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Scykoh

Banjo-Kazooie: Nuts & Bolts Mission Notes

May 27th, 2018
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  1. [Nutty Acres 1]
  2. • Overworld
  3. ○ N/A
  4. • Bangers 'n' Dash
  5. ○ I think exiting vehicle backwards + throwing box to Trolley is slightly faster than reversing into box (needs testing)
  6.  
  7. [Nutty Acres 3]
  8. • Overworld
  9. ○ Current vehicle is as good as I can think to make it.
  10. • Grunty's Loco Coco
  11. ○ Current strategies are solid.
  12.  
  13. [Nutty Acres 2]
  14. • Overworld
  15. ○ Tick, Tick, Bang! -> Coconut Circuits -> Great Balls of Fire
  16. ○ Unsure if recalling vehicle or walking to vehicle after Coconut Circuits is faster.
  17.  
  18. • Tick, Tick, Bang!
  19. ○ Throwing missile into car instead of slowly setting it is risky but can save 1-2 seconds.
  20. ○ Driving over the hill before the volcano entrance rather than around it seems ~1 second faster but is difficult to know for sure.
  21.  
  22. • Coconut Circuits
  23. ○ Uses generic travel vehicle, can't think of improvements.
  24.  
  25. • Great Balls of Fire
  26. ○ Uses generic travel vehicle, can't think of improvements.
  27. ○ Getting gold note after ball 2 seems very worthwhile.
  28. ○ Getting gold note after ball 3 seems very risky to rely on for the note route.
  29.  
  30.  
  31. [Nutty Acres 4]
  32. • Overworld
  33. ○ Fighting Fit -> Cheatin' Witch -> Vac-O-Nuts -> High Jinks
  34. ○ I think Cheatin' Witch last may be slightly better if you don't do High Jinks in your route. Needs timing.
  35.  
  36. • Fighting Fit
  37. ○ Shifting vehicle weight around may make the initial turn around easier/more consistent. Can't think of any other improvements.
  38.  
  39. • Cheatin' Witch
  40. ○ Uses generic travel vehicle, can't think of improvements.
  41. ○ Uses the shorter wingspan travle vehicle, flying through the volcano portion instead of landing seems very viable.
  42.  
  43. • Vac-O-Nuts
  44. ○ Unsure if getting the medium engine is better or not.
  45. ○ 9 nut spawners spawn nuts 1 at a time at random until 18 nuts are spawned. Once 18 nuts are spawned they won't spawn any more nuts until one of them is removed from the map via the nut sucker object or the blue Grunbot on the field eating one.
  46. ○ The nut spawners are not effected by proximity (carrying a nut to the volcano did not make them spawn another nut)
  47. ○ Sucking up the rocks on the field does not make the spawners spawn more nuts.
  48. ○ When the mission starts there are 0 nuts in the field. The ones that are present when you get there spawned during the time it takes to get there.
  49. ○ The nuts already present on the map (the ones you'd collect during the Nut-Sucker mission in Nutty Acres 5) DO count towards completing this mission.
  50.  
  51. • High Jinks
  52. ○ Uses LOG vehicle, getting Small Engine saves time.
  53. ○ I highly doubt there are any vehicle edits that would be worth it.
  54.  
  55. [Logbox 1]
  56. • Overworld
  57. ○ Dodgy Connection -> Workers Wipe Out
  58. ○ Need to test the fastest way to go from mission 1 to 2
  59. • Dodgy Connection
  60. ○ Vehicle is as good as I can think to make it.
  61. ○ Going right directly after the arch then springing/helicopter seems to give the clearest path but it just takes practice to get used to it.
  62.  
  63. • Workers Wipe Out
  64. ○ Vehicle is as good as I can think to make it.
  65. ○ Getting to 1st passenger does't require wings, you can't just spring + throttle and it's pretty easy. Just don't hold the spring for too long or you'll go too high.
  66.  
  67. [Logbox 2]
  68. • Overworld
  69. ○ Need to test the fastest way to get to the mission.
  70. • Dumb and Dimmer
  71. ○ LOG Vehicle, easy peasy.
  72.  
  73. [Logbox 3]
  74. • Overworld
  75. ○ Need to test the fastest way to get to the mission.
  76. • Flush the Floater
  77. ○ Spent a ton of time on this vehicle, really can't think of any way to shave any more frames but a better design may exist (best I got with my design was 16 seconds flat)
  78. ○ I have both front and back wheels on steering. This technically can save 1 second, but it also makes the initial mission setup a bit more awkward so it comes down to runner preference (unless you get really good at the initial setup, you won't save that one second) Same thing goes for springs, saves half a second but makes things slightly more awkward.
