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BANJO-TOOIE - Breaking a Witch-Shaped Target

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Re: BANJO-TOOIE - Talking to the Not Best Shaman in Game

Post by KobaBeach »

when's the raocow lp of sensible soccer
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Re: BANJO-TOOIE - Walking Through an Open Door

Post by strongbadman »

KobaBeach wrote: 2 months ago
bbbrrr_it_cold wrote: 2 months ago Then again, as raocow noted, the other fps portions aren't exactly easy either.

Kid me did have to cheat to beat the one in Grunty Industries, after all.



In any case, navigating them has gotten easier for my adult mind. Playing them, however, can still be a bit rough because the controls are adequate for it, but I wouldn't call them great. Part of me appreciates them for the variety they bring. Another part of me looks at other portions of the game and thinks that having things for the sake of variety isn't always enough...
not trying to be rude towards this game here, and answer this in an inline spoiler. but

do every single one of this game's fps dungeons feel like the worst fucking doom 2 map wads plucked from some 12 year old's windows 2000 pc with zero signposting or level design sense



i think that's very funny if that's the case
This is the good one, yes.
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Re: BANJO-TOOIE - Walking Through an Open Door

Post by KobaBeach »

strongbadman wrote: 2 months ago
This is the good one, yes.
thank god holy shit
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Re: BANJO-TOOIE - Talking to the Not Best Shaman in Game

Post by Donut »

It took me an absolutely embarrassing amount of time to realize you had to shoot that switch with a fire egg as a kid, and so I spent days superclearing everything in the first two worlds and failing to find the single sentence in the walkthrough I was reading denoting how to solve this incredible puzzle I couldn't figure out. Just one of those things you remember when a video game man ribs on how obvious a puzzle is.
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Re: BANJO-TOOIE - Talking to the Not Best Shaman in Game

Post by KobaBeach »

the funniest part abt stop n swop is that im pretty sure it'd be fully possible in the saturn and psx, maybe even 3do (though early 3do models are very very bad at handling save data management by not having a delete function)

arc the lad 1 in 1995 literally let you transfer a bunch of data to its sequel (that is literally just the rest the game) for you to use in it including levels and stats for the prequel's cast and i dont think it's the only one that did that, we all know about like square games and mgs1 having interactions with other games' saves.

i wouldn't be shocked if some wizardry console games (ports and original works) let you do that too though a lot of them were compilations which just naturally have that function in-game, which i assume is much much easier to code.

pensive

EDIT: maybe they could use the controller pak but i think it'd be much harder [citation needed, do not quote me on this]
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Re: BANJO-TOOIE - Observing the Houses of Some Poor Souls

Post by J. J. W. Mezun »

While I certainly don’t mind them permanently saving the notes you collect, I don’t like how they lumped them together into large clumps that are sparsely placed. 1, it makes them barely feel any different from any o’ the other rare collectibles, like the Jinjos; but 2, the useful thing ’bout mass-collectibles like coins, gems, notes, etc. is that when they’re spread out, they can hint what areas you’ve been to & which not; but since they’re not used that way here, e’en new areas feel empty.
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Re: BANJO-TOOIE - Leaping To and From a Purple Pile

Post by Paragraph »

The timer for the "river race" is meant to be extremely tight - certainly not allowing you 19 full seconds to spare. I remember having to take shortcuts through enemy-infested shores just to make it.

I actually know why this is not the case for raocow, at least if I remember correctly: the game doesn't emulate console-accurate - most emulator eliminate slowdown. The timer takes slowdown into account, but you're experiencing much less than on console. OR (and that's where I might misremember), it simply fails to emulate the timer itself correctly.

Either way, most timed challenges are super easy as a result when emulating. Again, if I'm not super off on that.
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Re: BANJO-TOOIE - Leaping To and From a Purple Pile

Post by KobaBeach »

Makes sense.

rao, if you're reading this thread, which you probably are, you adore positive reinforcement in the form of comments and such (I understand, I'm the same with my art), can you tell us the emulator you're using right now? Just q-rious.

Personally I use an old version of Rosalie's Mupen GUI because my aging graphics card from 2014 doesn't support Vulkan, however, I've only played Kazooie. Not Tooie.
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Re: BANJO-TOOIE - Leaping To and From a Purple Pile

Post by raocow »

I am using simple64, which is a branch off of mupen. latest version. it only uses Vulkan though
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Re: BANJO-TOOIE - Leaping To and From a Purple Pile

Post by Donut »

Paragraph wrote: 2 months ago The timer for the "river race" is meant to be extremely tight - certainly not allowing you 19 full seconds to spare. I remember having to take shortcuts through enemy-infested shores just to make it.

