Surprise ;D Finally is finished...it took over 2,5 years to complete =) It was very fun project, I enjoyed much to making it. Sometimes was little lack of motivation but this wasn't never on pause =)
  • Emulator: mupen64-rerecording
  • Aims for the fastest time possible in 100% completion
  • Length of movie: 2 hours and 24.5 minutes (520358)
  • Re-records: 144568
  • Takes damage to save time
  • Uses death to save time
  • Abuses glitches
Gruntilda's Lair 25.58
Spiral Mountain 2.03
Mumbo's Mountain 5.08
Treasure Trove Cove 7.01
Clanker's Cavern 8.45
Bubblegloop Swamp 12.23
Freezeezy Peak 12.04
Gobi's Valley 10.03
Mad Monster Mansion 9.22
Rusty Bucket Bay 9.37
Click Clock Wood 18.04
Game Total 2.00.28
Yes 100% Banjo-Kazooie, I collect All Jiggies, Honeycombs and Notes + opened every note door.
First something about the glitches and tricks:

Tickers tower without termit:

Its quite easy trick, all you have to do is timed right your jumps and Banjo won't fall down of the slopes.

Fast sliding:

In TTC, after lighthouse, I use this trick. You need stop for a littlewhile in that steep cliff and Kazooie starts to falling down quickly.

Deep diving trick:

In edge of the diving point, let go all of the buttons which you press in that moment (you need use Z+C< to get that work)

Big Boom Box quick kill:

You need to shoot eggs before the animation and after that use the wonderwing to kill Box in a one shot. (can't used in Grunty's Furnace Fun Because animation starts right away.

Through thin objects:

I use this in RRB and route to the CCW. Do A+Z move in right frame and Banjo goes through the object.

Through the window:

You need to jump against the window in right pixel line to get the other side.

A+Z move glitch

Use move in high places and when you falling down, Banjo won't take any damage. It works on anything because in end of the movement, Banjo is invincible for little while. You can use it on Grunty's spells, enemies...

Level explonations:

Mumbo's Mountain:

I skip whole termit part including Jiggy which in above Mumbo's Mountain. Nothing more special here.

Treasure Trove Cove

I collect much Jiggies as possible by using flying. That treasure chest Jiggy was pain in the as to collect because in some reason game freezes alot after that, specially when blue sky was in my view :o

Clanker's Cavern

Inside Clanker, I use those rings to get more distance to my jumps. In right angle, its possible to take that Jiggy behind blades without wonderwing. Killing those mutant crabs with eggs was much faster than any other way. When eggs was bouncing towards the crabs I was already in place where Jiggy appears.

Bubblegloop Swamp

I skip most of the huts to get upper faster. Crocodile is quite slow so I use death trick to get starting point lot faster.

Freezeezy Peak

Routeplanning was a nightmare :D When I was taking that snowman's hat Jiggy, I need fly away from the Jiggy first to get the right spot. During the sled races, I collect all notes as possible.

Gobi's Valley

Nothing very special here :P I used that Mummy hand to get that Honeycomb fast and with sprint shoes, those burning sand Notes was really fast to collect. And again, I collect much Jiggies as possible by using flying.

Mad Monster Mansion

I love this level =) Because mansion Jiggy was on flyingpad, I can collect that without victorydance. Inside the church i won't use A+Z glitch when I coming down in the sealing because it won't work in long distance. Damn I hate 2D sprites in 3D game...really hard to get eggs in flower jars quickly.

Rusty Bucket Bay

I managed to get through other fan without taking a damage when its spinning full speed but that other one...I spend a full day to get through without taking a damage but I didin't make it :P maybe in V2...after that, I get through the window and saving lot of time to get back of the boat fast. In the end I use "through the thin objects" glitch in that grill.

Click Clock Wood

Man this level is huge...take a while to complete it. I used A+Z trick to get down quickly and without taking a damage. In other seasons those plants was small and you can step on them and collect stuff really easily...but in autumn....I need to use A+Z glitch to collect those notes because lowest note is so close to the plants eyes so it can't collect other way without taking a damage. When Banjo is a bee, pressing B and ^, bee goes lot faster.

