Joined: 8/1/2006
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2000 re-records... in the first minute of controlling Banjo. That must be some kind of record considering there's no luck manipulation involved. Edit:moved first edit to its own post
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Joined: 7/26/2006
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JSmith wrote:
2000 re-records... in the first minute of controlling Banjo. That must be some kind of record considering there's no luck manipulation involved.
Well a little bit since I needed to make sure colli will be in the right place when I get up. If I can just manage the jump, colli will be on the far end of the garden, near the gate. But with a different camera angle than last time, I don't know. Oh, and one advantage to ducking and backflipping is that you can change your direction. rolling and backlipping does not allow you to change direction while on the ground. And Sami, I HIGHLY suggest trying nitsuja's input plugin. it allows crazy precision, as some of the closest calls I've had allowed a 1% error (difficult even with a gamepad). with 8 directions, that's 12.5% error sometimes :/ I'll keep trying though.
Joined: 8/1/2006
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doing the Tower as Banjo saves you 2 new-area animations and a lot of slow walking as a Termite. Since you're roll-jumping you're ascending the tower at about walking speed, which is faster than termite. With a route adjustment you can cut termite walking down to collecting 4 jiggies on the way to the exit! EDIT:Another way, which would be faster but which is beyond my ability to test, is to talon trot up but never touch the ground for more than 1 frame by perfect jumping. Now, as to the witch switch jiggy, I've gotten quite close. I'll need to test some tricks which I think will gain the last couple of meters.
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If you do a run where you don't collect all the notes, you should see if you can climb the termite tower without even entering it!
put yourself in my rocketpack if that poochie is one outrageous dude
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Joined: 8/20/2005
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bkDJ wrote:
JSmith wrote:
2000 re-records... in the first minute of controlling Banjo. That must be some kind of record considering there's no luck manipulation involved.
Well a little bit since I needed to make sure colli will be in the right place when I get up. If I can just manage the jump, colli will be on the far end of the garden, near the gate. But with a different camera angle than last time, I don't know. Oh, and one advantage to ducking and backflipping is that you can change your direction. rolling and backlipping does not allow you to change direction while on the ground. And Sami, I HIGHLY suggest trying nitsuja's input plugin. it allows crazy precision, as some of the closest calls I've had allowed a 1% error (difficult even with a gamepad). with 8 directions, that's 12.5% error sometimes :/ I'll keep trying though.
I tested that and I get even worse results :P
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FULL TERMITE SKIP IS NOW POSSIBLE!! To get the MM Witch switch jiggy as Banjo: 1)Backflip to the spot on the hill above the Mumbo's Mountain sign 2)Roll off the end of the sign and jump back on. Land as high as possible 3)Run up the hill for a bit. 4)Do a jump-flap that takes you over the edge of the Mumbo's Mountain sign and back again to where you jumped from. 5)Roll uphill. 6)Do a flip-flap jump uphill. 7)Right before you land, do a beak buster. The beak buster recovery bounce will take you the rest of the way.
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I don't think that's is faster because in termite you don't have to watch victory dance :p
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Mitjitsu
He/Him
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Joined: 4/24/2006
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The termite skip should still be tested none the less, but don't you need it for the jiggy on top on MM in the Gruntdila's lair. Also to Mumbo Tokens carry over to different worlds.
Joined: 8/1/2006
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AKA wrote:
The termite skip should still be tested none the less, but don't you need it for the jiggy on top on MM in the Gruntdila's lair.
That WAS for the jiggy on top of MM in Gruntilda' Lair.
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Sami wrote:
I don't think that's is faster because in termite you don't have to watch victory dance :p
Are we collecting 100% mumbo tokens in the game? Because if not, then this saves us 5 tokens later in the game, and we don't have to watch the two transformation animations, and we only have to go into the termite mound once which saves 2 area loadings. and also a mumbo text skip.
Joined: 8/1/2006
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This is where test runs come in handy. Basic) Normal route. 6 jiggy animations. Option 1)Completely skip termite. High WTH value. 11 Jiggy Animations Option 2)Do mound, honeycomb and underwater notes with Banjo. 6 jiggy animations.
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Here's a timesaver: If you grab a jiggy during the jiggy dance, you skip the second dance. It's possible with Conga's two jiggies.
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bkDJ wrote:
Sami wrote:
I don't think that's is faster because in termite you don't have to watch victory dance :p
Are we collecting 100% mumbo tokens in the game? Because if not, then this saves us 5 tokens later in the game, and we don't have to watch the two transformation animations, and we only have to go into the termite mound once which saves 2 area loadings. and also a mumbo text skip.
Nope. We collect only these mumbo tokens what we need to.
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I'm pretty sure the run is "if it shows up on the collection screen, it get collected" but I don't... think mumbo tokens get counted on the collection screen.
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okiyama wrote:
I'm pretty sure the run is "if it shows up on the collection screen, it get collected" but I don't... think mumbo tokens get counted on the collection screen.
They do, but not over a total. unless you run around to every mumbo token location you can't know for sure that you've collected it. jsmith, how? rolling?
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That's what I meant, total >.> yeah.
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Any luck with the jump bkDJ?
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Sami wrote:
Any luck with the jump bkDJ?
YES! except I wasn't recording, by accident. FUCK. I just need to remember what I did for the 20 frames I'm hanging and vibrating on the edge before I end up on top :((((((( EDIT: I am so glad I write down all the angles I used and the results. I could recreate the laste half a second of it and it worked while recording. look at all the different directions pressed during the jump and know that a 1 degree error at any time fucked it up. http://tas.monotoli.org/mov/bk/COOOLLLLIIIWOOOBBLLLEEE-bkDJ.m64 please don't look at the rerecord count it's embarassing. VVVV I came at it from a different angle, so yeah I had to use a different tactic though I kept the spinning on the ground while sliding because it helps.
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Damn :( Is the new jump diffrent as first one?
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m64 and explanation in above post, and someone in irc wanted a movie file for whatever reason. http://tas.monotoli.org/mov/bk/FinalColliJump.mkv 900KB
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Sami wrote:
Nope. We collect only these mumbo tokens what we need to.
Then it's not really 100%, and even less so if you skip buying a transformation.
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
Sami wrote:
Nope. We collect only these mumbo tokens what we need to.
Then it's not really 100%, and even less so if you skip buying a transformation.
I honestly think that if skipping the transformation is faster, we should skip it. I also believe they wouldn't have scattered so many mumbo tokens if they intended you to find every one. they just want you to have everything the subscreen keeps track of on the grand total screen and that's fine by me. So don't call it 100%, call it the "all honeycomb/note/jiggy run" just like mario64 has a "coinless/capless/cannonless" run. Or something :v
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so i can make a super metroid all powerbombs run? well would be the same or? i think you should collect 100% or just enough to finish the game(any%) ;/
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evilchen wrote:
so i can make a super metroid all powerbombs run? well would be the same or? i think you should collect 100% or just enough to finish the game(any%) ;/
If Sami does any%, then my jump was for nothing :(
Joined: 5/13/2006
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bkDJ wrote:
If Sami does any%, then my jump was for nothing :(
Not really; there will be people that want to do 100%.
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great