This demonstration shows the game being beaten in the minimum amount of moves from Bottles - 5 out of 18 - including tutorial moves from Spiral Mountain. This run is on the US version for additional difficulty (although no additional moves). This is 3-4 moves less than the theoretical best for runs without tool assistance.
The five moves collected are high jump, feathery flap, beak buster, eggs, and flight. Among many other things, the first two are the best way to reach the lair with the broken bridge, beak buster is needed to raise the water level in the Lair, and eggs and flight are needed to beat Gruntilda. Most notable moves skipped are talon trot, flap flip, shock spring jump, diving, beak bomb, climbing, and rat-a-tat rap.
As is standard in modern Banjo tool-assisted demonstrations, position microadjustment codes were used to help with float clips/resets - everything shown here is possible without them, but they cut many months off the process of creating this.
This demonstration shows the game being beaten in the minimum amount of moves from Bottles - 5 out of 18 - including tutorial moves from Spiral Mountain. This run is on the US version for additional difficulty (although no additional moves). This is 3-4 moves less than the theoretical best for runs without tool assistance.
The five moves collected are high jump, feathery flap, beak buster, eggs, and flight. Among many other things, the first two are the best way to reach the lair with the broken bridge, beak buster is needed to raise the water level in the Lair, and eggs and flight are needed to beat Gruntilda. Most notable moves skipped are talon trot, flap flip, shock spring jump, diving, beak bomb, climbing, and rat-a-tat rap.
As is standard in modern Banjo tool-assisted demonstrations, position microadjustment codes were used to help with float clips/resets - everything shown here is possible without them, but they cut many months off the process of creating this.[Dead Work-In-Progress] Banjo Kazooie - Max% Transformations Only LOTADRingRush2023-05-08 | Rules: No grabbing jiggies/notes/honeys as BK. BK is still used a lot but mostly to set up stuff for transformations.
I am no longer working on this project (I've moved on to other ones), but thought it was worth posting this since it has some unique stuff in it.
The rest of the route would heavily use the bee to collect most things in levels: Following here would be CC w/ bee, TTC w/ bee, GV w/ bee, MMM w/ bee,banjo,pumpkin FP w/ banjo,walrus, CC w/ banjo (just for the witch switch), CCW spring notes and flower with bee RBB w/ bee, FP w/ bee, MM w/ bee, SM w/ bee, BGS w/ bee,banjo,crocBanjo-Tooie TAS Demonstration (any% LOTAD)RingRush2023-02-28 | 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/1751288203Banjo-Kazooie 100% takes 25 B presses (N64)RingRush2022-12-27 | Goal: Demonstrate how to complete Banjo-Kazooie (N64) with 100% in as few B presses as possible. Whenever possible, I tried to use strategies that would work in real time (so minimizing bit clips). This video does not apply to the XBox version of the game which has different controller mappings and tricks available.
Overall it takes 25 B presses for a TAS to beat the game. No use of held B is required. Real time would require two additional B presses to learn Talon Trot and get Nabnut's acorn, and would use significantly more B presses on Mr Vile.
If the goal is just to defeat Grunty and not to get 100%, 6 B presses are needed: two Mumbo presses to raise the water level in the Lair and 4 Bottles presses to learn basic moves, eggs, beak buster, and flight.
In the interest of brevity, some obvious autodives and trivial skips were excluded from the montage. Any breakable not shown here that needs to be broken can be broken with eggs, beak buster, or Wonderwing.
Note: As with the BK A button challenge, pressing L+R+another button simultaneously is also banned. This is due to a quirk in how BK handles inputs, where a held input will be ignored while L+R is held and reactivated upon letting it go. Essentially, it lets you beat the game in only 1 held press, in the same way that you could beat SM64 by just holding A and unplugging/replugging the controller every time you need to trigger a jump.Some Banjo-Tooie glitch videos I never put on YouTubeRingRush2022-08-26 | I had an assortment of these on my computer that I previously put on Discord or Twitter, so I thought it made sense to put them on YouTube. I didn't include any trick that was in one of the other videos on my channel. I also didn't include tricks I documented but never created clips of; maybe I'll make other videos compiling those. All clips are tool assisted.
1: By entering a talon trot animation while falling into a bit clip spot, you can do a subterranean mid-air jump to get past the door in Bottles house without collecting the first jiggy. 2: Grabbing a special honeycomb the frame you leave water allows you to float for the same reason as the clockwork tricks in my previous video. 3: After a dragunda despawn, you can honeyhop to the jiggy. May be good for a 100% TAS. 4: If you fall into a bit clip spot in a landing animation, you can actually backflip from within the spot. This is used to land behind the torch and reach the HFP kickball entrance from reverse. This strategy can be done in real time using a complicated setup. 5: Terry ends his first cycle after entering the damage animation 3 times. So to 1-cycle the boss you really need to make those damage sessions count. 6: You can jump the frame after the desacking animation to make the usual Sack jumping chain even crazier 7: This precise double damage boost is needed in a full game A button challenge if you don't get hybrid banjo. Dying to get back to Mumbo's skull cancels the spell he just cast. 8: You can't reach the spot at the start here, it is just for demo purposes. Washey can jump the frame after the full shooting animation ends, even in midair. 9: Same concept as a honeyhop. 10: Bit clip and swim in OoB water to the void plane at the bottom of any area (in this case, Quagmire). If you activate talon torpedo while voiding out, you get this weird effect. 11: In Banjo Kazooie, if you enter a skidding animation by reversing direction you can use the claw swipe move before Bottles teaches it to you.Banjo Tooie - No Jump Max%: Almost Everything Without Jumping / Flight Pads / FlutteringRingRush2022-05-04 | This video shows how to get every non-trivial collectable in the game (except 3 jiggies) without using jump, feathery flap, flight pads, or the SuperBanjo password. This video was created on BizHawk N64 emulator with the help of savestates and frame advance. A full 100% would take 6 jumps.