Grunty's Furnace Fun

You can't use any movements in the board so thats why i walking all the time. Question depends which part of the square you are. I manipulated questions so its always the first or second answer (first and second answer can push in same frame so it does matter which one is it). I collect 2 joker cards to get rid off two timelimit squares. I choose the Box fight in the remaining timelimit square because its fast to kill with wonderwings.

Gruntilda Fight

Finally =) If you guys wondering why I don't shoot 3 eggs in the statue when the animation is on the answer is: its not possible. There is not enough time to shoot 3 eggs before the animation :( after that its possible to get that green Jinjo activated in same time as purpe one but there is a problem...game "freezes" if I do that...game runs but I can't do anything...Banjo just stands still no matter which button I push...even start won't work...and Gruntilda can't do anything either :D she tries to shoot fireballs but they vanished immediately...anyway...to get activate green Jinjo right, I need to shoot one egg separately.
Well I was hoping the completion time goes under 2 hours (gameclock time) but 2.00.28 good anyway =) In V2 version its going under that for sure!
Thanks to all who helped and cheer me up on this project.
Special thanks to Jsmith who found nice tricks and stuff, bkDJ who encoded my WIPs and found some new timesavers, nitsuja who helped me with that FIRST jump in the game :D
also thanks to Kowbrainz, andymac, Swordless Link, ShinyDoofy, AirmanRWP, Randil, and everybody who I forgot to thank for =)
I hope you enjoy =) and you guys can find a killer screenshot for this :D

DeHackEd: Semi-claim for encoding. I'm heading out of town, but if nobody else claims this video for themselves I'll do so around midnight on Monday morning GMT.
Bisqwit: Looks long and pointless, yet not less entertaining than 120-star Mario or the DK64 equivalent. *Stamp of approval*. Congratulations Sami on finishing this long movie and thank you for submitting it here.
DeHackEd: Bisqwit, is that a claim for encoding? (I'm starting pass 0 anyways)


