ExchordThere are still some mistakes, but it's a decent run. I think I'm done speedrunning this game for now. Previous run (check description for anything not explained here): youtube.com/watch?v=-dZ2fferK0M
I bought the Japanese version of the remaster on the Nintendo eShop. This version can be played in Japanese or English, while the western release cannot be played in Japanese. Unlike the GameCube versions, pressing A doesn't instantly make the full text appear. (Holding A speeds up individual text boxes but still leaves a delay between them, so mashing is generally faster.) Because Japanese text has fewer characters than English, this version can advance through text faster than the western version.
At 0:59, I press +, then start holding down right on the D-pad and press A. This makes the cursor scroll through the menu very quickly while changing the settings. After scrolling through the menu twice, I stop and turn off Encounter Cancel and Auto Battle. I found this to be faster than changing every setting manually.
Whenever there's a spirit choice coming up, I mash A and start holding B as soon as the screen fades back in. I then continue mashing A to save just a tiny amount of time. (When "skipping" a cutscene, the game actually gets extremely fast and clears text automatically. So any progress made watching the cutscene will slightly reduce the time it takes to "skip" the rest of it.) I forgot to do this on some of the Tarazed cutscenes, though.
6:41 - Albali escape with TLM: Sometimes walking through the trigger causes Sagi's text to appear, but other times it doesn't. If the text does appear, Sagi will walk a few steps to the right. I had a strategy that would put Sagi right between the trigger and the loading zone, but the text would ruin it quite often. So instead, I walk further left first and then inch my way back out of the loading zone.
I enter Rasalas right after saving on the Unknown Land map. There is one person at the back who sometimes walks past a trigger that stops Sagi, which may pose a problem when coming from anywhere else.
10:00: I save the game inside the cutscene trigger in central Mintaka. This sets up a different glitch for later. Then I press Y to close the camp screen and press A. (The A press prevents the delayed "exclamation point" interaction with the fence from messing up the rest of the trick.) Then I walk into the spot that corresponds with the little area down the stairs in Tarazed's blue flower room, and open and close the camp screen. Finally, I enter the save flower, pause and unpause, and hold B. I make sure to not touch the left stick because otherwise Sagi would exit the flower and disable the save option.
At 10:35, I forgot to turn off Encounter Cancel, so I had to pause again on the next map.
I enter the lower loading zone this time because it puts me right next to a Maw-Maw-Goo. Previously, I would encounter a sleeping Lanocaulis instead, but you have to be pretty close to the Lanocaulis, and sneaking tends to go wrong with the Pro Controller that I use.
Instead of dying and waiting for the camp screen, I move to the Rasalas marker on the map, start holding B, press X, and mash A for a bit. Then I hold left to reach the blue flower, open and close the save menu, enter the church, and load the second Mintaka file while exiting the church.
At 11:08, I mash A very quickly. Otherwise, the glitch may warp me to Cujam instead of Tarazed.
Between 11:00 and 12:00, you'll see frame drops and occasional video glitches. Those have nothing to do with what's happening in the game. It's a recording issue caused by a slow GPU in my secondary computer. I could use my main computer which does not have this issue, but then the recording would sometimes permanently freeze because this capture card doesn't seem to recognize the USB3 ports as such. Usually I only record short videos so this isn't a huge issue, and I don't feel like getting a different capture card at the moment.
At 11:21, I load the Mintaka file and gain control as the cutscene loads. (Note that this does not work directly after saving the warp file. I have to load any other file first.) Then I open the quest magnus menu, move the cursor right, and press X for a discard prompt. This gives Sagi control during the cutscene itself, allowing me to open the camp screen and transfer "the ability to skip" to another file. Then I can skip basically anything that takes away player control. The effect persists until I reach Baelheit. I use the trick again after the Baelheit fight. In total, it saves at least ~13 seconds. There are ways to set up the "skip" trick in Dark Service HQ and the Emperor's Residence, but those take so long they practically don't save any time.
At 14:37, I get extra EXP, TP, gold, and battle time from the Maw-Maw-Goo fight since it didn't finish properly. It doesn't make any practical difference with Instant KO enabled, though.
Baten Kaitos 2 HD in 24:19Exchord2024-01-26 | There are still some mistakes, but it's a decent run. I think I'm done speedrunning this game for now. Previous run (check description for anything not explained here): youtube.com/watch?v=-dZ2fferK0M
I bought the Japanese version of the remaster on the Nintendo eShop. This version can be played in Japanese or English, while the western release cannot be played in Japanese. Unlike the GameCube versions, pressing A doesn't instantly make the full text appear. (Holding A speeds up individual text boxes but still leaves a delay between them, so mashing is generally faster.) Because Japanese text has fewer characters than English, this version can advance through text faster than the western version.
At 0:59, I press +, then start holding down right on the D-pad and press A. This makes the cursor scroll through the menu very quickly while changing the settings. After scrolling through the menu twice, I stop and turn off Encounter Cancel and Auto Battle. I found this to be faster than changing every setting manually.
Whenever there's a spirit choice coming up, I mash A and start holding B as soon as the screen fades back in. I then continue mashing A to save just a tiny amount of time. (When "skipping" a cutscene, the game actually gets extremely fast and clears text automatically. So any progress made watching the cutscene will slightly reduce the time it takes to "skip" the rest of it.) I forgot to do this on some of the Tarazed cutscenes, though.
6:41 - Albali escape with TLM: Sometimes walking through the trigger causes Sagi's text to appear, but other times it doesn't. If the text does appear, Sagi will walk a few steps to the right. I had a strategy that would put Sagi right between the trigger and the loading zone, but the text would ruin it quite often. So instead, I walk further left first and then inch my way back out of the loading zone.
I enter Rasalas right after saving on the Unknown Land map. There is one person at the back who sometimes walks past a trigger that stops Sagi, which may pose a problem when coming from anywhere else.
10:00: I save the game inside the cutscene trigger in central Mintaka. This sets up a different glitch for later. Then I press Y to close the camp screen and press A. (The A press prevents the delayed "exclamation point" interaction with the fence from messing up the rest of the trick.) Then I walk into the spot that corresponds with the little area down the stairs in Tarazed's blue flower room, and open and close the camp screen. Finally, I enter the save flower, pause and unpause, and hold B. I make sure to not touch the left stick because otherwise Sagi would exit the flower and disable the save option.
At 10:35, I forgot to turn off Encounter Cancel, so I had to pause again on the next map.
I enter the lower loading zone this time because it puts me right next to a Maw-Maw-Goo. Previously, I would encounter a sleeping Lanocaulis instead, but you have to be pretty close to the Lanocaulis, and sneaking tends to go wrong with the Pro Controller that I use.
Instead of dying and waiting for the camp screen, I move to the Rasalas marker on the map, start holding B, press X, and mash A for a bit. Then I hold left to reach the blue flower, open and close the save menu, enter the church, and load the second Mintaka file while exiting the church.
At 11:08, I mash A very quickly. Otherwise, the glitch may warp me to Cujam instead of Tarazed.
Between 11:00 and 12:00, you'll see frame drops and occasional video glitches. Those have nothing to do with what's happening in the game. It's a recording issue caused by a slow GPU in my secondary computer. I could use my main computer which does not have this issue, but then the recording would sometimes permanently freeze because this capture card doesn't seem to recognize the USB3 ports as such. Usually I only record short videos so this isn't a huge issue, and I don't feel like getting a different capture card at the moment.
At 11:21, I load the Mintaka file and gain control as the cutscene loads. (Note that this does not work directly after saving the warp file. I have to load any other file first.) Then I open the quest magnus menu, move the cursor right, and press X for a discard prompt. This gives Sagi control during the cutscene itself, allowing me to open the camp screen and transfer "the ability to skip" to another file. Then I can skip basically anything that takes away player control. The effect persists until I reach Baelheit. I use the trick again after the Baelheit fight. In total, it saves at least ~13 seconds. There are ways to set up the "skip" trick in Dark Service HQ and the Emperor's Residence, but those take so long they practically don't save any time.
At 14:37, I get extra EXP, TP, gold, and battle time from the Maw-Maw-Goo fight since it didn't finish properly. It doesn't make any practical difference with Instant KO enabled, though.Baten Kaitos 2 HD - Final Boss SkipExchord2023-11-26 | (Not spoiler-free) After warping to Tarazed using the blue flower glitch, you can use this trick to skip Baelheit and the final boss. So in Any% No Instant KO, the new final "boss" will be Cicada Golem and 2 High-Mobility Cannons (the fight at the beginning of Tarazed's core).
Notes: - You can enter Tarazed's core before fighting Baelheit: youtu.be/l0s_LDiGYK4?t=773 That's why you can also skip Baelheit, which takes about 4 minutes. It's faster than warping elsewhere for magnus and coming back to fight him. - At 1:21, after I step into the flower, I press X so that I no longer have control of Sagi. This prevents the save flower menu from popping up as I navigate the camp screen. - Loading any file, even after returning to the title screen, results in a softlock. That's why I had to restart the game. - Something I realized only after uploading the video: If you select "Record your progress" in the save flower, you will be able to save and load without having to restart the game.Baten Kaitos 2 HD in 26:33 (RTA, No Restrictions)Exchord2023-11-26 | This speedrun uses the settings "No Encounters" and "Instant KO" as well as 300% game/battle speed.
