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My feelings on The Demon Rush
Game Page: http://speeddemosarchive.com/BanjoKazooie.html

Daniel ‘Gibbatizer’ Gibb's 100% single-segment run

Verifier Responses

Quote:
There is audio desync up to around 1:42:25, where the runner pauses (seemingly to switch DVDs). The sound is ahead of the image. It didn't prevent me from verifying the run, however.

Didn't spot any cheating or anything else malicious.

Really, though, this run is an easy accept for me. When I learned that 15 minutes had been shaved off of an already really clean run, I had to see it.

There's tons of new tricks and improvements and skips, which is a very good thing considering marshmallow's run is almost *5* years old. I also see very careful planning: for instance, spelling "BANJOKAZOOIE" is always done in the most optimal way, not just 'find the next letter closest to you.' Also, 7 (count 'em 7) times he skips the little march and bow that Banjo performs when he collects the 10th puzzle piece in a given world, by being underwater or a pumpkin or whatever.

There are a handful of trouble spots, most notably failing to perform a walk-through-wall glitch in Rusty Bucket Bay. This wastes over 60 seconds. Getting stuck with Mr. Vile again while playing Furnace Fun also isn't very fun (but that part of the game is so hopelessly random and dangerous you just gotta go with it).

But the thing is, there are waaaay too many new ideas present in this run. Despite all the trouble spots, if this is the fastest that the runner has performed, then SDA should be able to see it.


Quote:
Quality (Capture)
I swear that the audio is playing about half a second ahead of the video.

Quality (Gameplay)
Spiral Mountain
New honeycomb collecting route for Spiral Mountain is 7 seconds faster than the old run, even though he misses a shoulder change into a boulder.

In a stunning new development, the runner skips the Gruntilda’s Lair intro-cutscene, while the old run watched it for some reason. There is a 40 second difference between the time where they enter from Spiral Mountain and when they enter Mumbo’s Mountain, though I’m not sure if it counts towards the time spent in the Lair. I’m sure it would though.

Mumbo’s Mountain
- The runner completes the termite tower without actually transforming into the termite. That’s some TAS tactics right there.
- He also does it for the Lair jiggy. This means he skips the termite transformation entirely.
- This place was not perfect though. There were some hills where he missed a musical note and had to go back for it. This happened at least three times. He also couldn’t seem to get the jiggy in Mumbo’s house because he kept getting stuck under it when attempting a simple backflip jump.
Overall, he reaches the 50 note door and enters it 35 seconds faster than the old run.

Treasure Trove Cove
- Thanks to a new route plan, this place gets cleared out 1 minute 7 seconds faster. All the flying stuff gets done first, and some items are gathered in a different order. Some new tricks are used to save small amounts of time that add up in the end, such as jumping off the lookout’s platform and under it to get the Mumbo Token instead of climbing the mast.
- It still has mistakes though. He accidentally pauses the game at one point, and falls off a ramp before that. He also gets knocked around by some crustaceans in the shell after defeating the giant enemy crab. Snacker chomps on him as he tries to jump over him (for some reason), knocking him backwards into the water. It would have been faster to simply poop some eggs on him.

Clanker’s Cavern
- He uses a new trick at the start which involves backflipping onto a slippery ramp and jumping off it right away to get a Mumbo Token. The only problem is that he screws it up twice before he gets it. 
- He frees Clanker a bit faster, and also uses a trick where he drops off a pipe and enters the water as if it wasn’t there, saving some swimming time.
- The Clinker room goes much better in this version, as they cooperate better and place themselves much more favorable positions.
- He manages to get through the faster set of blades without using any golden feathers. Someone has been watching a TAS. On the way back though, he does get smacked twice.
- The runner uses the “water isn’t there/sink like a rock” trick again when heading towards the exit.
- Overall, about 1 minute 45 seconds are saved.

Instead of going into Bubblegloop Swamp, the runner heads to the area behind in and pulls some Mega Man X wall hopping over the piranha water to open up Freezeezy Peak. Usually the way you’d do it would be to take the (slow) crocodile transformation out of the back of the level and crawl all the way back there.

Bubblegloop Swamp
- The route used is actually the same in both versions.
- The runner avoids the slow wading boots to get a set of notes, and also completes the golden frog battle and obstacle course faster.
- For some reason, he pauses the game twice during the last part of the Tiptup challenge.
- Also, after the runner has transformed into the crocodile, he accidentally transforms back into Banjo, and has to transform back into the crocodile again. It’s a huge mistake. 
- This world gets finished about 45 seconds faster.

New strategies are used to get the BGS and Gobi’s Valley jiggies for Gruntilda’s Lair. Instead of using the jump pad to drop down to the statue from the room above, one is used next to the statue on the same floor and the runner is able to land on the hand and go from there. For the Gobi’s valley one, he uses the jump pad to land on the sarcophagus, and uses a bill drill’s on the head to touch the jiggy, thereby gaining it without actually opening it via the witch switch.

Freezeezy Peak
- Great Twinklies escort strategy, but this runner fails at hitting switches.
- Right about here, there’s a huge route change between the two runs. The old player of the old run goes back out of the world and to Gobi’s Valley and then Mad Monster Mansion, while the runner here presses on and completes this one (except for the last jiggy, which you need the running shoes in the next level).
- The next big mistake is the runner landing on the snowman’s hat while flying and having to go back to his nose to lift off again.
- The rest goes okay.

Gobi’s Valley
- Things don’t really get off to a good start, as the egg shooting for the sphinx isn’t aimed very well. Then again, that was probably the biggest problem with this game. You couldn’t aim in first person and you couldn’t line up shots very well due to the movement in the crouched position. At least they fixed this in the sequel. 
- In a really weird event, he beak bombs through a statue’s ring, but the game not only fails to register it, but places him on foot on the cliffs behind it when he flies into it. This results in a 25 second loss because he has to climb onto the sphinx and the flight pad there and fly back though it.
- For the sliding statues on the wall sides, his egg aiming is actually good for once.
- Uses a pretty cool trick with the running shoes involving their time expiring in midair so he gains flap control back just in time to reach a ledge, avoiding having to wait for a carpet or an out-of-the-way climb to a flight pad and… wait… what the hell? The door to the temple is open? HAX! (No seriously, what’s with that?)
- About 1 minute 40 seconds faster.

Mad Monster Mansion
- The route plan is different through out this entire stage.
- For Mozhand, the runner presses the entire sequence before Mozand has a chance to get half way through it. The old run waited for him to press each key, losing a ton of time.
- Because of the order in which items were collected and how various parts were handled, this level is completed almost 3 minutes faster.

There is a pause here to change the DVD. I can tell by the music skip.
There’s another pause that comes after raising the water level outside Rusty Bucket Bay, and I’m not sure why.

Rusty Bucket Bay
- An all new route plan for this one too. Everything goes perfectly until he falls off a crane and has to climb to the top again, losing about 12 seconds.
- He skips every egg toll bridge station (you have to aim and watch the cutscene of it coming out) by simply jumping across the gap and using a double ledge jump each time. Since it’s those ledges which slide you down instantly, it’s pretty cool to see him nail each one perfectly.
- He uses an egg glitch against the TNT boss to give him the jiggy half way through the battle instead of having to destroy all of the TNT boxes and waiting until the end.
- Oh god damn it. A glitch in the engine room didn’t work and it costs him over 65 seconds. It’s so painful.
- At least the next “squeeze though a broken surface” glitch gets pulled off without any trouble.
- Despite the massive fuck-up, this level STILL gets completed over 1 minute 5 seconds faster than in the old un.

There are at least two more pauses between the exit of Rusty Bucket Bay and the beginning of Click Clock Wood.

Click Clock Wood
- Mostly the same route is being used. Comparing the old un to the new run is kind of funny, because the old run keeps falling further and further behind due to bad gameplay.
- I had no idea you could wait until the fall to get the jiggy in the tree fort when the floor is filled in for you.
- The first real big error comes when he goes to beak bomb the window in the winter time. For some reason, the game doesn’t register the hit against the glass and bounces him off the edge instead, forcing him to circle around and try again.
- To make matters worse, JUST as he’s about to enter the window, a snowman’s snowball hits him, forcing him up, then down, then in. This is probably the funniest part of the run.
- Still, the runner completes this over 3 minutes 40 seconds faster.

Grunty’s Furnace Fun
This is actually completed 56 seconds slower, thanks to him screwing up a wild card chance.

Gruntilda
Before the fight, the old run spent about 20 extra seconds getting the final upgrade from the last puzzle.
The last fight is actually finished about 5 seconds slower, but there’s nothing really big that causes this.

Timing
The timer at the end reads 2:40:05. He even hovers over the file next to it for a bit before switching over to show us, the tease.
Note: The timer shown on the very last screen says 2:40:07. This is because he has to enter the Lair again and pause the game to show us all the level times.

Importance
Despite about three minutes total worth of errors, this run still manages to cream the other one by 15 minutes. Much better route and item planning, as well as many new tricks and tactics helped finally get rid of the other eyesore of a run. I know it was done at a time when speedrunning wasn’t what it was today, but looking back on it, I noticed that it doesn’t even contain many timesavers. The only thing I don't really understand about this run is why there's so much pausing. I know it doesn't count towards game-time (or does it?), but it happens so often that I have to mention it. I’m going to accept this run, but I really hope the runner improves upon this again, because there are a bunch of places where it’s really needed.


Quote:
Note: Audio is almost a half-second too early in the first 2/3 of this verification copy. I made an avs to watch it using DelayAudio(0.450). At about 1h42m in the video there is a pause to switch discs; the footage after this pause has the audio synced right.

A: fine V: fine

There's not very much to say here because this run is high caliber the whole way through. The errors are there, costing time and visual perfection, but the route in this run is a significantly optimized one, and a lot of tricks are taken advantage of. The execution is tight.

SM: I agree with the runner, missing the stone is the only real error.

MM: Couple mistakes with running off note platforms and the double-miss on the backflip. Other than that, was played very fast. Really fun to see all the steep platforms navigated without turning into a termite.

TTC: Didn't fly into the chest as you said. It's very difficult but even if you just hit the jiggy while you're flying, and still end up touching down and landing, that saves a few seconds from no dance animation. Fell off one of the staircases as you also mentioned, and hit by the shark, and I'm not sure about the route near the ledges/pools and the Xs being totally optimal, but this went fairly fast regardless. See the TAS for an example of some route changes (not all of them are practical for a human).

CC: This isn't your strongest stage, but you pulled off the majority of it quite well. Disappointing start with another double-miss on flips, but then good water movement except for a few corners, and nice to see the witch switch perfect landing -> flying pickup -> run without wonderwing. Not too much hesitation for the platforming, would have liked to see less, though, after how the first part of the level went, to maybe make up a few seconds (this level still has easier platforming than RBB). Overall still a pretty good CC, acceptable though I would have liked to see 11 flat.

BGS: I thought this area was played quite excellently up until the tiptup choir. Few jumping mistakes there and obv. the pauses, but I suppose that still saves time over having to restart, so not the worst. I am not sure about jumping with the boots, i think it's about the same. Painful to see you take damage in the cutscenes in a level where health is needed for all this timesaving damage Sad You also accidently reequipped the boots before the 10s timer jiggy.

Here's where I wanna be like that gimmick guy and say severe cheating, the game cheated! you just barely catch the transformation area's boundary when you're leaving and get changed back into Banjo... and then, when you try to change a third time, it does banjo's swing move instead of transforming you. Truly a case of crappy luck...

Anyway, you kicked Vile's ass, that was refreshing. Nice work on the two witch switch jiggies in the lair immediately after.

FP: lol @ lighting the tree, lol @ getting to the top of the hat. kinda rough. Not sure why you felt compelled to get 2 notes in the frozen water as banjo instead of a walrus. No major mistakes here other than lighting the tree, which still isn't that bad.

GV: Now that was rough with the ancient one and the missed target, 20 seconds or so lost. More small errors throughout, particularly with egg aiming (although the dogs around sandybutt's pyramid weren't bad). Wasnt sure what you were doing with the running shoes and the single note in the sand pit by grabba, that felt like a straight up waste of time. I think you should take a hit and collect the notes while you have the shoes. Also on a flat surface I think running is better than jumping (need to verify). A few tricks just didnt turn out right here, all the rest did. This far into the game I can deal with it, but it's your weakest level so far.

MMM: Well, I'm impressed now. I didn't see any real issues other than like 10-15 seconds lost on the entire flowerpot scenario (including the jiggy). Liked motzhand and liked the trick to get down from the rafters without taking damage. Of course there was a hit on the ice cube puzzle and you probably could have talon trotted a bit more in the cellar and in the church, but those are minor things. Smooth work in the lair inbetween here and RBB, good final FP jiggy except when it came time to jump up and collect it :p (I think, if it matters for the route, that there's a mumbo token behind his hut in this level... i hope I'm not mistaking a gold feather)

RBB: You got caught on the anchor chain trying to leave the anchor room Sad A few small mistakes during some of the platforming at the start too. Midsection went better, glad that we don't have to pay tolls and wait for the platforms anymore. Falling off the crane looks bad but only cost you about 10 seconds. Then the window glitch... yeah, that sucks. Lost at least a minute and a half there restarting the timer. Are you well practiced with this trick? I've seen it pulled off faster, is there is a better method? Once you got through the wall, strong finish. This one's like GV, got kinda ugly. Few small errors in the lair after this level, nothing major. I hope the time spent talking to many Brentildas throughout the lair ends up paying off.

CCW: Good start, only a few very small mistakes. Early in Summer after crossing the thorns w/damage and getting the caterpillar you jump off to collect a mumbo token you don't need. For that matter, there's a few extra that are right on the path later on in summer, so you could have removed a few of the slightly more time consuming token collects from the last couple levels. Not a major issue, but why get too much more than you need, with all the on-path tokens in this level (something to think about for future runs/runners). Little bits of hesitation towards the end of fall. The fall in winter isn't too terribly bad in terms of time lost. Then that window... terrible luck, but probably half a minute lost. I was able to see that it shook you. Bee part was done well. For this late in the run and this particular level, I think it's fine overall, although I'm a little surprised that this is your best time for the level.

Furnace and beyond: Well, you missed the joker, so that added another minute to your time spent doing the challenge, but otherwise furnace was fine. Talking to the Brentildas did make a difference. Grunty battle was nice and quick, just the 2 beak bomb misses.

Final time ingame 2h 40m 5s.

Conclusion: It's fast. The runner is well aware of each mistake/flaw, and I didn't have too terribly much to add past his comments. There were like 4 or 5 big things that made up the bulk of time lost to errors/mistakes/misbehavior; a few of those things were luck-based; and the rest was speedy and polished. I would have liked to see sub-2:40, as it appears you're very capable of saving minutes with slightly better luck, but this is still more than acceptable. Nice run, sir.

Verdict: Marsh set the BK bar high but the torch has been passed. Accept this.


Quote:
Banjo Kazooie (N64) 100% SS

Audio Quality: Fine
Video Quality: Fine
Cheating: None, not even Cheatos cheats!



Spiral Mountain and Gruntys Lair before Mumbos Mountain:
Good route, nice little rolls and jumps so keep speed up, and Honeycomb routes are good.
Jumping for the first Jiggy is good as is the fence jumping.

General Gruntys Lair:
Getting the Jiggy above Mumbos Mountain is done well
I had no idea about the early jiggy in the sarcoughagus (i cant spell well, i blame bad teachars)
random pause after Mad Monster Mansion...loses 10ish seconds


Mumbos Mountain:
I love the Termite hill bit, the jumping is perfect in it. (there will be lots of talk of jumping!)
Misses a few times in the backflip into mumbos skulls eye, lost about 3-4 seconds


Treasure Trove Cove:
i HATE snacker!
...sharkfood island?

Clankers cavern:
clankers teeth really are a pain...

bubblegloop swamp:
so many thin ledges, and water that bites back...
i hate that mumbo token between the jumpy huts... i can never get it >_>
does the runner need to pause in tanktup so much?
the runner accidentally turns back to bird and bear after turning into the croc. looses about 4 seconds
Mr. Vile 1 is soo good that the runner can get the notes AND mumbo token AND still win.
I hate Mr. Vile... wasnt there an achievement on the XBLA version of BK about eating a load of the yellow ones?

Freezezy Peak:
missing the eggs on the switch lost about 2-3 seconds

As you can see there are various odd little things that lose about 2 seconds each, but otherwise the run is fine.
can i go home now? :3
no?... aww.... fine...

How can something as big as boggy be that quick and nimble on a sled...

Gobis Valley:
The maze is awesome, jumping up the thing and then going across the top of the maze is great!
random pause loses less than a second
speedy shoes. a speedrunners friend.

Mad Monster Mansion:
GATER JUMPER! TRESPASSER!
i walways found those pots weird, you fart an egg in and they... grow flowers?... then groan a thank you...
why would a church door need to be on a timer?...

Rusty Bucket Bay:
i hate the 'water' in this level...
D: SNACKER *hides*
nice boss boom box technique!
i hate the engine room, im no good at it... this guy is a pro though...

Click Clock Wood:
i could see nothing wrong with this level, it seemed to be pretty awesome

Final Battle:
really good, the hardest thing to do is to beak bomb grunty, but the runner does well


Overall Decision:

Accept


Decision: Accept

Reason: One of the few runs from 2004 is now out.

P.S. Is there any speed difference between the NTSC and PAL versions?
Thread title:  
O Zlda?
Quote from mikwuyma:
P.S. Is there any speed difference between the NTSC and PAL versions?


The ingame timer is the same in both, and they run at the same perceived speed too, just with a different display framerate.

One verifier mentioned the temple door in Gobi Valley being opened. If you have a saved game file where you've completed the game entirely, the areas pertaining to the stop n swap "?" eggs will be open in other game files as well, and the celebratory music plays in all the areas where those secrets were found.

Pauses technically shouldn't matter since playtime doesn't advance during them. I'm not sure whether the cutscenes (including entering grunty's lair) count towards game time, so it might not be right to compare two runs side by side for length if one skipped a "free" scene an older runner never considered trying the 3-button combination on.
Edit history:
Gibbatizer: 2009-10-02 12:03:32 pm
Thanks for the kind words and feedback from everyone, and thank you for taking the time to verify.
I know the run isn't perfect, but B-K is the kinda game where in another run I would have nailed those mistakes I made, yet a whole bunch of different ones would have come up. Its just too long and a bit dodgy so there's bound to be SOMETHING always come up.

None the less this can be improved on, however I wouldn't bother until some significant tricks have been found. I am pretty confident in the route planning in most places. Always experimentation though...

Oh, sorry about the pausing. It is mainly so I can check my health,as there are many places in the game where I run blind into rooms where dangers await, so I didn't want to get caught out with only 1 honeycomb. Should have stayed more focussed I suppose, but it really doesn't waste enough time to worry about. And the game clock doesn't tick while it's paused.

Thanks again, hope everyone enjoys...

PS: If you like my speedrunning maybe you'll like my bands music? myspace . com / applikator
Hope you don't mind me slipping that in.

SDA!
This is a run i can't wait to see!
Exoray
Hooked my comp up to the tv to watch this yesterday. Haven't finished yet (got up to freezeezy) but I gotta say I'm really impressed so far. Most things went your way and even Mr. Vile cooperated!

Now if we only could get an any% run up as well... Smiley
Quote from moooh:
Now if we only could get an any% run up as well... Smiley

Negotiator is working on a segmented any% run.
Master-88
This run was amazing compared it how hard this game is.

Runner push pause button too many times and this piss me off little bit, especially if there is used manual timings. Quiz was just little sloppy. Runner didn,t know all questions and make some errors. And why he talking with Brentilda so many times?


Otherwise run itself was fucking awesome. But its not big deal learn all questions in quiz. I am played game through only 3 times and i almost know answer with 75% all questions, even i not speak english very well.
Quote from MASTER-88:
And why he talking with Brentilda so many times?


Brentilda tells you the answers to the Grunty questions in the quiz and the answers are random everytime you start a new file.
Complete. Global. Saturation.
The last tile also sends you to your death if you get it wrong, and those kind can be any type of question.
Yes, a cucco riding the ground.
I just finished watching the run. I thought it was excellent almost everywhere. My only complaints are that you paused a lot and that you took a long time to answer in Furnace Fun and incorrectly answered some questions that always have the same answers. But the mistakes in the run were easily outweighed by everything that went well. I haven't done any glitching in BK, so almost all the timesavers were new to me. My favorite parts were the various timesavers in Gruntilda's Lair, jumping on top of the maze in Gobi's Valley, and not paying the tolls in Rusty Bucket Bay. Marshmallow's run was already one of my favorites, and yours is even better, so congratulations.