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My feelings on The Demon Rush
Game Page: http://speeddemosarchive.com/DonkeyKong64.html

Lloyd 'Manocheese' Palmer's New Game + (Funky Kong glitch) single-segment run

Verifier Responses

Quote:
First things first, yes the run is a new game+ category, because it relies on having the cheats menu unlocked. The glitch allows you to start the game with your weapons, which means you don't have to go to Funky and buy them.

Going to write whatever comes into my head as I watch: (+ positive, - negative, * point of interest)

* One of the few things in the game that you cannot skip are the training barrels at the very start because you can't get Simian Slam without completing them, and you can't complete the game without it.
* The camera (or more relevantly, the shockwave attack) is required to collect some of the rainbow coins (which give five coins to each Kong, even those you haven't picked up yet). 3 Crystal Coconuts are required because Tiny needs a lot of coins to buy all her moves plus Super Simian Slam.
+ At this point he's already gone through two vertical walls at the first attempt, awesome!
+ Collecting the first Golden Banana in just the right position causes you to enter the loading zone and collect the GB at the same time, skipping the cutscene
+ Haha, rolling over the 1 bananaport like that skips that cutscene? The little savers like that are new to me.
* It's worth noting that the Funky Weapons Glitch gives you sniper sight as well, but you're better off moving around like this.
+ Getting hit actually makes Army Dillo go faster, if you don't get hit he goes all the way to the outer edge of the arena.
* I'm sure you've tested this, but wouldn't it be faster to activate the 1 bananaport on the way out of K.Lumsy's the first time?
+ Moonkick ftw! Going into Caves and exiting like this means Cranky will sell you any move up to and including those unlocked in Caves. For the purposes of the run this includes Super Simian Slam (which is normally unlocked in Forest) and Monkeyport, both of which are required to complete the game.
- Takes a few goes to get the "Lanky glitch" right, but no points for guessing why the glitch got its name - this is much harder with DK. Both Lanky and Chunky have a much easier time but of course you don't have either of them yet.
+ Haha, kicking to gain more distance while the cutscene's running! I approve.
+ And now flipping straight into a solid wall. WTF? This skips collecting the guitar and playing it on top of the llama's cage.
+ Probably the most efficient handling of that annoying path to Cranky's I've yet seen.
* Probably the only thing that stops Cranky being handled all at once is that you need Chimpy Charge to unlock Tiny. I think that's what it's for anyway...
- Took a while to get into the second temple, but this is one of the harder tricks.
+ Dying to save time after freeing Lanky during the Lanky cutscene is simply brilliant! I would never have thought of that.
- Er, couldn't you see the O on the switch? >_> I'd like to say that that Chimpy Charge glitch is amazing though.
+ Nice moontail up to Frantic Factory! I have no idea how it works but it looks pretty cool.
* The door up to Frantic Factory is not the slightest bit solid, in case you were wondering.
* All this lining up has to do with the fact that the Lanky glitch absolutely refuses to work here under normal circumstances. It has to do with the pillars just either side of B.Locker, you can't quite get close enough. A well thrown orange can get you in range, though.
+ Sliding down that long chute stops you from taking fall damage.
+ Hah, who needs that stupid handstand move anyway?
* No, you don't need Gorilla Gone, even though you use it in the final fight. Which is pretty amusing.
* You have to defeat Mad Jack and get his key because of the way the sequence break checks in this game work. Only keys 3 and 8 are required to open K.Lumsy's cage, and it has to do with the fact that key 3 does absolutely nothing else. You need key 1 to open Angry Aztec normally, key 2 to open Factory and Galleon, key 4 to open Forest, key 5 to open Caves and Castle, and keys 6 and 7 to unlock Helm. Therefore when you hand in key 8 the game assumes you have all those other keys. But since 3 does nothing else it is also required.
- And he just exited Mad Jack to skip the cutscene, therefore having to enter the stairs again. The second one was much worse than the first, to the point where he might have lost time versus just waiting the cutscene out. I don't know for sure.
* The runner waits on his platform when delivering the last hit to make sure he doesn't get blasted on the other platform while trying to deliver it. This was a pretty good fight overall, maybe one or two more long bounces than was necessary in the third round, along with a bit of bad luck with the switches but you can't do anything about that.
+ Holy crap he got up the second hill in Hideout Helm without even stopping. I'm pretty sure that's a slippery slope too so I'm guessing he just timed the second long jump really really well.
+ Big plus for the run letting a whole loop of the Hideout Helm music play. This is just about my favourite piece in any game, period.
* Interesting that Chunky can do the first half of this skip and not the second. I'm pretty sure it's because Diddy has the highest high jump, and you need every little bit of it to reach the 8th key.
* Oh, now I remember! You have to enter this room in a very specific way (something like over the top of the door) so that you actually collect the 8th key and get to take it out of the level with you.
* Nope, completely wrong. In a single-segment you have to complete Diddy's challenges to shut off the Blast-O-Matic, otherwise the timer keeps counting down, which doesn't give you anywhere near enough time to finish the game.
- Lol at completely missing the slam onto the switch on the second game though.
* OK, you have to run -under- the door. Close enough.
* Now you don't actually have all the keys so the cutscene doesn't play, however...
* ... there's K.Rool's ship! Now the game might resemble something kinda normal... except that by rights you should not be able to complete the game from here, since you don't have all the moves.
+ DK's round was perfect.
+ Diddy's round was ridiculously good, I had no idea you could shoot straight through the lights like that!
+ One of the very few complaints I had with the runner's 1:15 (long before many new tricks were found) was that the Lanky fight didn't look well planned, with some shots taking way too long to set up. This fight looks incredibly well planned, I can't see any improvement to it at all.
- Oh my god, he took a hit! I am Tompa and I reject. Wink
+ Really good Tiny section as well. I didn't even know you could shoot at angles in K.Rool's shoe like that.
+ I -always- miss that third hit!
* Last hit is delivered at 53:24 into the video, but the timer keeps going for a while. I think it ends at 55:06, which, given the run effectively starts at 0:36 when the intro story is selected in the menu, puts this time firmly in the middle of 54 minutes. I think the runner would be wasting his time trying to get 53.

Long story short, this run grinds one of my favourite games (sorry Mike ;)) into the dust. It is planned exceedingly thoroughly (as evidenced by how long it took to produce) and aside from one or two glitches which took a while to hit, was executed very well.

ACCEPT. It feels nice to accept a run again!


Quote:
Donkey Kong 64
New Game+
Any% SS

Funky Weapon Glitch executed well (the need for banana fairies to do this makes this a New Game+ run).

I'm still hoping that at some point there will be a way to skip the training barrels. Swim Through Vertical Walls out of the training area is done well.

Swim Through Shores into Banana Fairy Island is solid. Three crystal coconuts there are evidence of good route planning for coins. Banana cutscene skip done well.

Diddy's cut scene skipped by hitting the 1 warp. Last golden banana of the run gotten here. DK already has the gun thanks to FWG. You could probably time the jump onto the vine better to save a second at most. C-up glitch into the boss room done well. Takes damage quickly to save rolling time in the boss fight. It'd probably be possible to shave a few seconds here if you TAS'd it.

Got the moonkick super fast. Those things are super hard to time, so I'm glad he's gotten way better at it. Small mistake getting past B.Locker loses a couple seconds. Entering the Caves allows him to get Cranky moves that he wasn't supposed to get until later. Makes the same mistake at the Aztec B.Locker.

Glitching into the corner behind the temple sucks hard. It allows you to skip getting Diddy's guitar. This is the shortest I've ever seen anyone take to get into there, so great job. Loses a couple seconds c-up glitching into the Llama temple. STVW done very well to get Lanky. Likewise with the death-warp to skip the Get Lanky cut scene. The "G" didn't activate the first time around (bad luck, it seems to work fairly arbitrarily).

