Okay, this idea just randomly popped in my mind some days ago. Recently having played through most of the game again I had some fun trying some weird sequence breaks and tricks and this lead to this idea. Firstly, we need to define low%. The Game's Status screen keeps track of: Jiggies, Notes, Jinjos, Glowbos, Honeycombs, Cheeto Pages and Moves. All Honeycombo, Cheeto Pages and Jinjos are obviously skipped because none of them are required (thus removing the total of theoretically accessible Jiggies to 81). Jiggies and Notes should be as low as required to beat the game, obviously. There are 70 Jiggies needed for the final door to the last fight and 505 Notes required for the last move you need to beat the game (Claw Clamber Boots), although neither of those are set in stone. Considering that the final door looks to be made up of lasers it might be possible to clip through somehow or find another trick to bypass it somehow. Cutting off another 15 Jiggies would most definitly allow some more interesting ideas for route planning. Claw Clamber Boots seem to be required both to access the second floor of Grunty Industries (which most likely cannot be skipped due to necessary Jiggies up there, but there very well might be a way to get up there without them) and finally to reach the Door to Cauldron Keep. The later appears to be fairly high in the air with no immediatly apperant way to climb up elsewhere, but I'm not dismissing this option just yet. If it were possible to get up there without the Claw Clamber Boots we could just barely skip them in a 70 jiggies run, too, and with one or two more discoveries for (currently impossible) jiggies we could drop Hatch, too. Taxi Pack is required for far too many jiggies to be skipable in a 70 Jiggies run (although it is skipable on its own in non-low%-settings), but if we were to find a way to also skip the final door it could be dropped as well. However, that's pure speculation and likely not going to happen. Reaching Cauldron Keep without the Claw Clamber Boots looks even more impossible than glitching through the 70 Jiggies Door.
Thus the final conclusion to be made is how to handle moves and glowbos. Glowbos are required to make use of Wumba and Mumbo whereas Moves enhance the abilities of the two protagonists. My say would be to treat both equally and trying to minimize the sum of moves learned and glowbos collected while going for least Jiggies/Notes. Any objections to that approach?
Here's a list of dependencies I have compiled while rewatching the 100% run hosted on SDA. I skipped Jinjos, Cheeto Pages and Honeycombs because they will not be collected at all anyway:
-----------------------------------------------------------------------------
Egg Aim (essential)
Breegul Blaster (required)
J: MT: Targitzan's Temple(Slightly Sacred Chamber)
J: MT: Targitzan's Temple(Really Sacred Chamber)
J: TL: Inside Chompa's Belly
J: GI: Clinkers Cavern
CK: Required for Grunty Battle
Grip Grab (essential?)
J: MT: Prison Compound?
Access Plateau (essential)
20 Notes on Jinjo Roof?
WW: 10 Notes on Area51 Gate?
WW: Climb to Wumba?
WW: Reach moving Platform switch?
Activate Clifftop Railway Station
-J2: Reunite Styracosaurus Family
JRL: Climb Seaweed Sanctum?
M: TL: Taxi Pack? (This or Pack Whack)
Fire Eggs
Access Pine Grove (essential)
J2: TL: Oogle Boogle Cave: Warm Cavemen
J2: HP: Defeat Chilli Billi & Chilly Willi
J2: Warm Sabremen
J2: Jiggy Gallery Shootinggame
Bill Drill (essential?)
GGM: Access to Gloomy Caverns
-J: Power Hut Basement
GGM: Access to Generator Cave
-J: Top of Generator Room
GGM: Ordnance Storage Entrance
-M: Beak Bayonet
--J2: Ordnance Storage
Extra Air and fast swimming (Fish SM)
J2: WW: Test your Strength
J: JRL: Access Waste Disposal
MT: Reveal Mumbo Plate in Dinosaur Cave
-J2: Reunite Styracosaurus Family
MT: 20 Notes in Rock (this or large T-Rex)
J: MT: Drill in Terry's Nest
GI: Unscrew Platforms
-J2: Wash the clothes
-J2: Defeat Weldar
-J2: Waste Disposal Plant Ground of Toxic
-J2: Toxic Bottom
J2: TL: Feed Cavemen
J2: HP: Free Alien Children
CC: Get Beans
-Access Giant Cheese?
