Goals:

  • Beat the game as fast as possible
  • takes damage to save time
  • major skip glitch
  • heavy glitch abuse
  • Heavy RNG manip
  • Genre: platform
  • Genre: Adventure
Note: the category I'm submitting is any%, however I'd prefer this run to be published along with the 42 minute run. the run I'm submitting basically skips the whole game, while the 42 minute run gets to show most of the game in an entertaining way, as well as having a route that RTA runners can follow.
This run is done on the NTSC version, because it does not have a menu to select a language, unlike the PAL version.
This run used about 230 000 rerecords of RNG brute-forcing with scripts to manipulate Grunty stopping in the middle of the arena.

Techniques used

Even though this run is short, a lot of new tricks got found.

RNG manipulation via jumping

For most of the run, jumping is the only thing that can affect RNG without losing time. This explains all the jumps everywhere.

Damage boosting

Allows you to go at rolling speed (2.00 pixels per frame) instead of the walking speed (1.60 pixels per frame) for the duration of the knockback.

Buzzeye frame rule

Buzzeye will only coem out of the ground to teach you a move every 5 frames. If you don't get there on a good frame, it's better to use the waiting time to place yourself in a better spot for after learning the move.

Superwalking (new!)

At first there was superjumps, which can be seen in all the other publications, where you can gain speed by changing direction then jump on a ledge over water or lava. It was pretty fast, but jumping meant that you had to wait until your land to get another one of these boosts. Now here comes superwalking, which is basically the same glitch, except you don't even need to jump to gain speed. This is the main mode of transportation used in this TAS, and it allows to gain insane speeds.

Speed conservation (new!)

Once you gain insane speeds, the game will try to back to normal speed every 5 frames (in the air), every 6 frames (on the ground) or every 12 frames (in the air, above water). To avoid that, you can switch direction the frame before you start losing speed to delay the slowdown by another framerule.

Levitation (new!)

It was done by accident in the previous TASes, but here's how it's actually done. Once you get a horizontal speed that's faster than ~5.5 pixels per frame (about triple the normal walking speed), the game will only apply gravity on Banjo when he's turning.

The 50 jiggy door skip (new!)

With everything that I explained so far, it's still impossible to clip past the 50 jiggy door, since it's impossible to gain enough speed to clip. The only workaround is to clip into a nearby bridge, and use that bridge as a really convenient spot to gain speed. While you're clipped into that bridge, you're on ground, but somehow the game considers that you're also above water, since there's no proper floor separating Banjo from the water down below. Clipping out of the has its challenge in itself, you need to moving at either 8 or 13 pixels per frame moving up, so precise speed control needs to be done in order to have enough time to gain rightward speed while not clipping out too early.

Final boss phase skips

For the first 2 phases, you can shoot an egg then backflip to get a knockback which lets to play the quiz. This works because the game checks if you're in the egg firing mode or not to determine if an egg hits an enemy, and since I'm in a backflip when the egg hits, the game considers that I hit Grunty or Klungo with a melee attack, which causes a knockback.

Quiz RNG manipulation via pause-buffering (new!)

There's 4 types of questions that you can get in the quiz, some being much better than the others:
  • Sound (fastest)
  • Character (fast)
  • Location (3-4s lost)
  • minigame (20 seconds to a minute and a half lost depending on minigame)
As it turns out, pausing between questions turned out to be very effective to get rid of unwanted questions. Even if it looks so to do, it can still save about 2 seconds to get rid of a location question using this technique. Overall, for this run, the pause-buffering technique saved about 7 seconds.

Instant ghost return (new!)

In the final fight, during certain phases, you can get the ghost stuck in a wall if you manipulate Grunty to be next to wall, and hit her on the first possible frame, the ghost will almost instantly get back into the robot. This does not give a lot of time for you to hit the ghost, so you gotta be quick.

The route

Here's what's required to beat the game
  • 80 notes, to learn eggs
  • 6 jiggies, to open Breegull Beach, which has Kazooie and eggs
  • Pack whack, to be able to open the first 2 levels, to eventually get eggs
  • Climb, to reach the Grunty fight which unlocks Kazooie
  • Kazooie (of course!), to be able to shoot eggs
  • Eggs, to be able to skip the Klungo phase of the final boss fight
In other words, if there was a way to beat the final boss without eggs, we could directly go to the final boss fight after learning pack whack, but that may be for another time.
Allright, so the run starts by Banjo getting 6 jiggies in Spiral Mountain, as they are the fastest jiggies to get from the fact that most of them are standing still. This lets us open both Cliff Farm and Breegull Beach at once. Once we're in Cliff Farm, we only need to learn how to climb, so that's all we'll be doing here. Once we're in Breegull Beach, we unlock Kazooie and eggs with the notes that we got along the way, and we're ready for the boss fight.

feos: Judging...
feos: Quality of the movie is great, so there's no doubt it's getting accepted. What's more interesting is branching.
Clipping through jiggy doors seems to be similar to Backwards Long Jump in SM64, but not only in terms of its mechanics, but also in terms of how common it is (going to be) in TAS branches.
  • Fastest completion is now using it, and thanks to skipping most of the mandatory items, it is a major skip glitch, and most of the game is """missing""".
  • Full completion will also use it, but it will only save a few minutes there, because collecting the items is required by the goal.
  • And the run that avoids clipping through jiggy doors needs to be explicitly labeled, just like we label the "no BLJ" branch in SM64. The author suggested "no levels early" and that seems to reflect well what this is all about.
Also this means that this branch will need no label! Because "levels early" is a common timesaver from now on.
EZGames69: Processing…


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15585
Location: 127.0.0.1
This topic is for the purpose of discussing #7213: g0goTBC's GBA Banjo-Kazooie: Grunty's Revenge in 12:15.17
Joined: 8/7/2011
Posts: 166
Wow! That's fast! Absolute yes! It's impressive to see a collectathon, or any long game, cut down so much. By just Jiggy total it's 84% (50/60) reduced to only 10% completion (6/60), but all the other collectibles skipped would make it even lower. Are loading zones not active till levels are unlocked, or would it theoretically be possible to skip unlocking them?
g0goTBC
He/Him
Experienced player (752)
Joined: 6/11/2018
Posts: 110
All the level loading zones are there, however clipping out of bounds poses the weird problem that you lose all of your horizontal speed a few frames after clipping, putting you into a softlock: Link to video It could theorically be possible to clip into the 2 levels early, however the weird position of the water in relation to the entrance of the 2 levels does not seem to make clipping in the right spots possible.
Banjo-Tooie runner, DTC 8, 9, 10, and 11 winner, but more importantly, "When's GR?" Current projects: Banjo-Kazooie: Grunty's Revenge - 100% (50 minutes) Mario Party 1 - All Boards (est: 4-6 hours) Mario Party 3 - All Minigames (est: 40-50 minutes, not sure) "Ooooh, I saved some more subpixels. Look at those sweet subpixels. You can't look at them, because they're subpixels, but they look so good." - The8bitbeast "It's as if I knew what was going to happen. It's as if I had the plan written in front of me and I was reading it. I mean, I do have it in front of me, but I'm not reading it." -garagedooropener
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11478
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
This looks similar to [4490] N64 Super Mario 64 "1 key" by Tyler Kehne, mkdasher, sonicpacker, snark, SilentSlayers, ToT, Plush, Dabs, Gaehne D, Eru, sm64expert, dar gos, Superdavo0001 & IsaacA in 04:18.98 and [2062] N64 Super Mario 64 "70 stars, no Backwards Long Jump" by Jesus, Kaylee, MICKEY_Vis11189, MoltovM, Nahoc, snark, sonicpacker, ToT, CeeSammerZ, coin2884, Eru, Goronem, Mokkori, Nekuran, Nothing693 & pasta in 42:58.52 in how you can break through a physical barrier and skip most of the game, is that correct? The problem is that the major skip here is based on a combination of different tricks, and it's not clear which of them are being avoided in [4435] GBA Banjo-Kazooie: Grunty's Revenge "no levels early" by g0goTBC in 42:13.32 Is there a way to name them in some accurate yet generalized way?
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.
g0goTBC
He/Him
Experienced player (752)
Joined: 6/11/2018
Posts: 110
I felt inspired by Crash Bandicoot: Warped by the way that the different branches are named. While the true any% is the run with a branch name and the moon tier ([3497] PSX Crash Bandicoot: Warped "item glitch, gate clip" by pirohiko in 05:40.77), the no major skips category is the one with the blank branch name ([3496] PSX Crash Bandicoot: Warped by The8bitbeast in 38:35.25). Note that that 2nd run still abuses glitches that allow extreme speeds, but avoids the skips that allow the runner to skip the whole game. As far as how the naming of the branch goes, I like the term "50 jiggy door skip" for the fact that it says what makes the category different from the other any% TAS, but I'm sure something simpler could be proposed if people judge that the name is too long.
Banjo-Tooie runner, DTC 8, 9, 10, and 11 winner, but more importantly, "When's GR?" Current projects: Banjo-Kazooie: Grunty's Revenge - 100% (50 minutes) Mario Party 1 - All Boards (est: 4-6 hours) Mario Party 3 - All Minigames (est: 40-50 minutes, not sure) "Ooooh, I saved some more subpixels. Look at those sweet subpixels. You can't look at them, because they're subpixels, but they look so good." - The8bitbeast "It's as if I knew what was going to happen. It's as if I had the plan written in front of me and I was reading it. I mean, I do have it in front of me, but I'm not reading it." -garagedooropener
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11478
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Firstly, "50 jiggy door skip" is very non-descriptive. I needed to read several guides (and to watch your commentary several times) to understand what it means. Secondly, is that the only thing that won't be used in the updated version of [4435] GBA Banjo-Kazooie: Grunty's Revenge "no levels early" by g0goTBC in 42:13.32? I know you plan to use all the superspeed tricks in 100%, but what about the other branch?
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.
Memory
She/Her
Site Admin, Skilled player (1556)
Joined: 3/20/2014
Posts: 1765
Location: Dumpster
From my understanding the superwalk trick is a sort of variant on the superjump trick already used. Interesting case where it doesn't especially make sense to ban the specific glitches used in order to achieve the major skip, but to ban a very specific usage.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
g0goTBC
He/Him
Experienced player (752)
Joined: 6/11/2018
Posts: 110
If banning the one instance where we clip past the last door gate is a little too precise, I guess we could go by the "no levels early" category for the 42 minute run. The more I thought of it, the less sense it would make to clip into levels early in that run if an approvement were to be made. After all, I'd have to open all the levels to be able to open the door to the final boss fight if I were to only ban the 50 jiggy door clip, because the game forces you to open all the jiggy doors in the intended order.
Banjo-Tooie runner, DTC 8, 9, 10, and 11 winner, but more importantly, "When's GR?" Current projects: Banjo-Kazooie: Grunty's Revenge - 100% (50 minutes) Mario Party 1 - All Boards (est: 4-6 hours) Mario Party 3 - All Minigames (est: 40-50 minutes, not sure) "Ooooh, I saved some more subpixels. Look at those sweet subpixels. You can't look at them, because they're subpixels, but they look so good." - The8bitbeast "It's as if I knew what was going to happen. It's as if I had the plan written in front of me and I was reading it. I mean, I do have it in front of me, but I'm not reading it." -garagedooropener
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11478
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
g0goTBC wrote:
If banning the one instance where we clip past the last door gate is a little too precise, I guess we could go by the "no levels early" category for the 42 minute run. The more I thought of it, the less sense it would make to clip into levels early in that run if an approvement were to be made. After all, I'd have to open all the levels to be able to open the door to the final boss fight if I were to only ban the 50 jiggy door clip, because the game forces you to open all the jiggy doors in the intended order.
When the branch label for [4513] N64 Donkey Kong 64 "no levels early" by theballaam96 in 1:37:18.52 was discussed, I didn't like it initially, but none of us was able to suggest a better label that would be generalized yet descriptive enough. And here it also seems to make the most sense, because even if people find other techniques that skip most of the game without collecting the required items, that might not even be a door clip anymore! Yet we want to limit majorly unintended skips, and your idea sounds best to me. Does it make sense to clip though any doors in the 100% run?
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.
g0goTBC
He/Him
Experienced player (752)
Joined: 6/11/2018
Posts: 110
It will save about 2-3 minutes to enter levels early in 100%, as it is possible to clip into all the levels but the first 2. The time save comes mainly from skipping the level opening cutscenes.
Banjo-Tooie runner, DTC 8, 9, 10, and 11 winner, but more importantly, "When's GR?" Current projects: Banjo-Kazooie: Grunty's Revenge - 100% (50 minutes) Mario Party 1 - All Boards (est: 4-6 hours) Mario Party 3 - All Minigames (est: 40-50 minutes, not sure) "Ooooh, I saved some more subpixels. Look at those sweet subpixels. You can't look at them, because they're subpixels, but they look so good." - The8bitbeast "It's as if I knew what was going to happen. It's as if I had the plan written in front of me and I was reading it. I mean, I do have it in front of me, but I'm not reading it." -garagedooropener
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11478
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Alright so it's an interesting case where the same action is a major skip glitch in any%, but only a mild skip in 100%, just because you can skip most of the mandatory items in the former, but you have to collect them all in the latter. So [4435] GBA Banjo-Kazooie: Grunty's Revenge "no levels early" by g0goTBC in 42:13.32 will be the only branch that "Forgoes major skip glitch" and needs a label indicating that.
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.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15585
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4528] GBA Banjo-Kazooie: Grunty's Revenge by g0goTBC in 12:15.17