  79. ○ Adding an additional medium engine can save 0.5 seconds, but I can't possibly imagine a medium engine fast enough to get that would be worth a half second (under perfect execution, saves less without that)
  80.  
  81. [Logbox 4]
  82. • Overworld
  83. ○ Really need to test optimal mission order here.
  84. ○ Best order guess is Make The Weight -> Chip chop -> You Little Squirt -> Gunge-A-Sponge -> Red Bear Racing.
  85.  
  86. • Chip Chop
  87. ○ Vehicle could probably be improved slightly but I don't know how.
  88. ○ Unsure what set of 2 grunbots is optimal to kill. I prefer doing purple + green, but green + red may be faster. The red grunbots do this jump attack I find annoying.
  89.  
  90. • You Little Squirt
  91. ○ Default vehicle, easy peasy.
  92. • Make The Weight
  93. ○ My new vehicle design is easier to control and has 0 extra blocks, so it's very tightly designed.
  94. ○ The new design is also much less phallic, so that may invalidate the benefits
  95.  
  96. • Gunge-A-Sponge
  97. ○ This mission is a headache. An improved design is almost certainly possible.
  98. ○ The mission is essentially over as soon as the ball hits the pool of purple water, so optimizing a vehicle to make that process as quick as possible is ideal.
  99. ○ Using a Liquid Squirter allows you to wet the ball before it gets to the pool, meaning the time you take to get up there is less wasted. The benefits of a Liquid Squirter will diminish depending on how optimal a vehicle is found to get to the pool as quickly as possible. Worst case, Liquid Squirter saves about 5 seconds. You still need to get to the pool before the Liquid Squirter runs out of juice or you're back to wasting time.
  100.  
  101. • Red Bear Racing
  102. ○ I think with enough execution practice a fast vehicle here is technically optimal, but due to how much easier it is a slower vehicle may end up saving seconds unless you really grind this mission out.
  103.  
  104. [Banjoland 1]
  105. • You'll Go Blind, You Clanker...
  106. ○ This mission has a bottleneck with the enemy spawn rate so it can only go so quick. The current vehicle is capable of an optimal run, but perhaps a tweaked vehicle could make it slightly easier.
  107. ○ Enemies spawn from the 2 locations we know about. One spawn point goes up the cheese wedge looking ramp, the other goes along the side of it. If you are fast enough getting over there you can hit the very first spawns, then continue to kill things as they spawn which gives you a 32 second completion.
  108.  
  109. • Ice To See You
  110. ○ Default vehicle, easy peasy.
  111.  
  112. • Park Prix 1
  113. ○ This may be another mission where "slower is faster." Slower means less mistakes, less hitting the brakes, my save time overall.
  114.  
  115. [Banjoland 2]
  116. • This stage doesn't even really use a special vehicle, nothing to say here.
  117.  
  118. [Banjoland 4]
  119. • Overworld
  120. ○ Need to test if it's faster to change to a travel vehicle or just use Trolley.
  121. • Spring Break!
  122. ○ Vehicle here is super good, nothing to say (other than, if you skip Crate 30 you'll need to replace one of the Medium Ammo here with 2x Small Ammo)
  123.  
  124. [Banjoland 3]
  125. • Overworld
  126. ○ Clock Off! -> Water Way to Go -> Get Protected
  127. • Clock Off!
  128. ○ This mission definitely benefits from vehicle edits. Essentially you just want to take off the large seats from the extra train car things and add them to the top of your main vehicle. This makes the vehicle faster and way easier to handle.
  129. ○ You want to do the passenger order basically backwards from normal. The first passenger, just drive directly up the side of the pyramid, grab them, go along the scarf to the mid-one, grab the other large seat, then go for the last guy by Clunker's area and drive to the goal.
  130.  
  131. • Water Way to Go
  132. ○ Yet another race mission where a slower vehicle will probably help due to being easier to control.
  133.  
  134. • Get Protected
  135. ○ Uses generic travel vehicle, or that with an egg gun on it if you find it useful (I don't use an egg gun)
  136. ○ Unsure of the absolute optimum order to do things.
  137.  
  138. [Nutty Acres 5]
  139. • Overworld
  140. ○ Need to test optimal Overworld movement.