--J2: Cheese Jiggy
-Access Sackhopping Racetrack
--J2: Win Triathlon
J: GGM: Return Rat from MT Prison
Beak Bayonet
J: GGM: Ordnance Storage
Grenade Eggs
J: WW: Test your Strength? (Do Clockwork Kazooie Eggs work, too?)
J2: WW: Mr Patch
JRL: Open Split Pad? (appears to be unnecessary)
-3 Doublones (jump pad) (Appear to be not necessary)
-M: Wing Whack
JRL: Save Room Rent (2 doublones)
J: JRL: Inside the Big Fish (collect inside Jolly Roger's) (Likely skipable with submarine)
JRL: Blow up Wall in Mumbo's Skull
-J2: JRL: Hatch Egg.
WW: Free Gobi
-J2: HP: Ice Train Station
WW: Free Styracosaurus
-J2: TL: Reunite Styracosaurus Family
J2: CC: Jiggy Gallery Shootinggame
J2: HP: Kickball Tournament
J2: GI: Toxic Waste Shooting Gallery
J2: GI: Fight Weldar
J2: GI: Bottom of Toxic Waste
Pack Whack
Ultimate double jump (awesome)
M: TL: Taxi Pack? (This or Grip Grab)
CK: Skip Toxic (This or Sack Pack) (essential)
J: GI: Waste Compactor (This or Snooze Pack)
Split Up (essential)
Airborne Egg Aiming
J: WW: UFO Minigame(?)
J: WW: Balloon Burst Minigame
J: WW: Mr Patch
Ice Eggs
J: JRL: Power UFO
-J2: HP: Rescue Alien Children
J: HP: Defeat Chilli Billi & Chilly Willi
J2: Jiggy Gallery Shootinggame
Wing Whack
Sub-Aqua Egg Aiming (Appears to be obsoleted by Submarine)
Talon Torpedo
J: JRL: Inside Fish
J: JRL: Temple of the Fishes
Access Wasteland (essential)
JRL: Open UFO
-J2: JRL: Power UFO
J: TL: Water for the Dinosaur
Clockwork Kazooie Eggs
J: TL: Blow up Guards
J: JRL: Smugglers' Cavern?
J: CC: Open Safe
GI: Enter Building without Chuffy
J: GI: Blow up Guard Robots
Springy Step Shoes
TL: Reach top Area?
-Reveal Fly Plate by defeating Terry
Access Quagmire (essential)
J: GGM: Behind Waterfall
Taxi Pack
J: MT: Carry Terrydactylus Baby (requires Hatch)
MT: Carry Ill Styracosaurus
-J2: Reunite Styracosaurus Family
GI: Get Batteries
-Access Waste Disposal Plant
--M: Snooze Pack
-Access Electromagnetic Chamber
--J: Defeat Weldar
--J: Waste Disposal Plant Ground of Toxic
-J: Access Packing Room (Twinkle Packing Minigame)
-J: Toxic Waste Shooting Gallery
J: WW: Reunite Bear Family
J2: HP: Transport Sabreman
J2: CC: Win Triathlon
J2: CC: Cheese Jiggy
Hatch
J2: MT: Hatch Terry's Eggs (requires Taxi Pack for final baby)
J: JRL: Hatch Egg.
CC: Hatch Eggs for floating
-J2: Win Triathlon
J2: HP: Rescue Alien Children
Claw Clamber Boots
GI: Access second floor? (essential?)
-Access outdoor flypads
WW: Return to TL
-J: TL: Feed Cavemen
J2: HP: Defeat Chilli Billi & Chilly Willi
Access Cauldron Keep (essential)
J2: GI: Clinkers Cavern
Snooze Pack
TL: Cross Stomping Plains
-J: HP: Hidden Behind Ice Window
Leg Spring
Shack Pack
J: HP: Get Hot Fish and Feed Boggy
J2: GI: Waste Disposal Plant Oil Pipeline?