Former player
Joined: 12/5/2007
Posts: 716
Crappy encode not suited for publication The sound may be a little out of sync, but it should be acceptable.
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Joined: 6/13/2006
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The problem with changing the bitrate is that I'm not very familiar with fiddling with those settings; my mic (which is not external, but built into my laptop) distorts my voice enough anyways, and I don't want it distorted even more. Here's the commentary
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Posts: 347
Finally got to watch it all the way. It's spectacular! Talk about some ingenious route planning with the jiggies and notes. Those 2.5 years were definitely necessary to make it so good, knowing how big this game is from the B-K LP. I give it a 9.5/9.5 I noticed that a few times after diving into the water, usually after using that zip to the bottom method, your first stroke gets Banjo run into a wall. Is that faster than aiming properly for the first stroke?
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
blahmoomoo wrote:
Finally got to watch it all the way. It's spectacular! Talk about some ingenious route planning with the jiggies and notes. Those 2.5 years were definitely necessary to make it so good, knowing how big this game is from the B-K LP. I give it a 9.5/9.5 I noticed that a few times after diving into the water, usually after using that zip to the bottom method, your first stroke gets Banjo run into a wall. Is that faster than aiming properly for the first stroke?
hmm can you say where that happened? Yes, in the first stroke, Banjo dives towards to the bottom and you can't do anything about it but in the wall?
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Joined: 2/1/2008
Posts: 347
Ok, perhaps not a wall, but between the bottom and a wall. I think this happens once in Click Clock Wood in the summer season when you go into the beaver's house. Perhaps it's unavoidable then since you are already on the bottom. Just a comment... I wonder if Mupen64 does not use floating points for positioning or something because there were many times that the movement of Banjo was quite jerky... This has nothing to do with your run's quality, but it makes me wonder why the movement was so jerky...
theenglishman wrote:
- Kazooie has to be the strongest fucking bird in history. Seriously, she's able to carry a bear on her back for ridiculously long stretches, not to mention being able to somehow maintain her aerodynamic abilities whilst half her body is stuffed in a rucksack and said bear putting quite a load on her back. Let's see Charles Atlas do THAT!
There is only one picture that accurately depicts this situation (from the B-K LP):
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Oh yeah that...yes same in beaver's house, first stroke angle can't be changed :P
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Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
wouldn't it have been faster to open the beaver's house in spring using eggs? then you wouldn't need to watch that cut scene.
Measure once. Cut twice.
Joined: 6/2/2008
Posts: 23
Location: Perth, Australia
andymac wrote:
wouldn't it have been faster to open the beaver's house in spring using eggs? then you wouldn't need to watch that cut scene.
He still needs the two notes and mumbo token from behind the boulder in Summer. Finally got around to watching thanks to the encode; looks great. Final battle was very fun to watch. I did have a few questions regarding the final segment, though... - at the end, before you went up to Gruntilda you opened three unnecessary note doors and filled the honeycomb portrait. I'm no sure if this was the definition of 100% you set at the beginning of the run but in the past I've looked at 100% of BK as just getting all items which are kept track of by the view totals screen and beating Grunty. - In the Grunty fight itself during the Jinjo phase, at the end if you're standing under Grunty and you jump the Jinjos will hit her faster without having to do all of their 'loops'. You seemed a little preoccupied with picking up all the honey. :P That's all I noticed as far as I remember, but even then it's being a bit picky. Overall it was great and very entertaining watching this run over the last year. Grats. :)
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Posts: 650
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He still needs the two notes and mumbo token from behind the boulder in Summer.
Quite right, but the boulder would have already been destroyed, so you could walk right in. You also wouldn't have to watch that cutscene
Measure once. Cut twice.
Joined: 6/2/2008
Posts: 23
Location: Perth, Australia
There's a weird cutscene if you do it in Spring anyway but you're right in that it is slightly faster... I just forgot how long it was exactly, been a while since I tried the glitch myself since it's tricky to pull off and pretty useless in console runs.
Joined: 7/26/2006
Posts: 1215
blahmoomoo wrote:
Just a comment... I wonder if Mupen64 does not use floating points for positioning or something because there were many times that the movement of Banjo was quite jerky... This has nothing to do with your run's quality, but it makes me wonder why the movement was so jerky...