Time starts when selecting New Game and ends when the Clear Game save is complete. Note that this run is mostly meant to be a demonstration. It's only the second RTA I've ever completed in this game, so it is a bit sloppy overall. However, there are no catastrophic mistakes, and other people will probably improve this anyway (perhaps with Chinese text and faster loads on top of better execution and strategies).
At 2:09, I use a glitch called Travel Log Mode to skip the first battle. TLM lets me bypass or delay certain triggers. More info on the trick and some of its applications: youtube.com/watch?v=l0s_LDiGYK4
The main glitch that makes this run so short is the blue flower wrong warp. In order to perform a successful warp, you will need a file that meets the following criteria: 1. You have warped with a blue flower before 2. At least one party member is not in the active deck 3. The game expects you to have all party members in the active deck 4. Sagi's saved XYZ coordinates match up with solid ground on the destination map (in this run, the second room of Tarazed) 5. You are not currently watching a cutscene
Condition 1 means you can't use the warp glitch before reaching Rasalas, because that's where the very first blue flower is located.
Condition 2 means you need to have more than one party member, and you must remove at least one party member from your active deck before saving. (Or select no when asked to add Guillo/Milly to the deck.)
Condition 3 means you must trigger a battle that forces a full party deck. Most boss fights have this requirement, and that includes the fights leading up to Giacomo in Mintaka. Save the game while this requirement is active.
Condition 4: Most walkable ground is at base height (Y=0) and usually centered around the origin of the map (X=0; Z=0). If Sagi's feet are less than 0.25 above or below walkable ground, he will snap to the ground when you push the left stick. Otherwise he'll be stuck and only able to turn. This matters in Tarazed, as the ground on that map is at Y=1, except the little area down the stairs, which is at Y=0. (In this run, Sagi's saved position is where he stands at 10:49.)
Condition 5: If you save the game during a cutscene and then load the file, the game will attempt to play the cutscene when you change maps. This results in a softlock.
Once your file (in this run, file 2) meets all of these requirements, you can start using a different file (in this run, file 1). Data in file 1 does not affect the warp.
In file 1, you'll need to set up a glitch that enables field movement during a battle. In Matar, set up TLM when Sagi is about to pass out from the rain. Then walk into an enemy, and open and close the travel log. (This trick can also be done in Botein, Nekkar, and Tarazed's core.) Then enter the church from any blue flower. After dying to the enemies, select yes on the "Try Again?" prompt and wait for the camp screen to open. Then select "Record your progress" in the flower and exit the save menu. This sets up an endless loop between camp screen and save menu. Finally, select "Return the way you came" while also selecting "Yes" on the load confirmation for file 2.
As long as the menu says "Load complete", the game will sequentially load blue flower locations in the following order:
The music changes when the game switches locations. The last blue flower you warped with in file 2 determines where the loading sequence starts. For example, if the last time you entered the church/coliseum/Sedna was in Rasalas, the game will load Rasalas, Tarazed, and then Cujam.
If you want to warp to a specific place, you'll have to press A on "Load complete" just before that place is loaded. (In this run, I mash A immediately because otherwise I'd end up in Cujam.) Since the game still expects you to have a full party deck in file 1, which you don't have, the camp screen immediately opens, maintaining the camp/save loop. (Otherwise the game would softlock.) Add the missing members to the deck and close the camp screen to get to the save menu. Now save and load your file to gain control in the map you just warped to. Sagi will end up at the saved coordinates from before, but on the blue flower map you selected.
Notes on Tarazed: I have to repair the Vega elevator before fighting the final boss. If I don't, the game softlocks when I attempt to use the elevator during the escape. Also, if I leave Tarazed, I can't select it on the world map, so the only way back to the core is through the Inner Tarazed elevator. That's why I activate that elevator after fighting Baelheit.
If you want to keep up with the latest findings, consider joining the speedrunning discord: discord.gg/GmP8DBtsHc
0:00 Setup and basics 1:43 Skip the first battle 2:02 "Unknown Land" map early 2:22 Matar early 2:55 "No Guillo" challenge 3:42 Skip 5 battles, including Giacomo 4:07 Skip some Sheratan sequences 4:27 Infinite air 4:49 "Sneak" past the Sandfeeders 5:34 Skip the Coliseum Dog Tags 5:54 Lava Caves early 6:05 Go through the steam in the Lava Caves 6:19 Prototype Mixer early 6:36 Skip getting the boulder in the Cloudvents 6:48 Skip taking down the wanted posters 7:12 Go through the lightbugs 7:23 Get up high ledges with Ven 7:48 Skip making a Light Powder bridge 8:37 Smuggle cookies out of Komo Mai 8:51 Warrior's Scarf chest early 9:10 Zaurak boss skip 9:47 Seginus boss skip 10:25 Get over the Nekkar trapdoors 10:54 Disable Tarazed's block mazes 11:32 Skip most of Inner Tarazed 12:52 Tarazed's Core before Baelheit 13:25 Jump extremely far without wings 13:40 Get the Coliseum Dog Tags twice 14:05 Save on the camp screen after stepping out of a flower 14:30 Move around with the save flower menu openBaten Kaitos 2 HD - Quest Magnus TricksExchord2023-11-03 | Press X, and at the same time, push the right stick in any direction. The quest magnus menu should appear on the camp screen.
0:00 Start a mix and keep both ingredients 0:38 Add a magnus to a mix and keep it 1:05 Load a file while mixing 1:46 Mix on the title screenBaten Kaitos 2 HD - Save Flower TricksExchord2023-11-03 | Transcript for machine translation:
After loading a file, Sagi flashes and the save flower stays open for a few seconds. As long as the flower is open, we can save the game in the camp menu. This only works if the file was saved inside a flower. If 'No Encounters' is ON, the flower will not stay open. In some areas, we may need to wait a little before closing the journal. As long as Sagi is flashing, we can't encounter enemies. If we mash or press A at the right time, we'll gain control with the save flower menu open. By closing the menu, we may regain control of Sagi. Holding B from the start allows us to wingdash. This trick skips the first Giacomo fight and all 4 battles leading up to it. If we save near a quest magnus essence, we may be able to store its text.
You can make the mashing trick more consistent by - loading the file from the title screen - restarting the game - loading a different file in a specific area first - turning on 'No Encounters'Baten Kaitos Origins HD Remaster - 245 Cards ComboExchord2023-10-01 | By exploiting the game mechanics, you can perform relay combos that go far beyond the intended maximum of 25 cards. In fact, this isn't even the longest possible combo. If you use Pegasus Anklets instead of Speed Auras, there is (in theory) no limit to how many cards you can add to the combo. I decided to stop after a while just so the video wouldn't get too long, though I may have gone a little past that point...
Mechanics exploited in this video:
- Instant relays: If you press X after playing a relay weak attack, characters that are already done with their magnus selection will immediately enter the queue (top left corner of the screen). This, along with Speed Aura Lv. 3, lets their attacks and cooldown end soon enough to keep the combo going, even after 3 or more turns. Note that you need to press X before the current attacker lands their final hit, or else the combo will end.
- Knockout: Instant relays will only work as long as no enemy enters the queue. Weak enemies easily get knocked unconscious so that they can't recover during the combo.
- Speed Aura Lv. 3: This gives you a 100% turnover speed bonus so the delay gauge is cleared twice as fast. Auras disappear after 10 minutes of battle time, but you can also use Pegasus Anklet for a permanent 80% speed bonus. To unlock the aura, get a Mountain Apple in Cebalrai and give it to the kid at the Celestial Tree. You can then purchase the aura in the Endmost Bethel.
- Minimal deck: The deck I use only has 12 cards, 6 of which are standard attacks. Because of that, cards from two turns prior always return to the deck when I need them. Bad draw luck is therefore impossible after the first 8 cards (as long as you don't take too long selecting the medium attacks).
Since TP bonus = (# of cards - 2) ^ 3, I gained 14,348,907 TP from this combo, even though it only displayed 9999. To put that into perspective, it's about 18 times the amount required to increase deck class to the maximum (30) and get the "Decked Out" achievement.
I don't know if performing extremely long combos has any adverse effects on the save file. One time the game crashed when I loaded it, but since then it seems to work fine. In any case, consider making a separate file after using this trick.
In the GameCube version, if you used more than 125 cards in one combo, the game would softlock before the victory pose. With that limit gone, I wonder just how long the combo could be before the game crashes or softlocks. Also, the game used to crash most often if you scrolled to the 41st card. But now, you can see up to 99 cards on the battle stats screen.Why is Baten Kaitos Origins so difficult?Exchord2023-04-10 | A major reason why Baten Kaitos Origins is so frustrating to many people is the deck system, or rather how it breaks when players use 40 cards or more. This video is meant to shed some light on the issue while also providing some insights into the battle system and how to make it more enjoyable. Expand description for more battle tips.
