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Author Topic: N64 Banjo-Tooie any%/100%  (Read 1277 times)
Qgstkpnjtp


The Aussie Ass Clown


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« on: August 26, 2008, 01:00:06 »
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Well, my Wii failed so I've got 2 weeks of nothing to do excepting CoD4, so I decided to whip out the old N64 (as though it's possible to whip out that brick of a thing). I used to speedrun Banjo-Kazooie, but two things were stopping me from making good times - Mr. Vile and the clumsy little mistakes that I'd make by going too fast (too fast in a speed run, perish the thought!). Banjo-Tooie fixes both of these issues by being easily segmented (which allows for luck manipulation) and allowing me to skip stuff similar to Vile that's just complete BS if need be.

So, I'm playing through the game again and I've already got some pretty solid routes for MT and GGM. I haven't watched the current 100% run for a while, but since I'll probably do any% (feel free to discuss 100%, I may go for that eventually) and have a few glitches up my sleeve, the routes will obviously be changing.

Right now, the jiggies I am intending to skip are:
- Canary Mary (CCL) (no warp and takes a while)
- Mayan Kickball (Skipping Stony altogether; using CK egg to get the pillar ramming jiggy)
- Colosseum Kickball (another 5 minutes of kickball to completely avoid)
- Dodgem Dome (dicking around with the van = 4 minutes. dicking around with the dodgems = another 4 minutes.)

... and that's all I can remember, but I had a list of about 10 that I was definitely skipping unless some glitch appeared.

Most of the minigames will be skipped simply because of the whole 'forced 60 seconds' sort of thing. I'll also be skipping stuff that requires multiple Mumbo/Wumba visits unless I can tie it into my route.

At the moment the only thing I have a problem with is the framerate. >_< 20 fps average is just not right.

I'll go over my current routes after I watch the 100% speedrun again I think.

- FLC
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mike89


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« Reply #1 on: August 26, 2008, 19:01:45 »
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Might I note that the aforementioned "dicking around with the van" is required to enter the Inferno. If you don't do that, you can't get any of the Mumbo Jiggies (Dodgem Dome, Star Spinner, Saucer of Peril), you can't get the Jiggy at the top of the mound, and you're a very good chance of missing the three Boggy kids too. So that's five down just like that.

I actually wonder whether it's a good idea to get the van first and just zoom around to all the warp pads with it...
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Speedruns on SDA
Vectorman 2 (13:24)
S3&K Sonic (49:37)
S3&K Knux (36:55)
Pokemon Crystal SS (3h 52m)
Sonic 1 Game Gear (11:08 )

Speedruns in progress
Sonic Advance 3 100% SS
Banjo Tooie any%
Golden Sun
MAGfest practice!
Qgstkpnjtp


The Aussie Ass Clown


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« Reply #2 on: August 26, 2008, 19:51:30 »
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By  'dicking around with the van' I mean having to transform twice because you need the van to get to Mumbo, then you need Mumbo to open the Dodgem Dome and the Van to get the Dodgem Dome operational again.

Actually, I was intending to do the Inferno with Banjo solo later in the run, the idea being that the fat kid would be in the Inferno so I'd go in with Banjo solo, use the pack whack glitch to get the Inferno jiggy (although at that point I'd probably also have Kazooie's leg spring which would be easier to use), then I'd switch to Banjo and grab the fat kid.
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Floogal


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« Reply #3 on: August 26, 2008, 19:54:44 »
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The hardest part about a Banjo Tooie any% is the Jinjo collection.  They are all set in stone at the start of the game, and unless you plan to collect all or none of them (that's 9 Jiggies, and you can only skip 20), then you'll have to restart a new game file multiple times until all the colours you want are in the best position.  Checking that they're in the best position will take a while....
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Qgstkpnjtp


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« Reply #4 on: August 26, 2008, 22:07:26 »
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Yeah, I was intending to get every jinjo and save myself the trouble. Really though, if there's one problem jinjo that is really out of the way (I can't think of any that are) then all I need is for it to be part of one of the smaller families.