M: Sack Pack
J: CC: Jello Castle (Supposed to be skipable by Polygon clipping)
J2: CC: Cheese Jiggy
J2: GI: Waste Disposal Plant Ground of Toxic
Glide
J: HP: Rescue Alien Children
Sack Pack
J2: CC: Win Triathlon
-----------------------------
Mumbo:
Isle o' Hags
Heal Styracosaurus
-J: Reunite Styracosaurus Family
Mayaham Temple:
Open Large Doors
-J: Jade Snake Hole
-M: Grip Grab
Open up Fly Pad
-J: Flypad top of temple?
Glitter Gulch Mine
J: Crush Jiggy Rock
Repair Chuffy the Train
-Enter Grunty Industries (skip with clockwork eggs)
-J: Defeat Old King Coal
Witchyworld
Power Area51 Generator (UFO)
-J2: UFO Minigame
Power Dodgem Dome
-J: Dodgem Minigame
J: Power Star Spinner
Jolly Roger's Lagoon
Skip with additional air
Terrydactyland
Grow Wumbas Wigwam
-20 Notes in Rock (this or Bill Drill)
-Scare Caveman
--J2: Warm Cavemen
--J2: Hatch Terry's Eggs
Grow Styracosaurus
-J2: Reunite Styracosaurus Family
Grunty Industries
Power down Magnet
-J2: Waste Disposal Plant Ground of Toxic
-J2: Defeat Weldar
Power Down Crushers
-J2: Toxic Waste Shooting Gallery
-J2: Clinkers Cavern
Hailfire Peaks
Revive Alien
-J2: Rescue Alien Children
J: Revive Sabreman
Cloud Cuckooland
Cast Rainbow to Golden Pot (might be skipable with Glide+Flapping)
-J: Jiggy Gallery Shootinggame
Grow Beans
-J: Win Triathlon
-J: Cheese Jiggy
-----------------------------
Wumba
Mayaham Temple
J: Kickball Tournament
J: HP: Kickball Tournament
Glitter Gulch Mine
Access to Canary Cave
-J: Canary Race
--J: CC: Canary Race
Fuel Depot (UFO for Witchyworld)
-J: WW: UFO Minigame
Witchyworld
Access to "The Inferno"
-J: Top of the Inferno
-J2: Reunite Bear Family?
-Access to Mumbo
20 Notes
Jolly Roger's Lagoon
Skip Underwater Egg Aiming to open Temple door (Seaweed Sanctum) (unless necessary to aim as submarine)
Skip Underwater Egg Aiming for Boss
J: Underwater Sea Cavern
Terrydactyland
J: Roar Code
J2: Warm Cavemen
J2: Hatch Terry's Eggs
Grunty Industries
J: Wash the Clothes
J2: Defeat Weldar
J2: Waste Disposal Plant Ground of Toxic
Hailfire Peaks
Open Trainstation
-J: Ice Train Station
Activate Oil Pump
-J: GI: Waste Disposal Plant Oil Pipeline
Cloud Cuckooland
J: Shoot the Eyeflowers (can Airborne Egg Aiming be used for this instead?)
J: Beehive Minigame
Legend:
J: Jiggy
J2: Duplicate Jiggy that is already listed elsewhere. Likely because two moves are required independently to collect it.
M: New Move
? Marks Requirements that were used in the 100% run but which look fairly likely to be skipped somehow.
MT,GGM,WW,JRL,TL,GI,HP,CC,CK: Level abreviations
-----------------------------------------------------------------------------
We are missing 9 Jinjo Jiggies as well as the final 5 moves which sum up to anywhere between 19 (max) 15 (likely figure) Jiggies inaccessible, leaving us room to skip between one or five more jiggies under the most likely note/jiggy conditions.
Wing Whack is not required anywhere. While it slightly enhances the distance Kazooie on her own can jump this doesn't seem to be either useful or necessary anywhere. It might be able to skip the glide move for rescuing the Alien children with it but it doesn't look as if that jiggy was required.
