Cronikeys
Delete Glowbos (Banjo-Tooie Glitch)
updated
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In normal playthroughs you would always have the move because it's required for Clockworks, so bear in mind this is only relevant if you have performed the "Delayed Cutscene Warp" and then "Terrydactyland Early" -- two previous videos on my channel -- or want to save a few seconds by leaving Banjo behind and doing this with solo Kazooie. (Or maybe you just want to get a Jinjo in style?)
This video was made especially for Madtaz who likes running the strangers goals of the game. Check out his Twitch at twitch.tv/madtaz64
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This opens up the possibility of having Breegull Bash, the reward from Heggy the Hen, before even entering Mayahem Temple -- neat!
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When there is a plane of water above you and you shoot a clockwork through a loading zone, when you come back into the area that has Kazooie she will float on up to the sky limit! Very neat. It's a fast and cool way of reaching Terry's area in Terrydactyland.
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Using this you can get the fish and Jinjo over near the hot springs as well as reach the "Split Up Jiggy." This works from a distance (as shown in the video) or right up close without C-Up from certain spots as solo Kazooie. It's similar to an old trick in Glitter Gulch Mine that allows you to clip with the Clockwork above the Prospector's House.
I also included a "bonus" glitch for you all since so much of what I've been posting lately has been Clockwork-related. This is a trick I discovered a while ago, but never found a proper place for in a video.. until now -- a clip into Jolly Roger's Lagoon! It's totally useless, but it's still pretty cool. You grab the lava plane and then fall into the loading zone.
Thank you to kaptainkohl, bananananabatman, and the entire Banjo-Tooie community for starting to sort out where slit clipping will be used in speedruns.
EDIT: A setup for the new "Split Up Skip" as solo Kazooie youtu.be/IoYhUh_jh4k
EDIT 2: A setup for the new "Shack Pack Skip" as solo Kazooie youtu.be/l9AAdlXiR7c
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This saves speedrunners from having to backtrack to the area as Banjo, but its difficulty may mean it doesn't end up in runs!
Also, sorry for no egg poop. The "Stomponadon" just makes me chuckle so much more!
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It remains to be seen where this will be worked into the speedrunning route, but rest assured it will show up in many categories and probably save quite a bit of time!
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This can potentially save time in speedruns (I'm told). If it doesn't find its way into the route, it's still a fun little thing to do in this level.
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I also show off a neat softlock I found a while back that you can get by dying at the same time as you trigger George Ice Cube, arguably the single most important character of the game. Clip behind him like I show in a previous video, and then press B to hit him from a certain spot. His body will prevent you from bouncing back onto land. This is also possible as solo Banjo and solo Kazooie (by just jumping off - trickier!). So no, the end is not an editing error - the game actually crashed.
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Put short: one of the Mumbo tokens he wanted to collect disappeared. I investigated it a bit and it turns out the two tokens shown in this video share the same boolean indicator of whether or not they are collected. What does that mean? Well, basically the game tracks which Mumbo tokens you've gotten two ways: first is the counter (as in, how many you currently have that you are able to spend) and the second is a flag as to whether or not a specific Mumbo token has been collected. The way these flags work is based on proximity in most cases. So, if a Mumbo token is collected within a particular proximity, the flag will be set to no longer put that specific Mumbo token in the level next time the terrain is generated.
The "glitch," if you want to call it that (I am in the title for documentation purposes), is that these two Mumbo tokens share the same proximity region, apparently. I'm not an expert, pro, elite hacker (like Coolboyman - check him out: http://youtube.com/Koolboyman), but this seems to imply the Y axis isn't factored into the proximity since the Mumbo token I collect in the video is so far above the other. Coolboyman explained to me all about how Mumbo tokens work a while ago, so that's how I know about the two trackers thing. Neat!
Anyway, just wanted to put the answer to that mystery out there. We did it Reddit!
(Oh, and yes I know about the Mad Monster Mansion coupling.)
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Glitch 1 - Delayed Door Dance
Found by Hambacon from the niconico live community. If you jump off the ledge next to the 640 note door while triggering it and landing in water, then the animation for the door will not play until you are standing on solid ground. Note the neat stored quick dive that this creates! I also make walking underwater possible using some fancy swimming and pausing. Do a little dance and carry on to...
Glitch 2 - Delayed Fly Pad Destruction
Found by me! It leads to lots of silliness but we'll get to that later. The pausing is so I can reach the exit of the area with plenty of time left on the clock.
