Learn about the Simian Slam, Kong Barrels, Kong Pads, Battle Arena Pads, and Troff n' Scoff Portals in Donkey Kong 64. Master every move to progress!
This section details the various special moves and interactive pads available to the Kongs in Donkey Kong 64, crucial for progression and unlocking new areas.
Simian Slam: This ground-pound move, learned early, is essential for activating switches. Different upgrades (Super Simian Slam, Super Duper Simian Slam) allow activation of colored switches (green, blue, red). Upgraded slams can also activate earlier colored switches.
Kong Barrels: Designed by Cranky, these floating barrels feature a Kong's face. Once a Kong learns a special move, they can use these barrels. Jumping into a barrel triggers a unique move for that Kong, consuming Crystal Coconuts. Running out of coconuts deactivates the move. To cancel a move, hold Z and press the left C button.
- Donkey Kong: Invincibility.
- Diddy Kong: Jetpack.
- Lanky Kong: Super speed.
- Tiny Kong: Shrinking.
- Chunky Kong: Becoming huge.
Kong Pads: These light blue pads also feature a Kong's face. After learning a special move, a Kong can use their corresponding pad by pressing Z while standing on it. These moves do not consume Crystal Coconuts.
- Donkey Kong: Barrel shooting course.
- Diddy Kong: Super high leap.
- Lanky Kong: Inflate like a balloon.
- Tiny Kong: Teleport to another pad.
- Chunky Kong: Invisibility.
Battle Arena Pad: Found in every world, this metallic pad has K. Rool's face. Any Kong can use it (though access may be Kong-specific). Activating it transports the Kong to an arena where they must defeat waves of enemies within a time limit to earn a Battle Arena Crown. These crowns are necessary to access K. Rool's throne room in Hideout Helm.
Troff n' Scoff Portal: These portals, featuring a hippo and a pig, transport players to a room with two ramps and a Tag Barrel. Players must feed bananas to Scoff (the pig) to lower a number on a door. As Scoff gets heavier, Troff (the hippo) gets lighter. Once the number reaches zero, Troff can reach a key to open the door, which is marked with a specific Kong's face, allowing only that Kong to enter and fight the world's boss. After defeating the boss and collecting the Boss Key, all Troff n' Scoff portals in that world disappear.
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