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RingRush

ABC Useful Tricks

Nov 6th, 2017 (edited)
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  1. ABC Useful Tricks
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  3. Autojump: Holding A while loading an area will cause you to jump upon gaining control (assuming no special cutscenes play). This is useful to get a jumping state in some rooms, which is needed to aerial attack or simian slam.
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  5. Voiding: Going too far Out of Bounds will place you back at the start of whatever level you're in (with a few exceptions). This is helpful to leave areas since exiting through the pause menu or resetting requires A presses.
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  7. Wallcrawl: When going out of bounds, floor height is maintained. This means we can clip out of bounds at a place where the floor is high, carefully navigate around a level, and re-enter bounds where the extra height is more useful. This usually requires following the walls of the level closely due to surrounding void zones. Wallcrawls are used all over the place in the ABC and can take as long as five minutes.
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  9. Ledge Snap: When moving into a floor that is slightly above you, the Kong will be re-positioned to be on top of the floor. This can be used to gain height when inbounding or as an instant clip-and-snap to climb extra high ledges. This does not happen if you are already beneath the floor and gain height.
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  11. Dismount Jump: Upon reaching the top of most climbable objects you will automatically dismount into a jumping state. This is often used to start moonkicks at the top of trees, among other things.
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  13. Instant Accel: Move back for one frame and then forward to accelerate to top speed from rest. This can be used after orange throws to reach your own explosion when bouncing isn't possible.
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  15. Phasewalking: With an angle in the (140, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability.
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  17. Swim Through Walls: By entering first person with the angle described above, you can swim straight through walls - no control stick movements needed!
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  19. Ledge Clip: Many ledges have very small gaps at the end you can slip through. Often times first person mode is used to stop momentum and make this easier.
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  21. Lag Boost / Lag Clip: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is unaffected by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
  22. Sample Video - https://www.youtube.com/watch?v=Yp_IlgD7E7U
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  24. Boulder Clip: By picking up and placing down a boulder repeatedly next to a wall, Chunky can push himself through and take the boulder with him.
  25. Sample Video - https://www.youtube.com/watch?v=-9NYxIQUvU0
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  27. Moonkick: Cancel an aerial attack by landing and then follow it with a kick to go soaring in the air for a short period of time. Note that you need to be in a jump state to do an aerial attack - walking off a ledge is insufficient.
  28. Sample Video - https://www.youtube.com/watch?v=Yp_IlgD7E7U
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  30. Gunswim: Press C-up right before entering water with the gun out to avoid putting the gun away while swimming. This allows gunshots and oranges from the surface of the water, which is normally impossible. It also helps to get TBS underwater.
  31. Sample Video - https://www.youtube.com/watch?v=Yp_IlgD7E7U
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  33. Swim Jump: While holding A, exit first person mode in the water such that you spend 2-3 frames underwater and then surface. The auto-swim that normally happens upon leaving first person will be converted into a jump from the water surface.
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  35. False Fall: Walking off and immediately back onto a ledge such that you spend only one frame in the air will cause the Kong to go into a brief falling animation, despite being on land. During this animation you can grab poles and trees, despite being grounded.
  36. Sample Video - https://www.youtube.com/watch?v=04zlhxOYRXc
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  38. Slide Kick Interruption: While running with Tiny, press Z, and then let go of it and press B simultaneously. The uncrouch cancels the slide kick, causing a short hop. This doesn't get any extra height or distance over a normal slide kick, but it does put the Kong into a falling state. This means it can be used to grab poles.
  39. Sample Video - https://www.youtube.com/watch?v=2QVu2chvHRc
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  41. King Kutout Kongs: The tag barrel in the fight with King Kutout will always send out Kongs in a specific order - even if those Kongs were never unlocked. By cannoning off repeatedly, this can be used to unlock whatever Kong is desired (you'll need to enter a tag barrel with that Kong to permanently save them).
  42. Sample Video - https://www.youtube.com/watch?v=rtReOG4eZk4
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  44. Tag Barrel Storage (TBS): There are numerous ways to active this glitch, such as leaving crouch position or entering the "fall too far" animation just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches. Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
  45. Sample Video - https://www.youtube.com/watch?v=rtReOG4eZk4
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  47. Telegrab: Ledge climbs used stored positions to figure out where to send the Kong. Normally you move up equal to the difference in Y values between your stored position and the ledge. By desynching the stored position with TBS, this can be used to go rocketing upwards. There is a correction effect that undoes this height gain, but it is bypassed if there is a floor above the grab point or (as we see in this video) with a frame perfect tag.
  48. Sample Video - https://www.youtube.com/watch?v=rtReOG4eZk4
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  50. Spawn Snag: You can grab "unspawned" GBs by being in the right area before they finish loading for the first time. Getting there is the hard part and requires some form of camera manipulation, often times using Tag Barrel Storage locked camera.
  51. Sample Video - https://www.youtube.com/watch?v=AiKrwdAZ2hA
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  53. Remote Projectiles: While in an invisible state, using oranges or gunshots will cause them to be launched from the stored position instead of the normal position.
