Bismuth

Additional notes for The History of Donkey Kong 64 101% World Records Part 3

Mar 25th, 2025
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  1. Note 1 (2:27): Since that time, it was found that phasewalking inputs are more lenient, but it's a bit of a nuanced story. Technically, the only requirement is that the joystick magnitude changes significantly between each frame, but you also have to do so in a way that gets you a lot of forward momentum. Something like slight down, slight up, full up, neutral + Z would actually fail because slight down and slight up have a similar magnitude. Something like full down, slight down, neutral, slight up, full up + Z would most likely fail because you wouldn't have enough speed to go through the wall.
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  3. Note 2 (4:43): There was one method you could use to avoid having to restart from a fresh file. Using a glitch called Main Menu Mode, you can play without autosaving, but it takes 5 minutes to set up every time, so it's only marginally better.
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  5. Note 3 (5:43): Alternatively, you can use a roll clip in the quicksand with DK but that's a bit inconsistent. You can use a chimpy charge clip with Diddy that has slightly better consistency, and you can phase fall to enter Chunky's temple. Phasewalking is pretty much required to skip the totem for Lanky and Tiny's however, barring ridiculous ideas like a double orange clip or TBS nonsense.
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  7. Note 4 (20:47): Because this run was not a record, it was never saved and the only footage left of it is a couple of 30-seconds clips. So, I cheated a little bit and used footage from another attempt in the same time period that got several minutes ahead and did not finish.
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  9. Note 5 (34:49): Strictly speaking, a game over costs 35 seconds. However, in this context, you want to make sure you can reach the crown pad before the timer runs out, which means you need a little bit of leeway. Realistically, you want to count at least 45-50 seconds for the game over.
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  11. Note 6 (39:42): With a clever key turn in order, you never have to turn in Key 2, so he didn't find out earlier in the run. If he had been particularly perceptive, he would have noticed the in-game time didn't make sense after resetting out of Aztec, but no one would have thought of paying attention to it in that moment.
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  13. Note 7 (52:55): Realistically, not all of them would be done in a run. A lot of them are pretty easy, some of them are tricky, and a few are very hard or save very little time and are therefore rarely attempted. Also, for this purpose, Key 8 is counted because it's functionally the same, and cutscene overlaps where the dance interrupts a previous cutscene are counted because they save roughly the same amount of time.
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