I actually know why this is not the case for raocow, at least if I remember correctly: the game doesn't emulate console-accurate - most emulator eliminate slowdown. The timer takes slowdown into account, but you're experiencing much less than on console. OR (and that's where I might misremember), it simply fails to emulate the timer itself correctly.

Either way, most timed challenges are super easy as a result when emulating. Again, if I'm not super off on that.
I considered that when I saw how effortless the Jiggywiggy Challenges are. Without the lag you effectively have twice as much time to complete them. That being said I'm not sure how many jiggies will be materially easier or harder due to this, in the sense that raocow would not likely first-try them regardless. I can think of a couple that might turn into hell if they work the way I think they do, but we will see in due time.
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Re: BANJO-TOOIE - Leaping To and From a Purple Pile

Post by SAJewers »

raocow wrote: 2 months ago I am using simple64, which is a branch off of mupen. latest version. it only uses Vulkan though
Do note though while it was originally based on mupen64plus, the main dev has been working for over a year to move away from many aspects of mupen64plus in the name of accuracy. One could argue it's more of a hard fork now
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Re: BANJO-TOOIE - Cutting from Pipe Navigation to Another Purple Pile

Post by KobaBeach »

c*nary m*ry
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Re: BANJO-TOOIE - Cutting from Pipe Navigation to Another Purple Pile

Post by Grounder »

someone somewhere was probably attracted to that... thing

stew on that for a minute
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: BANJO-TOOIE - Cutting from Pipe Navigation to Another Purple Pile

Post by MonkeyShrapnel »

The sign that talks about tip-toeing was changed in non-US versions of the game to instead tell you about the generator room, and this was kept in all XBLA versions of the game.

In fact, are there any others sources in-game that tell you about tip-toeing? I figured it out my first time playing through just guessing that was the solution, and I played the xbox version so I can imagine someone having no idea what to do, especially since it’s pretty sensitive.

Canary Mary is weirdly human looking, like, she’s basically the closest looking to what I’d imagine a bird furry would be.
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Re: BANJO-TOOIE - Cutting from Pipe Navigation to Another Purple Pile

Post by KobaBeach »

Grounder wrote: 1 month ago someone somewhere was probably attracted to that... thing

stew on that for a minute
no
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Re: BANJO-TOOIE - Racing Along Some Tracks

Post by helucard »

... there's no way she's a canary. Someone just put Mary in a costume and shoved her in a toxic cave and now the fumes have gone to her head.

Gosh I'm glad I dont live in Banjoverse.
Mad Hatter Yeehaw's I could live with.
Drill sergeant moles, I mean, it's at least a pun. I can dig it.
Jigsaw people and nonsentient jigsaws, confusing but only in the same way as Goofy and Pluto sharing the world of Didney.
But there's a line where silly becomes too much, and I think we're crossing it with locking a person in a cage and leaving her in a cavern full of carbon monoxide.

Truly the Yump 38 of being a silly billy.

... I worry, and now I feel the need to make sure it's known that the above statement is entirely non-serious, I'm just gonna say that outright.
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Re: BANJO-TOOIE - Racing Along Some Tracks

Post by QuiEstFaba »

helucard wrote: 1 month ago Gosh I'm glad I dont live in Banjoverse.
Mad Hatter Yeehaw's I could live with.
Drill sergeant moles, I mean, it's at least a pun. I can dig it.
Jigsaw people and nonsentient jigsaws, confusing but only in the same way as Goofy and Pluto sharing the world of Didney.
But there's a line where silly becomes too much, and I think we're crossing it with locking a person in a cage and leaving her in a cavern full of carbon monoxide.
They lost me at "sapient toilet."
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Re: BANJO-TOOIE - Racing Along Some Tracks

Post by strongbadman »

OOOOOH, DRILL SEARGANT! BECAUSE MOLES DIG! Fuck.

