Surprise ;D Finally is finished...it took over 2,5 years to complete =) It was very fun project, I enjoyed much to making it. Sometimes was little lack of motivation but this wasn't never on pause =)
  • Emulator: mupen64-rerecording
  • Aims for the fastest time possible in 100% completion
  • Length of movie: 2 hours and 24.5 minutes (520358)
  • Re-records: 144568
  • Takes damage to save time
  • Uses death to save time
  • Abuses glitches
Gruntilda's Lair 25.58
Spiral Mountain 2.03
Mumbo's Mountain 5.08
Treasure Trove Cove 7.01
Clanker's Cavern 8.45
Bubblegloop Swamp 12.23
Freezeezy Peak 12.04
Gobi's Valley 10.03
Mad Monster Mansion 9.22
Rusty Bucket Bay 9.37
Click Clock Wood 18.04
Game Total 2.00.28
Yes 100% Banjo-Kazooie, I collect All Jiggies, Honeycombs and Notes + opened every note door.
First something about the glitches and tricks:

Tickers tower without termit:

Its quite easy trick, all you have to do is timed right your jumps and Banjo won't fall down of the slopes.

Fast sliding:

In TTC, after lighthouse, I use this trick. You need stop for a littlewhile in that steep cliff and Kazooie starts to falling down quickly.

Deep diving trick:

In edge of the diving point, let go all of the buttons which you press in that moment (you need use Z+C< to get that work)

Big Boom Box quick kill:

You need to shoot eggs before the animation and after that use the wonderwing to kill Box in a one shot. (can't used in Grunty's Furnace Fun Because animation starts right away.

Through thin objects:

I use this in RRB and route to the CCW. Do A+Z move in right frame and Banjo goes through the object.

Through the window:

You need to jump against the window in right pixel line to get the other side.

A+Z move glitch

Use move in high places and when you falling down, Banjo won't take any damage. It works on anything because in end of the movement, Banjo is invincible for little while. You can use it on Grunty's spells, enemies...

Level explonations:

Mumbo's Mountain:

I skip whole termit part including Jiggy which in above Mumbo's Mountain. Nothing more special here.

Treasure Trove Cove

I collect much Jiggies as possible by using flying. That treasure chest Jiggy was pain in the as to collect because in some reason game freezes alot after that, specially when blue sky was in my view :o

Clanker's Cavern

Inside Clanker, I use those rings to get more distance to my jumps. In right angle, its possible to take that Jiggy behind blades without wonderwing. Killing those mutant crabs with eggs was much faster than any other way. When eggs was bouncing towards the crabs I was already in place where Jiggy appears.

Bubblegloop Swamp

I skip most of the huts to get upper faster. Crocodile is quite slow so I use death trick to get starting point lot faster.

Freezeezy Peak

Routeplanning was a nightmare :D When I was taking that snowman's hat Jiggy, I need fly away from the Jiggy first to get the right spot. During the sled races, I collect all notes as possible.

Gobi's Valley

Nothing very special here :P I used that Mummy hand to get that Honeycomb fast and with sprint shoes, those burning sand Notes was really fast to collect. And again, I collect much Jiggies as possible by using flying.

Mad Monster Mansion

I love this level =) Because mansion Jiggy was on flyingpad, I can collect that without victorydance. Inside the church i won't use A+Z glitch when I coming down in the sealing because it won't work in long distance. Damn I hate 2D sprites in 3D game...really hard to get eggs in flower jars quickly.

Rusty Bucket Bay

I managed to get through other fan without taking a damage when its spinning full speed but that other one...I spend a full day to get through without taking a damage but I didin't make it :P maybe in V2...after that, I get through the window and saving lot of time to get back of the boat fast. In the end I use "through the thin objects" glitch in that grill.

Click Clock Wood

Man this level is huge...take a while to complete it. I used A+Z trick to get down quickly and without taking a damage. In other seasons those plants was small and you can step on them and collect stuff really easily...but in autumn....I need to use A+Z glitch to collect those notes because lowest note is so close to the plants eyes so it can't collect other way without taking a damage. When Banjo is a bee, pressing B and ^, bee goes lot faster.

Grunty's Furnace Fun

You can't use any movements in the board so thats why i walking all the time. Question depends which part of the square you are. I manipulated questions so its always the first or second answer (first and second answer can push in same frame so it does matter which one is it). I collect 2 joker cards to get rid off two timelimit squares. I choose the Box fight in the remaining timelimit square because its fast to kill with wonderwings.

