Key, the door will have a DK logo and checkmark on it in addition to the zeroes. Going through the door causes the player to emerge from the pipe 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 banana requirement to open the boss door is 1, but the door incorrectly displays it as "000", much like the [[List of Donkey Kong 64 glitches#Gain control in the Enter Hideout cutscene|"null" version of Troff 'n' Scoff]]. The door cannot be opened without hacking since Hideout Helm does not contain any bananas. If the player has obtained the first Boss Key, the door will have a DK logo and checkmark on it in addition to the zeroes. Going through the door causes the player to emerge from the pipe 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.


===Stand in midair in Jungle Japes' Baboon Blast course===
===Stand in midair in Jungle Japes' Baboon Blast course===
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To trigger this glitch, Dogadon must collide with a [[TNT Barrel]] and the active Kong on the same frame. There are multiple ways to do this. One way is to set a TNT Barrel down in front of Dogadon as he is landing, then stand next to the barrel in between it and Dogadon, and wait for him to wag his finger. If done correctly, the game will immediately activate the cutscene where Hunky Chunky lands the final blow on Dogadon, instantly ending the fight and spawning the fifth [[Boss Key]]. This works with any Kong.
To trigger this glitch, Dogadon must collide with a [[TNT Barrel]] and the active Kong on the same frame. There are multiple ways to do this. One way is to set a TNT Barrel down in front of Dogadon as he is landing, then stand next to the barrel in between it and Dogadon, and wait for him to wag his finger. If done correctly, the game will immediately activate the cutscene where Hunky Chunky lands the final blow on Dogadon, instantly ending the fight and spawning the fifth [[Boss Key]]. This works with any Kong.


This trick works in both Dogadon fights. If performed during the Angry Aztec fight, the game will play a glitched cutscene and turn the active Kong giant, but it otherwise works the same, ending the fight instantly and spawning the fifth Boss Key. This allows the player to obtain the fifth Boss Key much earlier than intended. If this is done, the Troff 'N' Scoff portals in Angry Aztec will not disappear, and the player can go back in and obtain the second Boss Key by defeating Dogadon normally.<ref>Ballaam. (January 8, 2021). [https://www.youtube.com/watch?v=8t9wUDp3pJo The Unexplainable Glitch EXPLAINED | Donkey Kong 64's Dogadon Quick Kill].  ''YouTube''. Retrieved October 27, 2021.</ref>
This trick works in both Dogadon fights. If performed during the Angry Aztec fight, the game will play a glitched cutscene and turn the active Kong giant, but it otherwise works the same, ending the fight instantly and spawning the fifth Boss Key. This allows the player to obtain the fifth Boss Key much earlier than intended. If this is done, the Troff 'n' Scoff portals in Angry Aztec will not disappear, and the player can go back in and obtain the second Boss Key by defeating Dogadon normally.<ref>Ballaam. (January 8, 2021). [https://www.youtube.com/watch?v=8t9wUDp3pJo The Unexplainable Glitch EXPLAINED | Donkey Kong 64's Dogadon Quick Kill].  ''YouTube''. Retrieved October 27, 2021.</ref>


===Enter levels without the required amount of Golden Bananas===
===Enter levels without the required amount of Golden Bananas===
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