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Post subject: Banjo Tooie
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Does this game have any potential for a TAS?
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
of course! can't wait :p
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
This is really huge project if someone start TAS this.
Current Projects: ???
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Might be too long for a tas... the SDA record is just shy of 5 hours, I dont know how that sounds to anyone else, but that might just be too long for my feeble attention span. Here is hopeing for a major shortcut to keep a run in the sub-3 hour range!
Has never colored a dinosaur.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
this game is great, and the 5ish hour run didn't even make me 1 bit tired, so a 4ish hour TAS would still be great. I'm all for it!
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Sami, when you finish Banjo Kazooie you think you try this one? mastery of the first game would surely lead to mastery of this one, your WIPs on Banjo Kazooie are awesome.
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Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Thanks :) Maybe is try this when Banjo-Kazooie is ready
Current Projects: ???
Joined: 7/26/2006
Posts: 1215
mupen64 is long overdue for an update. For one I'd still love for it to auto-split avi's into 2GB chunks instead of corrupting themselves after getting too big. Secondly Banjo-Tooie cannot be TASed or even played normally because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
It also did not work for me either, the entire *LLLLOOOOOONNNNGGG* intro played perfect and as soon as Banjo can start playing the screen went black, and I can hear Banjo doing the actions as I played them. I also think that, besides upgrading the compatability, the many games that experience frequent desynchs get solved with a new Mupen patch. I guarantee N64 TASing will REALLY pick up once that hurdle is fixed.
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Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Ok, scratch that, maybe this game isn't a good TAS choice.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Doesn't this game desync a lot.
Active player (304)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
If you don't want a really long run, may I suggest a run using the in-game cheat codes? The run on SDA is only 56 minutes for that, and I have a 53 on tape that I'll send in soon. It's quite possible that TAS could take it down to, say, 45 minutes. I'd watch it!
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
They killed the Mole in the intro... as Kazooie says though, he's not the favorite character so it's ok. But still, what were they thinking?
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Player (206)
Joined: 5/29/2004
Posts: 5712
And they replaced him with that dumb army guy who thinks that "zee" rhymes with "red"!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 7/26/2006
Posts: 1215
Bag of Magic Food wrote:
And they replaced him with that dumb army guy who thinks that "zee" rhymes with "red"!
zed. :(
Joined: 12/7/2005
Posts: 149
Location: Sweden
There are definitely exploitable collision-detection glitches in this game. For example, in Cloud Cuckooland, it is possible to get into the jello castle without turning into solo Banjo, by doing a flying attack through a polygon seam (I don't think you can get out, however).
Joined: 7/18/2007
Posts: 109
if anyone is planning on tasing this game, in mayhem temple, you can collect the jinjo above the grip grab by kicking it with the gold statue. i would show you, but i don't have the rom
Former player
Joined: 12/1/2007
Posts: 425
Comicalflop wrote:
It also did not work for me either, the entire *LLLLOOOOOONNNNGGG* intro played perfect and as soon as Banjo can start playing the screen went black, and I can hear Banjo doing the actions as I played them. I also think that, besides upgrading the compatability, the many games that experience frequent desynchs get solved with a new Mupen patch. I guarantee N64 TASing will REALLY pick up once that hurdle is fixed.
I tried it and it worked fine. Jabo's.
Joined: 7/26/2006
Posts: 1215
z0MG wrote:
I tried it and it worked fine. Jabo's.
But did you read the post above that? "Banjo-Tooie cannot be [played on mupen] because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area." Or can you get that to work too?
Joined: 12/10/2007
Posts: 260
Location: Oregon
This game would be awesome to watch, just like banjo kazooie will be!
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
But did you read the post above yours? It's nice and all to fantasize how cool it would look, but until the playability issues are solved, just ignore this game.
Homepage ☣ Retired
Joined: 12/10/2007
Posts: 260
Location: Oregon
Ya, mupen is a good emulator but it needs to have better compatibility.
Joined: 8/13/2007
Posts: 29
dartht33bagger wrote:
Ya, mupen is a good emulator
Deedee dies laughing.
MezzoDragon
He/Him
Joined: 5/27/2007
Posts: 120
Banjo-Tooie is a great game that needs a TAS. I'd watch it regardless of length.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Except it's not even possible to boot up the rom much like with DK64.
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