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Edit history:
Pjii: 2011-11-11 02:34:08 pm
Hooray for progress! It took two days but I finally got a good segment 8. I thought I got it yesterday but the DVD I used decided to stop working after recording it... No problem, the run I did today was 1 second faster. Segment 10 involves Mr. Patch, who I hate, so I’m not looking forward to it.

Onward, to more frustration! 
If done correctly...
I'm sorry if this may interfere with your run, but I have some more videos up that show some more difficult jumps than the last few as well as a theory in Mumbo's Skull.






You wouldn't believe how strict the jump had to be to get the cheato page right above!


I think I know of a few other locations that I'm going to try out today, and if anyone can think of some other jumps that I could try to make, maybe one actually in banjo-kazooie:?, then please tell me of it in the comments of a video or something. Also, like I said above, I'm sorry if this affects your speedrun in some way, but most of my future jumps will probably use the speed cheat anyways.
I procrastinated a bit today; instead of practicing my Mr. Patch fight I skipped ahead to test a few things.

It looks like I can save 20+ seconds by saving and quitting inside the fish in JRL, instead of warping to the Sunken Ship then going to GGM. A quick CWK Egg will get me the Jinjo that would otherwise be gotten by swimming from JRL. This will add one more segment, but faster is faster.

Getting the Cheato Page in Pawno’s shop with the Taxi Pack glitch is faster than collecting all 25 doubloons and talking to him twice. I wasn’t sure if it would be, because getting all of the doubloons doesn’t add much to my total time, but skipping the one cutscene and 5 doubloons is about 15+ seconds faster. It has to be done right, however, so I’ll need to practice it a bit.

Lastly, we come to the early Grunty Industries glitch. After using the amazing power of math, I have come to the conclusion that this glitch is NOT any faster than following my old route. Hitting the train switch doesn’t take much time, and getting in through the window takes about the same amount of time. Also, going in that window makes me watch a 10 second long cutscene that my route skips. I get the Tintop Jiggy with a CWK Egg, so I never have to go in that window. My apologies to those who wanted this glitch in, but it just doesn’t seem to save any time.
Edit history:
Rody B. ToMMon: 2011-11-19 04:07:43 pm
Rody B. ToMMon: 2011-11-12 09:45:22 pm
If done correctly...
Here's some more videos that I actually made today! Most of this stuff isn't that great, but I did find a way to get out of bounds in Witchyworld, so maybe that can lead to something useful!


















Description to this last trick can be found below.


This is probably my most important video yet, so I've got to make a description to this video now! If you can't interpret the video, then I'll explain it here.
There are two ways to do this and to two paths to use for each, but you need to activate the "superbanjo" cheat if you want any of these strategies to work; DON'T FORGET ABOUT THAT.

1. Split up banjo and kazooie
2. With banjo, go over to the Dodgem Dome and get on top of it by continuously using the pack whack
3. Start running to the left side of where the camera's facing
4. Jump off of the dome AFTER you've ran a little ways on the downward slope
5. After the jump, use the pack whack again in mid-air, and keep holding forward afterward
6. If you did it right, you'll grab on to the edge of the steel wall; all you have to do from there is press A, and you can explore from there
7. If you the camera doesn't follow you, then zoom the camera in and follow the viewable path, and the camera should eventually fix itself into a regular position; if you want the camera to stay that way, then keep the camera zoomed in and everything should stay normal

1.Get onto the long rope in some way, whether it means using the aforementioned method or the Cable Car Ride, as plain Banjo or Banjo and Kazooie
2. Position yourself on the rope near the end of its portion above the space zone.
3. Turn towards the wall that you want to get on; get into the Talon Trot if you're doing this with banjo and kazooie
4. Jump as far as you can, with no ground-pounding, towards the ledge of either wall's side that's within the gray barriers
5. If done correctly, Banjo should grab on to the ledge that you chose, and you can lift yourself up from there to get past the wall's invisible barrier; to fix the camera on the other wall, just turn the camera as far to the right as you can and it should quickly fix itself, but it will change as you walk around no matter what you do

I've been able to reach a few OoB zones with this trick, but I haven't found much of a real use for it yet. If anyone finds a purpose for this glitch, then make a video response to this one, and I'll see what else I can do with the trick!


If anyone has any suggestions for me, or anything interesting that I should see to help me out in the future, then please inform me of whatever as soon as possible, and I'll take it into consideration.

Edit: I think I'll make the rest of my videos be hidden for now on because it consumes too much room for a post, so don't expect any more humungous posts like this one anymore.
Yes, a cucco riding the ground.
Nice OoB trick. Maybe it could be used to get to Terrydactyland early. I'm not too familiar with this game, so I don't know if that would help. Getting moves earlier for a 100% seems like a possible benefit, or perhaps we could use it to skip a trip to Jiggywiggy (though we'd still need to solve the Terrydactyland puzzle). Even if it's not useful, it would be cool to be able to do.
Quote from Rody B. ToMMon:

I assume this is with superbanjo as well? It looks like it is, but I'm not familiar with the Turbo Trainers' speed since they're barely in the game.

It's nice to see more people interested in Tooie, but keep in mind that runs with cheats aren't accepted anymore, so anything you find that needs superbanjo won't be able to be used in a speedrun.
If done correctly...
Four MORE videos today! (Don't expect anything on the weekdays, though.)

Like I said before, I'm going to put all of the videos in hidden text, so at least this post will stay short. The first video shows some extra stuff with the Double-Banjo glitch, so that might be a little interesting.


And here's the description to this video, where I explain a special case that happened to me with this glitch in the past.

Before I start explaining everything in this video, let me say that there was this strange case, where if I did the glitch with banjo in the lava side of Hailfire Peaks, Banjo would be put at the bottom of the pit that contains the entrance to Jolly Roger's Lagoon. I can't do it anymore, so I can't test it out any further, sadly:( In this video, I perform the double-banjo glitch, and I observe what could happen once the glitch has been activated. To start off, I have Banjo enter the igloo in different ways, and Banjo's clone seemed to copy my appearance when I first enter the place. Also, probably the most noticeable part of this video, I used a trick I like to call: "Fish Banjo" to see if Banjo's clone would copy that form, and I was right; if you want to try out this trick yourself, then use the sleeping move right when Banjo enters a loading zone, but don't expect to find any real use for it:? After that, I decide to kill Banjo by climbing up the tall mountain with the pack whack since I have invincibility, and it turns out that it brings back Kazooie and kills both Banjos in the process! If you notice, right when I use Kazooie's split-up pad, it shows Banjo in some strange part of Hailfire Peaks, and then in goes back to Kazooie in a different angle. I decide to kill Kazooie after that by climbing up the mountain the standard way, and the end result was two kazooies! At that point, the game becomes very sensitive, and practically any process that you use now will have half a chance of either freezing the game, or going to a strange screen that shows the layout of the snow portion of this world. If anyone can figure out anything else that can be done with this glitch, especially if you find a way to do the old trick that I mentioned at the beginning of this description, then please inform me of whatever and I'll try to mess with the stuff as soon as I can.







That's all for now.
Okay, my Patch fight went better than expected - I beat him in about 29 seconds. Not a world record by any means, but good enough for me. Time to move on...
If done correctly...
Out of curiousity, just wondering, do you skip the first Klungo cutscene in your speedrun like so:
Even though I knew about that when I started my run, I completely forgot about it when I started recording. Now, after testing it, I see that it was a stupid oversight. This skip seemed to save 6-7 seconds on average when I tested it. I could see it saving 9, maybe 10 seconds with perfect execution. I had to inch myself along the wall to get to the right spot so that I could make the jump on the first try, so having perfect positioning would obviously be faster.

I’m not going to stress over it, though. Yeah, I completely overlooked it, but 7 or so seconds in a run of this length doesn’t seem too bad. I actually think it would be funny if this run gets insta-rejected for having missed it.
Edit history:
Rody B. ToMMon: 2011-11-21 08:47:02 pm
Rody B. ToMMon: 2011-11-21 08:46:46 pm
If done correctly...
Here's even more tricks that I found that might be useful if we can discover an actual purpose for them without the Superbanjo cheat.


The trick above might be possible to do with banjo and kazooie together, but it would be very frustrating to do, especially for a speedrun!

This trick seems to have a tendency to freeze the game, and since this can only be used by Banjo alone, I don't see much of a purpose of this trick other than entertainment. :?
Edit history:
Jacky Durand: 2011-11-22 07:51:37 am
Quote from Pjii:
Even though I knew about that when I started my run, I completely forgot about it when I started recording. Now, after testing it, I see that it was a stupid oversight. This skip seemed to save 6-7 seconds on average when I tested it. I could see it saving 9, maybe 10 seconds with perfect execution. I had to inch myself along the wall to get to the right spot so that I could make the jump on the first try, so having perfect positioning would obviously be faster.

I’m not going to stress over it, though. Yeah, I completely overlooked it, but 7 or so seconds in a run of this length doesn’t seem too bad. I actually think it would be funny if this run gets insta-rejected for having missed it.


The trick is nice and can be pulled off quite consistently, but it's actually not of any use, because you have to cross that invisible line again when you go for that fish that makes you swim faster. So the seconds gained in the first segment would be added again mid-game. So no need to worry I'd say!

EDIT: And yeah, it triggers even though you've beaten Klungo.
That’s really nice to know. I usually run through the whole game before I add anything new to my run, just to see if it all works together, but I forgot about this trick and only tested it on the first segment.
If done correctly...
New tricks today that could be useful!


I know this uses Superbanjo, but if this could be used correctly, it might be possible to do the stuff in this video as well as future goals like entering the Inferno early or something!

If anything can possibly be done from the jump in this video, I believe that it could also be done without Superbanjo.

Not sure if this could have a purpose to it, but maybe something can be done with this now that we know it can be done with banjo and kazooie.
If done correctly...
This will probably the last little trick that I show off on this thread, if anyone even cares, because I've grown tired of this game for now. I don't know if this could possibly have any purpose or not, but it can be done without the Superbanjo cheat, (as I show in the video) so here's to the hope that there could possibly be a use for this in the future. :? I can only do this trick while using the pack whack next to the surface of the water while pressing A at the exact frame when Banjo touches the water, so if you have to be even more precise with a standard jump to get this trick to work, then it would probably be unnecessary to do in the first place. Anyways, here ya guys go.

Hey if anyone cares i've been streaming a lot of Banjo Kazooie and Banjo Tooie on my twitch tv site (www.twitch.tv/sirenabeacher).  For BT I usually skip the jiggywiggy cutscenes with the open all the worlds cheat.  This is mostly because I like to play through the game a lot and it gets annoying to watch these.  I'm doing any % RTA so maybe I could convert that to single segment if anyone wants me too.  I only say that because I see there is no any % for this game...  I think I know all the tricks, but I could be wrong

Anyway if anyone wants to see my videos of RTAs then come to my page.
Hey all, I recently got interested in doing an any% single-segment of this game (on NTSC N64). I actually had plans to run the game 100% segmented way back in the day, but circumstances prevented me from doing so. I did get mentioned in the commentary for the currently uploaded run though. Anyway, after a botched attempt at a B-K any% using codes (note - don't put in three codes and let them delete your game, but continue playing anyway. I finished the quiz show and the game spits you out next to a Grunty with no collision detection and you have absolutely no inventory or moves learned), I thought that running B-T any% would probably be more interesting anyway.

So I read through this topic to learn all the strats and stuff, and it all seemed pretty interesting. I thought that a run would consist of skipping all Jinjos that aren't part of the 4 or 5 smallest families, but I guess when you think about it, most of them aren't too far out of the way, so it makes sense to get them. The T-Rex cage one is concerning, but still a hell of a lot faster than some of the other Jiggies.

