@RingRush
  @RingRush
RingRush | Banjo-Tooie TAS Demonstration (any% LOTAD) @RingRush | Uploaded February 2023 | Updated October 2024, 13 hours ago.
This is a tool-assisted speedrun demonstration of Banjo-Tooie in 29:46 (RTA timing) / 30:13 (TAS timing). This run is optimized enough to look clean, but not beyond that - hence why I consider this a TAS Demo. The goal was to produce something that could showcase the route / tricks, without having to devote months to grinding out frame saves.

Unlike many real-time runs you may have seen, this run assumes you are starting from a brand new Banjo-Tooie cart (with no prior save data). This is different than the most common RTA route, which requires having the boss replay menu unlocked through cheats or reaching the final area of the game in a separate file. Those runs use a glitch involving the replay menu to teleport Banjo to the final boss (DCW), but do not include the setup for unlocking that replay menu in their final time, making a ~27 minute run by their timing standards. I personally believe that any pre-file SRAM setup should be included in the final time for any%, so I do not use this warp glitch as it would be slower from that timing standard. This choice is also consistent with the most common TAS ruleset.

This run is played on the PAL N64 version of the game on the Bizhawk emulator. Apologies for graphical glitches in a few places - although some of the things that look different like fonts are from PAL and not the emulator. The PAL version is used because it can skip one cutscene the US version can't, and because the lower framerate allows for some faster bit clip spots. This is a calculated tradeoff, since the lower framerate means some tricks involving high jumps don't work (most notably, the usual version of Plateau Early). English text is used because it would take over 8 seconds to switch to another language, and there is not much text in the run.

This originally started as a low% project. But I realized that this route is probably faster than the currently planned any% TAS route (no SRAM), which was going to collect 3 additional moves in an effort to streamline things. Thus unless things change low% and any% are one and the same for TAS.

This run utilizes position microrounding codes to make the various bit clips easier (the thing where I fall through the ground). These clips are otherworldly precise (to a millionth of banjo's normal movement distance in a frame). Since this is meant to be a suboptimal demonstration, I'd rather save a month+ of my own time here. An actual TAS would develop ways to brute force inputs to get the same effect.

Link to the debut of this run which includes light commentary: twitch.tv/videos/1751288203
Banjo-Tooie TAS Demonstration (any% LOTAD)Demonstration: Croc: Legend of the Gobbos World 1 in 8 jumpsBaten Kaitos Origins Speedrun - Segment 19Baten Kaitos Origins Speedrun - Segment 3dead 1xA 40BP wipBaten Kaitos Origins Speedrun - Segment 6Various Banjo Kazooie Tricks for Races, Move Skipping, or Just Showing OffBaten Kaitos Origins Speedrun - Segment 10LighthouseSkip Unlocking Lankys Signature Moves in 101%Baten Kaitos Origins Speedrun - Segment 9Banjo Kazooie - Skip Basic Moves

Banjo-Tooie TAS Demonstration (any% LOTAD) @RingRush

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER