Joined: 7/26/2006
Posts: 1215
Cronikeys wrote:
[Zombie Flutter info] -If you touch a beehive you will die
I'm willing to bet that any "friendly knockback started while while not attacking" will kill you. Like, bumping into Blubba the Hippo. (And maybe the snowmen? And Nappa the Ghost? I forget if they do damage when you just walk up to them.)
Cronikeys wrote:
So I've been thinking about how this clip works, and I came up with an alternate explanation that might also be true
Probably just the way shadow/ground projection works and I wouldn't read too much into it. Concerning the new FP route (great idea!), it would probably be faster to die from the ice cube enemy than going back to the water :)
Joined: 2/28/2012
Posts: 160
Location: Philadelphia
Sorry if this has already been addressed, but what happens if you talk to Bottles when zombified? I imagine he would just fill your health, but I think you get knocked back if you roll into his hill?
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Enterim wrote:
Sorry if this has already been addressed, but what happens if you talk to Bottles when zombified? I imagine he would just fill your health, but I think you get knocked back if you roll into his hill?
I'll check. Also, I just found a faster way to do the bottles skip: http://www.youtube.com/watch?v=YuK9wP7y2g8 Stivitybobo (NTSC-U WR Holder) just got 2:02 on console in Spiral Mountain using it.
Editor, Player (44)
Joined: 7/11/2010
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I thought I posted this before, but apparently I didn't: do you keep notes when refilling health with a life when zombified? Obviously, it'd be much more useful if you do, being a pretty fast way to be able to make extra damage boosts.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
ais523 wrote:
I thought I posted this before, but apparently I didn't: do you keep notes when refilling health with a life when zombified? Obviously, it'd be much more useful if you do, being a pretty fast way to be able to make extra damage boosts.
Yes you do =)
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
I found a seemingly useless out of bounds warp in Rusty Bucket Bay engine room (unless someone is able to come up with some wacky route or the new TAS is any%). http://www.youtube.com/watch?v=juzSo6Lc03k
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Found a new clip. It's similar to the previous edge clips, but super easy to perform: http://www.youtube.com/watch?v=Fc1EDjpFdhs It's possible in the other seasons as well (except Winter).
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Found a new glitch. I don't know if it saves time yet. Basically, you can walk underwater in the well in Mad Monster Mansion. http://www.youtube.com/watch?v=x5TbmTW9yY0 You can reach the rope, but it isn't climbable. :( Also here's another clip I found in TTC: http://www.youtube.com/watch?v=Ltjn51PYCrU
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Sorry for quadruple posting or whatever, but two interesting Any% discoveries: http://twitpic.com/avm2sf Soooo close to working! This has to be possible O _ O it would make an Any% TAS worth doing. Basically, clip through the ground here, beak over as soon as you're through, then ground pound through the ground... and you've skipped 25 jiggies. http://www.youtube.com/watch?v=s6a-RkIG9Sw This lets you skip the engine room but still get the propeller jiggy. Also, you can use this to touch the loading zone for boss boom box without dropping the TNT.
Joined: 7/26/2006
Posts: 1215
Cronikeys wrote:
http://www.youtube.com/watch?v=s6a-RkIG9Sw This lets you skip the engine room but still get the propeller jiggy. Also, you can use this to touch the loading zone for boss boom box without dropping the TNT.
A new route using this could skip at least 4 cutscenes. The TNT dropping, the first propeller switch, the second propeller switch, and the cutscene for the propeller timer running out. it might also avoid 2 crane crossings. Very nice! Maybe only 3 cutscenes if the first propeller switch is necessary for the notes in the Engine Room, but still.
Joined: 9/18/2012
Posts: 1
Cronikeys wrote:
http://twitpic.com/avm2sf Soooo close to working! This has to be possible O _ O it would make an Any% TAS worth doing. Basically, clip through the ground here, beak over as soon as you're through, then ground pound through the ground... and you've skipped 25 jiggies.
Any chance you could upload a save state or sav file with that area unlocked? :)
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Hazdogga wrote:
Cronikeys wrote:
http://twitpic.com/avm2sf Soooo close to working! This has to be possible O _ O it would make an Any% TAS worth doing. Basically, clip through the ground here, beak over as soon as you're through, then ground pound through the ground... and you've skipped 25 jiggies.
Any chance you could upload a save state or sav file with that area unlocked? :)
Yeah, I'd gladly TAS it too if you had a savestate up to that point. XD
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Joined: 7/7/2006
Posts: 798
Location: US
Mupen savestate at the point in question: http://www.mediafire.com/?x0wbrnrsr7xccn7 Savestates that can be used with Sami's movie to hop around the game quickly: http://www.mediafire.com/?79pm2ua25mn1q0w I tried for quite a while to make this work. In order to get out of bounds and beaking you have to have momentum away from the door. This makes it seemingly improbable to get under where you'd want to ground pound. I don't think I was able to get quite high enough to get back up through the floor even if I was under it. Something in the setup needs to be changed to make this feasible.
Joined: 9/18/2012
Posts: 48
How much time does the final battle cutscene add to in-game time? I'm wondering, since I made the following video, in which banjo dies as the last jinjo is activated. http://www.youtube.com/watch?v=cZZ3bFbOs-4 (the beak buster/groundpound has no effect on the beach ending cutscene) (Resetting right after activating makes no difference (so resetting is probably faster)...I guess it depends if you want the last cutscenes to play or not) Another thing... Regarding Mumbo's Mountain. I've only had this happen once to me, so I don't know how to trigger it.* I had the two conga jiggies (the orange box things and the one you get from shooting eggs at him) land at the same spot, so I was able to collect both jiggies at once. I think it had something to do with the direction I was standing on the switch things, but I'm not completely sure.) *oh I read earlier in the thread and it looks like it's done by random seed (or whatever...idk the terminology) (And for entertainment purposes (also only happened once). In the final battle, I've only had grunty land short of the ledge platform thing after, what I believe, to be two jinjos hitting grunty nearly simultaneously... Then the camera assumes grunty's on the ledge for the final cutscene...also she falls through the floor.) Another idea for Mumbo's Mountain, for the totem pole. Is it possible to "poop" eggs into the last one so you can get to the honeycomb during the time the eggs are bouncing in (and then you can get the jiggy on the same jump?)
Joined: 9/18/2012
Posts: 48
Was able to get the totem pole trick I mentioned (better for tas than speed run I think). (Skip to 0:25 if you don't want to watch my attempts haha) https://www.youtube.com/watch?v=SO6zZZVrat0 Also, I was messing around, and you can get "stuck" in the 2nd, 3rd, 4th totem pole's mouth if you roll into it as the totem pole is dropping. You can poop eggs into it and getting out should be pretty easy with tas. Combining this with the previous trick should make this faster. (*any% can just only utilize this, if going for the totem pole jiggy.) https://www.youtube.com/watch?v=m94HdBtaij8 I remember reading that one way to get the ice key past the wall was to do a backflip. Can this same trick work for the note doors?
Post subject: Final Battle
Joined: 9/18/2012
Posts: 48
There's something special about egg pooping haha...tested egg pooping in final battle in between cutscenes when jinjos can be activated...no issues with cutscene getting cut off or game lock (unless it is how the game is emulated on PJ64 vs mupen)...banjo can't move until the jinjo hits grunty though. https://www.youtube.com/watch?v=5j7ql4e61qs Oh this is for the orange jinjo...so I guess nevermind about the game lock...=\ --- Just a fun (useless?) glitch for entertainment purposes (in final battle, you can move grunty a little during cutscene) https://www.youtube.com/watch?v=0ot-tS0XqF8 As far as I know, it does no damage to her. I've tried the levitating cheat and using wonderwing and you can knock her all the way near the edge of the space and she just floats there. In the final cutscene, the jinjo would take longer to travel the distance to hit her, so the music isn't as seamless. So maybe if this can be used to push her closer, and the cutscene is kept in the tas, then it might shorten it a bit.
Joined: 7/26/2006
Posts: 1215
Excellent stuff that could all save time, except getting stuck in Juju's mouth, hah. And BK TASes don't go for in-game time so since input ends after the final jinjo activation, I doubt that one will be used, but cool to know. The angle the Conga jiggy bounces is random, but set in stone once the level is loaded, so getting the two to overlap involves luck (manipulation) before entering.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Me and Kirkq have broken Banjo-Kazooie. http://youtu.be/eHzuegy9NyM This lets you finish the game with 69 jiggies.
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Cronikeys wrote:
Me and Kirkq have broken Banjo-Kazooie. http://youtu.be/eHzuegy9NyM This lets you finish the game with 69 jiggies.
Yeeeeeessssssssss Edit: Imagine if defeating Grunty gave you a jiggy. 70 jiggy run lol
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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Awesome job, Kirkq and Cronikeys! Do you think you could start rough-routing this TAS to give us an idea of what it would look like? I'm looking forward to an any% run! :)
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Awesome find!
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Joined: 9/18/2012
Posts: 48
This is so cool! Looking forward to any% run as well. Also, I'm not sure if this was mentioned before, but it wasn't in Sami's run...you can rat-a-tap into dingpot to skip the dialogue "activation". (Eh nevermind, essentially done in Cronikeys' video.) (I'm doing a run right now, so any ideas that come to mind I'll post) CC -With the hoop thing, for the 3rd hoop: is it faster to do a beak buster, swim through the hoop, then feathery flap the the other hoop, or is the current way (swimming) faster? -If the current speed run route is used, is it possible to jump from the pipe thing (the one with clanker screw thing) to the mumbo token on the blue wall? Seems like a stretch, but something to try. Bubblegloop Swamp -Is there a way to manipulate the turtle choir thing? (Like so you only have to hit a nearby turtle as opposed to one across the room...or is it not worth the trouble since they're so close to each other it doesn't really matter) - https://www.youtube.com/watch?v=_5fnEgK5eVA (Not Mine) Possibly use this maze skip for the any% FP -Possible to jump on sled to skip boggy dialogue activation? CCW -(Note door from RRB to CCW.) Maybe try to get a flip and beak buster to skip the note door by getting to the opening above the door? (Unsuccessful attempts to bypass: https://www.youtube.com/watch?v=JKNt2GB05c4 ) -Maybe use the fixed camera glitch and bee to possibly clip through note door? (IDK...something to probably play around with...) (Fun fact: Question in quiz show when asking for character's voice. Grunty asks "...who has this cool voice" when the answer is her. So just a tip when speedrunning...probably should post this at sda.)
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Player (129)
Joined: 12/3/2011
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Oh man, that's awesome. Nice work!
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........! Holy Crap! I cannot wait for more Progress on the game
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 11/3/2010
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Sweeeeeeet! Amazing job you two!!