It's actually a problem with most plugins rendering this particular game. I'll try to explain. If instances of time of Mupen's 60fps are numbered 0,1,2,3,4,5,6,7, most 30fps games would show the following: 0,0,2,2,4,4,6,6. That's all well and good. In fact, some plugins even do that with Banjo-Kazooie, but they have problems like blacking out the screen when underwater, and discolored stuff and missing effects. Unfortunately, the best video plugins treat BK's 30fps like so: 0,0,0,2,4,4,4,6. If you try to ignore it, your eyes kinda adjust. But yeah it's fucking awful and I don't know what to do about it except pretend that it isn't a problem. I suppose a perfect encode would use a plugin that does the 30fps properly everywhere except specific parts that it doesn't work in, like puzzle transitions and underwater areas and such, and jabo 1.6 for those parts. But jeez, this run is crazy long and the capture is already taking up 50GB. Splicing all those moments in from 2 sources would be a nightmare. :P ...I think I'm going to splice in the ending from some other plugin though, because jabo1.6 with the rdram option on still does a terrible job of showing those "picture" framebuffer objects that mumbo holds up.
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So this is the game where WRYYY comes from? Kazooie seems to be saying that all the time.
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Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Great run! It managed to keep my interest up the whole time even though I liked levels 1 and 2 best. The frequent item pickup in each level shows that the routes where very well selected. The most positive thing for me was, though, that I got it to sync all the way through, excellent!
feos wrote:
Only Aglar can improve this now.
Joined: 3/29/2009
Posts: 4
Finally you're done! Great run, I watched the hole thing in one go without getting bored for just a minute. I'll give it a 9.5/9
Joined: 7/1/2008
Posts: 272
I loved the run. there was so many impressive things done. i'm thinking there might be more opportunities to deathwarp. but still, excellent job. 8/9
Joined: 4/2/2008
Posts: 103
Location: The Netherlands
bkDJ wrote:
It's actually a problem with most plugins rendering this particular game. I'll try to explain. If instances of time of Mupen's 60fps are numbered 0,1,2,3,4,5,6,7, most 30fps games would show the following: 0,0,2,2,4,4,6,6. That's all well and good. In fact, some plugins even do that with Banjo-Kazooie, but they have problems like blacking out the screen when underwater, and discolored stuff and missing effects. Unfortunately, the best video plugins treat BK's 30fps like so: 0,0,0,2,4,4,4,6. If you try to ignore it, your eyes kinda adjust. But yeah it's fucking awful and I don't know what to do about it except pretend that it isn't a problem.
Could you use AVISynth to cut out the duplicate frames then double all of them? (or apply interframe blending if you wanted to be really fancy)
Joined: 3/11/2008
Posts: 583
Location: USA
I like. As above, "good because i t's a TAS rather than because it's B-K"- most of the funny dialogue is cut out in speed-play. :( Gobi's Desert had some particularly nice segments, like skipping over the maze. I forget which map it was, but I liked when you jumped with a jiggy into water to avoid the animation. Item and health management were good,though only red feathers and health needed it. That said, there were a few apparent errors- On the way to Mad Monster Mansion's puzzle pic (1:06:_ or after frame 119000), you swim along the bottom for most of a chamber, then angle up. Wouldn't it be faster to turn up immediately to take a straighter swimming course? Same issue of not taking direct line after completing Rusty Bucket Bay (~1:46:00/190500, two rooms with odd swim lines). And, though not so easy to fix, I think the mumbo token in the Snarebear you pass on the way out of Click Clock Wood-Fall might be faster than one of the others. "Yes." 9/8
Joined: 2/11/2007
Posts: 45
Location: Iowa
bkDJ wrote:
I suppose a perfect encode would use a plugin that does the 30fps properly everywhere except specific parts that it doesn't work in, like puzzle transitions and underwater areas and such, and jabo 1.6 for those parts. But jeez, this run is crazy long and the capture is already taking up 50GB. Splicing all those moments in from 2 sources would be a nightmare. :P ...I think I'm going to splice in the ending from some other plugin though, because jabo1.6 with the rdram option on still does a terrible job of showing those "picture" framebuffer objects that mumbo holds up.
So let's say you've captured the entire thing at 60 fps, with certain segments, stuttering scenery, and camera movements locked at 30 fps. Couldn't you do something in post-processing to remove every other frame to get that 30 fps fidelity across the whole movie? (theoretical question -- not a gripe)
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Joined: 8/20/2005
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eternaljwh wrote:
I like. As above, "good because i t's a TAS rather than because it's B-K"- most of the funny dialogue is cut out in speed-play. :( Gobi's Desert had some particularly nice segments, like skipping over the maze. I forget which map it was, but I liked when you jumped with a jiggy into water to avoid the animation. Item and health management were good,though only red feathers and health needed it. That said, there were a few apparent errors- On the way to Mad Monster Mansion's puzzle pic (1:06:_ or after frame 119000), you swim along the bottom for most of a chamber, then angle up. Wouldn't it be faster to turn up immediately to take a straighter swimming course? Same issue of not taking direct line after completing Rusty Bucket Bay (~1:46:00/190500, two rooms with odd swim lines). And, though not so easy to fix, I think the mumbo token in the Snarebear you pass on the way out of Click Clock Wood-Fall might be faster than one of the others. "Yes." 9/8
If you mean that first stroke when Im starting the diving then check previous page, I aswered that already. And that plant token in fall, you need to make same things as getting the notes in the plants so ist kinda slow.