Sub-Aqua Egg Aiming is completely obsoleted by the Submarine transformation which can do all of its taks plus gets an additional jiggy.
Grenade Eggs are not required to get Kazooie Clockwork Eggs. Although it might seem impracticle they might be possible to skip grenade eggs and do all their tasks with the Clockwork eggs, depending on how they behave in the air/underwater (I don't know).
The most interesting thing to look into besides dropping requirements for Jiggies (especially those for the last 5 moves) is definitly lowering the total amount of jiggies necessary. Getting to the final battle without 70 Jiggies would be a major skip that gives some breathing space for route planning and dropping different moves/Transformations/Mumbo Plates.
I don't have the game yet but I'll grab a copy off ebay so I should be able to play on that in around a week. Last I heard the game doesn't emulate well at all, but if anybody knows an emulator/settings/rom combination that makes the game fully playable that could be very useful for testing tricks.
Thus the final conclusion to be made is how to handle moves and glowbos. Glowbos are required to make use of Wumba and Mumbo whereas Moves enhance the abilities of the two protagonists. My say would be to treat both equally and trying to minimize the sum of moves learned and glowbos collected while going for least Jiggies/Notes. Any objections to that approach?
Here's a list of dependencies I have compiled while rewatching the 100% run hosted on SDA. I skipped Jinjos, Cheeto Pages and Honeycombs because they will not be collected at all anyway:
-----------------------------------------------------------------------------
Egg Aim (essential)
Breegul Blaster (required)
J: MT: Targitzan's Temple(Slightly Sacred Chamber)
J: MT: Targitzan's Temple(Really Sacred Chamber)
J: TL: Inside Chompa's Belly
J: GI: Clinkers Cavern
CK: Required for Grunty Battle
Grip Grab (essential?)
J: MT: Prison Compound?
Access Plateau (essential)
20 Notes on Jinjo Roof?
WW: 10 Notes on Area51 Gate?
WW: Climb to Wumba?
WW: Reach moving Platform switch?
Activate Clifftop Railway Station
-J2: Reunite Styracosaurus Family
JRL: Climb Seaweed Sanctum?
M: TL: Taxi Pack? (This or Pack Whack)
Fire Eggs
Access Pine Grove (essential)
J2: TL: Oogle Boogle Cave: Warm Cavemen
J2: HP: Defeat Chilli Billi & Chilly Willi
J2: Warm Sabremen
J2: Jiggy Gallery Shootinggame
Bill Drill (essential?)
GGM: Access to Gloomy Caverns
-J: Power Hut Basement
GGM: Access to Generator Cave
-J: Top of Generator Room
GGM: Ordnance Storage Entrance
-M: Beak Bayonet
--J2: Ordnance Storage
Extra Air and fast swimming (Fish SM)
J2: WW: Test your Strength
J: JRL: Access Waste Disposal
MT: Reveal Mumbo Plate in Dinosaur Cave
-J2: Reunite Styracosaurus Family
MT: 20 Notes in Rock (this or large T-Rex)
J: MT: Drill in Terry's Nest
GI: Unscrew Platforms
-J2: Wash the clothes
-J2: Defeat Weldar
-J2: Waste Disposal Plant Ground of Toxic
-J2: Toxic Bottom
J2: TL: Feed Cavemen
J2: HP: Free Alien Children
CC: Get Beans
-Access Giant Cheese?
--J2: Cheese Jiggy
-Access Sackhopping Racetrack
--J2: Win Triathlon
J: GGM: Return Rat from MT Prison
Beak Bayonet
J: GGM: Ordnance Storage
Grenade Eggs
J: WW: Test your Strength? (Do Clockwork Kazooie Eggs work, too?)
J2: WW: Mr Patch
JRL: Open Split Pad? (appears to be unnecessary)
-3 Doublones (jump pad) (Appear to be not necessary)
-M: Wing Whack
JRL: Save Room Rent (2 doublones)
J: JRL: Inside the Big Fish (collect inside Jolly Roger's) (Likely skipable with submarine)
JRL: Blow up Wall in Mumbo's Skull
-J2: JRL: Hatch Egg.