That Diddy jump glitch is one of my favorites. It's use is fairly limited but it's so cool when it works. Funny that the programmers didn't make the wall into Frantic Factory solid. Damage boost past B.Locker done very well.

I didn't know you could cancel the Simian Slam animation with a ground attack. Good stuff. Crouch cancelling = no falling damage. The wall allows you to cancel the slide animation and jump up steep slopes easier. ("Pssh. I don't even want that golden banana.") All of these Cranky potions are used almost explicitly for the K. Rool fight and/or getting into Hideout Helm early. You have to get Key #3 for the game to recognize you as having freed K. Lumsy. Exiting the boss area allows you to skip a cutscene (though most of the time saved is lost in the c-up glitch back in). Solid Mad Jack fight.

Hideout Helm early done well. I didn't know Tiny could glitch through that part; I thought it was just Diddy through the other side.

I didn't know Tiny could go up that slope. That saves a nice few seconds by not having to tag Lanky. Takes a few attempts trying to glitch through the wall with Chunky. Loses a few seconds there. Got a little turned around jumping into the tunnel with Chunky and loses a couple seconds. Getting up higher in the void allows him to get up to Diddy's power room. He has to shut this one off to exit the level without resetting the system/quitting the game (the game thinks that shutting off Diddy's = shutting off all of the rooms). The game has a bad case of Little Kid Syndrome ("I didn't see it so it didn't happen") in the second mini game. Bad luck there. Glitches through the console well again to get Key #8.

K. Rool: "I JUST TOOK OVER THIS ISLAND LIKE 45 MINUTES AGO! HOW COULD YOU POSSIBLY BE HERE ALREADY?! THE LAST GUY TOOK MORE THAN FOUR HOURS TO GET TO ME!"

DK fight is superb. Diddy fight is excellent. Lanky fight is great. The Tiny fight has the only two times in the entire run that he takes damage unintentionally, but these don't lose any time at all, so also very good. Chunky fight is awesome and always entertaining.

--------------

Audio and Video are both 10/10.

Overall, I'm very impressed by the run. The last year or so has seen DK64 through a TON of new glitches. There were new ones practically every day, so it's awesome to see them all compiled here. With this route, it's possible that you could finish the game in 0:53, but it would be so incredibly difficult to execute the multitude of glitches in the run perfectly that this is run pretty much as fast as humanly possible.

Congrats, Manocheese! You've helped to completely destroy this game and make it entertaining at the same time. I can't wait for the Low%, NMS, and 101% runs to get done!

Decision: Accept.


Quote:
I’ll admit I’m not as qualified as the people that have been actively experimenting with this game for the past few months. They can be far more helpful when it comes to suggesting any potential route improvements, but I think their collaborative efforts have insured that short of an even bigger major skip, that this run is about as sequence broken as sequentially possible. This game is actually just as broken as Ocarina of Time, if you can believe that.

This run is pretty tight in terms of gameplay too, so there’s not much I can say about that either. But I’m not sure why he hits the “O” first on the “KONG” switch puzzle though, I’m assuming it’s just to activate it. The “G” gets messed up a bit, but is successfully hit again on the next attempt. He also messes up on Diddy’s cage puzzle too in Hideout Helm. There are some deaths, but obviously they’re abused for the best route possible.

Taking down an extensive game like this was certainly no easy task and required a lot of research, but their hard work and research paid off in the form of this totally awesome speedrun that had an ending time we only though possible through cheating. I see this as revenge for making us rescue all the Tribals in order to let us finish Jet Force Gemini when we were kids. I accept this work of art.


Quote:
A/V: Good

No Cheating

Area by area breakdown:
TITLE SCREEN
The Funky Weapons Glitch was well done. This glitch does warrant new game+ considerations since it involves activating the Rambi Arena minigame which is only unlocked after photographing 6 banana fairies on a separate file.

DK's House:
Training barrels were fine. Escape could have been a couple seconds quicker but no big deal.