I don't seem to recall anyone mentioning it in thread, but it's worth noting 6 moves on- obviously the xbla version of tooie has different controls in the n64 version. And yes, this does completely fuck up Jamjars's rhymes whenever he has to rhyme something with a button. Other quirks not related to xbla are Z being Zed, and saying "up-c" instead of "c-up" for instance when referring to the C buttons
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Re: BANJO-TOOIE - Racing Along Some Tracks

Post by KobaBeach »

strongbadman wrote: 1 month ago Fuck.
whoa you can't say that on roacow's forme
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Re: BANJO-TOOIE - Racing Along Some Tracks

Post by helucard »

strongbadman wrote: 1 month ago Other quirks not related to xbla are Z being Zed, and saying "up-c" instead of "c-up" for instance when referring to the C buttons
Might be my britlandishness showing, but these never seemed weird to me until you pointed this out. I mean, I'm aware other places say Zee, it just doesn't make it to the forefront of my mind without prompting.

That and I've always said [direction]-C for the C buttons. Just something we did within the family growing up. Another point I just took for granted without thinking about how other people say it.

... thinking on it, I suppose dictionaries might be good for definition seeking, but for community grammar and unique individuals' sentence structuring, there's too many variables for there to be a Right Way. I suppose in the end, as long as we all understand eachother, heck with it lmao.

---------------
On another note, hearing
raocow in https://youtu.be/KQ2xi7aUsSM?t=1165 wrote:"this is a glittergulch mine jiggy, so we can't pick it up here, that'd be ridiculous"
gave me flashbacks to a particular Castle Of Sand heart in Vexx... The nonsense of that :')
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Re: BANJO-TOOIE - Cutting from Pipe Navigation to Another Purple Pile

Post by KobaBeach »

MonkeyShrapnel wrote: 1 month ago Canary Mary is weirdly human looking, like, she’s basically the closest looking to what I’d imagine a bird furry would be.
that is NOT a furry that is a cosplayer. like the bird equivalent of a catgirl. mint from tokyo mew mew if she had a beak
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Re: BANJO-TOOIE - Cutting from Pipe Navigation to Another Purple Pile

Post by Grounder »

KobaBeach wrote: 1 month ago that is NOT a furry that is a cosplayer. like the bird equivalent of a catgirl. mint from tokyo mew mew if she had a beak
do not insult cat girls like this
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: BANJO-TOOIE - Slaying in First Person

Post by bbbrrr_it_cold »

A tip for anyone who struggles with this FPS jiggy - the timer only starts counting down when you destroy the first bundle, so you can actually explore around a bit and get a feel for the area (or just find what you think is an ideal starting point) and destroy your first bundle there, beginning the timer at that point.
On the note of timers (and the discussion from before)... the timer in this portion looked completely normal to me, and also looked to be about the same pace as the one from the beginning of the level. Personally, I remember never having trouble with that first timer and I remember always having some trouble (both on hardware and via emulation) with the timer in the FPS area. I don't have a convenient way to check these on hardware right now (and don't know if they would be different compared to the Microsoft releases as well, which I would have no way to check), but it makes me wonder if there is actually a difference (and what it might be) or if that's just something that we think might be the case because it demonstrably is with similar titles (see DK64's bonus barrel timer issues on both WiiU and via emulation).

In any case, good job on technically super-clearing world one and clearing loop one of world two. I really thought I'd have more to say about things, but I've mostly just been enjoying the ride. I wonder how world 3 will go...
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Re: BANJO-TOOIE - Slaying in First Person

Post by KobaBeach »

"klondyke bill" kazooie i don't think you're in any place to call anyone the d word
Grounder wrote: 1 month ago
KobaBeach wrote: 1 month ago that is NOT a furry that is a cosplayer. like the bird equivalent of a catgirl. mint from tokyo mew mew if she had a beak
do not insult cat girls like this
i mean yeah no, characters like chen (2hu), leon and noel from star ocean 2 (those two are cat boys but) and ichigo/zoey (mew mew) are much cuter than this rubberbanding Thing
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Re: BANJO-TOOIE - Slaying in First Person

Post by KobaBeach »

raocow wrote:donkey kong 64 had a memory leak at some point
Actually Mario/raocow, I watched both of the SSFF Expansion Pak and Wha Happun DK64 videos that you probably watched and actually the memory leak still happens if you don't use hard saves at all and just use savestates like on the Virtual Console or Mupen or PJ64, which winds up causing a sort of "segmented" single playthrough.

The expansion pak merely adds more RAM to delay the crash which is actually super funny. It also allows more memory for stuff like vertex lighting.
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