Рет қаралды 427
DK64 maps comprise of wall and floor triangles in terms of collision. When the player passes over a floor triangle, as long as it doesn't have a couple properties, it will set the "floor" value of the kong to the y-coordinate of the triangle at that point in xz space. However, the devs weren't perfect and there's a variety of situations where there is no floor triangle under the player even though they are in-bounds. As such, this can lead to the kong seemingly float in the air as they are not passing over a floor triangle to change their floor value.
On the right-hand side of each situation is the accompanying floor map. Floor tris are colored white, so any gaps with a dark grey are because there is no floor triangle under that coordinate, and therefore you can stand on it.
This isn't a comprehensive list of all areas without a floor triangle, but just a few that I found within about an hour of something. This is unlikely to be worthwhile in terms of speedrunning, but it is interesting to document.