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Anyone else get past the fact that it's not Banjo-Threeie and realize its speed running/Sequence Breaking potential?
Started playing yesterday and messed around for hour with various SBs or at least pseudo-SBs in Showdown Town. Difficult to tell how much of it was intended by Rare, but I've certainly been able to reach loads of Mumbo crates and musical notes that I'm almost certain were not intended to be gotten so early.
So far I've found many Metroid Prime-esque glitches like pressing into slopes to gradually slide up them, allowing you to jump to a previously just-out-of-reach platform. Stuff like that is literally everywhere in Showdown Town— I've gotten just 7 Jiggies and already have two propellers, 3 medium engines, the medium fuel tank, and the heavy body blockset. Again, not sure which of these I'm 'supposed' to have by now, but I'm sure there's a map somewhere of each Mumbo crate that lists their contents (surely in Prima's guide). I'm also assuming the crates' contents aren't random. If they are, that would certainly screw up most route planning.
I'm definitely interesting in doing a run, but the route planning is going to take quite a while (and of course I'll need to actually beat the game at least once first). It's so open-ended in terms of the order you do things— I've unlocked three worlds already, so skipping all the more time-consuming level goals should be a cinch.
Questions for anyone who has the game: do you think getting Boggy's speed upgrades and Humba's blueprints is worth it? Would mean collecting more notes, but by being creative it shouldn't take too long to a few hundred of them in Showdown Town alone. Building vehicles can take a while, so I think it might be better just to buy and use the blueprints as much as possible, since there's no actual build time required.
Also, am I right that you only need 75 Jiggies to beat the game?
Finally: any runs would have to be single-segment due to the autosave system, but that's not really a big deal. The poor controls at the beginning of the game will take some practice getting used to, but thankfully the early goals are pitifully easy.
Started playing yesterday and messed around for hour with various SBs or at least pseudo-SBs in Showdown Town. Difficult to tell how much of it was intended by Rare, but I've certainly been able to reach loads of Mumbo crates and musical notes that I'm almost certain were not intended to be gotten so early.
So far I've found many Metroid Prime-esque glitches like pressing into slopes to gradually slide up them, allowing you to jump to a previously just-out-of-reach platform. Stuff like that is literally everywhere in Showdown Town— I've gotten just 7 Jiggies and already have two propellers, 3 medium engines, the medium fuel tank, and the heavy body blockset. Again, not sure which of these I'm 'supposed' to have by now, but I'm sure there's a map somewhere of each Mumbo crate that lists their contents (surely in Prima's guide). I'm also assuming the crates' contents aren't random. If they are, that would certainly screw up most route planning.
I'm definitely interesting in doing a run, but the route planning is going to take quite a while (and of course I'll need to actually beat the game at least once first). It's so open-ended in terms of the order you do things— I've unlocked three worlds already, so skipping all the more time-consuming level goals should be a cinch.
Questions for anyone who has the game: do you think getting Boggy's speed upgrades and Humba's blueprints is worth it? Would mean collecting more notes, but by being creative it shouldn't take too long to a few hundred of them in Showdown Town alone. Building vehicles can take a while, so I think it might be better just to buy and use the blueprints as much as possible, since there's no actual build time required.
Also, am I right that you only need 75 Jiggies to beat the game?
Finally: any runs would have to be single-segment due to the autosave system, but that's not really a big deal. The poor controls at the beginning of the game will take some practice getting used to, but thankfully the early goals are pitifully easy.
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