Season 3 Preset Settings and Rules - 2dos/DK64-Randomizer GitHub Wiki
This page also covers general rules regarding seasonal presets
General Rules
- Timer starts immediately upon pressing "A" on the screen where it displays your file's items.
- Timer ends on the end of the final (3rd) phase of the fight. The following situations determine when the timer stops:
- DK Phase: The start of the cutscene where K Rool gets hit the final (3rd) time and falls to the floor.
- Diddy Phase: Immediately after hitting the final switch on the final (3rd) light to knock it down.
- Lanky Phase: The start of the cutscene where K Rool slips on the final (3rd) banana peel. (Note that the Trombone playing cutscene is NOT part of this since since K Rool can miss the banana and the game won't be complete.)
- Tiny Phase: Immediately after damaging the final (4th) toe with the final (4th) hit.
- Chunky Phase: The start of the cutscene where K Rool gets punched after the final (3rd) hit. (This is as the cutscene begins, not when Chunky connects the punch during the cutscene.)
- Click here for a video example of the exact spots for stopping the timer.
- Using the in-game cheats menu is banned
- You must NOT have any streams open for a race that you are involved in. This includes your username being present in twitch chats of other racers or any official restream. Any infractions will be an immediate DQ from the race, as well as further investigation to preserve race integrity.
- You MUST use the seed provided when doing a race or an async. A time for a seed does not count if you're not doing the right seed. Check your hash
- In races and asyncs, discussion of the seed/helping players out/etc is strictly forbidden if a player has not completed or forfeited the seed. Raiding players still racing is fine, as long as it doesn't lead to the raider/chat members helping out the player.
- "Discussion" or "Help" is defined as:
- Talking about where unobtained items are.
- Talking about items in path to other items, regardless of whether the end item has been obtained or not. This kind of talk can help a racer figure out unsolved path hints to other items, or figure out mistakes if they've noted down something wrong
- Correcting incorrect assumptions
- "Discussion" or "Help" is defined as:
Glitchless Ruleset
Season 3 abides by the Glitchless Ruleset, which can be found here
Settings
This page serves as general rules for many presets. Ignore the settings below if you are not doing the Season 3 Preset
Anything not listed is turned off/left vanilla by default. For the entire detailed list of settings, apply the Season 3 Race Settings on the DK64 Randomizer website.
- Item Randomizer enabled. The following items are shuffled amongst each other:
- Shops
- Golden Bananas
- Tough Golden Bananas
- All 3 Minecart Rides (Japes Diddy, Forest Chunky, Castle DK)
- Both Beetle Races (Aztec Tiny, Caves Lanky)
- Forest and Caves Baboon Blast Courses
- All 4 Critter Obstacle Courses (Aztec Diddy Vulture, Galleon DK Seal, Forest Lanky Rabbit, Forest Diddy Owl)
- Arcade Round 1 (note - this check has been moved to the Baboon Blast course. Arcade then starts at Round 2)
- Rareware Golden Banana (note - requires only 4 fairies instead of 20)
- Blueprints
- Keys
- Banana Medals
- Kongs
- Rainbow Coins
- Fairies
- Company Coins (Jetpac & DK Arcade)
- Miscellaneous Items
- Junk Items
- Move Randomizer: Cross Kong Purchases. Kongs can purchase other kong's moves.
- Training Barrels: Shuffled. Fairy camera/shockwave (treated as 1 move) plus 3 random starting moves are given at the start of every seed.
- No shuffled custom locations.
- Entrance randomizer: Level Order. Only the lobby entrance loading zones are shuffled. Hideout Helm is always level 8.
- Switches inside each level will always match the level slot the levels gets randomized to: levels 1-4 will only require Simian Slam, 5-6 requires Super Simian Slam, 7 requires Super Duper Simian Slam
- Miscellaneous randomized items: enemies (including the Kop from Stealthy Snoop), bonus barrel games (exceptions: no Minecart Mayhem, Beaver Bother Teetering Turtle Trouble, or hard variants of minigames), enemy speed, boss locations, puzzle solutions, K Rool phase order, Helm room order, kong required for boss fights, shop prices (1-9 coins with a 4.5 coin average cost (it's not linear)).
- Various areas and checks are more accessible than in the vanilla game:
- Aztec 5 Door Temple switches are pre-spawned.
- The stone door leading to the back of Aztec starts open.
- Factory's Production Room is turned on automatically.
- DK's GB for turning on the production room is pre-spawned, but you will still need Coconut Gun to access the room containing it.
- Factory's gate to Testing starts open.
- Galleon's K Rool Ship in the lighthouse area is pre-spawned.
- Galleon's Coconut gate to the lighthouse starts open.
- Galleon's water level starts raised.
- Galleon's instrument pads and switches open the sunken ship doors permanently (instead of closing on a timer).
- Multiple doors can be opened at the same time.
- Caves' 5 Door igloo instrument pads are pre-spawned.
- Faster GB Checks enabled.
- Smaller Shops enabled. Shops are capped at offering 3 items maximum for purchase.
- Logic: Glitchless Logic.
- Win Condition: Beat K. Rool.
- Free Trade Agreement: Major Collectables. Blueprints, Keys, Crowns, Golden Bananas, potions and rainbow coins are able to be picked up by any Kong if they are able to.
- Activate Bananaports: Isles only. Isles bananaport pads are pre-activated.
- B Lockers: random amounts, capped at 64 GBs for the Hideout Helm B Locker.
- Troff N Scoff: random amounts, capped at 200.
- Banana medal check requirement: 45 bananas.
- Fairy Island (Rareware GB) check: 4 fairies.
- K Rool phase length: 3 random.
- Helm room length: 2 random.
- Key settings: 8 keys required to unlock K Rool fight, always start with keys 1 and 3. Key 8 is locked in Helm.
- Starting kongs: 2 random.
- Helm door requirements: both pre-opened with no requirement.
- Balanced K. Rool Phases: DK's phase requires Baboon Blast and Chunky's phase only requires Simian Slam (green).
- Miscellaneous changes: Reward dances turned off, fast game boot-up, no falling rocks in Caves, Rambi and Enguarde can grab items, various spots have less lag at the cost of visual effects, various cutscenes are removed, faster fairy camera pictures, the D-up button now displays total bananas and blueprint count, the D-down button now cycles between homing and regular ammo, homing ammo homes in on balloons, transformation barrels do not have a transform animation, audio queue when you have enough bananas for Troff n Scoff in a level, lower Aztec lobby bonus barrel, star in Galleon only requires 1 passthrough instead of 3 to activate, various vanilla bugs have been patched, K Rool fight progress is saved if you die or need to leave, small bananas are always visible even if you don't have a kong unlocked, wrinkly hints display faster, enemies in the Mad Maze Maul game are brighter so they are easier to see, the vanilla hidden Fungi dirt patch was raised to see it above the grass.
- Addtional gameplay changes: Shorter boss fights, tag anywhere enabled, shop hints enabled (Cranky/Funky/Candy will hint at the type of item you are going to get before purchase and if you don't have enough coins), shops display which kong purchases what item, "warp to isles" added as a menu option, faster bananaport warps, auto key turn ins, start Helm in the blast-o-matic room, Troff n Scoff banana requirement is listed on Troff n Scoff portals, item rewards are hinted on long checks such as bosses, races, crowns and bonus barrels.
- Hints: Standard Hints, Progressive hints found on the pause menu with a cap at 50 GBs, Monkeyport location is hinted when standing on the Isles Monkeyport pad after having enough GBs to enter level 7, Gorilla Gone location is hinted when standing on the Helm lobby Gorilla Gone pad, instrument locations are hinted when standing on the Helm blast-o-matic instrument pads, the Helm rooms required are told to you by Snide, Cranky will tell you if Jetpac is "foolish" or not.