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bkDJ wrote:
blahmoomoo wrote:
Just a comment... I wonder if Mupen64 does not use floating points for positioning or something because there were many times that the movement of Banjo was quite jerky... This has nothing to do with your run's quality, but it makes me wonder why the movement was so jerky...
It's actually a problem with most plugins rendering this particular game. I'll try to explain. If instances of time of Mupen's 60fps are numbered 0,1,2,3,4,5,6,7, most 30fps games would show the following: 0,0,2,2,4,4,6,6. That's all well and good. In fact, some plugins even do that with Banjo-Kazooie, but they have problems like blacking out the screen when underwater, and discolored stuff and missing effects. Unfortunately, the best video plugins treat BK's 30fps like so: 0,0,0,2,4,4,4,6. If you try to ignore it, your eyes kinda adjust. But yeah it's fucking awful and I don't know what to do about it except pretend that it isn't a problem.
There are scenes in the game that are only 20 fps as well. The pattern goes 0,0,0,0,1,1,2,2,2,2,3,3. Obviously it would be better if it was 0,0,0,1,1,1,2,2,2,3,3,3.
Joined: 3/11/2008
Posts: 583
Location: USA
Sami wrote:
eternaljwh wrote:
On the way to Mad Monster Mansion's puzzle pic (1:06:_ or after frame 119000), you swim along the bottom for most of a chamber, then angle up. Wouldn't it be faster to turn up immediately to take a straighter swimming course? Same issue of not taking direct line after completing Rusty Bucket Bay (~1:46:00/190500, two rooms with odd swim lines).
If you mean that first stroke when Im starting the diving then check previous page, I aswered that already. And that plant token in fall, you need to make same things as getting the notes in the plants so ist kinda slow.
No, it's not that-you're not taking a direct line to where you need to surface, instead taking two longer legs, both before the MMM painting and the RBB witch-switch jiggy like so:
----Surface---
             /
            /
Path       /
__________/
I hope that made sense. And, that first stroke on diving seems to be aligned to your momentum on entering the water, but I don't think that'll lead to any serious optimizations.
Joined: 11/29/2005
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Location: Sao Paulo - Brazil
awesome "yes vote" 9.5/9
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Ver Greeneyes wrote:
Could you use AVISynth to cut out the duplicate frames then double all of them?
Judge Ito wrote:
Couldn't you do something in post-processing to remove every other frame to get that 30 fps fidelity across the whole movie? (theoretical question -- not a gripe)
Uh, whoops. You guys would be right if what I said was true. I could easily fix a 0,0,0,2 pattern to be 0,0,2,2. But I made a mistake with my post up there. the pattern is really 0,0,0,3,4,4,4,7. Post-processing that to 0,0,3,3,4,4,7,7 actually makes the motion look worse. Sorry for the confusion.
Ver Greeneyes wrote:
(or apply interframe blending if you wanted to be really fancy)
I've tried that. It looks even worse than the juddery movement. ..And another thing. Different plugins put the HUD elements at slightly different spots, and the camera zoom is also off. so even if 2 sources were used, going from one to another would be pretty jarring. Like, there's no pretty way around it.
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Joined: 5/29/2004
Posts: 5712
I was wondering if there were any plugins that synch up the cutscenes correctly, or if that's just a general fault in Mupen right now. I'm talking about how when I tried this game in the emulator, the music for the introductory story lagged behind the action a little, and it was even worse in the title song animation. Then in the ending (in the encode I watched), a couple of comments get cut off because Mumbo switches the picture too soon. But I actually got to see a little more of Mumbo's message just before he takes out the first picture, where "here, take look..." always got cut off at "here," on my Nintendo 64.
put yourself in my rocketpack if that poochie is one outrageous dude
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Joined: 8/20/2005
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eternaljwh wrote:
Sami wrote:
eternaljwh wrote:
On the way to Mad Monster Mansion's puzzle pic (1:06:_ or after frame 119000), you swim along the bottom for most of a chamber, then angle up. Wouldn't it be faster to turn up immediately to take a straighter swimming course? Same issue of not taking direct line after completing Rusty Bucket Bay (~1:46:00/190500, two rooms with odd swim lines).
If you mean that first stroke when Im starting the diving then check previous page, I aswered that already. And that plant token in fall, you need to make same things as getting the notes in the plants so ist kinda slow.
No, it's not that-you're not taking a direct line to where you need to surface, instead taking two longer legs, both before the MMM painting and the RBB witch-switch jiggy like so:
----Surface---
             /
            /
Path       /
__________/
I hope that made sense. And, that first stroke on diving seems to be aligned to your momentum on entering the water, but I don't think that'll lead to any serious optimizations.
oh yeah that...does that really matter if I dive in bottom and get in to the suface just in right moment when I need to jump of or first swimp up and just below the suface dive in exactly same spot and then jump of? Both ways have same distance to the bottom to surface.
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