I'm not totally sure what the best Jiggies to skip would be (I know there's a couple lists in the topic, they differ in a few ways but both make good points), but I did think up a route that seems to make sense to me, and having other people look at it would help out, because there's a good chance that there's some sort of fatal flaw in it. So basically, the game would play like this:

MT: Skips Prison Compound stuff entirely
GGM: Skips Old King Coal, but you do levitate the train
WW: Skips lots of stuff, none really relevant to route as you wouldn't be coming back anyway
JRL: Standard run, getting most of the stuff that you'd be able to during the first trip
TDL: Again, standard run, activates Stomping Plains warp but doesn't cross it yet
- And then here's where it differs from the usual route. -
GI: Hit train switch, get treble clef with clockwork egg, leave.
HFP: Play through level normally. You don't have Claw Clamber Boots, Snooze Pak, or Leg Spring yet, but none of this actually matters. Be sure to hit both train switches.
MT: Get two Jiggies in Prison Compound (one using clockwork egg), open door (by guessing code, there's only a couple combinations apparently, and I got it on my first try when I did my casual run yesterday), go through door.
GGM: Get Dilberta's Jiggy, use Clockwork eggs to get waterfall Jiggy and Water Storage Jinjo. Fight Old King Coal and get Jiggy from that, then take train to HFP fire side.
HFP: Use Gobi to cool off train. Take train to ice side, get Jiggy there. Take train to GI.
GI: Use Sack Pack to get the Jiggy underneath the toxic waste, along with the tricks to get the other Jiggy and Jinjo in the room early.
CCL: Normal run. After getting what is necessary from the level, return to JRL and TDL to clean up a bit, then proceed to Cauldron Keep.

Again, unless I'm missing something obvious, this route minimizes Chuffy usage pretty well, and eliminates a lot of backtracking into levels. This route would be skipping the JRL pool Jiggy, because in order to get that one, you'd have to go back to HFP a third time to drain the water after cooling it down (which can't be done until CCL is visited). It doesn't really seem worthwhile. It's unfortunate that you have to go back to HFP at all, but the train riding seems to work out best this way. Unless the Ice Train Station Jiggy is also skipped, I guess. I haven't timed anything, but I assume that one would already be axed if it was too slow.

I was also wondering about Tiptup's Jiggy in JRL. It's the only thing in the run that requires Hatch if you're skipping Terry's eggs and the alien babies, but I don't really know if it's that far out of the way or not. I guess basically what I'm asking is if there's a "Jiggies to skip" list that seems to be agreed on.

Oh, and I'm seconding the question someone asked earlier. How do you do the clockwork egg trick to get the Tintop Jiggy easier? It doesn't seem to be documented like, at all.
I could probably help your route if you posted a more detailed version. Not knowing which Jiggies you plan to get throws me, so I can’t say anything about your route at the moment. Keep in mind that I’ve only planned for a 100% run, so I’ve never timed which Jiggies/Jinjos are the fastest to get, as I collect everything.

There are only three Prison Compound codes:

1) Sun, moon, star, moon, sun
2) Moon, star, sun, star, star
3) Star, sun, star, moon, moon

To get the Tintop Jiggy with a CWK Egg, use the Claw Clamber Boots on the first floor and go to where there’s a Spring Pad that takes you to the second floor (stay on the first floor). Use one of the two Spring Pads to jump on the pipe that’s connected to the center platform. Aim up at the center platform (where the Tintop fight would be) and use the large lamp that’s shining down as a marker on where to shoot. I stand near the end of the pipe, far from the center platform, and put my aiming cursor near the bottom of the lamp. You’ll have to adjust this depending on where you’re standing, but doing it a few times should be enough to figure it out. Really, just pick a spot on the pipe where you’ll always stand and then aim at the center of the lamp. If your shot misses, aim down a little and try again. Repeat that until you find your sweet spot.
F*ckin' sanity effects...
I just want to throw in a useless bit of support here; can't wait to see some new good runs on this.
Edit history:
Jish: 2012-01-01 11:32:39 pm
Well, I don't have a solid route formed yet, but I think this is the basis for which Jiggies to skip. A lot of the planning comes from skipping either Wumba or Mumbo in a level, because they generally involve some long-winded thing to set up, and Mumbo is very slow and has long drawn-out cutscenes whenever you use his magic. So yeah, I point out when they're skippable for a level. This also makes Glowbo collection optional in a lot of places (not that they're generally out of the way).

MT -------------- skips Wumba
01) Kickball
GGM
    No Jiggies skipped
WW -------------- skips Mumbo
02) Boggy's kids
03) Star Spinner
04) Saucer of Peril
05) Dodgems
JRL  -------------- skips Mumbo
06) Trotty & Piggles' pool
TDL
07) Terry's eggs
08) Scrotty's kids
09) Oogle Boogles
GI -------------- skips Mumbo AND Wumba
10) Wash the Skivvies
11) Quality Control
12) Clinker's Cavern
13) Weldar
HFP  -------------- Skips Mumbo
14) Dragon bosses
15) Sabreman
16) Aliens
17) Kickball
CCL -------------- Skips Mumbo
18) Mr. Fit
19) Cheese wedge

That leaves a 20th Jiggy to be skipped somewhere. I'm guessing it would be one of these:

- Witchyworld's Inferno, on top of the tower thing
Requires you to open up the Inferno with the van, but you're using the van anyway to get the Area 51 Jinjo, and it seems stupid to only use it for that. I dunno about this one.

- Witchyworld's Mr. Patch
Annoying fight. Apparently it can be done pretty quickly though, so yeah, probably not skipping this one.

- Jolly Roger's Lagoon's Tiptup egg hatching
Ok, maybe I'm the only one that suggested it, but it does skip learning Hatch and a small detour to Mumbo's Skull, which you normally wouldn't visit.

- Jolly Roger's Lagoon's UFO
Extremely minor point, but both of the UFO cutscenes are kind of long and unskippable, and you do have to backtrack for this one, since you don't have Talon Torpedo the first time through.

- Terrydactyland's Daddy T-Rex Jinjo
Plus side - don't have to use Mumbo at all, or Wumba a second time. Downside - means that every Jinjo of this color that you previously collected is now useless, as are any beyond this point where you have to specifically go out of your way to find out if they're the right color or not

- Grunty Industries's Twinklie Packing
You have to drag a battery here as Banjo, which takes a while, then get Kazooie to come here, then do the minigame. I assume Kazooie gets here through the hole in the smokestack, even though it's very possible to get the Jinjo in this room with a clockwork egg. Not sure how this one fits into a route.

- Hailfire Peaks's train station shenanigans
Eliminates a bunch of train riding and a second trip to HFP entirely. If this one was skipped, you'd go straight from GGM to GI and never bother with the two train switches in this level.

- Cloud Cuckooland's Canary Mary race
The race isn't really that bad, but it is at the end of the run, and doing it quickly (ie, not intentionally going slow so she doesn't speed up) is risky. Getting this Jiggy also means that you have to do Mary's second race in GGM.

So yeah, I'm really not sure what to skip. There's a lot of options, including ones I didn't even bother posting. Like the 1984 safe and Rocknuts, which involve a lot of detours and wasted clockwork eggs. Not sure if those are worth looking into, since most of the ones I put in my list are probably longer.




To cap off this unnecessarily long post, I have a couple other questions/things to point out.

First off, apparently you can clip through the pipe in the GI toxic waste room as Banjo only, and this leads you to HFP ice side without Kazooie, who then can't meet up with you. I'm not sure what happens if you die as either character. There's a small chance this could somehow be useful if death warping fixes it.

Also, dealing with the exact same pipe, the Banjo wiki says "After farming up a jiggy with the oil drill, normally you'll have to go through the pipeline with Banjo using the shack pack. But as we've been informed, you don't need to do this - firing a clockwork egg into the hole in the pipeline from the right angle will allow it to go through. Get the angle wrong and it'll explode in your face, though." Anyone else know about this? I was able to get the egg into the pipe with no problems, but then when you take it to the black section at the end of the pipe, it blows up and Jamjars yells at you. When you try to go into the pipe as Banjo, the loading zone seems to be the hole itself - you don't actually go through the pipe. So I'm wondering what that's all about. Seems like using the egg would save a little time.
I don’t think I’ll be much help with Jiggy skips or timing anything. I’m still recording my run, so most of my energy is going towards that. If you had a solid route that you were happy with I could probably help tighten it up a little, but I don’t know much about any% routes. I’ll still try to help out if anything comes to me.

Mr. Patch can make or break your WW time. He is skill based, so that’s one good thing about him (f*** you, Fak Fak). Practicing this fight is a must, especially if it’s in an SS run. Beating him in 30-35 seconds should be easy enough. Anything lower than 30 is great, IMO. I suck at the fight, so I feel like anyone can do it well.

Canary Mary, I don’t see her being a risk, even in an SS run. Rubbing a pen across my controller works 100% of the time. That means you’ll never have to slow down during the race. Not sure if skipping the second race in GGM is good or bad. Shouldn’t be hard to time.

I’ve never heard about clipping through a pipe in GI to get to HFP as Banjo. I can’t think of how this could be useful, honestly.

I got a CWK Egg in that pipe as well. It also blew up in the same place. If you could collect that Jiggy with the CWK Egg it would definitely save some time. I couldn’t get it beyond that black wall, so, yeah...

I wish I could be more helpful. I don’t want to try an any% run myself, so good luck to you.
I've timed all of these jiggies, but I have the Pal version, so there would be some differences. And small route changes could mean time differences as well. Your jiggy skips seems good, but I'd suggest you time Star Spinner and Pool (1½-2 minutes to get each I guess). Also I think the 20th jiggy would be a choice between TDL T-rex Jinjo and Twinklies, but again, it requires timing them. They are both around 3 minutes in a segmented run. I can't say anything about which jiggies to skip in a single segment run though.
If done correctly...
I really wish I could help you out, but I always play the game with Superbanjo, so my routes wouldn't be accepted by SDA; sorry. Sad
Edit history:
Jish: 2012-01-05 08:10:22 pm
Jish: 2012-01-05 08:01:47 pm
I don't have too much planned out yet, but I figured I'd at least post the routes for the first two levels. The route for Mayahem Temple is mostly based on the current 100% speedrun with a few tweaks, but Glitter Gulch Mine is basically all made up by me. If anything looks like it's wasting time, then let me know.

P = Jiggy
J = Jinjo
N = Notes
G = Glowbos

Spiral Mountain
- Run to Digger Tunnel, getting running shoes along way. Don't bother skipping cutscene.

Jinjo Village
- Collect eggs and feathers, activate silo
- Go to castle and get Jiggywiggy's gift [P = 1]
- Skip cutscenes when applicable, go to Bottles' house and exit without talking to any characters.

Wooded Hollow
- Follow tracks into cave, activating silo, and collect Jinjo [J = 1]
- Go into temple and complete first puzzle to open Mayahem Temple.
- Exit and go into the level.

Mayahem Temple (trip 1)
- Follow path to first Jamjars location, collecting notes along the way. [N = 40]
- Learn Egg Aim from Jamjars and skip all text.
- Open the Treasure Chamber and enter. Talk to Bloatizan to open top door. Leave.
- Continue onwards to Mumbo's. Enter. [N = 65]
- Collect Glowbo in Skull and use it to control Mumbo [G = 0]
- Head up towards temple, collecting notes, and go clockwise to the backside, collecting Treble Clef [N = 100]
- Drop to signpost, cancelling damage taken from fall. Summon Golden Goliath.
- Go uphill to kick open Prison Chamber entrance, then backtrack. Collect Jinjo in lake [J = 2] and break boulder.
- Open doors to Jade Snake Grove and enter. Activate warp, then backtrack to Collect Jiggy [P = 2].

- Controlling Mumbo, take entrance warp back to Skull and switch to B-K.
- Warp to Jade Snake Grove. Collect the Jiggy from Ssslumber using the long jump technique [P = 3]

- Collect Glowbo behind Wigwam [G = 1], Jinjo behind Jamjars (use Beak Buster technique) [J = 3], then learn Grip Grab. Leave.
- Use Flight Pad and head towards Kickball Stadium. Collect Jinjo on roof [J = 4] and then Jiggy on top of Targitzan's Temple [P = 4] while maintaining flight. Fly into top door of Treasure Chamber.

- Proceed into Unga Bunga's Cave and do long jump into the closest flame, and bounce to safe standing area. Carry Relic out of area.
- Jump down to Bloatizan and skip text, then view cutscene. Collect Jiggy [P = 5] and leave.

- Head to Targitzan's Temple area, then turn right and cross bridge, collecting Jinjo [J = 5]. Shoot all the flies and collect Jiggy [P = 6]. Drop down and turn around to enter Prison Compound.

- Open the prison with the code - Sun Moon Star Moon Sun Moon Star, Sun Star Star, Sun Star Moon Moon (3 2 1 2 3 2 1, 3 1 1, 3 1 2 2). With luck, it will open before doing the entire thing.
- Go up side of prison and use wading boots to cross the swamp. Collect Jiggy [P = 7] and take swamp damage to travel back faster. Warp to Mumbo's.

- Run up to Targitzan's Temple, take a left, and learn Breegull Blaster. Then go up the stairs and enter. All first person areas are traversed with diagonal walking (C-right and holding up on control stick, but facing 45 degrees to the left of where you're actually heading.) Enter temple.
- Collect statue to right of entrance, open door on right, collect 2 more. (3 so far)
- Proceed into next room and get five statues in front of dart shooter. (8 so far) Stay on upper level and head into blueish room, collecting three more. (11 so far)
- Go down stairs twice into large green room. Open door leading to Jinjo and get it. [J = 6] Backtrack.
- Going slightly right, head towards a statue and then go diagonally back and left to get three more. (15 so far)
- Enter room with two chamber entrances, then skip all statues and go inside the Slightly Sacred Chamber to collect the Jiggy. [P = 8] Exit.

- Go through door immediately next to you and get three statues (18 so far), and pick up Rapidfire Eggs. Backtrack to previous room and get the other two statues, then enter Really Sacred Chamber.
- Targitzan boss fight. Not particularly hard to do quickly. Get Jiggy ASAP [P = 9], then leave chamber and die from an enemy to deathwarp to the level entrance. Leave.


Wooded Hollow
- Go to Temple and open Glitter Gulch Mine and Witchyworld.
- Proceed to Plateau. Trick to skip Grip Grab is finnicky and not really worth it.

Plateau
- Collect notes [N = 110], activate silo, then learn Fire Eggs. Enter Glitter Gulch Mine.

Glitter Gulch Mine (trip 1)
- Grab running shoes and run out, hit switch to open gate, take a right and pick up Glowbo on hill. [G = 2]
- Continue onwards towards hills outside Bill's cabin. Grab a couple note nests [N = 120] and Jinjo in tunnel. [J = 7]
- Enter Waterfall Cavern and get Jiggy there. [P = 10] Jump to small bridge thing and enter Flooded Caves.

- Swim forward, left, forward, left to reach Jiggy. [P = 11] Get it and deathwarp to the beginning.

- Get running shoes again and go forward and slightly left to crushing shed area. Enter Toxic Gas Cave and collect Jinjo [J = 8], then leave.
- Collect notes on top of gem pile [N = 140] and activate warp, then go in Crushing Shed. Hit switch and once again deathwarp to the entrance.
- Use running shoes to head towards Jamjars' area. Learn Bill Drill and collect remaining notes by Bill's cabin [N = 155], then go towards Mumbo.
- Collect notes on Mumbo's hill [N = 170] and enter skull, then switch to Mumbo. [G = 1]
- Exit skull, hitting warp on way out, and walk all the way to the Train Station. Levitate Chuffy, then leave and use warp to Crushing Shed.
- Levitate the Jiggy Boulder and collect all the pieces it spews out to get Jiggy [P = 12]. Warp back to skull.

- Switch to Banjo and warp back to the beginning. Use running shoes one more time and take a sharp left to the Fuel Depot. Collect 4 note nests [N = 190] and leave.
- Open Ordnance Storage, learn Beak Bayonet, and enter area. Begin by hitting dynamite in first room and the one nearby to the left. (2 so far)
- Hug the right wall and continue into doorway, going right, into reddish room. Hit dynamite and go through door underneath platform, where there's another. (4 so far)
- Continue the same way and go down slopes to green room. Hit dynamite there, then leave and hit two in the previous room. (7 so far)
- Go back the way you came and head out into main area and get the one there. Enter green room and get another two. (10 so far)
- Go up a slope and take a left to find one at a dead-end. Hug the right wall until you reach a room with another one. (12 so far)
- Go down a slope into another green room to find another dynamite, then back up into one last green room (with ramps) to get one more. (14 so far)
- Go up the ramp and into the room to find the last one. After the cutscene, make your way out of the area. Collect Jiggy. [P = 13]

- Enter Wumba's Wigwam. Pay to transform [G = 0] and warp to Mumbo's Skull.
- Go over to the boulder blocking the mine entrance and blow it up. Collect the Glowbo and go in. [G = 1]
- Open the jail cell and collect the Jinjo inside [J = 9]. Proceed onwards, blowing up two boulders along the way. Deathwarp to the Wigwam.
- Warp to the train station. Collect the Jinjo on top of the gem pile [J = 10] and enter Gloomy Caverns.
- Take a left into the Generator Cavern. Do a backflip + Beak Buster to reach the ladder and get the Jiggy quickly [P = 14], then leave.

- Continue further into the caverns and go in the Power Hut. Navigate through the darkness to another Jiggy [P = 15], then deathwarp to the beginning and leave.


And here's for when you return to these levels after doing Hailfire Peaks, but before Grunty Industries. The main reason I'm doing this is to pick up the "under the toxic waste" Jiggy really quickly, because out of all the potential skips, that one is by far the fastest if you can set it up. It requires Shack Pack, so getting to HFP first is a must, but the note route shouldn't be too much of a problem. I'm skipping the GGM Treble Clef because it's reasonably out of the way, but getting the one in GI and HFP (assuming the route takes Kazooie into the volcano and then to Icicle Grotto early on) should make up for it hopefully. I'm also assuming that the 20th Jiggy to be skipped in this route is the one in Icy Train Station because of all the annoying setup it requires, but if not, then the train would be taken to HFP for that Jiggy before proceeding to GI.

Mayahem Temple/Glitter Gulch Mine (trip 2)
- Warp to Prison Compound immediately. Climb up prison and go right to ledge with Cheato Page, then use Clockwork egg to collect Jiggy [P = ?].

- Go back, into cell, and break boulder. Enter hole behind it to warp to GGM.
- Collect Jiggy from Bill [P = ?] and leave.

- Go towards Wumba's, and fire a Clockwork egg into the gap above the rocks blocking the Toxic Gas Cave. Open Mary's cage and she'll fly out.
- Run to the Crushing Shed area and collect the waterfall Jiggy [P = ?] with a Clockwork egg.

- Enter the Water Storage area and collect the Jinjo on top of the basin [J = ?], then deathwarp.
- Go towards the Fuel Depot and race Canary Mary for a Jiggy. [P = ?]

- Race her back to the beginning for a Cheato Page that you don't particularly want so she'll leave. Use the entrance warp to go back to the Train Station.
- Enter Chuffy's Boiler and fight Old King Coal with Ice Eggs to get his Jiggy [P = ?] . Ride train to Grunty Industries.
Edit history:
RingRush: 2012-01-05 08:56:52 pm
RingRush: 2012-01-05 08:53:19 pm
While racing this game on speedrunslive, me and the person I was racing against had the exact same jinjo pattern across all levels. This suggests that there are only a set number of possible patterns, and probably not a very huge set. If we could somehow document these patterns, you could probably use 3 early jinjos as indicators to figure out exactly what pattern you have, and thus be able to efficiently incorporate jinjo skipping into a route [skipping whatever color requires t-rex, for instance].

The main dilemma seems to be finding out how many patterns there are. Once you have that, it shouldn't be too difficult to record them all. I think doing "all jinjo" runs with superbanjo, honeyking, and jiggywiggyspecial cheats, recording jinjo colors as you go, would be the easiest way to go about this. After we have several patterns down from that, if you notice a new pattern while practicing, record it and add it to the list. This doesn't just go for the runner - if anyone wants to do quick all jinjo runs and post patterns in this topic, it would speed up the process a lot.

Edit: Also, I'm not gonna look at your routes in detail. However, glancing at the above post I see you plan to enter Bottle's house. This should be skipped, as it cuts down on travel time and skips a cutscene. Unfortunately, the video showing how to do it has been deleted...from what I recall, you need to get on the doorway of the house nearest the far exit of jinjo village. From there, activate talon trot, jump, feathery flap, and pound to reach the cliff with the door.