Editor, Experienced player (729)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
You must start from a reset of the game, with all empty game files.
Homepage ☣ Retired
Joined: 7/26/2006
Posts: 1215
the only spot I know of that lets you walk on the bottom of the water because you can go beneath the water line without passign through it is in click clock wood spring. if you use eggs from the ledge above gnawty's lair's boulder, you can break it early and swim inside. Of course, there is no lair modeled for spring so you swim up the tunnel and can see a cool glitchy view from inside the tree. if you then hop out of the small pool towards the outside of the tree over the top of the tunnel, you will and and be able to do whatever you want on the water floor, but once you touch the water surface, you resume normal physics. Or maybe all you have to do is jump and you can only perform ground moves, I do not remember. Either way, a neat trick that unfortunately has no reason to be in this TAS. Looking forward to MM, I tried a while and eventually gave up on finding a good frame for going into the level. The video I made was from pure luck so I'm glad you founf one
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Actually I can't find that right frame... It sucks but stage looks good anyway :)
Current Projects: ???
Joined: 4/29/2005
Posts: 1212
Well, about time someone decided to do the game so long after I started the topic. :3 Just wondering though, will there be a WIP viewable by Emulator soon? :3
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Im in second hill area. Not much to go :)
Current Projects: ???
Joined: 4/29/2005
Posts: 1212
Cool. Please post a WIP as soon as you are able. I am sure you are doing a great job on it. :3
Joined: 8/1/2006
Posts: 428
Are you skipping the termite transformation?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Joined: 6/25/2006
Posts: 35
yeah, i wanted to ask the same thing... but with the termite you can skip like 4 puzzle animations and walk under water... i doubt the would make up for it though... And how do you get up the tower? perfectly timed talon trot with jumps and stuff?
Joined: 8/1/2006
Posts: 428
Shadoblade wrote:
And how do you get up the tower? perfectly timed talon trot with jumps and stuff?
There's a glitch that lets you reset the slide timer without starting to slide.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Yeah I skip the termite transformation. Actually that termite tower is faster as Banjo.
Current Projects: ???
Joined: 3/29/2006
Posts: 273
Location: Sweden
I'd say that the termite skip saves time overall.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Plus you have an extra 5 tokens... But did you confirm whether you can get the Witch Switch jiggy? I forget.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 7/26/2006
Posts: 1215
Bag of Magic Food wrote:
Plus you have an extra 5 tokens... But did you confirm whether you can get the Witch Switch jiggy? I forget.
Yeah, someone explained many pages ago that they managed to do it, with the last move being a ground pound and finishing the distance with the rebound.
Joined: 6/25/2006
Posts: 35
sweet, so whats the glitch that lets you reset the slide timers.... you know what? we need a glitch page for this... just to list each individual glitches... that would be pretty cool... edit: usefull glitches because google = 9999 worthless and 1 non worthless glitches
Joined: 8/1/2006
Posts: 428
I've got a page or so of glitch/trick information. I've mentioned all of it in the forum at some point.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Post subject: Re: Ideas on Transformation Skipping
Joined: 10/31/2006
Posts: 24
Yay, first post. Well, I finally read the entire thread. I actually joined these forums because I am working on a Banjo-Kazooie Any% run over at SDA, and I thought I'd get involved here to see what tricks/glitches could be ported over to console, not to mention get myself acquainted with TAS. Pretty much everything in the thread I have little to say about, except the transformations dealie, which I thought rather unresolved (or otherwise incorrect). Cue the obligatory comments:
qqwref wrote:
A little transformation synopsis: 1. Mumbo's Mountain - Termite (5 tokens). 2 Jiggies, 6 notes necessary, 6 notes made easier. 2. Bubblegloop Swamp - Alligator (10 tokens). 1 Jiggy, 6 notes necessary, 1 Jinjo and a bunch of notes made easier. 3. Freezeezy Peak - Walrus (15 tokens). 3 (!) Jiggies necessary, 9 notes made easier. 4. Mad Monster Mansion - Pumpkin (20 tokens). 2 Jiggies, 5 notes necessary, quite a few notes made easier. Required (grr) for unlocking Rusty Bucket Bay (?). 5. Click Clock Wood - Bee (25 tokens). 2 (?) Jiggies necessary. Only active in Spring.
1. Read whole thread for skip plz. :) 2. This is needed for at least 2 Jiggies and 10 Notes, and also gives access to 3 otherwise unreachable Mumbo Tokens. (You cannot get under the mud hut platforms without this.) Additionally, there are quite a few Notes and at least one Jiggy on the way to Mumbo's Hut, which I imagine would be skipped if the Crocodile is. As a side note, I think it is possible to get to the maze Jiggy's platform from the outside by jumping from a nearby pole. I have tested this on console, and got to the point where I catch on the edge of the ledge, hang there for a good few seconds and then fall. Someone care to test this TAS-style? 3. As far as I know, the Walrus is required for 4 Jiggies. 2 Jiggies are directly got with it (Sled Race/Wozza), and 2 more require the intervention of the Walrus before Banjo can pick them up (Jinjo/Foot Race). 4. I'll assume this is correct. I can't think of anything else that the Pumpkin is required for in MMM, and to be honest I spend as little time in this level so I wouldn't know more than I need to. I hate the graveyard area. >.> 5. Bee is required only to collect the CCW Witch Switch Jiggy. All Jiggies within the level itself can be collected as Banjo (for the super-high ledge, fly up as Kazooie in Winter).