I've got a pretty good idea of my Witchyworld route now too. Since I'm skipping the Dodgem Dome, all that I really need to bother with in that instance is making sure none of the kids are in and around there.

A few more jiggies I was intending to skip:

- Stomping Plains Banjo Solo (can't skip Stomping Plains because of the jinjo though; Banjo solo is very difficult to do without getting stomped twice, but Kazooie/BK are fine in that regard)
- Styracosaurus Family
- Mr. Fit (I was going to skip Sack Pack to reduce my note requirements)
- GI basement in general (Weldar takes a while to get to, and the other jiggy requires Shack Pack; GI doesn't need to be redone after HFP, so that removes a second trip to GI entirely)
- [Maybe] Mr. Patch (yes, it's possible to do him quickly... but that still takes quite a while, and it can get very frustrating and random)
- [Big maybe] HFP Aliens (so much buggering around, and two of them are completely away from my likely route)

I have this niggling feeling that there's a jinjo in the basement of GI, which would be an absolute pain in the ass, but I can't remember exactly lmao (probably why I'm playing the game through again)
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kowbrainz



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« Reply #5 on: August 27, 2008, 03:26:42 »
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Nah, no jinjos in the GI basement APART FROM the one you have to swim through a water supply pipe from JRL smuggler's cavern for. If you're doing the run segmented that'd obviously be done at the end of a segment, though. I'd redirect you to SM for a list of them but the site's down right now lol.
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Qgstkpnjtp


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« Reply #6 on: August 28, 2008, 01:23:44 »
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that's the one I was thinking of, yeah. lol
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shadoweagle89


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« Reply #7 on: September 04, 2008, 22:52:41 »
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I've been lurking on this site for about a year or so now... Registered just to post on this thread. I'm pretty sure that it is possible to get the Jiggy from pillar ramming just by running and grabbing it. I don't believe I had superbanjo on when I did that, either.
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kowbrainz



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« Reply #8 on: September 05, 2008, 03:43:26 »
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^ no, you need superbanjo; otherwise the only other way is using clockwork eggs. If you're not using superbanjo you'll miss by a long shot.
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Qgstkpnjtp


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« Reply #9 on: September 06, 2008, 02:57:53 »
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I was intending to do that along with Dilberta during one of the later segments, i.e. clockwork egg to the jiggy past the swamp, then grip grab along the ledge to the cheato page above the pillar (if it's 100%, get the page), clockwork the jiggy on the pillar then jump back down and free Dilberta, then go through to GGM for the springy shoes jiggy and whatnot.
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kowbrainz



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« Reply #10 on: September 06, 2008, 04:58:04 »
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Naw, you can't get the swamp jiggy with a clockwork egg, sorry. Just use the boots then jump in the swamp to get launched back to where you started from by the swamp monster.
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mike89


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« Reply #11 on: November 04, 2009, 04:22:31 »
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So today I decided, just for the hell of it, "I should run any% Banjo Tooie." It's something I remember describing as a planning nightmare while Dragorn was planning his 100%, but with that as reference I think it should be okay.

So I downloaded that run again and have been looking through for potential Jiggies to skip. I'm going to start with a pretty big list and cull it down once I get timings worked out - my list is basically consisting of any Jiggy that requires you to change worlds to get. This therefore includes things like Targitzan's relic, which would almost certainly make the final cut, but which I want to do timings on just to be sure.

Not that there's no other criteria to consider, of course - bosses in general are particularly long and troublesome.

By the way, I also intend to run this single-segment, which will undoubtedly result in some route changes. Among my more wacky ideas is to make Witchyworld the second level, and come back with Bill Drill for the Tower of Strength Jiggy - assuming I would come back at all. Obviously, things still need to be worked out.
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Speedruns on SDA
Vectorman 2 (13:24)
S3&K Sonic (49:37)
S3&K Knux (36:55)
Pokemon Crystal SS (3h 52m)
Sonic 1 Game Gear (11:08 )

Speedruns in progress
Sonic Advance 3 100% SS
Banjo Tooie any%
Golden Sun
MAGfest practice!
Jacky Durand



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« Reply #12 on: November 04, 2009, 14:20:34 »
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Wow suddenly the old Banjo games have become all popular again.

I have just made a segmented run for the leaderboards on xbla on this game, and thus I think I can provide you with some good advice along the way.

There are three things I remember right now, that isn't used in the run here on this site:

- you can get Slumber's jiggy by jumping with talon trot and use the rat-a-tat to reach the jiggy (Dragorn used CK-egg)
- There's a jinjo in GGM that you are meant to get by swimming from JRL. You can get that with a CK egg instead.
- Some of the bosses can be finished off way faster than Dragorn does - Weldar especially - but that wouldn't help you very much.
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Essentia


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« Reply #13 on: November 04, 2009, 14:37:43 »
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Awesome, I wish you luck on this!

Just wondering, would you be able to use the Grunty Industries early trick in this run?  I've tried it a bunch, and I could never get very consistent at doing that trick.
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mike89


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« Reply #14 on: November 07, 2009, 14:46:11 »
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This is all preliminary, of course, but I was talking with my brother earlier and just conducting thought experiments on which Jiggies would be best to skip. Here's what we came up with:

MAYAHEM TEMPLE (0)
None

GLITTER GULCH MINE (1)
Ordnance Storage (it's out of the way a little, you never use Beak Bayonet again, and I can't strafe for shit Tongue)

WITCHYWORLD (5)
This is a tricky one. A lot of Jiggies in this world require Mumbo, but he takes a long time to get and for the Dodgem Dome you need to get the van again. We went for skipping the whole lot.
Saucer of Peril
Dodgem Dome
Star Spinner
Top of the Inferno
Boggy's kids
This means doing Mr. Patch D:.

JOLLY ROGER'S LAGOON (0)
None, which means this level is going to require two trips thanks to Hatch. I might still skip that, but then I'd have to work out what to change it for.

TERRYDACTYLAND (4)
Oogle Boogles
1 Jinjo unlocked via the big T-Rex (this, combined with the next, enables me to not bother with Mumbo at all)
Styracosaurus family
Terry's eggs

GRUNTY INDUSTRIES (4)
Weldar (single segment, remember)
Six rabbits
Clinker's Cavern
Quality Control (again, skipping Mumbo, and the washing machine too)

HAILFIRE PEAKS (3)
Chilli Billi + Chilly Willy
Alien family
Sabreman

CLOUD CUCKOOLAND (3)
Canary Mary (thank goodness!)
Mr. Fit
1984 safe


Just for the record, this means still having to do Jiggies like:
Mayan / Colosseum Kickball
Rocknuts tribe
Ice train station
The Shack Pack Jiggy past the Weldar Jiggy in GI, even though you don't get Weldar's Jiggy

Interestingly, I ran a timing on Dragorn's Ordnance Storage run and the marginal time it took him to do that was only 2:39, which surprised me quite a bit. Having said that, it's fair to say I wouldn't be able to match that - the whole 45 degree strafing thing is gonna take a ton of practice.

This doesn't yet consider which notes or Glowbos to skip, and depending which levels have to be revisited things might change. (An example I already gave: if I have to go back to JRL just for the Tiptup Jiggy, then I have to find an efficient way there (perhaps through HFP, it has no train station of course) and add the time taken to get there to the time spent in JRL to get the actual Jiggy to work out marginal time.)

Essentia: That trick is NTSC only Sad
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Speedruns on SDA
Vectorman 2 (13:24)
S3&K Sonic (49:37)
S3&K Knux (36:55)
Pokemon Crystal SS (3h 52m)
Sonic 1 Game Gear (11:08 )

Speedruns in progress
Sonic Advance 3 100% SS
Banjo Tooie any%
Golden Sun
MAGfest practice!
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