DK Isles:
Banana Fairy Island break-in was great. Runner also performs the trick to skip the GB get cutscene when entering the Jungle Japes Lobby.

Jungle Japes:
The first time that a warp pad is activated squacks flies in to tell you how they work. The runner takes advantage of this here to skip the fairly long cutscene of Diddy being trapped in the cage. The route to the Golden Banana in front of Diddy's cage was well optimized. Same for shooting the switches to free him. Troff & Scoff door skip was excellent. Same for Army Dillo boss fight.

End Japes to Aztec Lobby:
Crystal Caves Lobby break-in was well done. Same with glitching past B Locker in the Lobby.

Angry Aztec:
Break-in was okay. Guitar skip was done very fast. Very smooth round trip to Cranky's lab. The break-in for the llama temple was well done especially given the difficulty of that trick. Glitching into the room with Lanky's cage was done well as well as the deathwarp to the beginning after freeing Lanky. Freeing Tiny could have been better.

End Aztec through Factory:
Trip to Factory Lobby was OK. Orange boosting to glitch past B Locker was done very well. Chunky rescue went OK. First Troff & Scoff door skip was good. After exiting to skip the opening cutscene for the boss the runner does have some trouble glitching past the door the second time. The Mad Jack fight itself was very good. In round 4 the runner gets good luck with the switch position and doesn't have to watch the cutscene showing the new laser attack.

Through Hideout Helm:
Helm Lobby break-in was great. B Locker skip was good to. Helm route up through room with Diddy's minigames was great. Good luck on the Kremling Shooting game. Rocketbarrel minigame didn't go so well which leads to some Diddy abuse while waiting for the Blast-o-Matic shutdown cutscene.

K Rool:
DK Round was pretty much flawless.
Runner wastes no time knocking down the lights.
Round 3 was very fast as well.
Round 4 was done about as fast as it could have been done.
Round 5 was great as well. At this point I almost felt sorry for K Rool. Almost.

Decision: This is an outstanding run. For a run with so many difficult tricks there are very few mistakes. I vote to ACCEPT this run.


Decision: Accept

Reason: Well, now that the game is less than an hour long, it's now that much less painful to play. Cheesy

Manocheese, I don't think I have comments for this run. Did you ever send them to me? Also, I think we went over the "major skip" category in AIM, but it appears the game has been broken even further since we last talked.
Thread title:  
Edit history:
DragonFang: 2010-08-24 02:43:40 pm
Rookie DF reportin' f'dudy, sir.
Congrats Manocheese! I can't wait to see this, your 0:55 was amazing enough! Good job d ^^ b
Edit history:
TheQuietMan: 2010-08-24 02:43:27 pm
TheQuietMan: 2010-08-24 02:43:21 pm
TheQuietMan: 2010-08-24 02:43:12 pm
Complete. Global. Saturation.
Quote from mikwuyma:
Also, I think we went over the "major skip" category in AIM, but it appears the game has been broken even further since we last talked.

After viewing Manocheese's 0:55 that was posted in the DK64 thread, I don't know what more evidence you need for this to be in the "major skips" category. Are you saying if it gets broken further, a new category will be created along the lines of "Ocarina of Time"?
It took over a year to make this run possible! I'm exited to see it!
Edit history:
mikwuyma: 2010-08-24 07:26:56 pm
My feelings on The Demon Rush
TheQuietMan: That's not what I mean. I'm talking about how to categorize it a non-major skips run.

EDIT: Wow that was bad, I mean how to categorize major skips, which is what manocheese just did.
Is PJ
I can't wait to see this run!
I wish I could have verified the run, I really want to se it now.

Anyways, some responses to verifier points:
"* I'm sure you've tested this, but wouldn't it be faster to activate the 1 bananaport on the way out of K.Lumsy's the first time?": If you do this, you can't skip the Diddy cutscene in Jungle Japes, so it loses time.
"- Er, couldn't you see the O on the switch? >_> I'd like to say that that Chimpy Charge glitch is amazing though.": With the chimpy charge trick, you have to hit a letter other than K first to activate the switches. (
"+ Holy crap he got up the second hill in Hideout Helm without even stopping. I'm pretty sure that's a slippery slope too so I'm guessing he just timed the second long jump really really well.": That hill is semi-slippery...usually you don't start sliding until you've been on it for a few seconds. It is really easy to long jump up it.

@category: It shouldn't be called the "Funky Kong glitch" since the glitch really has nothing to do with funky kong, it has to do with the weapons you get from him. A clearer name would be either "introduction interruption glitch" (how you start it) or "kong battle glitch" (entering kong battle is what gives you the specific set of items).
I will extend my congratulations to Manocheese as well.

Quote from RingRush:
I wish I could have verified the run, I really want to se it now.
@category: It shouldn't be called the "Funky Kong glitch" since the glitch really has nothing to do with funky kong, it has to do with the weapons you get from him. A clearer name would be either "introduction interruption glitch" (how you start it) or "kong battle glitch" (entering kong battle is what gives you the specific set of items).


Since Exhord92 found this its been called the "Funky Weapons Glitch" and is listed under that title on the Strategy Wiki so I don't really see any reason to change the name for it now.

Congrats to Manocheese for showing how another epic game can be totally destroyed Grin
@Lefty: Funky's Weapon Glitch works too, although that isn't as specific about which glitch it is (if you are watching the run, without prior glitch knowledge). But currently mike has it listed as "Funky Kong glitch", and the trick has nothing to do with Funky Kong.
Yes, a cucco riding the ground.
Thanks, everyone. It's too bad about the mistakes in this run, but 0:53 would require a lot more perfection than I'm willing to try for.

Quote:
Rocketbarrel minigame didn't go so well which leads to some Diddy abuse while waiting for the Blast-o-Matic shutdown cutscene.


I'm glad someone noticed that. Wink

Quote:
Manocheese, I don't think I have comments for this run. Did you ever send them to me? Also, I think we went over the "major skip" category in AIM, but it appears the game has been broken even further since we last talked.


I'll PM you the comments soon. Here are the major skips:

  • Hideout Helm early (skips most Golden Bananas)
  • K. Rool early (skips most keys)
  • Glitching into boss fights (skips small bananas)
General Kong - Bullets and Bananas
DK done right.  Whoot!  I'm waiting for this one.  Won't watch it until it's posted.  Good stuff Manocheese.
Visit my profile to see my runs!
I could not be happier that I saved watching this run until it was posted.  I haven't picked my jaw up off the floor yet. 

You can guarantee I will be showing this to everyone I know for the next couple months.  Fantastic, Manocheese.
i first watched this run on youtube last week. was very impressed.

then i watched it again when it was posted along with your audio commentary. was once again thoroughly entertained.

this is a great run, awesome job!
Yes, another thanks for having informative audio commentary for such a game destructing run. That's very helpful. Glad this run came to be, and will definitely need to watch this a couple more times.
awesome audio commentary. loved this run despite having not played the game for several years.
Yes, a cucco riding the ground.
Thanks, everyone. I'm glad there's now a finished product to show for all the work that went into this game.
Just wanted to stop by and say that I loved the run. Also loved the audio commentary.
General Kong - Bullets and Bananas
This run was great!  As one of DK's personal representatives, I give this run two opposable thumbs up.  thumbsupthumbsup

The commentary was very informative as well.  Good stuff Manocheese.
Edit history:
ING-X: 2010-12-28 02:34:15 pm
Wow, the audio commentary for this was amazing.

One quick correction though; the timer for FWG actually starts (for some reason) upon power on (at least I think it's power on, might be a bit later), not when you activate the intro story glitch. I've had it write 45+ minutes to my time after doing FWG because I had been playing Enguarde Arena for a long time before then.

Just me being nitpicky ;P
sinister1
so pro u don't even know
Great run, great commentary, nuff said.