Glitch 3 - Clip through Grunty's Hat
Found by someone in the Banjo-Kazooie speedrunning community. I'm not 100% sure on who (if someone wants to let me know I'll edit this!) so be sure to follow all of these wonderful people: http://www.speedrun.com/bk ! Either way, this is fairly precise but it allows you to skip hitting the Bubblegloop Swamp Witch Switch.
Edit: Found by TheGhastSlayer. Thanks for letting me know TheAJJohnson!
Glitch 4 - Paddle around Bubblegloop Swamp's Lobby
Found by me. There is a single pixel in the area I go toward that allows you to freely paddle around the entire lobby area outside BGS. It's a neat little mini-glitch for showing off and it's fairly easy to do just by moving around in that area.
Glitch 5 - Locked Out of Freezeezy Peak
Found by me. This is a result of the delayed flight pad destruction. If you unlock Freezeezy Peak after performing the flight pad delay glitch, then the animation for FP opening won't be able to finish during its opening sequence. When you go back to that area the flight pad and timer goes a little haywire and you are in fact locked out. You can force the animation to finish by killing yourself or entering and exiting another level.
Anyway, I hope you enjoyed this video! I tried to make it as interesting as possible and thought a sort of routed, glitchy path would be more fun than a series of clips with crossfades. I think it turned out OK! Also, shoutouts to the Hobbit for being a cool book (I haven't seen the movies) and the Banjo-Kazooie community that contributed a few things to this video :) Oh, and thanks to the poor unfortunate souls that watched me play through the game up until this point on one of my streams.
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The reason for this glitch is that the game can't switch back to the character you fired the clockwork from (in this case Kazooie) as the cutscene is starting. Since normally a clockwork exploding on another map would immediately warp you back, there isn't a need for the game to remove its model. This results in the zombie. Spooky! (and adorable!)
Note: You will retain the speed you had prior to starting the cutscene so if you would like to attempt this, be sure to explode while walking! If you explode while jumping toward the egg you get the silly effect of floating around on the land.
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Since I had 65 seconds to kill I also show off a minor glitch that lets you get behind the ladder in that room adjacent to the engine room. It's neat! No void warping from it as far as I can tell, but it's something that should be further explored.
Also thank you to those who commented on the quality upgrade in my last video. I'll try to keep producing videos in 720p (even though it's a pain in the butt with my horrible internet hehe)
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Anyway, this is quite silly. If you blow yourself up while jumping into a wall/overhang that pushes you back into the water, the detonator will rise during the length of the animation. There's really not much more to it than that. It's quite easy! It reminds me of moonkick in Donkey Kong 64.
There might be a use or two for this. It's possible in dozens of spots throughout Glitter Gulch Mine, including the jiggy that's behind the waterfall which you normally need springy step shoes or clockworks for.
EDIT: Worth noting this doesn't work on the Japanese version of the game! Haven't tested PAL, yet.
EDIT 2: This is now officially called "detonation levitation" and it's going to be used in any% speedruns for the jiggy that's behind the waterfall that requires springy step shoes or trickery. It saves up to 17 seconds!
Also, I'm trying out 720p for non-widescreen videos. This might not be permanent since my monitor is so tiny. We'll see!
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First is in Jade Snake Grove. You can use this for things such as reaching the other side of the swamp, getting out of bounds, and probably making it to the jiggy island (it's harmful ground, too!). If you're wondering why I'm using the golden feathers it's because the Dragunda doesn't cause damage when you are using that while being pulled under.
Second is in the Prison Compound. The ultimate goal would be to use this to either a) get into Glitter Gulch Mine early (doesn't seem likely ;~;) or b) reach the jiggy across the swamp without the wading boots, which would skip grip grab in any%.
The way this glitch works is entirely based on camera positioning. When I do the "set" jump, I make sure you don't actually see the Dragunda popping out. Then when I do the next jump, I am sent back to the "wrong" location. There are some other oddities with this glitch.. I'm not going to get into all of them since they really aren't that interesting. Coolest things are shown in this video (well, there's a way to make the Dragunda float in air.. maybe I'll show that off in a future video!).
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First and foremost, the sput sput will bounce up and down during the Jamjars cutscene. Strange! Thank you RedJinjo for noticing that during one of my livestreams (http://www.twitch.tv/red_jinjo).
Secondly, the sput sput will be frozen in time. Re-entering the map (meaning leaving through a loading zone then coming back) will start it back up again. I think eggs would probably work, too.