WW: Free Gobi
-J2: HP: Ice Train Station
WW: Free Styracosaurus
-J2: TL: Reunite Styracosaurus Family
J2: CC: Jiggy Gallery Shootinggame
J2: HP: Kickball Tournament
J2: GI: Toxic Waste Shooting Gallery
J2: GI: Fight Weldar
J2: GI: Bottom of Toxic Waste
Pack Whack
Ultimate double jump (awesome)
M: TL: Taxi Pack? (This or Grip Grab)
CK: Skip Toxic (This or Sack Pack) (essential)
J: GI: Waste Compactor (This or Snooze Pack)
Split Up (essential)
Airborne Egg Aiming
J: WW: UFO Minigame(?)
J: WW: Balloon Burst Minigame
J: WW: Mr Patch
Ice Eggs
J: JRL: Power UFO
-J2: HP: Rescue Alien Children
J: HP: Defeat Chilli Billi & Chilly Willi
J2: Jiggy Gallery Shootinggame
Wing Whack
Sub-Aqua Egg Aiming (Appears to be obsoleted by Submarine)
Talon Torpedo
J: JRL: Inside Fish
J: JRL: Temple of the Fishes
Access Wasteland (essential)
JRL: Open UFO
-J2: JRL: Power UFO
J: TL: Water for the Dinosaur
Clockwork Kazooie Eggs
J: TL: Blow up Guards
J: JRL: Smugglers' Cavern?
J: CC: Open Safe
GI: Enter Building without Chuffy
J: GI: Blow up Guard Robots
Springy Step Shoes
TL: Reach top Area?
-Reveal Fly Plate by defeating Terry
Access Quagmire (essential)
J: GGM: Behind Waterfall
Taxi Pack
J: MT: Carry Terrydactylus Baby (requires Hatch)
MT: Carry Ill Styracosaurus
-J2: Reunite Styracosaurus Family
GI: Get Batteries
-Access Waste Disposal Plant
--M: Snooze Pack
-Access Electromagnetic Chamber
--J: Defeat Weldar
--J: Waste Disposal Plant Ground of Toxic
-J: Access Packing Room (Twinkle Packing Minigame)
-J: Toxic Waste Shooting Gallery
J: WW: Reunite Bear Family
J2: HP: Transport Sabreman
J2: CC: Win Triathlon
J2: CC: Cheese Jiggy
Hatch
J2: MT: Hatch Terry's Eggs (requires Taxi Pack for final baby)
J: JRL: Hatch Egg.
CC: Hatch Eggs for floating
-J2: Win Triathlon
J2: HP: Rescue Alien Children
Claw Clamber Boots
GI: Access second floor? (essential?)
-Access outdoor flypads
WW: Return to TL
-J: TL: Feed Cavemen
J2: HP: Defeat Chilli Billi & Chilly Willi
Access Cauldron Keep (essential)
J2: GI: Clinkers Cavern
Snooze Pack
TL: Cross Stomping Plains
-J: HP: Hidden Behind Ice Window
Leg Spring
Shack Pack
J: HP: Get Hot Fish and Feed Boggy
J2: GI: Waste Disposal Plant Oil Pipeline?
M: Sack Pack
J: CC: Jello Castle (Supposed to be skipable by Polygon clipping)
J2: CC: Cheese Jiggy
J2: GI: Waste Disposal Plant Ground of Toxic
Glide
J: HP: Rescue Alien Children
Sack Pack
J2: CC: Win Triathlon
-----------------------------
Mumbo:
Isle o' Hags
Heal Styracosaurus
-J: Reunite Styracosaurus Family
Mayaham Temple:
Open Large Doors
-J: Jade Snake Hole
-M: Grip Grab
Open up Fly Pad
-J: Flypad top of temple?