Collect Mountain Apples in Cebalrai to increase your party's HP by 5% per apple. Note that the HP bonus only lasts one hour because the apples will start to rot.
If you desparately need healing items, keep mashing B until you draw one.
Press C-left or C-right to switch characters.
Pressing X (or C-left/right) while selecting or discarding magnus will cut the turn short. This avoids having to wait for the timer to run out.
Pressing X otherwise will make your character pass. The word "PASS" will be displayed below their HP and delay gauges until you press X again to unpass. This can be useful in situations where you're waiting for a specific character and want to select their cards immediately without switching characters.
If weapons keep cluttering your hand, equip a weapon, press X to end the turn, and then continue discarding.
Attacking with a weapon equipped does MUCH more damage than without one. This is especially true for standard attacks.
Most armor magnus aren't very useful. They come at the cost of not having a weapon equipped, and with a small enough deck, you can already draw healing items relatively quickly. However, there are four shields that make enemies target the user, which may be helpful: Round Shield, Coin Shield, Devil Tower Shield, and Mellow Shield.
If you open the target menu with L or R, you can take a look at the enemies' delay gauges.
You can press X to cancel a relay combo. This makes it so the first character starts acting immediately and doesn't have wait for the other characters. Attacking before the enemy may be vital to winning a battle. This also gives you a chance to target a different enemy instead of wasting a turn on overkill.
After an MP burst, the MP gauge will be stuck at 0 for 35 seconds. For this reason, you should carefully consider when to use an MP burst. It's only worth the risk if you can chain together enough special attacks, and if some of them require level 3 or 4. If your deck class is high enough, you may not even need an MP burst for a 4-5-6 combo since you'll gain enough MP from the cards before it.
Press down on the control stick or D-pad to rearrange cards in your hand.
Useful magnus: Warrior's Scarf: increases MP by a decent amount and protects the wearer from knockdown and unconsciousness Taunt: increases MP by a decent amount and makes all enemies target the user Cross Pendant: automatically revives the wearer one time
Use bombs wisely: If despite your best efforts, you're still outmatched by the enemies, try trading some valuable magnus for a Bomb. This item has a 40% chance to instantly kill the target. If it fails, the user loses 90% of their HP (relative to max HP). Bomb doesn't work on bosses, except that one only found in the coliseum. A 10 card deck with just bomb(s), healing items, and MP chargers for artifacts makes battles easy to win. Add an escape card for an easy way out if needed.
The state of the wingdash gauge affects the start of a battle. If it's yellow, you'll gain some MP. If it's orange, you'll gain even more MP. However, if it's red (or orange during heartwing exhaustion), you'll be unable to select cards for about 10 seconds.
"Crush": This value increases with each hit a character receives, gradually reducing their defense. If it reaches a certain threshold, the character will get knocked down or unconscious at the end of the combo. After a combo ends, crush is reset to 0, restoring the initial defense.
Battle conditions: Deck class 17, Sagi level 34, Guillo level 34, Milly level 33, no auras, no beneficial quest magnus, spirit score 100
The game feed and the deck viewer aren't perfectly synced all the time. This is because I used two different recording methods: Dolphin's frame dump for the game feed, and OBS's live capture for the deck viewer.Baten Kaitos Origins - Battle Results TransferExchord2022-11-01 | First and foremost: No, this trick won't be used in regular any% speedruns because it requires progress from a pre-made save file.
Where to obtain magnus shown in the video:
Warrior's Scarf: in a chest in front of the Celestial Tree Fire-Brewed Tea: from the cloudmaster at the Celestial River, or from a coupon Balmsand: in the Sandfeeder's Nest Cross Pendant: give the kid at the Celestial Tree a Mountain Apple Mountain Apple: in some houses in Cebalrai Fire Moss (+3 fire offense): in the caves in Nekkar
To turn on wireframe in Dolphin, go to Graphics, Advanced and check "Enable Wireframe". "Free Look" might also be helpful.
I didn't show it in the video, but you can use an aura for the Balmsand strategy. It disappears when Sagi dies but comes back when you retry the fight. Light aura helps prevent sleep from Baelheit's attack Seraphim Soul.
If you have enough HP (either by being a high enough level, or by having enough HP-boosting quest magnus), you won't need Balmsand or Cross Pendant.
Using this trick on the Sandfeeder fight makes Sedna permanently inaccessible. Baelheit drops 2 magnus, and the Sandfeeder drops Icebloom and Sedna Bridge. Since only 3 magnus drops can be actually obtained at once, and the fourth one is Sedna Bridge, you skip getting that magnus. I think having Sedna Bridge is the only way to ever gain access to Sedna (it forces you into Sedna the next time you step into a blue flower). Sedna House 1, which you get from Lord of the Lava Caves, doesn't unlock Sedna.
Story-wise, the game doesn't acknowledge the player beating Baelheit in round 1. The scene after the battle will still play out like normal. You will get more EXP, TP, and gold, though. Magnus drops from bosses are one-time per file, so you won't get any from the second fight.
If you want to do speedruns, find glitches, or just learn more about the game, feel free to check out the BKO Discord: discord.com/invite/Z8ejkjWDonkey Kong 64 - Playing as Krusha in Adventure Mode (Glitch Explanation)Exchord2021-10-10 | After two months of working on this video, it's finally done. For an overview of all the steps as well as tiny details not mentioned in the video, click "Read more".
Connect 2 controllers before starting the game. 1. Head to the K. Rool pad in Hideout Helm. The Blast-o-Matic timer must be active. 2. When the timer displays 0:02, press Z to enter the battle arena. 3. View an empty file, or an unneeded file that has not shut down the Blast-o-Matic. This can also be done right before step 5 or 6. (technically optional but if this is skipped, any file might get overwritten later on) 4. Activate Intro Story Glitch. 5. Enter Rambi or Enguarde Arena or any mystery menu boss fight and watch a cutscene while or after the Intro Story timer hits 0:55. 6. Start a multiplayer match to get kicked out immediately. 7. View the file you want to play in as Krusha. (optional) This file will also be overwritten later on and lose all its golden bananas. The Blast-o-Matic must still be active. 8. Enter multiplayer again, this time with Krusha as player 1. 9. End the match during the Game Over fadeout. In Survival, this can be done by firing a projectile just before the timer runs out. 10. (optional, only if you want to be able to pause the game as Krusha) Play one of Snide's bonus games. As you return to Snide, the last file you viewed will be saved with 0 golden bananas, and you will regain the ability to pause and take damage.
4:04 The video does not explain why the Game Over fadeout takes priority both times. It would have made the video more dense than it already is, so I'll just explain it here:
Whenever the game switches modes, there are actually two variables at play, not one: current mode and next mode. The one I show in the bottom left corner is next mode. To explain what these variables do, let's take a look at an example: When you're on the main menu, both current mode and next mode are 5 (main menu). When you enter a boss fight from the mystery menu, next mode is set to 12 (DK Bonus) as the fadeout starts. As soon as the boss map starts loading, current mode is set to 12 as well. So current mode and next mode are always equal unless a mode-changing fadeout is in process.
Every time a fadeout is triggered, there is a check that decides whether or not the fadeout actually goes through and updates the next map variable: If current mode = next mode, then allow fadeout; else deny fadeout
Now let's apply this concept to the fadeout overlap at 3:48 and 12:24: The Game Over fadeout first sets next mode to 7 (Quit Game), while current mode remains 6 (Adventure). So when we try to enter the battle arena during that fadeout, the check does not pass, the battle arena or main menu fadeout does not start, and the Game Over cutscene loads. For the sake of clearer visuals, I decided to show the second fadeout in both timelines even though it's blocked from starting.
8:08 In case I didn't make it clear enough, the main menu checks the parent map because it is part of world 13. Every map in that world checks the parent map to determine which level you're in.
9:18 The character models shown on the Kong Battle screen aren't player characters until the multiplayer map loads.
10:25 When Hideout Helm is entered in Adventure mode, the game does the following check: If timer is not active, start timer from beginning; else do nothing The timer does not go away until the "Blast-o-Matic off" flag is set or the game mode changes.
I might add some more details at a later point.Krusha Adventure (No Flashback Warp)Exchord2021-09-23 | This trick allows you to start a new file with any kong within 5 minutes, or play as Krusha in Adventure mode. I wouldn't recommend trying this on N64 because the timing for the A press at 1:18 is frame perfect AND based on a random time interval with no cue or indication whatsoever. I had to use savestates and frame advance to produce this video. Wii U however does have savestates, so it might be worth a try...
1. Activate Intro Story Glitch (optional: view the file that should be overwritten later) 2. Enter DK Bonus or Bosses and watch a cutscene as the Intro Story timer hits 0:55 3. Start multiplayer 4. Return to DK on the main menu 5. Enter the Kong Battle submenu on the frame when a random cutscene starts 6. Pick Krusha (or any kong) as player 1 and start multiplayer when the timer is at 1:25.2 +/-0.5s (N64) or 1:24.9 +/-0.5s (Wii U)
The fadeout overlap at 1:27 only works in Adventure mode, which is why all the previous steps are required.
Doing this trick will overwrite the current file and reset its golden banana count to 0. This happens both the first and second time you enter multiplayer.Krusha AdventureExchord2021-06-12 | Back in 2014, I discovered that the Blast-o-Matic timer can be activated from the main menu (youtu.be/o2W26tdgVmQ). This allowed us to take Krusha into DK's house, but all we could do was a single jump to advance to the N64 logo. This is because game mode 9 (Game Over) disables the control stick and all buttons except A and Start.
I also looked into ways to overlap the Game Over fadeout with exiting multiplayer. The former would always take priority, which led me to believe that this was a dead end. What I failed to consider was the game mode resulting from the other fadeout. Exiting multiplayer changes the game mode to 5 (main menu), and this applies even during the Game Over fadeout. What does this mean? Well, watching the Game Over cutscene in its intended mode will just put us back into the startup sequence. However, in main menu mode, the cutscene will eventually end and we will gain control of player 1's character, in this case Krusha.
From there, we can enter and exit one of Snide's minigames to switch to Adventure mode and enable pausing. (Note that entering multiplayer resets all banana and coin counts, and switching to Adventure mode will save this data into your file.) If you want to see the full setup and more Krusha stuff, watch this video: twitch.tv/videos/1054065161
If you're wondering how the game over cutscene didn't trigger Intro Story, I used this trick to deactivate ISG: youtu.be/4BQFgKRYAsc This isn't required for the glitch to work, though. If ISG is still active when the multiplayer match ends, you'll just gain control of Krusha in DK's house instead.Glitch Art (Your Nostalgia)Exchord2021-04-01 | Welcome to Cranky's glitch museum. How many glitches can you recognize?
Apologies for the bad audio splice at 5:47. I couldn't get it to sound any better, and having the video go on for another 30 seconds was simply not an option.
Games: Donkey Kong 64 (N64, 1999) Banjo-Tooie (N64, 2000) Super Smash Bros. Melee (GameCube, 2001) Baten Kaitos Origins (GameCube, 2006)
The glitches shown in this video were found by multiple people, not just me. Shoutouts to everyone involved in glitch hunting and speedrunning these games.Air Throw Dry StorageExchord2020-09-06 | If you throw an object out of a full jump (holding A), you will gain a lot of height during the throw. As long as you press B before the falling part of the jump, the height boost will be enough to tag a kong and store the object before landing. Start holding Z before you touch the ground to maintain storage.
This video is meant to be a glitch demonstration and a tutorial specifically for the new Rambi trick. As such, I gloss over other tricks used as well as details on why the main trick works. For those interested and daring to read video descriptions, I've linked some resources and explained a few things below.
The Rambi trick: When a kong transforms into Rambi, the character value changes to 6. As soon as any fadeout starts, the game resets the value to what it was before in order to prevent the player from smuggling Rambi into a different area. While this doesn't transform him back instantly during the fadeout, it does switch the character when the next area loads. But this failsafe is circumvented if the fadeout has already begun when DK turns into Rambi, as there is no other point in time where the game resets the character value. After changing areas, Rambi is considered a standalone character and not a transformation, which disables the failsafe and the Z + C-left detransform.
There is a slight delay between pressing Z and C-up and the start of the instrument cutscene, which causes the trick to fail if you play your instrument too late.
Pausing with the banana counter unlocked will not freeze the game in DK Isles or Hideout Helm, as these areas don't use the banana counter. However, this only holds true if the coin counter isn't unlocked.
While it is possible to enter the Rambi crate as any other kong to avoid the bananas and coins, getting there is easier with DK. Also, Diddy, Lanky, and Tiny are too small to reach the crate without jumping, which rules out the easy ground uncrouch method for them.
Skid jumps: If you quickly change direction while running, your character will enter a skid animation. Pressing A at the same time as starting a skid animation causes you to rise into the air, and the game lets you jump out of this.
Phasewalking: Znernicus has a very good video explaining how to do it: youtu.be/FgK0q_y5Ms8 One difference with Rambi is that you don't need to press Z at the end, so it is a bit easier.
Going to Cranky before completing the training barrels will not freeze the game, but Rambi may get stuck in the doorway on the way out.
The Dogadon quick kill did not spawn the boss key (which is actually key 5, not key 2) because I was too close to the edge. This was intentional, as I wanted to show off playing as Giga Rambi without accidentally running into the key. For a method that does spawn the key, watch this: youtu.be/HgyLrg93xIs (26:29)
The two golden bananas I collect in the video are unflagged, which is why even Rambi can collect them.
To get into the test map shown at 18:59, you need to turn in all 40 blueprints, go to the bonus game menu in Snide's HQ, and then press A and B at the same time.Plateau Zombie GlitchExchord2019-05-08 | The Glitter Gulch Mine entrance always ejects solo Banjo or solo Kazooie when they fall in. This can be used to cancel a death animation and gain control with zero health.
Some observations: - You can't interact with anything other than the switches near Cliff Top and the empty honeycomb. My file didn't have any notes left in this area, so I'm not sure if you can collect them. - The text saying you can't leave the area only shows up if you attempt to enter Glitter Gulch Mine. - If you fall off the cliff, the death music is skipped and the fadeout starts immediately. This normally only happens if you mash R to switch eggs as you die, but in this zombie state, switching eggs isn't even possible.Baten Kaitos Origins - Off Camera SecretsExchord2019-03-30 | 0:00 Valara controls her Machina Arma with a GameCube controller.
0:21 Nasca controls his Machina Arma with a Famicom (Japanese NES) controller.
0:49 There is an imperial flag hidden behind some clouds at the Mintaka port. This specific flag can only be seen in Eternal Wings and the Lost Ocean.
0:59 Turning off the sepia filter during one of Seginus's cutscenes reveals that one of the puppets, either Syrma or Dubhe, is a Seginus clone while the other has an unseen color pattern. In other cutscenes, both of them look like Guillo.
1:25 There is a yellow, pyramid-shaped object hidden on the world map. It looks just like the pointers that indicate accessible areas on continents, but unlike them it doesn't spin or slowly move up and down. Also, the world map cursor is an object in 3D space as well.
1:51 In the cutscene after the battle against Nasca's Machina Arma, Gibari is standing behind a wall of rocks, along with Sagi and four Celsica clones that are supposed to represent random Diadem soldiers.
2:27 If you decide to go back to face Nasca again, you'll be able to see a small, distinctly blue spot behind the arma's left front wheel. It's the foot of a Guillo clone that's just chilling behind the driver's seat. Nasca himself is nowhere to be found, which means Guillo is actually the one talking in the arma. The clone only exists during this cutscene, not during the battle.
2:57 A closer look at the visual trickery involved in the heat wave effect. There is a distorted, partial copy of the background in front of the actual background, serving as the heat wave layer in 3D space. All 3D models (with the exception of Sagi's wings) are projected to the position on that layer that corresponds to their visible position on screen. So for example, if Sagi can been seen in the center of the screen, his projection will be in the center of the heat wave layer, regardless of the camera angle. The projections also change size depending on how close their sources are to the camera. Objects behind the layer, such as the flame ice and the conveyor belts, are blocked from view but still projected onto it. A simple way to tell where the heat wave layer is without camera hacks: If you see the heat wave effect applied to Sagi, he is behind the layer. If only his outline is moving, he is in front of the layer.
3:40 A clip showing how the visual effects in Seginus work, and what the pure background looks like.
Bonus trivia: The layout of the Seginus area represents the puppet it's based on, and the figure on the ground is a mini-map whose glowing parts indicate where you've already been.
I recorded these clips in May 2017, but have been putting off the video until now. I thought it was just semi-interesting, but I realized people might actually want to see this.
If you want to see more, check out this page: http://destron23.tumblr.com/tagged/baten-kaitos-origins This is where I learned of Valara's GameCube controller and the green puppet.Photo InvincibilityExchord2018-12-24 | This was found by Adam Whitmore about 2 years ago. If you enter a transformation barrel or crate while taking a photo, you'll be invincible until you enter another map. This type of invincibility also prevents damage animations and even makes you immune to lava. A death plane will still kill you, though.
0:48 As long as you're invincible, the control stick doesn't do anything in first person mode. If you use the fairy camera, you'll get stuck and have to pause exit.
3:03 You can still do damage TBS with invincibility. It's much easier, too.
3:11 Normally, the camera is locked in the toy monster room during the fight, but using the photo invincibility trick reverts the camera to manual mode. This makes it much easier to navigate after escaping the room.Gain Control in Crankys LabExchord2018-12-24 | By moonkicking to a certain spot in a battle arena where the void zone overlaps with the death plane, you can teleport to Cranky's lab. Since the game forgets where you came from (wherever the battle arena pad is located) when you void out or die, Cranky can't kick you out and you can walk around his lab. Going too far out of bounds will warp you to Chunky's underground cave in Jungle Japes, and a pause exit from Cranky's lab will softlock the game, as does leaving first person mode with the gun out.
Oh, and all the book covers read "Monkey Book of Science By M. Nuts".Talon Torpedo During CutscenesExchord2017-12-26 | Most of these tricks were found by Cronikeys and kaptainkohl about five months ago.
By activating Talon Torpedo just as a cutscene starts playing, you'll gain control of Kazooie during the cutscene. After the cutscene ends, you'll be controlling Banjo as well. If you cancel the move when he's not underwater, the air meter will come back and you'll eventually drown on land or in the air.
Entering a different level or the hub world will cause the air meter to disappear, and also slow down the consumption of bubbles underwater until you pause and quit the game. How quickly you lose air seems to depend on how many bubbles you had when you left the area.
Activating the trick 0:00 Spiral Mountain 0:34 Mayahem Temple - Prison Compound 0:50 Mayahem Temple - main area 1:09 Terrydactyland - Jinjo switch near entrance 1:31 Terrydactyland - Inside the Mountain 1:47 Terrydactyland - Jinjo gate timer 2:03 Cloud Cuckooland - Pot o' Gold timer
4:06 Torpedo Banjo in CCL (more info here: youtu.be/WYlDTtuYfs4) 4:38 GGM gate timer (freeze) 4:47 JRL Temple of the Fishes (freeze) 4:56 JRL Tiptup (softlock after the cutscene) 5:32 JRL - opening Temple of the FishesBanjo-Tooie - Double Control GlitchExchord2017-09-05 | This glitch takes a while to set up since it uses Delayed Cutscene Warp (youtu.be/SqlncJAZsU0) and Hybrid Banjo-Kazooie (youtu.be/ANjKuuc8mxs). However, it opens up a whole new world of possibilities... in the realm of useless glitches, that is. The trick is still fairly new, so there may be a part 2 to this at some point.
0:00 Setup (starting as hybrid BK) 0:35 Double control 1:28 Double clockwork 1:36 Friendly fire and death 1:59 Double flight 2:28 Double torpedo 2:54 Triple control (2x BK, 1x Torpedo Kazooie) 4:21 Remote split up pads 5:01 Double split up 5:53 Big Kazooie 7:03 Double Groggy (crash) 7:11 Cactus of Strength teamwork 7:56 Air meter outside of water 8:32 Drown in the Saucer of Peril 8:57 Setup for double control in Glitter Gulch Mine (starting as hybrid BK) 10:13 Drown during the Canary Mary race 10:37 Stop honeycomb silliness 11:19 Some more double Banjo action
Setup: While playing as hybrid BK, enter any level or area that has split up pads. Then fire and detonate a clockwork, bring Banjo and Kazooie back together in Glitter Gulch Mine, and proceed to enter the level with the BK clone. (You can speed this up by dying as Kazooie, rejoining Banjo, and deathwarping again.) Split up again and make sure you're playing as Kazooie on the same map as the clone. Shoot a clockwork, move it back and forth through a loading zone, and then detonate it. You will gain control of Kazooie and BK at the same time. The camera initially focuses on Kazooie as she's considered the primary control character. The secondary character is unable to interact with most objects, but can perform standard actions and moves (including split up and flight).
It's tricky to navigate without losing track of the secondary character. That is because the secondary character has a "camera" of their own that cannot be controlled with the C and R buttons, but is still affected by walls. To move around efficiently when both are close together, briefly press up on the joystick and pay attention to the secondary character's current facing angle. Then try to match that angle as precisely as you can with the primary character, and hold R until the camera stops moving. When you start walking, you'll notice both characters now move in the same direction. To maintain this over a large distance, do not change the camera manually and try to avoid walking along walls. If necessary, readjust the camera using the same procedure, or walk straight up against a wall to bring them closer together. If you've lost the secondary character, you can also try going into C-up mode with only one character. This is very simple if your primary character is Kazooie (9:35), but may require some other action (such as sliding down a slope) if both are BK. If you're in C-up mode as the primary character, simply press C-up again to exit and put the secondary character in C-up mode. This will prevent them from moving around as you search for them. Although they're invisible in a C-up state, pressing Z will make them fire eggs, giving away their position.Baten Kaitos Origins in 6:05:26 (Cutscenes Removed)Exchord2017-08-12 | An encode of my segmented speedrun that skips almost every cutscene and lots of other dialogue. Suitable for rewatching the run or parts of it, but may be confusing if you're not familiar enough with the game and/or haven't seen the full run yet.
- Volume warning for the last 2 seconds of the video -
If you haven't beaten this game yet and are planning on doing so, I recommend you to play the game before watching the run. Knowing what enemies are fought and how to beat them extremely fast may ruin the appeal and fun of a first playthrough.Bird BanjoExchord2017-06-15 | In this video, I show three methods of permanently separating Banjo from Kazooie using Talon Torpedo. The two resulting glitch states are what I call "Torpedo Banjo" and "Bird Banjo". Since the first method as well as Torpedo Banjo were already known in 2015 (youtu.be/0a_moZ8ll2g), I decided to go with Bird Banjo as the video title.
- The three methods -
0:00 Timer method: Press the jinjo gate switch in Terrydactyland with big T-Rex, transform back and enter the mountain. Activate Talon Torpedo and cancel it just before the timer runs out.
2:06 4:28 5:26 7:14 Jinjo method (only works with the first Jinjo or first family completion): Press B just as you collect a Jinjo with Talon Torpedo. It is quite difficult, but if you get the timing right, you will gain control of Banjo during the Jinjo text. Activate Talon Torpedo again and press B as the text box disappears.
8:47 Transformation death method: Since there are no suitable underwater Jinjos or cross-map cutscenes in Grunty Industries, testing the effects in this level requires an elaborate combination of five tricks. 1. Delayed Cutscene Warp: youtu.be/SqlncJAZsU0 2. Hybrid Banjo-Kazooie: youtu.be/ANjKuuc8mxs 3. First Person Glitch: youtu.be/lfPuhiBTwEg 4. Delete Glowbos (to disable Wumba's pool and gain control of two characters at once): youtu.be/uFmbBtSp8tU 5. Death fadeout during Talon Torpedo deactivation: 11:22 Since I've already done many videos involving the first two tricks, I did not include them in this video clip. This method doesn't work with the bee in Cloud Cuckooland because the first person glitch is deactivated when you transform back. It also doesn't work in Witchyworld because the van cannot take damage.
- The two glitch states -
Torpedo Banjo: A solo Banjo lacking all of his moves except Pack Whack, which only works in mid-air. Kazooie, while seemingly stuck underwater, is still with him in some way: He can use shock jump pads and attack while hanging off a ledge, both using an invisible Kazooie. His swimming and idle animations also involve Kazooie, though she cannot be seen during those either. Whenever the game checks if Banjo and Kazooie are together, it treats this state as solo Banjo. Due to this, turbo trainers and other shoes are unusable and you cannot leave the level, use Wumba's pool, or control Mumbo. Split-up pads and swap clouds are disabled, and the only way to bring the two back together is to restart the game.
Bird Banjo: Torpedo Banjo's C-up mode is very strange on the water surface. He automatically looks straight ahead and you cannot make him look around using the joystick. If Banjo gets pushed onto land while in this C-up mode, he will take on the moveset and voice of Kazooie, and can perform all of her moves except egg firing. The game still registers this state as solo Banjo. Some actions turn Bird Banjo back into Torpedo Banjo: - Going into C-up mode - Taking damage other than fall damage - Climbing - Triggering a cutscene - Entering a loading zoneBaten Kaitos Origins in 6:05:26 (Segmented Speedrun)Exchord2017-05-12 | If you don't want to watch cutscenes, press L repeatedly to skip them, or watch the abridged version here: youtu.be/n9rcfXrhIZE
- Volume warning for the last 2 seconds of the video -
Strangely enough, this room (FILE_E0005000) doesn't exist in the Japanese version. I even tried loading files of similar size as rooms, but none of them turned out to be the debug room.
0:03 Warp menu 0:50 Music player 1:06 Switch between Kalas and Xelha 1:10 Quest magnus menu 1:28 Switch between discs 1:29 Boss menu 2:59 Custom battle menu (prompt decision, in due order) 3:23 Add and remove party members 3:44 Turn all valuables on or off 3:58 Custom battle menu (selection, fixed) 4:33 Cutscene menu
The boss menu lets you decide between "battle only" and "CF event included". The former puts you right into the 3D battle map and once the battle is over, you will be back in the debug room. If you choose the latter option, however, the overworld cutscene before the fight will play and after the battle, the story will continue where it left off.
In the custom battle menu, "prompt decision" means the battle starts automatically after you change the enemy party or the background, whereas "selection" requires you to pick the option "start battle". "In due order" increments the enemy party number every time you win a battle, and "fixed" does not change the number.
Overworld cutscenes work fine regardless of the disc - as long as the voices are turned off. If the game attempts to load a voice clip from the wrong disc, it will softlock. On the other hand, events using 3D maps work properly, no matter if the voices are turned on or off.
The option "direct jumps" in the cutscene menu is only present in the PAL version.
When you get a game over or refuse to retry a battle, some progress data is not cleared and can be transferred into a new playthrough: - Camp screen: cursor position, expanded menus, settings - Unlocked music - One-time sales in shops
The lack of voices actually makes the intro cutscene shorter since you don't have to wait through the voice clip for the first text box.
When attacking or defending in battle, Kalas will take on the voice of whatever character was the first party member at the time of the game over. This effect does not persist through saving and loading, and is apparently also fixed when you encounter the first boss.
If you die to Malpercio 1 with maskless Mizuti as your first party member and start a new playthrough, the game will freeze (though I don't know how this would work since the game apparently forces Kalas to be the first character in that battle?). "It is possible to avoid this freeze by going through the game on disc 1 before using it" - Google Translate. I'm not sure if this just means playing all the way up to that point without ever saving and loading.
I am not planning on doing any research on this glitch outside of what I've seen on Nicovideo. I only documented this here so whoever is interested in Baten Kaitos glitches can find it and mess around with it.
Baten Kaitos resources: docs.google.com/document/d/1tq2j6xpGGyF4yJ4-WG4GTERbEVoWNf6KfRbkiWFJntoBaten Kaitos Origins - Giacomo 1 SkipExchord2016-10-30 | (skip to 23:53) Just a very sloppy tool-assisted demonstration of a battle skip... that takes much longer to perform than doing the battles. This isn't useful for anything but low level / low battle count playthroughs... unless some way is found to store a travel log after the machina oil quest without all the "open and close camp screen" nonsense.
The boss skip itself only takes one travel log. However, the only place you can store a sufficient number of TLs before Giacomo 1 is the past map, and there are many cutscenes and interactions in between that you can only get through after closing one travel log. Therefore, 7 more travel logs are used to gain the ability to open the camp screen during the cutscenes and advance the dialogue. The number of times you have to open and close the camp screen for one text box is the number of travel logs currently active.
1:02 TL closed for the Rasalas cutscene (it seems like I close 2 TLs but only 1 actually disappears) [7 TLs left]
3:13 Since I have control during the black screen, I can open the quest magnus selection. I move the cursor a few times so it doesn't time out and close itself. Then, at the end of the cutscene, I press X to bring up a discard prompt, which gives me control during the cutscene to gameplay transition. I use this time window to talk to a person and store the dialogue, so I can open the quest magnus selection again and clear the last text box during a discard prompt. That gives me control and another opportunity for a discard, which finally allows me to open the camp screen in the subsequent cutscene. All that trick finding effort because simply closing a TL would cancel the cutscene.
9:37 TL closed for the Geldoblame cutscene (no need to open the quest magnus selection here, as I realized while I was making the input file) [6 TLs left]
14:09 TL closed for the wingdash explanation [5 TLs left]
15:47 TL closed for the Mintaka cutscene (I also gain control using the "enter sewer" text) [4 TLs left]
17:29 I trigger a text box at the end of the cutscene, thus storing it. This lets me gain control during the text about Guillo joining the party.
18:28 I open a TL as I confirm that Guillo should be part of my deck. The screen transition then gives me control and stores the TL. [5 TLs left]
18:39 TL closed for the annoying housewife [4 TLs left]
20:39 TL closed for the stressed out housekeeper [3 TLs left]
21:48 TL closed for machina oil (I gain control in the process) [2 TLs left]
21:55 I store another TL after getting the oil. [3 TLs left]
22:25 TL closed for the airpod guy [2 TLs left]
22:45 another TL closed for the airpod guy [1 TL left]
23:53 Finally, the actual boss skip happens.Baten Kaitos Origins - Glitch CompilationExchord2016-09-25 | Since today marks the 10th anniversary of the North American release, I decided to compile some glitches that I thought didn't need their own video. Although I tried to stick to the English version as much as possible, I had to use the Japanese version for a few tricks to work. Be sure to use the timestamps below if you don't want to watch the whole video.
~ Alfard 1 ~
0:20 Sagi running off screen with Seph following him
2:10 Walk around with Sagi's sword, charge MP with wingdash
~ Alfard 2 ~
3:15 Weirdness with Baelheit's and Daimon's conversation
4:34 Gain control in Sheratan during Gena's letter cutscene and grab a quick extra coupon (requires the previous trick)
~ Diadem ~
5:47 Warp from Cujam to the world map
6:25 Verus's office without collision detection (works with any Verus cutscene you can gain control in)
~ Sadal Suud ~
6:50 Talking to (supposedly) dead people
8:10 Geldoblame trying to be helpful and winding up locking Sagi in place
~ Anuenue ~
8:26 Warp from Cujam to the world map
~ Duhr ~
8:56 Get two Books of Mana from the same chest
9:34 Keep the sepia filter used during flashbacks (there are ways to achieve this without having to fight a boss afterwards; for instance, close a TL during the second flashback and leave the room without wingdashing)
~ Tarazed ~
10:15 Gain control during the Tarazed speech
10:41 Milly's textures flying all over the screen This kind of glitch tends to happen when you close a TL that was opened before the cutscene started. In this case, I additionally had to wingdash.
11:02 Gain control during Baelheit's flashbacks If you open a travel log, you will be unable to either start the second fight or finish it without crashing the game afterwards.
~ Battle Glitches ~
11:57 Survive death with a Berserker Drink Berserker Drink causes knockout after two turns, which cancels death thanks to a developer oversight. This only works if the death is caused by Murderous Joker (or its upgrades), Tarot Card: Death or a Bomb. Characters with 0 HP will die after their next turn. The 0 HP relay combo has already been done by hayabusa7 (youtu.be/I7QgXsFssyU), but the video didn't show the actual death cancel trick.
13:00 Crash the game with Cross Pendant Though Guillo's revival animation is short enough to safely advance to round 3 in the coliseum fight, it can still cause a crash in other battles.
Store 2 TLs and close one while the Naos view cutscene loads. This will only work if you handle the TLs exactly like I do in the video, or do the following on the Naos map:
1. While on the main travel log (cursor on latest entry), open and close the camp screen. If the latest entry shows up, proceed with step 2. If the main TL shows up, open the latest entry and go back to the main TL, then repeat step 1. 2. Try to go back to the main TL once. The latest entry should open up again instead (if not, do step 1 again). At this point, open and close the camp screen again. 3. Walk into the Naos exit and make sure the cursor is not on "Stop Reading".
The goal of the first 2 steps is to ensure that pressing A or entering a different map immediately brings up the main travel log so you can press B to close it. You also need to press B as soon as possible; otherwise you may end up in the Lava Caves with no cutscenes playing. Once you're in the cutscene with 1 TL, you can keep opening the camp screen to clear all the textboxes. At the end of the cutscene, make sure you're on the main travel log. After the white fadeout, you'll hear the textbox sound effect twice. When you hear the second one, press B and dash right immediately. (At this point you are next to the loading zone on the final map of the Lava Caves.) After entering the loading zone, pause the game and wait for the cutscene to finish loading (you can tell by the loading sounds of your console), then unpause.
The cutscene introducing the Lord of the Lava Caves will play on the wrong map. Once it ends, the story will advance so you can play the next cutscene in the sequence. However, you end up at the very beginning of the Lava Caves for some reason, which not only means you have to go all the way back, but you also have to enter the Lava Caves three times if you skip the Azha investigation.Baten Kaitos Origins - Seginus SkipExchord2016-09-17 | Another boss skip that's only useful in a low level run. It works the same way as Rudra skip, except here I show a slighly easier way to gain control as the cutscene loads, which does not work everywhere: Close the travel log during the fadeout. This is almost the same thing as putting the cursor on "Stop Reading" during the fadeout. The pause strat mentioned on the Rudra skip video doesn't seem to work here, so you have to manually time the screen transition.Baten Kaitos Origins - 125 Cards ComboExchord2016-09-01 | Speedrun that uses the instant relay technique shown here: youtu.be/th8JBlj5UvE
By exploiting the game mechanics, you can perform relay combos that go far beyond the intended maximum of 25 cards. In fact, this isn't even the longest possible combo. If you use Pegasus Anklets instead of Speed Auras, there is no limit to how many cards you can add to the combo (assuming the game doesn't crash at some point). For the sake of demonstration, 125 cards is the perfect amount because adding just one more card would result in a softlock before the victory pose.
Mechanics exploited in this video:
- Instant relays: If you press X after playing a relay weak attack, characters that are already done with their magnus selection will immediately enter the queue (top left corner of the screen). This, along with Speed Aura Lv. 3, lets their attacks and cooldown end soon enough to keep the combo going, even after 3 or more actions. Note that you need to press X before the current attacker lands their final hit, or else the combo will end.
- Knockout: Instant relays will only work as long as no enemy gets in the action bar. Weak enemies easily get knocked unconscious so that they can't recover during the combo. But even if the enemy is too strong to be knocked down constantly, there is a workaround...*
- Speed Aura Lv. 3: This gives you a 100% turnover speed bonus so the delay gauge is cleared twice as fast. Auras disappear after 10 minutes of battle time, but you can also use Pegasus Anklet for an unlimited 80% speed bonus. To unlock the aura, get a Mountain Apple in Cebalrai and give it to the kid at the Celestial Tree. You can then purchase the aura in the Endmost Bethel.
- Minimal deck: The deck I use only has 12 cards, 6 of which are standard attacks. Because of that, cards from two turns prior always return to the deck when I need them. Bad draw luck is therefore impossible after the first 8 cards (as long as you don't take too long selecting the medium attacks).
Since TP bonus = (# of cards - 2) ^ 3, I gained 1,860,867 TP from this combo, even though it only displayed 99999. To put that into perspective, it's about 2.4 times the amount required to increase deck class to the maximum (30). The memory region holding battle times is overwritten, and so the shortest and longest battle times are both reset to 0:00.
*Migraine Mirror: Using this slows down all enemies. The slowdown is derived from this formula: cooldown = regular cooldown / (1 - 0.2 * # of mirror uses). While it seems that 5 uses are enough to make enemies permanently unable to attack, this only holds true if they don't act twice between the first and fifth use. Temporary stat changes follow the two-turn principle. Migraine Mirror, for instance, decreases two speed boost values by 0.2. The first value determines the momentary slowdown of the enemy, while the second one is the slowdown after the next turn. If the enemy manages to act, the first value is overwritten by the second value, and then the second value is reset to 0. This means you have to keep using Migraine Mirror fast enough to be able to reach a speed boost of -1. (A mattress can help, but it may clutter your hand even more.) You can open the target menu to check the enemy's delay gauge - if it's frozen or fills up even more, the enemy can no longer attack.Baten Kaitos Origins - Rudra SkipExchord2016-08-27 | If the cutscene before Rudra plays on a different map, the battle will never start, but the story will still advance. To set this up, I enter the loading zone with the cursor on "Stop Reading", open the quest magnus menu as a cue, and dash into the loading zone just before the game finishes loading the cutscene. If you leave the room too late, the character models used in the cutscene won't show up, which causes a crash at the first textbox.
There is a way to make this boss skip significantly easier, which I found after making this video. As the cutscene loads, dash into the loading zone immediately and pause the game. Then wait for the cutscene to finish loading (it is easy to tell by the loading sounds of your console) and unpause.Baten Kaitos Origins Debug RoomExchord2016-03-25 | To gain access to this room, load any save file with the cheat enabled.
English version: 022ADBE8 0000E000 022ADBEA 00007000
Japanese version: 022B7F20 0000E000 022B7F22 00007000
0:04 Warp menu 0:22 Music player, quest magnus menu 1:27 Cutscene menu 1:53 Set story progress + beat the game 2:57 Boss menu 4:05 Custom battle menuBaten Kaitos Origins - Matar Early (faster method)Exchord2016-02-27 | Store two travel logs, inspect the leaf and press A twice quickly when the full leaf text is displayed. The goal is to get to the travel log main menu instead of getting the leaf text again. (If you keep entering a sub menu or log entry, try opening and closing the camp screen once so both travel logs will be put back to the main menu.) Once you are on the main travel log with no control over Sagi, press B to gain control. You are now in a state where the next time you press A to advance text, the game advances two textboxes/menus instead of one. Do not open any other part of the travel log at this point. Talk to the man to store his text (make sure the cursor isn't on "Stop Reading" when you do so), then try to enter Matar and he will stop you as usual. Press A to trigger his "Whoa, there!" textbox and then close the remaining travel log. After you clear the last textbox, the stored dialog from before will show up and prevent Sagi from walking back. Now you can go anywhere in Matar unhindered. If you clear the stored text instead of going into a loading zone, Sagi will be walking straight back to the start and neither walls nor enemies can stop him.Baten Kaitos Origins - Mourning Mistral SkipExchord2015-12-25 | This trick allows you to enter the Lava Caves before revealing the Mourning Mistral, and - if combined with the trick to cross Nihal Desert early - before ever going to Greater Mintaka. The cutscene that plays the first time you enter the Lava Caves advances the story, allowing you to skip Olgan's funeral, the speeches in the plaza, meeting Verus, talking to the people in Azha, and the notoriously boring Mourning Mistral investigation.
This would be a dead end if it wasn't for the little sidequest involving eau de mouche. Since you can only get one at a time, you'll have to enter the caves twice.
Store three travel logs on the Alfard map and head to the room before the Lava Caves. Inspect something that triggers exactly two textboxes (like the bed or the red and blue pipes). Then close one travel log. Enter the zone that triggers the guards' text and close another travel log immediately. Open and close the camp screen to trigger the second textbox from the object you inspected, and clear that textbox to gain control. You can now walk through the gate and enter the caves.
After the Lava Caves cutscene ends, the latest entry will change and the section "Older Entries III" will be added.
You can now use the remaining travel log to bypass the steam. Simply inspect the censer, close the log, walk into the steam immediately, and press B to gain control. For some reason, this only works if you have exactly one travel log open. If there are more, you can't get past the steam. You can also use this to get Diamond Drop and Twin Ice Auger without eau de mouche, but only after getting rid of the steam on the first screen.
You can also get past the guards with just one travel log (at the cost of leaving Azha one more time for travel log storage). Inspect something that has a magnus coupon or mix recipe on it, close the log, then walk into the guards' trigger zone and press A immediately.
Depending on how early you enter the Lava Caves, you may not be able to obtain the Machina Communicator (which is the most useless item anyway) and the second set of blank magnus. The last set, which you get after Sadal Suud, will then be in the second row.
Other side effects: If you go to the plaza in Greater Mintaka and talk to the little boy, he will give you the mysterious "Metal Device", which you can't discard or use for anything. Also, Almarde and Milly will be sitting at the table in Azha for the rest of the game (?), and the guards will keep stopping you from entering the Lava Caves (though they're doing a terrible job at it).Baten Kaitos Origins - Azha before VerusExchord2015-12-25 | There is a sandstorm in Nihal Desert that prevents you from going to Azha before seeing Verus. Fortunately, you can close the travel log in the sandstorm to gain control and walk right through it.
First, you need to buy sparkling snow and then leave Nihal to store two travel logs. When you enter the desert again, you can't use the sparkling snow like you normally would by pressing A because the travel log prevents you from doing so. However, by closing the camp screen and pressing A at the right moment (mashing seems to be the best way to get it), you can use snow. This A press has a very small time window, so it may take some tries. Select the snow and then close one travel log. Open and close the camp screen after the animation ends to trigger the second and last textbox.
I found the above method in the middle of writing this description, so I had to make another clip. Here's what I had written on the other, much slower method:
Getting the sparkling snow and travel log storage to work isn't as simple as it sounds. Normally, you can press A anywhere in the desert to use the snow, but you can't when a travel log is open. On top of that, the snow's effect wears off when you leave Nihal to store the travel log.
This means you have to store three travel logs because two need to be closed to get through the dialog - and you constantly need to open and close the camp menu to trigger the next textbox. There are 10 more textboxes the first time you talk to the guy, so make sure to talk to him before starting the glitch.Baten Kaitos Origins - Save Warp to World MapExchord2015-11-27 | If you save the game in the exit of Endmost Bethel (0:44), loading the file will take you to the world map. Unfortunately, you will be permanently stuck and unable to advance the story.Baten Kaitos Origins - Albali Skip (Japanese Exclusive)Exchord2015-11-22 | This glitch skips the puzzles in Albali Sandhollow. It doesn't work in the English version because the flower was moved out of the text trigger zone.
You still have to watch the two cutscenes in Albali to advance the story, and you can't warp to Sheratan because the Sandfeeder sequence needs to be triggered properly.Baten Kaitos Origins - Gemma GlitchesExchord2015-11-15 | The first glitch skips the two cutscenes before Seginus. Be warned that this will permanently lock you out of the puppet room once you leave the house (2:42).
The other glitch involves walking around right after the Seginus fight. If you inspect the puppet when the screen is white, you'll gain control during the cutscene. This doesn't save any time because leaving the room crashes the game or causes two cutscenes to merge.Baten Kaitos Origins - Warriors Scarf before VeinrootsExchord2015-11-07 | The chests will disappear until you're done with the Veinroots, so this allows you to get the Warrior's Scarf early.Baten Kaitos Origins - Matar after SandfeederExchord2015-11-01 | Using a post-credits file, you can store a travel log in a file after Sandfeeder, and use this to access Matar and snatch some overpowered magnus.
The beginning is quite complicated, so here's a somewhat detailed explanation:
Before you start, create a post-credits file using this trick: youtube.com/watch?v=8rV7bM8SYYQ Then store two travel logs and close them in Greater Mintaka. Open any mixer and load a file in Rasalas right after the Sandfeeder battle (has to be in Endmost Bethel to work). Press A on any quest magnus besides the travel log, then open the travel log with the cursor on "Record your progress" and close the save menu. Then walk out of the flower and open another travel log while the cursor is on "Latest Entry". Close it right away and select the Latest Entry option. Walk back into the flower (this may take a few tries at first because of the lack of vision) and open its menu. Go back to Rasalas.
With the difficult part done, you now need to go all the way back down to where the sandfeeder was beaten. Walk into the trigger zone for the cutscene that warps you back to Sheratan and close the travel log during the fadeout to gain control and dash into the loading zone. You can come back at any point to return to Sheratan.
Since neither the Hearteater fight nor its cutscene exist on disc 1, getting Laevateinn or heartenbrace at this point is impossible.Baten Kaitos Origins - Hearteater SkipExchord2015-11-01 | The fight cancel trick was originally found by Soak_n_fused.
Run into the Hearteater and press Start the moment you touch it. After a few seconds, you can unpause and the fight will be skipped.
You will then have control as long as the screen is black, which allows you to perform another timesaver. Just before the post-boss cutscene starts, open the travel log. If you time it just right (you can use Sagi's footsteps as a cue), it will stay open during the cutscene. Close it to obtain Laevateinn right away and gain control.
After getting the heartenbrace, you should clear the last text box upon walking into the loading zone. This prevents a glitch that would leave you stuck over the pond. Alternatively, if you see the screen starting to fade out in the pond area, just go back to the Hearteater area immediately to avoid the softlock.
Note that the Hearteater won't disappear if you escaped from the last battle in your file. If this happens to you, you'll have to wait for the rain and come back: youtube.com/watch?v=kTqByktaEKgBaten Kaitos Origins - Escape Ending SequenceExchord2015-10-31 | Make sure the quest magnus cursor is on the travel log before triggering the ending sequence. After the credits, hold C in any direction and start mashing A when you hear the sound effect. Do not press any buttons before the sound effect because that might disable inputs from the C-stick.
After the skippable cinema, the screen will be black, but you can still navigate through the travel log. Close it to gain control. If you want to see where you are, open a mixer or press X on a quest magnus.
Walk down and you'll find yourself in Alfard, with Guillo gone and NPCs thinking Tarazed is still in the sky. As a matter of fact, it is still there and about to fall - forever. Blue flowers are no longer warp flowers, so Sedna is permanently inaccessible.
If you go back to Greater Mintaka, the Geldoblame cutscene will play. You can skip it by storing a travel log and closing it during the cutscene.
If you store two travel logs and close them in Greater Mintaka, you will gain control. This allows you to transfer a mixer session to a file in the Endmost Bethel or the Coliseum.
Uses for Any%: Geldoblame cutscene skip
Uses for 100%: You can get the final field guide reward in the first playthrough, and only need to get one celestial flower. You can also get rid of undiscardable magnus to get some more space.Baten Kaitos Origins - Tarazed ShortcutExchord2015-10-31 | Travel Log Storage, a somewhat new and unexplored glitch, reduces Tarazed's tediousness to getting the Elite Imperial Crest and reversing the escalators. That's right, no more heartwing mazes, no afterling cutscenes, no collapsing rooms or battles in the main hall - just one trip up and down the A Block. This saves over 10 minutes in a speedrun.
Here's how it's done:
Make sure the quest magnus cursor is on the travel log. Leave the Coliseum through the front entrance and hold C in any direction. As soon as you hear the sound from the magnus menu popping up, start mashing A. The travel log will open and the game will automatically pick an option based on the last position of the menu cursor. In this case, having selected the second option on the warp flower menu causes the second option of the travel log to get picked, which is Older Entries I.
You can now walk around with the log open. Before you go back into the Coliseum, open another log while the cursor is on any log entry (Latest Entry works fine, Back does not) and close it right away. This gets rid of the blur effect and allows you to keep the log stored. Press A in the warp flower while the cursor is NOT on the main travel log and go back to Tarazed.
Keep in mind that having the cursor on Stop Reading while entering a loading zone closes the travel log, so make sure to avoid that. Close the log during the cutscene showing Baelheit in the main hall. After Sagi stops running, you will gain control of him. Take a look through the window and you'll magically warp to the other side.
The rest is just the same - Baelheit, Tarazed's core, final boss, escape. However, when you enter the main hall again, the "looking through window" cutscene will play and warp you to an undesired location. It's not a big deal though since the escalators will take you down quickly.
Note that if you looked through the window on floor 4, you will be able to use the emergency elevator and the lateral transport even during Tarazed escape.Character Parade OdditiesExchord2015-09-20 | 1:21 The Saucer of Peril cutscene plays in the background during Big Al's appearance, causing there to be two saucers.
1:50 If you have used the ice key, you can see the open safe behind Sabreman.
2:01 All the other variations of the Glitter Gulch Mine theme kick in when Jiggywiggy shows up.
4:07 Jingaling crashes the game if he's still a zombie.
4:19 Klungo will be gone if you've already beaten him in Cauldron Keep.
Not shown in the video: - There is a Minjo behind Gammo, which normally isn't there during the character parade. - If Jingaling has been healed, light effects from Bottles' party can be seen in Speccy's room.
This video is part of the Fuel Depot Warp documentation: docs.google.com/spreadsheets/d/1mQtP_mtHnLg90TY9PVnScGG-5jM5xxIr131B2ulxUdw/edit#gid=0Multiplayer Maps in Adventure ModeExchord2015-09-18 | There are three multiplayer maps you can warp to: Chompa's Belly, Balloon Burst, and Hoop Hurry. For each of these, you need to wait until the game ends to set the warp location.
The number of players is determined by the controllers that were plugged in the last time you were on the main menu. However, only player 1 will be able to move. You can't die or leave the room, and when the game ends, you will warp to the main menu. Also, if you are playing as a clockwork, the clockwork timer will be stuck at 0.
In Chompa's Belly, Breegull Blaster will only be activated if you have the move and are playing as Banjo and Kazooie. With 3 or 4 third person cameras, the game runs extremely slow and is very prone to crashing. (Resetting after such a crash does nothing, you'll have to turn off your N64.) You can't score any points in this game.
In Balloon Burst, you won't be flying as solo Banjo or as a clockwork, but you'll still be able to shoot eggs until you exit C-up mode.
In Hoop Hurry, you can hurt other players with eggs, but they won't die. Only blue eggs are available, and you can't score any points.
The time spent in multiplayer games counts towards the total play time, but not any individual level times.
This video is part of the Fuel Depot Warp documentation: docs.google.com/spreadsheets/d/1mQtP_mtHnLg90TY9PVnScGG-5jM5xxIr131B2ulxUdw/edit#gid=0Targitzans Temple without Breegull BlasterExchord2015-09-14 | Using Targitzan's text or the Breegull Blaster activation, you can warp to the temple lobby. The door will be open, and Breegull Blaster will only be triggered if you are playing as Banjo and Kazooie and have the move.
Alternatively, you can use a door opening cutscene in the main temple or Targitzan's cutscene, which is also accessible from the replay menu.
There are two more statues you can collect in third person mode that aren't shown in the video. In the main room, the door that is barely visible and leads to the entrance room has a small crack on the left side. You can shoot a clockwork through it to collect the statues.
This video is part of the Fuel Depot Warp documentation: docs.google.com/spreadsheets/d/1mQtP_mtHnLg90TY9PVnScGG-5jM5xxIr131B2ulxUdw/edit#gid=0Clinkers Cavern without Breegull BlasterExchord2015-09-13 | Going to Sewer Entrance with Breegull Blaster causes a cutscene to play. This allows you to warp there in a different file that doesn't have Breegull Blaster. After the warp, the door to Clinker's Cavern will be open.
You can also use the jiggy spawn cutscene to warp directly to Clinker's Cavern. If you do that, the textures won't be loaded until you get out of the entrance room.
If you warp to Sewer Entrance or Clinker's Cavern and have Breegull Blaster, the move will only be activated if you're playing as Banjo and Kazooie.
If you don't use Honey King or Mumbo's Sunlight spell, you will drown just after the first attempt.
This video is part of the Fuel Depot Warp documentation: docs.google.com/spreadsheets/d/1mQtP_mtHnLg90TY9PVnScGG-5jM5xxIr131B2ulxUdw/edit#gid=0Double Clockworks and Double TransformationsExchord2015-08-30 | With the first person glitch activated, go into C-up mode and press C-down to get rid of the crosshair. Then hold Z and C-down to poop an egg and mash Z to shoot another one. If done correctly, you will gain control of two clockworks. The camera will focus on the one that spawns last, and only that one will be able to enter loading zones. If either clockwork explodes, the game will crash.
1:05 For double transformations, you'll need to make use of Hybrid Banjo-Kazooie, which is shown here: youtube.com/watch?v=ANjKuuc8mxs As hybrid BK, knock yourself into Wumba's pool with a grenade (a clockwork won't work), transform back, switch to clockworks, and transform again. Since solo Kazooie is waiting in Glitter Gulch Mine, the game won't crash when you shoot a clockwork as a transformation. After doing that, deathwarp twice to end up right in front of Wumba's Wigwam. You'll find a transformed Banjo inside. Note that this won't work with the bee because the first person glitch is deactivated when you transform back.
2:48 A very strange looking superslide that uses the rope in Glitter Gulch Mine. Refer to this video for the first person glitch: youtube.com/watch?v=3OHHiNuVX_Y&t=2m35s
3:12 First person glitch in Cloud Cuckooland. There isn't much you can do with it here, as you can't go to any other areas without using the flight pad or going into a loading zone (both deactivate the glitch) unless you are solo Banjo, but he doesn't get a crosshair.