Bag of Magic Food wrote:
Are you SURE it's slower than all the others?
Well, I am. This is easily the longest Jiggy in the game, and the only one, save the witch switch, that absolutely requires you to enter Winter.
Sami wrote:
There is progress sofar: http://dehacked.2y.net/microstorage.php/info/1977/Banjo-Kazooie-TAS-Sami-%20%28USA%29.m64
Very smooth. I actually watched this before fully reading the thread, and gaped the whole way through the Termite Mound. I then proceeded to try it on console. I got as far as the final ledge (the one that comes level with the egg ledge) before the second story. It took about 20 minutes from the start of the level. I think it's possible to do this in realtime, with an insane amount of luck. At any rate, I am 99% sure that getting to the third storey in the Mound will be MUCH easier than the second storey, and I almost got there. Another thing: (remembering I watched this before reading the thread) Spiral Mountain confirmed for me that the spiral Bottles can be skipped. I've come very close just through experimenting for my run on console, and this has confirmed to me that it is possible. I predict that in terms of console runs, this will be Banjo-Kazooie's Lakitu Skip: requires luck, but is early enough in the game and is cool enough that people will be willing to retry a file over and over until they make it, even though it only saves a few seconds. Well, good luck with the run. Well, I think that's a formal-enough introduction *bows*. And a question: does anyone have/can anyone point me to a bunch of save-states in this game? It's not utterly important, but it would make things quite a bit easier in terms of searching around the game and testing stuff. Consider me a part of this discussion. :P
Joined: 4/29/2005
Posts: 1212
I have to say that this is very well done! By the looks of the start, I figure you must be going for 100% yes? :3 You are easily several seconds ahead of the SDA run. ^^ And that one was well done also, aside from a few mistakes. :3 Keep up the great work! ^^
Post subject: Re: Ideas on Transformation Skipping
Joined: 8/1/2006
Posts: 428
e_alert wrote:
Yay, first post. Well, I finally read the entire thread. I actually joined these forums because I am working on a Banjo-Kazooie Any% run over at SDA, and I thought I'd get involved here to see what tricks/glitches could be ported over to console, not to mention get myself acquainted with TAS.
I have performed most of the glitches (with the exception of the bottles skip and turning the Conga cutscene into normal text) on a console, plus a few more that the run hasn't gotten to yet.
Very smooth. I actually watched this before fully reading the thread, and gaped the whole way through the Termite Mound. I then proceeded to try it on console. I got as far as the final ledge (the one that comes level with the egg ledge) before the second story. It took about 20 minutes from the start of the level. I think it's possible to do this in realtime, with an insane amount of luck. At any rate, I am 99% sure that getting to the third storey in the Mound will be MUCH easier than the second storey, and I almost got there.
Ive gone all the way up on a console with only one mistake (after a lot of tries). There's a slower but easier way than rolling and midair jumping. Just jump toward the tower center, and when you're well past the edge of your current ledge platform towards the next platform, or a later spot on the same platform. I still find the last layer easier to do with roll-jumps, though.
Well, I think that's a formal-enough introduction *bows*. And a question: does anyone have/can anyone point me to a bunch of save-states in this game? It's not utterly important, but it would make things quite a bit easier in terms of searching around the game and testing stuff. Consider me a part of this discussion. :P
Do you want me to PM you my full programming error/trick list?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Joined: 7/26/2006
Posts: 1215
I remember reading earlier in the thread that you do not need to become the walrus just for the cave jinjo in FP.
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
bkDJ wrote:
I remember reading earlier in the thread that you do not need to become the walrus just for the cave jinjo in FP.
Yep, Wozza don't give that Jiggy to Banjo :p
Current Projects: ???
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
http://dehacked.2y.net/microstorage.php/info/2554/Banjo-Kazooie-TAS-Sami-%28USA%29.m64 New WIP! Mumbo's Mountain Complete. Game clock time: 5:08 I don't use termite and I get 4 Mumbo tokens.
Current Projects: ???
Joined: 3/29/2006
Posts: 273
Location: Sweden
Good job Sami, that was awesome. Everything looked perfect, keep it up. :)
Joined: 7/26/2006
Posts: 1215
5:08 :D
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
bkDJ wrote:
5:08 :D
Yeah ;) I check some real console record times and best time is 5.15 and it stops when final note is collected. My time is under that and I finish whole stage :D + save 4 Tokens ;)
Current Projects: ???
Joined: 7/12/2004
Posts: 524
Location: USA
AVI plz.
Working on: Command and Conquer PSX Nod Campaign