Glitter Gulch Mine
J: Crush Jiggy Rock
Repair Chuffy the Train
-Enter Grunty Industries (skip with clockwork eggs)
-J: Defeat Old King Coal
Witchyworld
Power Area51 Generator (UFO)
-J2: UFO Minigame
Power Dodgem Dome
-J: Dodgem Minigame
J: Power Star Spinner
Jolly Roger's Lagoon
Skip with additional air
Terrydactyland
Grow Wumbas Wigwam
-20 Notes in Rock (this or Bill Drill)
-Scare Caveman
--J2: Warm Cavemen
--J2: Hatch Terry's Eggs
Grow Styracosaurus
-J2: Reunite Styracosaurus Family
Grunty Industries
Power down Magnet
-J2: Waste Disposal Plant Ground of Toxic
-J2: Defeat Weldar
Power Down Crushers
-J2: Toxic Waste Shooting Gallery
-J2: Clinkers Cavern
Hailfire Peaks
Revive Alien
-J2: Rescue Alien Children
J: Revive Sabreman
Cloud Cuckooland
Cast Rainbow to Golden Pot (might be skipable with Glide+Flapping)
-J: Jiggy Gallery Shootinggame
Grow Beans
-J: Win Triathlon
-J: Cheese Jiggy
-----------------------------
Wumba
Mayaham Temple
J: Kickball Tournament
J: HP: Kickball Tournament
Glitter Gulch Mine
Access to Canary Cave
-J: Canary Race
--J: CC: Canary Race
Fuel Depot (UFO for Witchyworld)
-J: WW: UFO Minigame
Witchyworld
Access to "The Inferno"
-J: Top of the Inferno
-J2: Reunite Bear Family?
-Access to Mumbo
20 Notes
Jolly Roger's Lagoon
Skip Underwater Egg Aiming to open Temple door (Seaweed Sanctum) (unless necessary to aim as submarine)
Skip Underwater Egg Aiming for Boss
J: Underwater Sea Cavern
Terrydactyland
J: Roar Code
J2: Warm Cavemen
J2: Hatch Terry's Eggs
Grunty Industries
J: Wash the Clothes
J2: Defeat Weldar
J2: Waste Disposal Plant Ground of Toxic
Hailfire Peaks
Open Trainstation
-J: Ice Train Station
Activate Oil Pump
-J: GI: Waste Disposal Plant Oil Pipeline
Cloud Cuckooland
J: Shoot the Eyeflowers (can Airborne Egg Aiming be used for this instead?)
J: Beehive Minigame
Legend:
J: Jiggy
J2: Duplicate Jiggy that is already listed elsewhere. Likely because two moves are required independently to collect it.
M: New Move
? Marks Requirements that were used in the 100% run but which look fairly likely to be skipped somehow.
MT,GGM,WW,JRL,TL,GI,HP,CC,CK: Level abreviations
-----------------------------------------------------------------------------
We are missing 9 Jinjo Jiggies as well as the final 5 moves which sum up to anywhere between 19 (max) 15 (likely figure) Jiggies inaccessible, leaving us room to skip between one or five more jiggies under the most likely note/jiggy conditions.
Wing Whack is not required anywhere. While it slightly enhances the distance Kazooie on her own can jump this doesn't seem to be either useful or necessary anywhere. It might be able to skip the glide move for rescuing the Alien children with it but it doesn't look as if that jiggy was required.
Sub-Aqua Egg Aiming is completely obsoleted by the Submarine transformation which can do all of its taks plus gets an additional jiggy.
Grenade Eggs are not required to get Kazooie Clockwork Eggs. Although it might seem impracticle they might be possible to skip grenade eggs and do all their tasks with the Clockwork eggs, depending on how they behave in the air/underwater (I don't know).
The most interesting thing to look into besides dropping requirements for Jiggies (especially those for the last 5 moves) is definitly lowering the total amount of jiggies necessary. Getting to the final battle without 70 Jiggies would be a major skip that gives some breathing space for route planning and dropping different moves/Transformations/Mumbo Plates.
I don't have the game yet but I'll grab a copy off ebay so I should be able to play on that in around a week. Last I heard the game doesn't emulate well at all, but if anybody knows an emulator/settings/rom combination that makes the game fully playable that could be very useful for testing tricks.
Thread title: