
2001 · Rare · platformer · Nintendo
Why this one is in the canon, and how to start it well.

The cheat-device scene treated Conker as a technical showcase: GameShark codes unlocked debug cameras, multiplayer character swaps, and invincibility toggles that let players dissect Rare’s context-sensitive design without the intended friction. Because the game’s structure discouraged backtracking (chapters lock after completion in initial releases), infinite-health codes became the primary tool for exhaustive exploration. The game’s reputation has only grown post-release—the Xbox Live & Reloaded remake censored lines and altered multiplayer, making the N64 original the canonical uncut version. For a generation of players, Conker proved platformers didn’t need to be safe, and that Rare’s technical mastery could serve shock comedy as effectively as it served collectathons.
Grab cash, ignore everything else. Conker ditches collectathon bloat—no puzzle pieces, no musical notes. You need money ($2,100 total) to unlock later chapters, but it’s scattered generously. Don’t backtrack hunting for it; snag what’s in your path and move.
Stand on context-sensitive pads and press B. The game’s entire structure revolves around these circular pads with icons. Early on: Alka-Seltzer cures your hangover, then you get a slingshot, later an anvil transformation. Always experiment when you see one—they’re never optional flavor.
Talk to every character with a lightbulb overhead. Story gates are conversational. If you’re stuck, you missed someone. The dung beetle in the first area (Hungover chapter) is mandatory; the game won’t progress until you speak to him and complete his fetch quest.
Save at every save point (squirrel tails). Conker auto-saves at checkpoints, but manual saves let you replay chapters for missed cash. The game runs 8–10 hours and some deaths send you back farther than you’d like.
Expect abrupt genre shifts. One minute you’re platforming, next you’re in a Saving Private Ryan parody with a sniper rifle, then piloting a mech. The context pads handle the transitions—read the on-screen prompts and roll with it.
Multiplayer is separate content. Seven modes (Beach, Raptor, Heist, etc.) with bots. None of it affects single-player progress. Ignore until you finish the campaign.
The first boss (Haybot) teaches the combat loop. Lock-on with R, dodge-roll with Z, wait for context pad opportunities. Most bosses are puzzle fights, not reflex checks—watch for environmental cues.
Context pads never expire. Hit a pad once (B button), and you can backtrack to use it again—health refills, ammo reloads, transformations all stay active. The game doesn’t lock you out. Matters before bosses when you’re one hit from death.
Money is finite per chapter but respawns on reload. Each area has a fixed cash total; collect it all and it’s gone until you reload the chapter from the main menu. Grinding for the vault requirement or missed a pile? Quit to menu and re-enter—enemies and pickups reset, story progress saves.
Tail-whip (Z + B) reaches farther than the animation. Hitbox extends a full Conker-length past the visual swipe. Hit switches, break crates, and smack enemies from outside their counter range. Faster than waiting for context prompts in neutral zones.
The camera fights you in tight spaces. Manual control (C-buttons) overrides auto-cam, but the game wrestles back in corridors and boss arenas. In vertical sections—poo cabin, barn rafters—lock your view with C-up/down before jumping. Don’t trust the auto-swing mid-air.
Dialog skipping is inconsistent by chapter. Early cutscenes let you skip with Start; post-Spooky story beats force you to watch or mash A through text boxes. The game autosaves after every major cutscene, so dying during a set-piece won’t cost you five minutes of non-interactive gags.
Health chocolate refills at chapter boundaries, not checkpoints. Your six-bar max persists through deaths and reloads within a chapter, but transitioning to a new chapter via signpost fully heals you. One hit from death before a tough gauntlet? Backtrack to the previous chapter exit and re-enter.
Slingshot auto-aims vertically but not horizontally. First-person aiming (context pad) snaps to enemies in your vertical cone but requires manual left-right sweep. For gargoyle waves and the It’s War turret section, clear one horizontal slice at a time instead of panning wildly.
The walls players actually hit, and the way through each.
Barn Boys – The Pitchfork Haybot
The first real boss catches players off-guard because Conker has no direct attack. The context pad spawns throwing knives, but the haystack enemy charges fast and the knife arc takes practice. Bait the charge, sidestep at the last moment, then lock on (R button) and throw. Three hits drops him. If you’re getting trampled, circle-strafe around the arena’s outer edge between throws—the Haybot’s turn radius is wide and you can create separation.
It’s War – Beach Landing Tediz
The D-Day parody section overwhelms because laser fire comes from every bunker and the respawn is punishing. Most players rush straight up the beach and die in seconds. Stay in the water trench on the far left side. Advance bunker-by-bunker, using the wooden barriers for cover. The Tediz won’t shoot if you’re crouched behind cover. Pop up, burst-fire, duck. The rightmost bunker has a health pad—memorize its location because you’ll need three or four trips.
Spooky – The Boiler Room Cog Puzzle
After draining the poo mountain, the boiler room requires placing three cogs to raise platforms, but the cogs are heavy and Conker moves slow while carrying them. Players frequently place cogs in the wrong sockets and have to backtrack. The sockets are color-coded (faintly) to match the cog teeth. Small cog goes bottom-left, medium cog center-right, large cog top-center. If you placed one wrong, you can pick it back up—don’t restart the chapter.
Uga Buga – The Raptor Escape Sequence
The sudden shift to a timed run while a raptor chases you through tight cave corridors ends more runs than any other Uga Buga segment. The camera locks to a side view and depth perception vanishes. Ignore the raptor entirely. It’s scripted to stay two body-lengths behind you. Focus on the jump timing—every pit is a single A-press with no double-jump needed. If you miss a jump, the raptor catches you instantly. Muscle-memory the rhythm: run, jump, land, run, jump. Five jumps total, no variation.
15 of 23 verified codes, free to read. The rest are in the Code Vault.
50000401 0000;800E9D01 00FF810E9D02 XXXX810CC318 XXXX800E0B67 0001800E0BE4 00FF802055CA 0030800E0B6B 03E7800CC49A 0006800CC7C6 270F800CCAF2 270F800CCE1E 270F800D2144 0064800E0B47 03E7800CC382 0001810D214A FFFFGameShark Labs · SharkVault Founding Membership
Unlock the full guide
9 more sections + all 23 codes in the Code Vault : boss strategies, glitches, easter eggs, and the complete archive. Founding Members get every GTA drop through launch day.
Only 64 days until GTA VI. lock in $1.99/mo for life before the founding rate closes (then $2.99/mo).
Surfaced from external sources, newest first. Not editorially endorsed.· 19 more in this feed.· 1 placed beside the section it relates to above.