One of the fun things about having an open-source map viewer for DK64 is that such issues like "how do we make placing objects in maps easier in the DK64 space" can just be solved with a couple hours of coding.
Coming soon to a DonkViewer near you.
Posts by Ballaam
Spawning lots of Mad Jacks is fun
This is the ideal screen ratio of dk64randomizer.com . You may not like it, but this is what peak performance looks like.
I see you found RingRush's alt email address
And is also based on the most ROM Hacked N64 game ever with a completed decomp
As is tradition, here's my DK64 "All Blue Faceless Switches" TAS for 2026's April 1st.
Enjoy!
www.youtube.com/watch?v=bhMw...
And in 2 days, 2dos will post that he bought it to add to the DK64 Remaster summoning circle
DK64 Randomizer getting a semi-shout out in a Supper Mario Broth post
We did it, reddit
The Number of Collectibles in Donkey Kong 64, Settled Once and for All based on the datamining efforts of DK64 expert and DK64 Randomizer creator Ballaam The Internet is full of misinformation about the number of collectibles in Donkey Kong 64. Various guides, articles, and even the Guinness Book of World Records all list wrong numbers due to either neglecting to count some type of collectible, or not considering that the coin and banana counters are not equivalent to the number of coin and banana collectibles; e.g. Banana Balloons add 10 bananas to the counter, and Rainbow Coins add 25 coins, while each only being a single item. Note: a "collectible" is any individual item for which the collection status is saved to the save file, i.e. which does not respawn after collecting if the game is saved, exited and loaded again. This is as opposed to "pickups" like ammo that do respawn. Golden Bananas 201 +3 OOB Blueprints 40 Banana Medals 40 Fairies 20 Battle Crowns 10 Boss Keys 8 Company Coins 2 Rainbow Coins 16 Single Bananas Donkey 185 +1 OOB Diddy 130 +1 OOB Lanky 140 Tiny 170 +1 OOB Chunky 165 Banana Bunches Donkey 65 Diddy 70 Lanky 70 Tiny 66 Chunky 63 Banana Balloons Donkey 19 +1 OOB Diddy 22 Lanky 21 Tiny 20 Chunky 22 Banana Coins Donkey 99 Diddy 103 Lanky 110 Tiny 118 Chunky 147 +3 OOB Total number of collectibles:2142 (2152 if counting out of bounds content) Source: https://bsky.app/profile/ballaam.dk64randomizer.com
Donkey Kong 64 has a large number of collectibles, but the Internet is full of misinformation on what exactly that number is. I present an accurate count based on comprehensive datamining, aiming to answer this question once and for all: Donkey Kong 64 has 2142 collectibles.
Here's the list from where I responded to someone else: bsky.app/profile/ball...
A lightning rod above DK Isles
An unused minecart/minigame coin above Submarine
To add a little extra context of "other random things are placed", there's a lightning rod above DK Isles and a minigame coin above the submarine in Galleon (which has some testing props for the Vine training minigame). These two are placed at very similar coordinates to the GB in Caves Beetle Race.
The two others are placed in an unused bonus minigame that has various assets for Aztec out of bounds. The map ID for this bonus was originally for an old version of Angry Aztec. Whilst the concept of one of the GBs made it to the actual Angry Aztec, the other did not
A golden banana high up in Caves Beetle Race, far out of bounds
A golden banana under a horizontal grate in an unused minigame
A golden banana atop a tower in an unused minigame. The concept of this one made it into the final version of Angry Aztec.
Most likely just GBs that were used for testing things way back. There's one way up high in Caves Beetle Race. This one is a little confusing, but it's position (and how other random things are placed in the game) leads me to believe that it's a quirk of how they deleted objects in their editor.
A hidden GB very far out of bounds in Caves Beetle Race
A GB underneath a horizontal grate in an unused bonus minigame map
A GB atop a gong tower in an unused minigame map. The idea behind this GB made it to the final version of Angry Aztec
To elaborate a little more on the GBs, there's obviously the 201 in regular gameplay that you come across. There's one in Caves Beetle Race super high up and 2 in an unused bonus minigame map that was used for testing Aztec. Those 3 bring the total to 204 if you include out of bounds
Oh also remember to add 1 chunky bunch for the bunch that Spawns from the rock in Japes
Its worth noting that GBs are harder to verify due to their many ways of spawning, some duplicates to mimic certain scenarios etc. That one is more of a "trust me bro" thing. Also remember to add 3 lanky coins to the amount shown on the site because of the 3 spawned for beating the 1st rabbit race.
As the source of the post, I made a tool many moons ago that reads all setup files and tells you exactly of how many item is in the game. As such, you can verify most of these numbers pretty easily (see next message for caveats) theballaam96.github.io/map_data
To be clear, this is a very odd quirk that no other item does, and we're not sure why the devs chose to do it this way instead of just saving it to the save file
Funnily enough, in vanilla dk64, the bean isnt even saved to the save file. Its just a temporary flag that gets wiped as soon as you exit the file. So if you collect the bean without planting it, exit the file, and then go back to Fungi, you won't have it unless you recollect it
No-one really does Max% due to it's long and slightly repetitive nature. I believe it's on the memerboards though
I love getting comments claiming that the 101% TAS "isn't 101%" because I don't get 3500 Colored Bananas, because it gives me an opportunity to talk about the game's percentage.
It is a little frustrating that "101% is defined by the game definition of 101%" isn't enough to sway opinions.
Wake up honey, its that time of the year where we hear James Allen go "ooh my word" in every reel/short.
Mornin
But I don't think we'll get that because drops promote shallow features so that it's stable enough in 2 months time. Short bursts kill momentum of creativity.
Once-a-year feature updates promote fleshing out those features because you have time to do so before things need to be stable.
(6/6)
Which is all to say that the Sulfur cube needs to have some impact on the single-player experience outside of a retextured slime. Perhaps a drop which is used to craft variants of TNT which do different things, perhaps some interaction with a comparator to detect the damage inflicted.
(5/6)
I get that they prefer drops right now due to the internal overhauls they're doing with the game, and perhaps that's best for the longevity of the game.
But I hope that after the internal reworks and data-driven shifts are done, they go back to once-a-year updates.
(4/6)
With the drops system, whilst we might still get the same amount of content for the game, it's incredibly disjointed, and as a result, you usually have to sit through a few drop cycles of having nothing pertain to your area of the game before something actually does impact it.
(3/6)
Plus, all features felt tied together. So even if a particular element didn't directly impact your area of the game, there was usually some side-effect of it that would impact your area. The features felt harmonized and useful for many areas of the game.
(2/6)