Uploaded January 2016 | Updated September 2026, 3 weeks ago
Ok so... uhhh... this time is only approximate... I MAY OR MAY NOT have absolutely destroyed my mupen file... RIP
I am stupid and tried to further optimize but never backed up my Mupen. I learnt something today ahaha
Either way, this is my best attempt to optimize this run. It could probable be made a little faster by better maneuvering the beginning dive jumps along the slope leading up to the warp. And maybe better the Spinning platform skip. Over all annoying and sorta difficult for me being what I believe an amateur TASer.
Regardless, enjoy this run!
Frames: Who knows (Less than 1631 lol)
Re-Records: 1100 (ish)
Ok so... uhhh... this time is only approximate... I MAY OR MAY NOT have absolutely destroyed my mupen file... RIP
I am stupid and tried to further optimize but never backed up my Mupen. I learnt something today ahaha
Either way, this is my best attempt to optimize this run. It could probable be made a little faster by better maneuvering the beginning dive jumps along the slope leading up to the warp. And maybe better the Spinning platform skip. Over all annoying and sorta difficult for me being what I believe an amateur TASer.
Regardless, enjoy this run!
Frames: Who knows (Less than 1631 lol)
Re-Records: 1100 (ish)


![[TAS] [WR] Super Banjo Kazooie 64: Spiral Mountain 100%
Frames: 5925
Time: 317.5
Made by: TimeTravelPenguin, Luigihaxd
~Current World Record~
This is the 100% of Spiral Mountain. This is the first world to be completed in LuigiHaxd and myselfs 100% TAS of this rom hack.
After several Days of TASing and many issues Routing (especially on 100+Reds), I am happy to finally publish this video. There are a minimal number of things that could probably be improved, but due to my inexperience, I dont know how or have the skills to do it yet.
Many thanks to LuigiHaxd for their amazing skills and assistance in this run. I hope our future improvements to this 100% TAS run will be just as exciting!
Follow Me on Twitter: www.twitter.com/TimeTravelPeng
Follow Luigihaxd on Twitter: www.twitter.com/Da_luigihaxd
Subscribe to Luigihaxd on YouTube: www.youtube.com/user/4212luigi [TAS] [WR] Super Banjo Kazooie 64: Spiral Mountain 100%](https://i.ytimg.com/vi/MXXMTjduiW4/mqdefault.jpg)



![[Updated] Star Road (SM64 Hack) - Deep Dive into the Cave (13.3 Seconds) [TAS]
I did it! I saved 51 frames and accidentally glitched through the gate without a regular bomb clip!
This version of the video saves 1.7 seconds!
The previous version was 450 frames, this version is only 399 frames! So happy!!!! [Updated] Star Road (SM64 Hack) - Deep Dive into the Cave (13.3 Seconds) [TAS]](https://i.ytimg.com/vi/NYzELCv25Dg/mqdefault.jpg)
![SM64 BOB: Footrace with Koopa the Quick [TAS] (23 seconds)
Beat the best I could do! Beating Koopa is a breeze!
TAS made by me~! SM64 BOB: Footrace with Koopa the Quick [TAS] (23 seconds)](https://i.ytimg.com/vi/NfBZgexdeh8/mqdefault.jpg)
![[NonTAS] Banjo Kazooie any% Speedrun Practice (Mumbos Mountain)
So, It turns out I have the PAL of Banjo Kazooie. It also jut so happens that BK any% is run on PAL. So, this video it the result of probably 4 or 5 hours grinding non stop.
I am still very bad and will be for a long time. This, in my opinion, is MUCH harder than SM64, which I am used to. The new mechanics are very interesting, and I hope to join the leaderboard soon!
Also, while I have your attention, for the purpose of Q&A, NonTAS and TAS discussions, I have created my own sub reddit.
You can post and view things here:
www.reddit.com/r/timetravelpenguin
Anyway, time to smash out learning this game and its overly comlicated mechanics ;) [NonTAS] Banjo Kazooie any% Speedrun Practice (Mumbos Mountain)](https://i.ytimg.com/vi/OLl2e466H9w/mqdefault.jpg)

![SM64 Speed Conservation Tutorial [TAS]
tl;dr How to slide off a pole with speed:
Z (+ Desired Facing Angle) → Z+B → ??? → Profit
Here is a quick video by plush on exit angles:
https://youtu.be/1SW9YBPBz9w
Video bt Pannenkoek on speed conservation:
https://youtu.be/LhXONwmKZDI
Speed is basically conserved from poles because your H.Speed is stored as H.Sliding Speed. When you first touch the ground, because Z is your first input, you are put immediately into a sliding state, to which your H.Speed is set as your H.Speed.
Dont forget to subscribe!
Follow me on Twitter: https://twitter.pengu.space
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Check out my vlogs:
https://www.youtube.com/channel/UCLkGlmta5k12ttoCjWBWcGQ
Outro music by Brendan Horn
http://www.boyonastringmusic.com SM64 Speed Conservation Tutorial [TAS]](https://i.ytimg.com/vi/OrwdulSc6cA/mqdefault.jpg)