Player (206)
Joined: 5/29/2004
Posts: 5712
Nightwatch wrote:
Stop 'n' Swop cheats: unlock the eggs and the ice key. Rare never revealed these: most likely they were going to be revealed in Banjo-Tooie. There's no penalty for entering these. The effects are permanent and are saved in your file.
In addition, the effects of unlocking and obtaining the secret eggs and key are permanently saved across ALL game files, so if you're using those codes on your real copy of Banjo-Kazooie, make sure you have all your gaming friends watching, as I'm pretty sure you can only erase those items with a game enhancer device.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 2/14/2007
Posts: 128
Nightwatch wrote:
(2) Bottles' bonuses: obtained from Bottles minigames after completing the game, these cheats change your character model. Only usable once unlocked. The effects can be reversed by entering NOBONUS or by restarting. Only the unlocked/locked status of these cheats, not the effects, are saved.
I think that the washing machine form is more than just a cosmetic change. I recall going around Bubblegoop Swamp, being unaffected by the piranha waters, but also being unable to climb the tall, thin plants.
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Floogal wrote:
I think that the washing machine form is more than just a cosmetic change. I recall going around Bubblegoop Swamp, being unaffected by the piranha waters, but also being unable to climb the tall, thin plants.
I think those are just bugs that Rare didn't have time to fix. When you turn into a washing machine, Mumbo says something along the lines of "This is black magic, don't go complaining to Mumbo if not everything works right".
Player (206)
Joined: 5/29/2004
Posts: 5712
I think the changes were made on purpose because the washing machine doesn't have hands or feet. I noticed it also can't put on the wading boots or the running shoes. Wading boots aren't a problem because the washer isn't hurt by hazardous floors anyway, but the speed shoes are needed for a couple of Jiggies at least, so Mumbo was probably warning you about that too.
put yourself in my rocketpack if that poochie is one outrageous dude
Kaylee
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Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
I don't know if this is new or ancient, with precise angles and a good jump, you can skip bottles talking to you at the start. Too bad you don't get your moves and when you get to the top of the hill after talking to bottles, the game crashes. I'm curious as to whether or not skipping bottles' is possible without the flappy thing.
Joined: 7/26/2006
Posts: 1215
Kyman, I don't think skipping the very first bottles has been brought up here before but it wouldn't serve any purpose. Even if it didn't crash and you were given the six starting moves just by entering the lair, the way to the lair would be so much slower without rolling, flapping, and a high jump that it wouldn't make up for the few seconds of skipped speech. :/
Kaylee
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Editor, Active player (434)
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Yeah I know it would be slower, that's why I said too bad you don't get your moves.
Player (68)
Joined: 5/5/2007
Posts: 65
Kyman wrote:
Too bad you don't get your moves and when you get to the top of the hill after talking to bottles, the game crashes.
What? My preliminary tests seems to indicate that you need to land in a specific spot for this to happen.
Kaylee
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Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Well whenever I got to the top of the mountain after bottles was done talking I was stuck and all I could do was spin in circles.
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
I just saw the new SDA run and despite numerous mistakes and backtracking, that route ends up less than a minute longer than the currently published TAS.
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Experienced player (642)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Really? Sami's TAS clocked in at 2:24. the run at SDA clocked in at 2:40. that sounds like 14 minutes difference to me, and that's not including cutscenes. any timing differences. These include cutscenes, and the such. EDIT: It appears that SDA used the in-game timer. In which case Sami beats the SDA run by 40 minutes.
Measure once. Cut twice.
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
arflech wrote:
I just saw the new SDA run and despite numerous mistakes and backtracking, that route ends up less than a minute longer than the currently published TAS.
is that with considering different timing of SDA and TASvids? if so then less than a minute difference is extreme
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
SDA run VS TAS Gruntildas's Lair: 34.52 VS 25.58 Spiral Mountain: 2:13 VS 2:03 Mumbo's Mountain: 6.03 VS 5.08 Treasure Trove Cove: 9.14 VS 7.01 Clanker's Cavern: 11.08 VS 8.45 Bubblegloop Swamp: 16.06 VS 12.23 Freezeezy Peak: 15.15 VS 12.04 Gobi's Valley: 13.18 VS 10.03 Mad Monster Mansion: 12.35 VS 9.22 Rusty Bucket Bay: 15.38 VS 9.37 Click Clock Wood: 23.45 VS 18.04 TOTAL: 2.40.05 VS 2.00.28 You only compared Mumbo's Mountain or something?
arflech
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Joined: 5/3/2008
Posts: 1120
No, I compared the stated run times: 2:24:32.63 for the TAS and 2:40:05 for SDA but I just noticed that the description page said the in-game timer read 2:00:28 in the TAS and that when I watched the SDA run, the length (single-segment, so no funny SDA demerits involved here) of the video was over 192 minutes, while the in-game timer was just over 160 minutes... sorry, I guess the route actually can't be improved that much, I mean the SDA runner's missteps may have been able to account for 16 minutes but not 48
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Look at Tompa's post again. 9+1+2+2+4+3+3+3+6+5=38. (And that's without exact calculations.) So yes, the TAS is 40 in-game minutes faster.
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arflech
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Joined: 5/3/2008
Posts: 1120
Comicalflop wrote:
Look at Tompa's post again. 9+1+2+2+4+3+3+3+6+5=38. (And that's without exact calculations.) So yes, the TAS is 40 in-game minutes faster.
You misunderestimated my ability to take a second look...guess where I got "but not 48" from.
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Editor, Experienced player (735)
Joined: 6/13/2006
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http://www.youtube.com/watch?v=G2b_5AEDHA0 The death warp at the end of this route looks really good. I'm curious if more death warps throughout the run are useful.
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Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Nice found but im not satisfied about the route :P But its SDA so...yeah...
Current Projects: ???
Joined: 3/17/2009
Posts: 496
agreed with Sami =P but the deathwarp was nice
Player (105)
Joined: 1/30/2005
Posts: 564
Location: Québec, Canada
Related to this game, but not to the TAS at all (semi-off-topic): Banjo Kazooie Techno Medley (by Levus28): http://www.youtube.com/watch?v=Xgxecdqyr_A
Joined: 12/31/2009
Posts: 4
EDIT: Sorry arflech, didn't see Banjo Tooie.
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
It's not necessary to get all the jigsaw pieces in an any% TAS. Would it be possible to glitch past the 810 note door (like the star doors in Mario 64)? If so, you could finish the game with 79 jigsaw pieces and skipping Click Clock Wood.
arflech
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Joined: 5/3/2008
Posts: 1120
WarPyxis's most recent post should be deleted, because it was clearly meant for the Banjo-Tooie thread.
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This could probably save time if ever an improvement run were done. I'm curious what other type of mazes can be skipped.
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Location: Mikkeli,Finland
Hey nice find in any% run =)
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