Please ignore me stupidly using the word "jump" for things like running off an edge. A jump requires an A press. I am commentating because I felt the clips alone were too confusing, but that doesn't mean I have the patience or editing ability to write a script or do more than one take.
I forgot to mention at the end, but an additional shoutout to the8bitbeast and ThatCowGuy for their work on finding and using bitclips.
This is not an A Button Challenge video. There are things in this game that require A presses that are not jumps, such as agreeing to play minigames or talking to Mumbo. I've been working on strategies for a full A-button challenge run of Tooie, and I might still make a follow-up to this video showing what additional strategies would be needed in that context.
For those more familiar with Banjo demonstrations, I did take advantage of the "short clip" structure to avoid using the position adjustment script within most of the clips.
0:00 Intro 1:14 Mayahem Temple Trip 1 + Reaching Plateau 5:26 Glitter Gulch Mine Trip 1 8:42 Witchyworld Trip 1 11:06 Isle o Hags 12:20 Mayahem Temple Trip 2 14:09 Glitter Gulch Mine Trip 2 15:31 Terrydactyland Trip 1 20:17 Jolly Roger's Lagoon 23:59 Grunty Industries Trip 1 25:09 Hailfire Peaks 30:37 Cloud Cuckooland 37:38 Terrydactyland Trip 2 41:00 Witchyworld Trip 2 44:20 Grunty Industries Trip 2 48:34 DCW Cleanup 58:20 EndingCCL Mumbo SkipRingRush2021-12-20 | This lets you reach sack race section for the Mr Fit jiggy without the beanstalk, letting you skip Mumbo / Rain Dance completely. No idea how the route would change to incorporate this, but it should save over 2 minutes.
This is currently not RTA viable since it requires a bitclip with solo Banjo, who lacks the movement tools we use to construct setups.
For people playing around at home with Scripthawk, you can use Game.setPosition(6641.71677, 200, 1677.18822) to reach this spotBanjo Tooie - Max% Moveless Tool Assisted Demonstration (LOTAD)RingRush2021-06-07 | This demonstration shows the maximum number of collectables (as of 6/6/21) that are possible to obtain in Banjo-Tooie without any the 28 available moves taught by Jamjars and other NPCs. - "Collectables" include anything on the Total Screen: Jiggies, Jinjos, Glowbos, Pages, Extra Honeycombs, and Notes. This is consistent with the speedrun definition of 100%, although this run also gets the untracked Mega Glowbo. - For clarification, temporary form changes (playing as Mumbo or Wumba transformations) and abilities you start the game with (such as Talon Trot) are not considered learned moves. - This run ends on last collectable obtained. The final boss is not beaten since the final boss cannot be beaten moveless.
This demo obtains: 60/90 jiggies, 42/45 jinjos, 23/25 extra honeycombs, 22/25 pages, all glowbos, all notes, and 0/24 jamjars moves. Real time runs cannot get anywhere near this much, as they currently have no way to get past the first two worlds.
Banjo Tooie on BizHawk is...not great. As such, there are some audio issues, and some light splicing to fix audio and avoid game crashes. Position microadjustment codes were used to help with float clips - everything shown here is possible without them, but they cut months off the process of creating this.
For additional details on the items that could not be collected, see here: http://bombch.us/DQu7Sonic and the Secret Rings - All Missions, Max Level Tool Assisted Speedrun CompilationRingRush2021-04-16 | After on-and-off work over the course of almost 2 years, we finally have TASes of all 110 missions in this game using a fully upgraded Sonic.
It should go without saying, but no cheats or game modifications were used in this video. You can do everything shown here on your own console with a wiimote - if you had the inhuman precision to do so.
All levels are optimized for the real time between confirming level selection in the menu and reaching "Mission Complete". This means no level restarts, pausing, or letting boss intro cutscenes play out for an advantage. In certain missions, respawning from a checkpoint can roll back the timer - this too is never used. Time Break is only used in LP12, where it is mandatory, and SO13, where it saves real time. In both cases, time breaks are minimized to optimize for real time instead of the in-game timer. For the total time shown at the end, the in-game level times are used for convenience.
For real time comparisons, you can see the spreadsheet here: http://bombch.us/C9xk . This tracks my individual mission times; all are world records at time of this upload (though a majority have not had competition in over a decade). Note that times marked with an asterisk are optimized for the in-game timer and may sacrifice real time, unlike the TASes shown here.
Of course, as with every TAS, my understanding of how to optimize the game grew as I worked through this project (which was not done in any coherent level order). If I were to start from scratch now I know more time could be saved, but I'm content to publish this for now. I'll never be able to escape this game so don't be shocked to see a v2 or at least some remastered levels at some point down the line.
Music added (all from the not-so-deep Secret Rings soundtrack): "Purple Pants", "Yellow Sneakers", "Results". I'm sorry, I really am.
If seeing this in your subscription box was a shock to you, you should follow my twitter @RusherOfRings for updates and clips of things I'm working on.
Chapters: 00:00 Evil Foundry 01:15 No Pearls 03:50 Ifrit Golem 04:15 Beat the Clock 08:15 Dinosaur Jungle 09:58 Collect Rings 14:09 Levitated Ruin 15:23 Rampage 20:43 Erazor Djinn 21:20 Head to Head 24:18 Pirate Storm 26:12 Diehard 30:43 Sand Scorpion 31:07 Basic Tutorials 32:58 Night Palace 34:37 Stealth Attack 36:23 Sand Oasis 37:47 Chain of Rings 39:57 Captain Bemoth 40:49 Perfect Challenge 44:13 Skeleton Dome 45:46 Hands Off 49:42 Alf Layla Wa Layla 51:23 Special Tutorials 53:03 Special ChallengeTrotlessRingRush2020-11-28 | Another move bites the dust.
The slide-and-jump out thing halfway up the slope is actually passing over a float clip gap, which resets the slope timer.
No position hacks were used in this video but I am fairly confident this trick, in its current form, is not even remotely doable in real time. Still, now talon trot can be added to the list of moves that can be excluded when beating the game / setting up FFM.
All other talon trot spots in the game are skippable via clever movement, or a trick where you can repeatedly jump on a slope with wonderwing with proper timing.Bubblegloop Swamp Early / SetupRingRush2020-08-19 | I've been finding a lot of new tricks / setups in Banjo Kazooie lately, but I've mostly been keeping them unlisted until an actual Banjo runner makes a real tutorial. Listing this one publicly because it has been a month and no official tutorial is out yet, probably because this is less important than some of the other clips found (MMM early / CCW early / WW early / Hag 1 early).Sonics Adventure (DJ)RingRush2020-08-18 | Alternatively, "The Wicked Wild" Music Video
Or don't. When I'm done TASing all 110 levels I'll upload a compilation to YouTube.Banjo Tooie - 70 Jiggy Gate Skip [READ DESCRIPTION FOR CURRENT SETUP]RingRush2020-04-04 | THIS VIDEO USES AN OUT OF DATE SETUP THAT ONLY WORKS ON EMULATOR. FOR A VERSION OF THE SETUP THAT WORKS ON N64, SEE THE FOLLOWING VIDEO: twitch.tv/videos/643573551?t=1h23m03s
Description of the new setup: Read the bits about beak barges and peck cancels from the original description below.! Beak barge forward. Put your stick at X=-35, look down, and double tap C-down quickly 6 times (this buffers specific angle changes). If you're having trouble holding the stick at that precise position, you can press L+R+Start when holding the opposite direction to do a stick reset. Beak barge again. Look down again, put your stick at X=29, and then zoom in 3 notchs with amaze-o-gaze. Angle buffer once, then zoom fully out and angle buffer again. Leave first person, and then do a peck cancel. Now first person and look down again, move the stick to X=35, zoom in 5 notchs. Do two angle buffers, then zoom out one notch and do another angle buffer. Do another peck cancel with a fully held jump and you should see no shadow below you. Do a well-timed pause a bit after you land (make sure A isn't held at this point; this pause has a 0.05s window). If you see just your backpack, then hold up and A on unpause, then towards the loading zone, and press Z once you're past the electric gate.
========= Old description: Overview: This trick skips to the final boss of the game without collecting the normal amount of jiggies required or using NG+ techniques. This uses the insanely precise float clipping found by The8BitBeast, and a specific location for it found by KaptainKohl. I was the first person to do this without hacking my position by finding this setup, and the first to perform it in real time on emulator.
Floating point clips are likely more positionally precise than anything you've ever done in a game - literally floating point precise in both coordinates here. To find this setup, I had to create a simulator and run through billions of movement combinations.
Caveats: Note that the setup shown here was done using savestates and frame advance to speed up parts. The actual setup in a run would be slower with more pause buffering of the peck jumps and less perfect rotations. This also may not be possible on N64 due to additional lag - this is still being tested. But as of now there is good reason to believe it will work on the xbox or xbox one versions of the game. I decided to release this video prior to console verification to help people attempting this. In the event that this is proven impossible on anything but emulator I'll go ahead and unlist it.
Tech Details: Moving: Beak Barges: Make sure to let go of Z before the end of the move. You don't actually hit 0 speed as soon as you think you do, so wait around after beak barging before your next move at least as long as I do here. Mini-Movement (Peck Cancel): Any time you see me jumping, I am doing a peck (B) and cancelling it the next frame with A. For actual attempts, I highly recommend just pressing B+start at the same time, and then hold A while unpausing (see the final peck for reference). It makes these 1 frame movements quite easy. Rotation: In first person, as long as you cancel egg aiming (C-Down) and hold "full" right or left, you will always be facing a multiple of 3 degrees. Over half of the control stick range is considered full for this purpose - just make sure you don't hold small angles and you should be fine. You can also do right+start or left+start to easily rotate exactly 3 degrees. You don't need to hit the angle targets first try: you can keep adjusting left/right as long as you stay on the 3 degree axis.
Original setup: 1. Face 108 degrees. This is 6 rotational frames left of the start (90 degrees). Do two beak barges (remember, let go of Z and wait after). 2. Do two peck cancels. 3. Face 111 degrees (one rotational frame left). Do two peck cancels. 4. Face 117 degrees (two rotational frames left). Do one peck cancel. 5. Face 69 degrees (16 rotational frames right). Do 11 peck cancels. 6. Face 57 degrees (4 rotational frames right). Do one peck cancel. 7. Face 45 degrees (4 rotational frames right). Do one peck cancel. 8. Face 30 degrees (5 rotational frames right). Do one peck cancel. 9. Face 312 degrees (26 rotational frames right). Do one peck cancel. All of these should be pause buffered, but this one especially. 10. Now is the hard timing part. You have one frame you need to hold up (or up-right) and press A simultaneously. I find pausing makes it easier to hit this, but it isn't necessary. This is just timing you'll have to learn, though watching Banjo's arms and holding A after the unpause helps give you some timing aids. 11. Once you've started the feathery flap and moved the general right direction, the rest should be pretty easy. Just hold generally towards the loading zone and beak bust or bill drill once you're beyond the gate for some extra height to clip the loading zone. This is super lenient and easy.Donkey Kong 64 TAS v2 [2020]RingRush2020-03-07 | TAS timing: 26:46.83 | RTA timing: 26:13.43
This is an any% TAS of the N64 version of Donkey Kong 64. Unlike console any% runs of this game, this run starts with a fresh cartridge, which means no Mystery Menu features are pre-unlocked (such as DK Theater Intro Story). Starting with these features saves on the order of 4.5 minutes. However, starting with dirty SRAM (un-timed cartridge progression) is against standard TAS practice, less entertaining, and can be controversial. If you're curious, I plan to video-splice together parts of this run to show what it would look like with a console-like ruleset in the near future.
This run is 50.77 seconds faster than the previous iteration thanks to phasewalking, a new route to skip the orange barrel, and various other optimizations.
For more information, including a detailed explanation about what is happening, check out this video: youtube.com/watch?v=QKsRNoLyXO8
Emulation on BizHawk isn't perfect, notably around lag and loading, but DK64 emulation is miles ahead of what it was a few years ago.
For some additional author comments, see: [To be done]
I post exclusive clips of TASes on Twitter sometimes, so follow me there if you want: @RusherOfRingsBreaking a 15+ Person Tie: Lost Prologue 17 - 2.99RingRush2020-03-06 | "LP17 is the easiest record to tie in all of Sonic, you just hold left the entire time!" - Me, a decade ago
This leverages the fact that on a certain frame while accelerating you can do an extra high "short hop", and also that speed accelerates faster after running off an edge.
Jump and cancel are both frame perfect 1-frame presses. Not that this is hard.
Want to see TASes of this game? I post a bunch on twitter all the time: twitter.com/RusherOfRingsHachiRingRush2020-03-06 | People wanted this published for some reason. Don't blame me.That sounds like a homing shot!RingRush2019-11-02 | Inputs: I autofired the 4 D pad directions simultaneously and repeatedly. This seems to work in every lobby I've tried it in, but nowhere else. Possibly only works if near B Locker's area, but B Locker himself can be cleared. Does nothing as far as I can tell but really, really, really weird.
Edit: I always suspected this was a scrapped developer cheat. I was kind of right - but it wasn't scrapped at all! More details elsewhere, but basically this is the start of a code that lowers the number of golden bananas required to clear B. Locker.Flashback Warp Without ISG: Any% Game Changer?RingRush2018-09-07 | KRE is a collaboration between Exchord and Ballaam that has existed for a while. FBW without ISG found by me with a lot of help from Isotarge's ScriptHawk program.
If you want to see much crazier DK64 stuff, check out my A button challenge alt here: youtube.com/watch?v=AiKrwdAZ2hA&list=PLj3wmr_v4uBvqMCvCnQkD2R_X_dkeoLmE .Shadow the Hedgehog: 100% W/ NO JUMP BUTTON (0 A Presses)RingRush2018-08-27 | This video demonstrates all 96 missions (including A ranks and all 115 keys) in Shadow the Hedgehog are possible without using the jump button. A full 100% run (all 326 paths which is about 2800 missions) would take an absurd amount of hours, but it can be constructed from the levels in this video.
While there are cool sections (for example, 1:01:51 , 1:20:50 , 1:53:02 , 1:59:06 , 3:00:37 , etc), this is certainly not the most exciting A button challenge. But the fact that everything in the game can be reduced to 0 A presses is pretty amazing in its own right.
Some common tricks in this video: Kick Cancel: When you kick you gain some height but are locked in an animation and can't move. By grabbing a weapon at the start of the kick, you still get the height boost, but you can actually move around. This is a good substitute for small jumps, but is significantly shorter and slower than a full jump.
Chaos Control Glitch: Activate a checkpoint and then CC on the next frame to get an "infinite" chaos control. This is a very fast and potent way to move forward in a level if you don't care about kills or keys. However, certain points in many levels may stop or prohibit chaos controls. Most uses are just time savers (over a non-glitched chaos control + normal movement). I was considering trying to avoid using this glitch because its so powerful, but there is no way to get an A rank on The ARK - Normal without it.
Corner Boosting: Spindashing into a corner causes Shadow to "bounce" off it for a lot of height. This is used all over the place to cross gaps or ascend when a kick cancel is insufficient.Crystal Caves (Glitch Remix)RingRush2018-04-30 | By Grant Kirkhope and ultra lag + minigame ending simultaneously. This is the best softlock in the game.Sonic and the Black Knight: 100% DemonstrationRingRush2018-04-22 | This is a full run of Sonic and the Black Knight 100%, with the use of TAS tools. This is however not optimized like a traditional TAS. The main goal is to see how long this game would take to complete due to the massive amount of followers needed. Despite numerous route mistakes since I learned more about the game as I went on, this also serves as a useful resource for future runs.
As a word of warning, this game starts out kind of slow. As sonic gains skills it will start to become quite fast.
100% for this game requires completing the Gallery (analog of Secret Book in SatSR). This requires getting all followers, all treasure, all weapons, all 5*s, master all styles, play all characters 10 times, visit the blacksmith 50 times, and encounter the gold slime.
Followers: Followers are based on score (1 follower for floor(score/1000)). Every stage has a maximum amount of followers from 100-600 that requires playing the stage several times. Getting all followers means playing every level 3-9 times, based on a speed-score tradeoff. Followers unlock useful skills, most notably the speed-boosting Wind Crest (at 10000).
Treasure/Weapons: Treasure is randomly generated after completing a level (with the exception of weapon/armor drops and villager gifts). Treasure can be used as equipment to boost score (among other irrelevant things) or can be used to forge swords. Swords are used to enhance the abilities of non-Sonic characters; only the best swords are equipped for this run.
5*s: For the most part these come automatically when optimizing for followers. In a few occasions I need to go out of my way to get extra score.
Styles: Sonic has 3 styles that control his abilities. Styles are leveled up through ranking stars. The game starts in Knight style which requires 400 stars to max, while the other styles require 450 stars. In most cases Cavalier is best in terms of speed. Each non-Sonic character also contributes to one of the styles, despite not benefiting from them.
Characters: A "play" requires starting and finishing a mission, then progressing back to the main menu (restarting a completed mission does not count). Lancelot (Shadow) is used quite a bit because of his high-scoring soul surge and a need to level up Knight style. Gawain is used as minimally as possible since he is so slow. Percival gets the occasional use because of her good wallrun, despite being slow at dealing with hoards of enemies.
Blacksmith: Because I have to visit the blacksmith 50 times anyways, I don't qualm too much about doing several visits for style changes.
Golden Slime: I imagine a lot of people will look at this video to find the golden slime...and not see it. I soul surge past it in Titanic Plains - Legacy: since it does not turn gold until it lands on the ground, you never get to see it. Basically, slimes have a VERY VERY small chance of being golden upon landing (determined when the slime loads). All you need for the award is one to randomly appear. I end up having to make a second visit to TP-Legacy to better manipulate this very low chance.
Titles: Certain things like killing 50 enemies or hurting 3 townspeople can give positive or negative "titles". Your 3 most recent titles are shown on the follower screen after a level. At first I thought these were just for treasury completion, but I learned early on these act as an invisible multiplier to your score in the follower computation. If all 3 titles are positive, score is worth 1.3x as many followers. Unfortunately, some "positive" titles do not properly increment the multiplier (the crown one for defeating all enemies in a level or beating an enemy on the second loop of a looping course). This ends up significantly effecting some level strategies and the overall level order, especially because some levels like Shrouded Forest - Mastery require killing all enemies and gaining this bad title.
Scoring: Here is some information on the scoring system. Studying these numbers reveals that it is far more efficient to go for triple and multi-attacks than perfect hits: docs.google.com/spreadsheets/d/1ij6laSLRhUedpOqy5YHGXRpM3O7ZPqMGDf0Lx-wyA6UCrown WarpRingRush2018-04-15 | If you could leave instead of getting softlocked in the Cranky you would end up in Chunky's section of the Japes underground. EDIT: I'm dumb this isn't even a softlock I just needed to leave this running another several seconds. You can run around Cranky's lab with this and then leave normally and warp to Japes.
To warp, you need to die and then void in a crown arena. You can't simply moonkick straight out as there is a damage barrier above the deathplane that stops you from voiding out. You need to time your kick to pass under this barrier to trigger the warp.
This is pretty old but afaik there is almost no documentation of this outside of old skype logsBoulder SpawnslideRingRush2018-01-12 | Trying to pick up a respawning boulder is cool.
Watch it if you want to learn about some ridiculous things you can do with exploded boulders.(Mirror) Fungi Forest: Giant Mushroom Switch GBS - 0xARingRush2017-12-03 | This video is originally from my alternate channel: youtu.be/Z6KBsuppwaI
I’m uploading it to this channel because I think it demonstrates how interesting some of these DK64 ABC strategies are. I highly recommend if you like crazy DK64 stuff that you check out this channel. Crazier stuff is still coming.
This video is for people who’ve watched previous videos in the series. Thus it may reference some tricks you’re not familiar with. Here is a reference pastebin for tricks used: pastebin.com/u4VYcB16
We’re over 90% completion with no A presses since starting the file from the main menu.
A word on held A buttons, taken from my alternate channel: ""Every video on this channel assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.""Galleon Stealthy SnoopRingRush2017-10-29 | Not remotely optimized, just showing off. If you want to see how to climb the massive coin tower this GB rests on without an A press (its pretty cool), check out my alternate channel: youtube.com/watch?v=6fIEnCl_Pk8(Mirror) Frantic Factory: Reaching R&D Room, Number Game GB/Fairy - 0xARingRush2017-08-16 | In case you missed it, I have a side channel where I've been uploading DK64 low A videos. There's some interesting stuff there already and its only going to get even crazier. Check out this video and follow along there at: youtube.com/watch?v=AiKrwdAZ2hA
Note that the commentary in this video is assuming you've been following along with the series, so if something is confusing you should probably check out the rest of the videos. :)
Every video on that assumes you've already completed some relevant subset of previous videos. Notably, every video will assume A is held from either starting the file or the previous press. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. !!!!I will not be using the "0.5 A" notation because it does not add anything meaningful - as long as it takes an A press to start a file you can always have A held before a section.!!!!! An A press is an A press, saying its only half is just notation for games where differentiating matters.
For more information on progress, see: kaztalek.com/dk64abc The first tab shows progress for this channel. The second shows overall progress, most of which has no videos.
Some tricks used here:
Lag boosting / Lag clipping: DK64 runs at a low FPS sometimes. To keep the game as smooth as possible, the developers sped up movement per frame when the frame rate drops to compensate. By maximizing lag (often through orange explosions), we can abuse this. Since Y-speed (height dimension) is uneffeced by lag, but XZ-speed is, increasing lag allows for further jumps. Also, the increased speed from lag can allow wall clips in any sufficiently laggable area.
Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Tag Barrel Storage: There are numerous ways to active this glitch, but by far the most relevant is leaving crouch position just before entering a tag barrel. After doing this you can move with the tag barrel options still up. This allows you to tag Kongs from further away, but also many, many follow-up glitches - at least 12 will be used in low A! Some other critical features of TBS include stopping "stored position" from regularly updating, canceling moves while preserving their states, allowing wrong Kong interactions, and locking the camera to prevent loading.
Moonkick: Cancel an aerial attack by landing and then follow it with a kick to go soaring in the air for a short period of time. Note that you need to be in a jump state to do an aerial attack - walking off a ledge is insufficient. This will come into play a lot during the run.
Spawn Snag: You can grab "unspawned" GBs by being in the right area before they finish loading for the first time. Getting there is the hard part and requires some form of camera manipulation, often times using Tag Barrel Storage locked camera.DK64 A Button Challenge - Alternate Channel AnnouncementRingRush2017-08-06 | Going to try to get more serious about DK64 ABC uploads. Since a majority of people don't want me to flood this channel with over 200 videos, I made a new channel specifically dedicated to documenting DK64 ABC:
----- The start of any DK64 ABC has a lot of presses - 4 in the first 75 seconds. But we will keep the A held from vine barrel here and not press A again for days - until we have 265/281 of the major collectibles in this game.
Welcome to the DK64 101% ABC, home of some of the most amazing and complicated strategies you'll find outside of SM64 itself. For more information on total progress, see: http://tinyurl.com/ycz6vq2x
DK64 isn't as level-based as SM64, so exactly what is accomplished in these videos may vary quite a lot. Every video will assume you've already completed some relevant subset of previous videos to get to that point. Notably, every video after this point will assume A is held at the start. Unless otherwise noted, the A button will -NEVER BE LET GO- during this run except immediately preceding another A press. This is because a held A button allows a lot of useful things such as buying moves, more potent dismounting, autojumping, faster swimming, rocketbarrel, and more. No distinctions will be made between 0xA and "0.5xA" because A can always be held from starting the file or a prior press, and so distinguishing between the two has no benefit.
Some tricks used here: Phasewalking: With an angle in the (150, 180) degree range (lower bound varies), leaving first person will give you the ability to pass through objects. Normally this ability is lost in 2 frames, but by continuously modifying the moving state by having a neutral stick every other frame we can walk forward with this ability. If done underwater, no special stick movement is needed; this variation is called "Swim Through Walls".
Voiding: Going too far Out of Bounds will place you back at the start of whatever level you're in (with a few exceptions). However, this only happens after watching the "Enter DK Isles CS" - before that all voids will take you to the treehouse. This is used to get a useful autojump.
Autojump: Holding A while loading an area will cause you to jump upon gaining control (assuming no special cutscenes play). This is used here to get a moonkick off the tree, and is a very useful way to get a jump state.
Moonkick: Cancel an aerial attack by landing and then follow it with a kick to go soaring in the air for a short period of time. Note that you need to be in a jump state to do an aerial attack - walking off a ledge is insufficient. This will come into play a lot during the run.
Dismount: Upon reaching the top of most climbable objects you will automatically dismount into a jumping state. This is used to start another moonkick here.SlamslideRingRush2017-07-23 | Something like a .1s window during a slam with DK to tag and slide around with slam effect. Plus random tag no-clip that I need to look into more.Whos Gonna Rock The PlaceRingRush2017-07-15 | Facedown skew is broken and fun. Yes you can Helm Early with this. I didn't find boulder levitation, just felt like uploading a silly video showing its potential since everybody always forgets about it.(Obsolete) Donkey Kong 64 Tool Assisted SpeedrunRingRush2017-01-28 | TAS timing: 27:37.6 | RTA timing: ~27:04 | 68929 rerecords
This is an any% TAS of the N64 version of Donkey Kong 64. Unlike most any% runs of this game, this run starts with a fresh cartridge, which means no Mystery Menu features pre-unlocked (such as DK Theater Intro Story). Starting with these features saves on the order of 4-5 minutes. However, starting with dirty SRAM is against standard TAS practice, less entertaining, and can be controversial for a speedrun.
Emulation on BizHawk isn't perfect, notably around lag and loading, but DK64 emulation is miles ahead of what it was a few years ago.
For more information, including explanation on the weird stuff happening in this run, visit this link: http://tasvideos.org/forum/viewtopic.php?t=18827 For a commentated version of this run, visit this link: [Edit: Probably not going to make a properly commentated version. Some new tricks were found that might save 15-20 seconds so I'm going to redo this TAS instead in the next several months, and hopefully provide commentary then.LighthouseRingRush2017-01-11 | 176 Gold Bananas so far are possible in 1 A press (vine barrel, held throughout the run to buy moves and more). Been working on this stuff off and on for the last 3 years, uploading a video for the hell of it. Still deciding if I want to go about recording some of this stuff because some GBs take 30+ minutes of a slow height boosting loop using pole warp + dismount + pause. Also theres a lot of overlapping tasks between GBs and a jillion orange refills.
Holding A auto jumps upon entering most standard loading zones, including the lighthouse. Dismounting a pole gives you access to an aerial attack unlike most other methods of getting airborn.Tinys in their natural habitatRingRush2016-12-24 | Self-explanatoryCrocboxRingRush2016-12-24 | Doing this on a cages would be a massive timesaver for a 100% TAS.Baten Kaitos Origins RTA speedrun demoRingRush2016-12-24 | This was just one attempt, so a lot of problems. Was on pace to beat my segmented run by a fair bit but the game randomly crashed after the final boss. The crash can be avoided for future runs by saving and reloading from the flower in Tarazed's core.
I'll probably finish an actual run at some point in the future.1-1 CC skipRingRush2016-12-24 | FinallyGlyphRingRush2016-12-24 | From 3+ years ago: how to improve Shadow ring attacks.dead 1xA 40BP wipRingRush2016-12-24 | [Update 2017] Want to see all 40 blueprints and much more? Visit my alt channel here: youtube.com/channel/UC7NpaX5YZ5pyXiibLU2E7fQ
I'm mass unlisting old videos so why not. This was from 2 years ago, before a lot of tricks like modern dogadonkey were found. Contains a ton of bad strats, but some cool parts.
Getting all 40 blueprints in one A press. Project discontinued. This video is just splicing together some footage very poorly. Warning: contains dream sequences where it looks like I progressed, and then I went back and redid a section.Jinx: Drawbridge skip in 1-1RingRush2016-12-24 | ...Helm LobbyRingRush2016-12-24 | ...Hideout Helm OoB with RocketbarrelRingRush2016-12-24 | This clip is honestly not too bad after a bit of practice. Go to the crystal next to the rocketbarrel, face the right direction, and then fly backwards. Let go of the stick when the camera is about to flip.Caves Beetle Race ReduxRingRush2016-02-28 | GloriousLiar noticed that the GB was there & tangible before the beetle gave it to you. Just took some standard dk64 bs to get it.MMM Route for TASRingRush2016-02-18 | MMM = Main Menu Mode. If you don't know what that is this video probably won't interest you much anyways.
TAS rules imply a clean cart run, which means we can't start with mystery menu fairies and so a substantially more complicated route is needed. Turns out MMM is so powerful that it is worth collecting 6 fairies and turning into Rambi in Japes just to utilize it. This would be done after getting 2 fairies, rambi, and resetting out of japes.
We could easily also fit in story skip and first time warp text at the start of this route - I wasn't expecting such a huge time window at all.
To get sent to the right file afterwards it turns out we need to add a very minor change: a manually save on the pause screen before quitting at the end. May only add an additional frame or two. File 3 is needed as far as we know to make this work, and we can't use the traditional file check strategy since we want to pull Diddy's gun from the DK TV demo (to skip needing to unlock multiplayer).
Yes I currently plan to work on a DK64 TAS once several emulation issues get worked out. No I don't anticipate that to be any time in the next few years.Donkey Kong 64 101% LOTAD (Tool Assisted Demonstration) in 4:42:08RingRush2016-02-14 | Commentated version: http://www.twitch.tv/2dos/v/44922991
LOTAD = Low Optimization Tool Assisted Demonstration aka not spending time optimizing movement so I can finish a 5+ hour run in a few months while doing other stuff. Also the emulator is buggy and desynchs a ton and a myriad of other reasons why an optimized tas of this game is not worth the effort right now.
Everything in this video is property of Nahoc
Watch the original if you haven't already, its better than the actual 120 star TAS youtube.com/watch?v=Tfo0OMbZ9ekRareware Banana EarlyRingRush2015-09-19 | The Rareware Banana normally disappears when you get close to it to prevent you from getting it early (without 20 fairies), even if you clip the door. This method allows you to nab it anyways, and doesn't use ISG like the other method so it is good for 101%. This requires dropping at a very specific height - it is a lot harder than it looks.Caves to ForestRingRush2015-09-19 | This is useful for 101%. You get key 5 in Aztec using the "Dogadonequick" glitch, so the boulder blocking Caves is open ahead of time. Last gap can be cleared without the slope resets if you take time to get a laggy camera angle.Demonstration: Shut off Blast-O-Matic Without BlueprintsRingRush2015-09-07 | Turning in blueprints to Snide extends the Hideout Helm timer from the "impossible" 10 minutes to something more reasonable. Speedrunners currently turn in 2-4 blueprints before Helm, but here I show that it is theoretically possible to shut off the blast-o-matic without any.
This was for personal curiousity; I wasn't planning to upload this. However there are bunch of little strats in this video that need to be documented, so you guys get to see I guess. This means for a TAS you wouldn't need to turn in any blueprints before Helm. This is not at all optimized (should be obvious), but savestates were used (should also be obvious). Don't worry about the graphics issues or the extra melon or the framerate issue with the Helm timer, this is most certainly possible on console.Every Collectable for 101% Without Tinys Signature MovesRingRush2015-09-07 | Tiny's signature moves are Mini Monkey, which shrinks her, Pony Tail Twirl, which allows for longer jumps, and Monkeyport, which allows warping between designated points. There are 30+ intended uses of these moves in the game, but you can get everything you need to collect in 101% without them. The final boss requiring Mini Monkey is the only reason you can't skip Tiny's moves in an actual run. Note that this video is specifically about the special moves from Cranky, not her instrument or gun.
Warning 1: The emulator I use is the most accurate known emulator for this game physics wise, but the graphics can mess up quite a bit especially for Tiny. Try to look past the weird graphical spiking on occasion. Warning 2: To keep this at a reasonable length I make use of several cuts to trim trivial travel time.
Japes: Z slide off an edge with a gun out then c-up upon hitting it to swim with gun. If you swim over land (in this case, the cage holding a GB for DK), then you can c-up to maintain your skew while leaving water. This lets you pass through several areas that normally require Mini Monkey to squeeze through.
Aztec: An orange assisted reverse chimpy charge on the final gong lets Diddy clear the bonus barrel in the lobby without Tiny needing to PT twirl to it. A swim through walls allows you into the Klaptrap room without shrinking in Tiny's temple. A ledge clip performs the same role in the llama temple. The fairy in the 5 door temple can be reached with an orange clipping DK.
Entering the beetle race normally requires going mini and riding Squawks up to the top of a tall tower. Tag Barrel Storage + rocketbarrel allows Tiny to get the necessary height. Unlike most mini monkey loading zones, this one specifically checks to make sure you are mini. However, since Tiny usually cannot use rocketbarrel, the game can't distinguish between flying Tiny (Diddy's barrel move) and small Tiny (Tiny's barrel move). Finally, the hole at the top is too small for Tiny normally, so she needs to do a lag clip to reach the loading zone. This is accomplished through a relatively new glitch called feathercorruption, which involves shooting many, many feathers (since these stick in the wall instead of disappearing like other bullets) at near turbo controller speeds. Besides frequent crashes and heavy lag spikes this has some insane side effects, but I'll hold off on those until another video once these other effects are console confirmed. For a taste of what may be possible, see youtube.com/watch?v=do3rk3400tg .
Factory: A ledge clip gives you access to both the car race and the shooting gallery without Mini Monkey. The Mad Jack fight does not need ponytail twirl for the jumps and DK or Chunky make this a lot easier. Passing under the gate in the arcade room from OoB lets you backflip into it and avoid the mini monkey pipe. The gap at the top of the production room can be crossed with skid jump - kick jump - jump - aerial attack.
Galleon: Swim through walls is OP.
Forest: Skew allows entry into the stump without shrinking, and STW allows entry into the shed at night. TBS invisibility + a pause OoB + grabbing the high ladder on the mushroom sets up an extremely high tree warp that lets you PT twirl into the beanstalk GB without having to shrink and watch Squawks carry Tiny up. Since we can't PT twirl for this video, I replace that with a series of tree warp - jump - pause to reset warp location - fall - repeat to get closer to the GB.
Caves: There is a small gap where Tiny can jump into her mini-igloo from underneath (after a STW) to skip Monkeyport. Diddy can use lag to brute force his way into his blueprint cave without Tiny's help. Imperfect geometry leads to several narrow ledges out of bounds that Tiny can use to height boost up to her Mini Monkey cave.
Castle: The jump combination from Factory returns to skip PT twirl outside the dungeon. Lag clips avoid shrinking before the trashcan and entering the Museum with Tiny. A series of tricky jumps can skip twirling in the crypt. Heavy lag from feathercorruption followed by a ledge clip lets Tiny reach her car race without Mini Monkey or Monkeyport.
Helm: The upper area of DK Isles including the Helm Lobby entrance can be reached with a telegrab. The mini monkey pipe inside Helm can be skipped in a myriad of ways - here I use a moonkick OoB. Before heading to the Blast-o-Matic room, I use another moonkick on a misaligned ledge OoB to reach Tiny's room so I can clear her bonus barrel using DK instead of Ponytail Twirl (orange clipping back out to continue helm).Crowd Surfing And Weird WarpingRingRush2015-08-23 | It isn't too rare for a runner of this game to accidentally clip out of Lanky's phase of this fight. Usually as soon as you clip you get teleported back to the center of the ring - strange, but not that big of a deal. By jumping immediately after clipping and doing some cool platforming on the pad, switch, podium, and then fans, you can actually explore the outer area of this fight including the Kremling box.
The fun doesn't stop there though - wander too far out of bounds, and you'll actually teleport to Hideout Helm! (Helm Late I guess). If you do this as the round is running out, then return to the fight, you'll be sent to DK's phase as the wrong kong after a brief interlude with Cranky. Unfortunately, it doesn't seem that other kongs can use the blast barrels.Skip Unlocking Lankys Signature Moves in 101%RingRush2015-08-23 | Visiting Cranky with a specific kong allows you to use their three signature moves - for Lanky Kong this is Orangstand (climbs slopes), Baboon Balloon (levitates in the air), and Orangstand Sprint (move double speed). Here I show how to get past all 20+ uses of Lanky's signature moves in the game without purchasing them (and without MMM). This video is specifically focusing on skipping Cranky moves - not his instrument or gun. No this isn't faster.
Japes: There are two steep slopes here, one I brute force up with oranges and the other I fall to from above.
Aztec: Normally you have to create and climb a steep incline to get to this bonus barrel. I moonkick there with DK to complete the barrel, then use TBS + moonkick so that Lanky can grab the banana.
Factory: Brute force + wall stall can climb the slope to free Chunky. Baboon balloon can be skipped with some clever jumps. Orangstand isn't needed for the production room if you just come from above via out of bounds.
Galleon: Enguarde gets a lot of height out of water, and backflips skip the rest of the balloon pads.
Forest: Instead of climbing a steep slope to get to a switch I just clip through the door it opens. The dreaded rabbit race, which many people find hard even with Sprint, can be made trivial with a well placed barrel. There is also a balloon pad on the way to the shed but you can climb a rope to skip it - even the designers knew this and placed bananas on the alternate route.
Caves: An orange clip skips ballooning to a pad which opens the door to Lanky's cabin. Inside, lagging the switch going down and long jumping during the cutscene lets you get enough of a head start to skip Sprint. Smart platforming lets you both ascend the igloo and the ice castle without the balloon. The superslide trick allows you to beat the race itself without Sprint - for more information and the full race see my previous video. Lanky's Kasplat here can be reached by taking warp 5 after rocketbarreling to the pillar - this is almost certainly the intended method, not the balloon trick speedrunners use.
Helm: There are a myriad of ways to climb the slope at the start of helm, such as the classic tiny kick-jump method or any%'s wallslaps. For this video I opted to show a way nobody has seen before - switching kongs during a kick out of tag barrel range to lock DK into a fast slide that ignores slippery slope physics. Too bad you are invisible. The barrel to shut down the Blast-o-matic is very easily doable without sprint.
Isles: With K Lumsy gone and using the trick from Crystal Caves, Lanky just barely misses reaching the GB here in time without Sprint. Or does he? Apparently just being close to the cage when the timer runs out is enough to prevent it from closing on you. Similar to Aztec, a TBS moonkick can skip ballooning to the top of castle lobby.
Castle: Giving you Sprint in the greenhouse is a joke - it is very easy without. Balloon can be skipped in the dungeon with some good damage boosts to walk on the instakill acid. Instead of sprinting to get past a gate before it closes, you can just clip the nearby torch and go around.
And then comes the wind tunnel room, where for some reason I use Baboon Balloon? I never said I was skipping using Lanky's moves - this video shows that you can skip UNLOCKING Lanky's moves. Magically, the pad in this updraft room can be used even without ever purchasing the move! This actually holds true for any pad in Castle, but not for any other Lanky pad or barrel in the game. A bit of an unfortunate cop-out, but despite this the fact that we can skip Cranky complete with Lanky and still get everything else in the game is just ridiculous.