  54. Sample Video - https://www.youtube.com/watch?v=_qjOdZzoYdY
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  56. Remote Drop: While in an invisible state, picking up and dropping an object such as a barrel or a boulder will place it at the stored position.
  57. Sample Video - https://www.youtube.com/watch?v=YorDrHLyp5A
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  59. Orangstand TBS / Noclip: By activating Orangstand right before entering a barrel, TBS is activated as it would with uncrouch. However, as long as Orangstand is active, you can freely pass through any wall or object ("noclip"). This effect actually happens any time there is a Tag Barrel state without a standing or walking state afterwards, such as with Underwater TBS.
  60. Sample Video - https://www.youtube.com/watch?v=Ky3oXudQcog
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  62. Detrans Boost: Tagging a Kong while Hunky Chunky using TBS produces a standard tag...with a catch. Despite being normal size, the new Kong can activate the shrinking sequence. This actually makes them very large for the start of the animation, which massively extends hitboxes and gives a huge burst of acceleration.
  63. Sample Video - https://www.youtube.com/watch?v=5XckjuY1XZY
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  65. Pause Cancel: A pause cancel can be stored by selecting Try Again for a race while a cutscene is playing - see the sample video below. Once a pause cancel is stored, the next time the game is paused the screen will turn completely black and play won't actually pause. This has the great side effect of freezing a stored position.
  66. Sample Video - https://www.youtube.com/watch?v=dSLp1W8K_YE
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  68. Remote Dismount: When on a ladder/tree/pole/etc, some location computations are done with real position, and some with stored position. The camera will focus on the stored position, but you can still "climb up" (this does nothing visually). At the top of the object, a dismount jump will happen as normal, but it will be from the stored position and not from the top of the climbable object. This allows for jump states (and thus Simian Slams) in a lot more areas...at least when there is an appropriate climbable nearby and reachable. This trick does not work with floating vines.
  69. Sample Video - https://www.youtube.com/watch?v=dIXeRW0rtxs
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  71. Slam Slide: While in TBS, use a simian slam and then tag right after you start moving, but before you lose the slam effect. This allows for a few seconds of motion where the slam effect is continuously active. If during this time the tag barrel unloads (from being too far away), then this effect can last indefinitely until cancelled.
  72. Sample Video - https://www.youtube.com/watch?v=Z6KBsuppwaI
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  74. Ultra Lag: Held items generate a small block of memory every frame to process collisions, which are usually deleted right after. If an item exists, but is unloaded while carrying it (e.g. by keeping it in a stored position and moving somewhere else), these blocks of memory don't get cleared. Waiting around in this state for several minutes causes thousands of copies of this collision process to fill memory, which in turn can create huge amount of lag.
  75. Sample Video - https://www.youtube.com/watch?v=l5elw2-6cNk
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  77. Wrong Grab: Charge up a shockwave, pick up a boulder-like object, then release the shockwave while the "boulder" is in the air. The boulder will explode since you can't catch it, but the shockwave will have stored the pointer indicating what you've grabbed. Since the boulder is gone, this means you're now holding free memory. Loading another object into this free memory will load it into your hands, letting you carry things like tag barrels, enemies, and vines.
  78. Sample Video - https://www.youtube.com/watch?v=-9NYxIQUvU0
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  80. Shockwave Grab: Charge up a shockwave, pick up a boulder-like object, but release the shockwave before the "boulder" gets thrown into the air. After the shockwave the "boulder" will teleport to your hands. This allows you to pick up objects that would normally explode if you try to lift them.
  81. Sample Video - https://www.youtube.com/watch?v=_72SBL0h3fE
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  83. Extended Wrong Grab: When performing a wrong grab, more than just objects can load into the free memory. If other random blocks of memory, such as animations or collisions, load into that space, nothing obvious will happen. However, after walking through a loading zone, the game will read a specific 2-byte position of what you're holding, and translate that as the object ID of what you're carrying. Upon appearing at the next loading zone, you'll be holding the corresponding item. This is commonly done with Chunky's boulder-holding animation to produce a vase. Note that a vast majority of possibilities crash the game.
  84. Sample Video - https://www.youtube.com/watch?v=_72SBL0h3fE
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  86. Vase Duplication: Vases have a unique property when carried through a loading zone - as long as the vase doesn't explode, it will spawn from that loading zone whenever the area reloads. If you repeatedly take a vase in and out of a loading zone, every transition will lead to an additional vase getting spawned. This can produce 60+ vases in one area before the game crashes.
  87. Sample Video - https://www.youtube.com/watch?v=zppXFgeXhTQ
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  89. Wet Storage: Switch from held-item state to walking state, either by walking into the side of a water box or falling in while lifting an object. This will leave the object stored, letting you swim around. The next time you idle on land, the item will warp to your hand.
  90. Sample Video - https://youtu.be/nW7yhD4xKUk
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  92. Flashback Warp: PLACEHOLDER
  93. Sample Video - https://www.youtube.com/watch?v=1__vMxHUF6U
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