When I first found this my immediate thought was, "WHERE TO USE IN SPEEDRUN?!" (paraphrasing). Well, there might be a place. I don't think this glitch is exclusive to sput sputs (similar things have happened before with dragundas and even Mingy Jongo). We'll see. I'll upload a video if I find anything cool with this concept or post an alliteration-free tweet if I find anything uncool. Thank you for the feedback on the last video regarding wanting to see "minor" glitches (like this one..?). I'll try to put out a video every day or two since I do have a backlog of videos I need to make.
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Anyway, I love glitches. They're fun. That's all this one really is seeing as there is pretty much no use for it in speedruns (or casual playthroughs). It's definitely just a "look what I can do" deal. If you want more of these not-so-major glitch videos (I used to upload things like this daily) let me know. I have lots of other little things in both Banjo-Kazooie and Banjo-Tooie. Alternatively I could do a "compilation," but none of the glitches are really related to each other so... yea! Let me know.
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The time remaining is 0 when I re-enter despite no time passing inside due to the fact that I let the flip-tile building's timer run down to 0. This is possible in other places (including a much easier albeit less impressive looking spot in this level: the race to the top with the flip-tile building).
Also worth noting is that leaving a minigame seems to cancel all timer "events" (such as doors closing or jiggies exploding when the timer runs to 0). I believe it's because instead of hanging at 0 the timer is just gone, null, zilch after the minigame. Who knows? Someone knows. Either way, this is cool and might be useful somewhere in speedruns or funruns.
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Silly wrong warps to and from Witchy World! Glitch occurs roughly 2 minutes into the video, but the setup itself needs to be shown at the beginning. I tried to do lots of fancy editing to make the boring bits a little less boring! Sorry if I went overboard.
Anyway, "Delayed Cutscene Warp" is a good name for this I suppose. It works by triggering the moving platform (with B) as soon as the button to open the UFO is pressed. This interrupts the UFO cutscene and gives the platform's scene priority! Then, when you re-enter the area, the cutscene will resume playing no matter what and assume you aren't in the wrong spot. The effects of this are.. silly. There's a lot to list here. Most notably it changes what map you're on and what coordinates you are at. There are several demonstrations of this - be sure to watch carefully as they can be quite subtle (looking at you, Mumbo in Glitter Gulch Mine's return!)
The latter portion of the video is made up of "deleted scenes." I spent about an hour playing around testing stuff with this and found a few interesting things! I'm sure there are more, but I wanted to get the video out :] I'll make another video if it's anything worth showing (or hearing) with this particular location for the warp (I believe others like this [the interruption bit] exist in both Banjo-Tooie and Banjo-Kazooie.. something to do for the coming weeks!). More on that later, and of course I will report to y'all anything I find.
I don't know if this will affect speedruns at all. If more warps like this are discovered (I have many ideas in both games!) then there could be some interesting new developments. I'm hopeful.
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Be sure to let me know if you like this higher quality video! I spent ages trying to figure out how to make it look nice for y'all (http://pastebin.com/2sMHZxXg) - EDIT: Might not sync perfectly.. see FishamanP's comment below!
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Note you can make it up top without performing the chomp move or pressing L. As with other skips in this game, those do make it easier.
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Check out his world record video: http://youtu.be/DKz2vxAE-BE
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The aiming here is a little precise but it isn't more difficult than some of the other tricks in the Any% route. It would let you easily get back to Spiral Mountain because interestingly enough you warp back to Terrydactyland when you kill yourself.
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If you hit a loading zone during the cutscene, then you will leave the area and the event will be flagged as completed. This sounds exciting and like it would have lots of potential uses, but unfortunately there aren't many things (switches) that you can interact with using Bobbery or Koops.
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Be careful not to fall off of the side and note that tapping B then A quickly will move you forward a few pixels at a time. The cursor should be aimed flat with the top of the pipe before you make the shot. This is also possible (and easier) as solo Kazooie.
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It's an interesting clip and there might be other places in the game (not to mention level) where this lack of collision detection exists on the underside of rock cliffs.
Shoutouts to Papo for being Papo. Sorry the end goes on for a while... I was enjoying the music
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Shoutouts to Papo for not being a sellout.
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For Ty the Tasmanian Tiger glitches and tricks: http://bit.ly/KwfIj4 come out of it!
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Shoutouts to papo, ringrush, and hyper for being cool
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Shoutouts to my pals papo (http://twitch.tv/darkpapo1 - wr holder) and hyper (http://twitch.tv/hyperresonance92) for being cool and running this game.
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Thank you darkpapo1 (http://twitch.tv/darkpapo1) for helping me with the setup and pointing out that there was, in fact, an egg up there.