Gruntilda Fight

Finally =) If you guys wondering why I don't shoot 3 eggs in the statue when the animation is on the answer is: its not possible. There is not enough time to shoot 3 eggs before the animation :( after that its possible to get that green Jinjo activated in same time as purpe one but there is a problem...game "freezes" if I do that...game runs but I can't do anything...Banjo just stands still no matter which button I push...even start won't work...and Gruntilda can't do anything either :D she tries to shoot fireballs but they vanished immediately...anyway...to get activate green Jinjo right, I need to shoot one egg separately.
Well I was hoping the completion time goes under 2 hours (gameclock time) but 2.00.28 good anyway =) In V2 version its going under that for sure!
Thanks to all who helped and cheer me up on this project.
Special thanks to Jsmith who found nice tricks and stuff, bkDJ who encoded my WIPs and found some new timesavers, nitsuja who helped me with that FIRST jump in the game :D
also thanks to Kowbrainz, andymac, Swordless Link, ShinyDoofy, AirmanRWP, Randil, and everybody who I forgot to thank for =)
I hope you enjoy =) and you guys can find a killer screenshot for this :D

DeHackEd: Semi-claim for encoding. I'm heading out of town, but if nobody else claims this video for themselves I'll do so around midnight on Monday morning GMT.
Bisqwit: Looks long and pointless, yet not less entertaining than 120-star Mario or the DK64 equivalent. *Stamp of approval*. Congratulations Sami on finishing this long movie and thank you for submitting it here.
DeHackEd: Bisqwit, is that a claim for encoding? (I'm starting pass 0 anyways)


Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
I heard it was about the game sort of like crashing on Mupen, or something like that I don't know.
Joined: 2/1/2008
Posts: 347
At one point you have to shoot a fire egg at a target in Banjo Tooie in the main world to continue to the next area of the game. However, for some reason Mupen messes up the collision mesh or something because shooting the target fails to trigger the new area opening event.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 12/3/2006
Posts: 131
Location: Seattle
bkDJ wrote:
Uh, whoops. You guys would be right if what I said was true. I could easily fix a 0,0,0,2 pattern to be 0,0,2,2. But I made a mistake with my post up there. the pattern is really 0,0,0,3,4,4,4,7. Post-processing that to 0,0,3,3,4,4,7,7 actually makes the motion look worse. Sorry for the confusion.
I decided to look into this issue myself and I have come to the conclusion that each unique frame in the video is separated by a constant amount of time. In other words, the pattern is best described as "0,0,0,1,2,2,2,3". The best thing to do would be to convert the video to 0,0,1,1,2,2,3,3 or even 0,1,2,3. However, in addition to the strange pattern, the game sometimes displays the same frame multiple times when there is legitimate lag (think Dire Dire Docks from the Super Mario 64 TAS) Also, the game lags and displays the same (usually all black) image for several frames when a level is being loaded. Despite all this, I think I managed to smooth out the video. However, to achieve this I relied on MKV's support for variable frame rate video. I basically deleted all duplicate frames from what Mupen outputs. Then, I generated a custom timecodes file and used it with mkvmerge so I could arbitrarily set how many milliseconds each frame is displayed when the mkv is played. Here is what I came up with: http://aqwertyz.googlepages.com/BK_Compare.7z Especially pay attention when you see the exterior giant witch's hat of Gruntilda's lair and the view of slowly climbing the spiral staircase when comparing the two videos. One more thing: VLC does not seem to like variable frame rate MKVs. The KMPlayer (what I usually use), however, seems to handle them perfectly. Edit: I added a 3rd video file to BK_Compare.7z. There are 3 files now. "OriginalFPS.mkv" should look like the published run. "ConstantFPS.mkv" is a normal MKV with a constant frame rate (which means the audio desyncs, but it looks super smooth). "SmoothFPS.mkv" is supposed to look smooth and still sync with the audio. However, all of this is outdated if what bkDJ said below this post is correct.
Joined: 7/26/2006
Posts: 1215
AQwertyZ wrote:
stuff
Actually, it kinda depends on the what part of the video you're looking at. Sure, the intro video, some cutscenes, the "demo" scenes (if you don't push a button on the title screen), and even some portions of gameplay run at 00024446, which of course will looks smoother as 00224466 (essentially 0123). But not all. At least, not with a plugin that shows the puzzle transition, lens flare, and underwater sections, unless I overlooked one :/ ...Anyway, I don't think I said this yet but I finally saw the stuff after RBB. Click Clock Woods was great, and the final battle was hilarious! :D
Joined: 12/3/2006
Posts: 131
Location: Seattle
bkDJ wrote:
AQwertyZ wrote:
stuff
Actually, it kinda depends on the what part of the video you're looking at. Sure, the intro video, some cutscenes, the "demo" scenes (if you don't push a button on the title screen), and even some portions of gameplay run at 00024446, which of course will looks smoother as 00224466 (essentially 0123). But not all. At least, not with a plugin that shows the puzzle transition, lens flare, and underwater sections, unless I overlooked one :/ ...Anyway, I don't think I said this yet but I finally saw the stuff after RBB. Click Clock Woods was great, and the final battle was hilarious! :D
Hmmm...I admit I did only check the very beginning of the video. I didn't think Banjo-Kazooie would be that random.
Joined: 8/14/2010
Posts: 10
I want to watch this movie but theres one problem. The frame rate is lower than normal. Even though it runs at 100% speed on my machine, it still has a low (but steady) frame rate. I don't have this problem with other emulators. I also tried a different GPU plugin and the same thing happens. Also, it seems i'm not the only one, i can see the low fps on the videos too. Is this a problem with the particular Emulator?
Joined: 2/1/2008
Posts: 347
Banjo Kazooie only runs at 20 fps in-game (30 fps in the opening Nintendo/Rare logo). It's just like the two Legend of Zelda games for the N64 - the N64 couldn't handle running at 30 or 60 fps for this game, so it runs at 20 instead. The way to tell if your computer is playing the game at full speed is by looking at VI/s (or vertical interrupts per second). If that's 60 (the approximate refresh rate of a TV), then you are running at full speed. Oddly enough, Project64 seems to emulate the game (and Legend of Zelda) at 60 fps. Perhaps Mupen64 emulates closer to what the N64 was actually capable of. The opening music number does run faster than the animation though. That's a normal emulation issue, just like Donkey Kong's intro music. Although, this time Project64 is capable of keeping the music synchronized for the most part. Oh well, we can only wait until Mupen64+ is released with rerecording, whenever that happens, before we get a better emulator.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 8/14/2010
Posts: 10
Well, i just checked it (to be 100% sure) and in the real hardware, Banjo Kazooie runs smoother than it does in Mupen64 at 60 VI/s. I even used the real PAL version and its smoother than the NTSC in Mupen (i'm talking about this particular version the site has, don't know about others). Project 46 runs the game at a proper speed, like the real hardware, but NOT 60 fps. And Zelda is slower than Banjo in both Project 64 or the real hardware.
Joined: 2/1/2008
Posts: 347
Wait... I figured it out. Project64 says 60fps, but that appears to either be VI/s or Project64 just displays duplicated frames. If you tell the graphics plugin to display frames per second, it reports 20fps. So both emulators do run at 20fps in Banjo Kazooie. Project64 just somehow makes the display of this 20fps game a bit smoother than Mupen64. EDIT: The same goes for the LoZ games.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 2/25/2006
Posts: 407
If anyone makes an improvement to this can you please NOT spam Roll, Jump and Flap during the early areas (Just RUN for christ sake) and when you get the Breegull Trot or whatever (where Kazooie runs for you) can you not spam the jump? So very, very fucking annoying, like when watching someone else play and they go out of there way just to annoy you with the same sound fx over and over and over.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Joined: 7/2/2007
Posts: 3960
I rather suspect that all that "spamming" was needed to move quickly. Running is often the slowest movement option available, sadly.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 3/22/2008
Posts: 84
franpa wrote:
If anyone makes an improvement to this can you please NOT spam Roll, Jump and Flap during the early areas (Just RUN for christ sake) and when you get the Breegull Trot or whatever (where Kazooie runs for you) can you not spam the jump? So very, very fucking annoying, like when watching someone else play and they go out of there way just to annoy you with the same sound fx over and over and over.
It's slower, so no, the next TAS of this game will not simply run instead of "spamming" the other forms of movement.
Joined: 2/25/2006
Posts: 407
True, it is slightly faster but at a rather significant cost to entertainment. The movie is great in the sense of a pure TAS with only the camera considered when working entertainment into it.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
That's ridiculous, Franpa. You should know by now that alternative methods of movement are used whenever they're faster in every TAS. Even in Worms Armageddon, flipwalking is necessary to move the fastest when jumping and Fast Walk aren't available. In Zelda: OOT, Link has to run backwards. In Castlevania: Portrait of Ruin, switching characters every few frames gives a significant speed boost. I don't understand why you think this sort of thing is new or annoying. Also, how do you expect someone to make an improvement to the run without using the fastest methods?
Joined: 2/25/2006
Posts: 407
Except for Castlevania (never played it), all of the things you mentioned don't have an annoying noise associated with the action.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Joined: 8/7/2006
Posts: 344
I didn't find the sound too annoying. *shrugs*
Joined: 2/1/2008
Posts: 347
franpa wrote:
Except for Castlevania (never played it), all of the things you mentioned don't have an annoying noise associated with the action.
Just watch [1437] DS Castlevania: Portrait of Ruin by arukAdo & gocha in 10:14.85 and you'll hear what Lex meant by that example.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11478
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
This movie commentaries are as well dead. Anyone has a copy?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (68)
Joined: 5/5/2007
Posts: 65
feos wrote:
This movie commentaries are as well dead. Anyone has a copy?
I have Comicalflop's commentary: http://www.mediafire.com/?4ch8c6b7i112m52 He begins playing the movie one minute and 8 seconds into his commentary.