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Shoutouts to twitch.tv/darkpapo1 for motivating me to work on this game again :)
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Sorry for no egg poop at the end - This video took me about 40 minutes to make because of how hard the beak bomb was so when I finally did get it I had to improvise. Ending with Gnawty complaining about the nonexistent boulder seemed like a good alternative!
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1) Position Banjo's head on the white speck that's on the side of the pipe.
2) C-up and face toward the direction you're shooting until you only see a sliver of the wall of the pipe.
3) Fire an egg (NOT a grenade egg [lol]) to test if it will clip through).
4) Position your cursor so that it is at the top of the line separating the light texture and dark texture that's bobbing up and down on the wall of the pipe closest to you.
5) Fire a clockwork when that line is at its maximum height.
6) Death warp (⌐■_■)
~NOTE: Game will SOFTLOCK if you don't have 1 health and get hit by the water when the cutscene ends. You can avoid a softlock by jumping, but I believe the fastest route would be death warping here after getting the grate jiggy.~
Shoutouts to onlyTAS for discovering you can stay underwater in Toxic Waste by using talon torpedo: http://www.youtube.com/user/OnlyTAS
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Both of these methods are hard. The first is by crashing and pressing down at the last minute so that you bypass the water barrier and are able to walk underwater. The second is by "leg spring"ing as solo Kazooie so that you reach the jinjo (omfg kill me this is hard) and the fish. I'm sorry Banjo-Tooie runners :( I am very, very, very sorry.
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I can't wait for runs implementing this! Cloud Cuckooland will certainly BEE a little bit sillier (⌐■_■)
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PS: Yes, that was a callback to Banjo-Kazooie's Bottle Skip (✿◠‿◠)
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This would allow you to skip the crushers, do "quality control early" from the other side, do Clinker's Cavern earlier, and more.
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I will call it "Parallel Clockwork Clipping." If you're pretty much even with the flat ground (or a flat wall since it works vertically as well) then you can shoot a Clockwork Kazooie Egg out of bounds in dozens and dozens (and dozens) of places throughout the game (I've found spots in every level). Unfortunately, there appears to not be much use for this since most areas where Clockwork Clips are helpful, you can already reach by shooting through a crack. It's also important to remember that clockworks can't enter most minigame, boss, or world loading zones. There will probably be more things like this discovered over the coming days and weeks.
I've found some other new stuff recently too and I'll try to keep a more regular update schedule with my videos! I've been busy with school these past few months :) Hope all you guys are well ♥
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To perform this glitch (again, there's no way anyone will ever be able to do it without wireframe, save states, "free look," slowdown, etc.) you need to inch your way past the trigger zone for the doorway using Goombella. Then while out of bounds with no visual guide, align yourself at the proper pixel near the back of the doorway box. You can then walk or jump right and you should make it back in bounds past the wall.
The game automatically opens the door once you trigger the paper curse chest so you don't have to worry about repeating this when you pass this area the second time.
Update: Making this public again since it saves about 100+ frames for the TAS :D
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Trick 1 - You can skip the first set of boat pads after learning the boat move by jumping out of a fish glitch. This saves so little time (~5 seconds) it is not worth it in realtime. It isn't that difficult, though, so maybe it will find its way into segmented runs.
Trick 2 - You can skip the "unskippable" cannon fight by switching into paper mode before entering the loading zone after those first two boat pads and then walking around them. Normally you have to beat this set of cannons. This saves around 18 seconds.
Trick 3 - You can skip running from the set of cannons while leaving the Grotto by jumping around them. This is a somewhat tricky jump, but definitely worth it in realtime runs since it saves around 13 seconds.
Trick 4 - You can reach the Grotto Key by jumping out of a fish glitch to the platform it's on. This skips having to hit the red switch and saves about 12 seconds. It is incredibly difficult (two frame perfect tricks in a row) so it will probably never be used outside of TAS.
Total that is 31-36 more seconds saved for realtime runs and 48 seconds saved for the TAS :)
This might be part one of two! Pirate's Grotto is a complicated level (similar to chapter 8) so it is more open to sequence breaks than linear, story-based levels.
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You still need to break the statue on the other boat pad by going into that side of the background and hitting one of the two blue switches.
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I demonstrate falling onto the key platform in the video, but for any% runs you should fall on the platform before the key and get it with Koops. It's a little bit faster and also makes avoiding a dry bones easier.
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Fish glitch discovered by nathanisbored: http://youtu.be/POdewWpjNXY
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