  141. ○ Best guess is: Old Dog, New Tricks -> Beat the Fleet -> Hard Boiled Egg -> Leaky Waterworks -> Farmhand of the Year.
  142.  
  143. • Old Dog, New Tricks
  144. ○ I strongly think basically just a travel vehicle with an egg gun & ammo is better than a helicopter here.
  145. ○ Patches can start in 1 of two positions, the position where you can see his belly is MUCH more common, and the only one I really have a strategy for right now.
  146. ○ The basic strategy is to start by trying to get the 2 worst patches: the one highest up on his chest, and the one on the front of his nose. The one on the front of his nose is particularly annoying because he moves so much. However, when you bust a patch his head does a little animation where he briefly sticks his nose out, so a good tactic is to pop a belly patch, then aim right for his nose to also get that one.
  147. ○ Ideally right at the start you'd get all 4 patches on his underside and the one on his nose, then the one on the left of his head (player's left), then the one on the left side (technically his right side, but it'd be the players left), then the left side on his back (again, player's left, patches' right), then the other one on his back. After this, fly away from Patches, turn around and get the one on his spine and the other one on his head. If you managed to get all the belly patches at the start, the mission is over. If not, fly away again to aim towards the belly and go for that.
  148.  
  149. • Beat the Fleet
  150. ○ This is a mission where I'll probably never be satisified with the design. My best time here is 25 seconds, but better is definitely possible.
  151. ○ I think the best strategy is to get the 10 around the starting circle, then go to the bigger ocean and get 6 more.
  152.  
  153. • Hard Boiled Egg
  154. ○ This design is as good as I can think to make it.
  155.  
  156. • Leaky Waterworks
  157. ○ I just use the travel vehicle + egg gun thing from the Patches mission, seems to work fine.
  158.  
  159. • Farmhand of the Year
  160. ○ The design here is as good as I can think to make it. It seems that having a vehicle based around just getting there super fast and recklessly, then letting go of the sucker and completing the mission by hand. If you make a design where you can just stay in the air, then it's either going to be really slow to get over there or just way too hard to control. I think doing it by hand is more consistent anyways.
  161.  
  162. [Nutty Acres 6]
  163. • Overworld
  164. ○ Freewheel Festival -> Nuts to Go -> Makin' Waves
  165.  
  166. • Freewheel Festival
  167. ○ For now I just use the generic travel vehicle and skip the trophy. I think someday a super good hyperdrive design can replace this.
  168.  
  169. • Nuts to Go
  170. ○ This mission has a box with a large tray in it which you can use to basically make a box so the nuts don't fall out. Not really worth it for a speedrun.
  171. ○ There's no silly way to complete this mission like using the nut sucker object or going directly to the final checkpoint, etc.
  172.  
  173. ○ Generally taking the road where possible, trying to drive straight and being careful on slopes seems to make the vehicle whip all over the place the least.
  174.  
  175. • Makin' Waves
  176. ○ This vehicle is basically just a crud ton of jets. It's a fast as crud mission, and I can't think of any way to improve it.
  177.  
  178. [Logbox 6]
  179. • In general this stage is basically identical to how it's always been done, I couldn't really find much (except for a very slight improvement on Glubber Hubbub, though ultimately it'd be great to find a consistent clip for that one)
  180. •Also need to test the optimal mission order
  181.  
  182. [Jiggoseum 1]
  183. • Same as Logbox 6, not really much to report here. The only thing to note is if you do Jiggoseum earlier in the route you'll need to make a non-Suck 'n' Blow vehicle for "Fat Blokes in Nappies." Basically, add all the jets, make the vehicle somewhat long so it's stable, and add a giant wall type thing on the front to push crud with.
  184.  
  185. [Jiggoseum 3]
  186. • Overworld
  187. ○ A Load of Blocks -> Heavy Balls and Hairy Pits -> World's Strongest Bear
  188. ○ Recall vehicle after Heavy Balls and Hairy Pits
  189.  
  190. • A Load of Blocks
  191. ○ Uses generic travel vehicle
  192.  
  193. • Heavy Balls and Hairy Pits
  194. ○ New design here is more consistent and skips gathering that 1 stupid note that gets in the way. I don't 100% understand the physics in this game, so it may be possible to create a vehicle that doesn't take so long to fall since that's where a majority of the time is spent in this mission. Getting up there is super quick, but falling is slow. Maybe jets are weird and make you fall slow, and a helicopter design could fall faster, I really don't know.
  195.  
  196. ○ World's Strongest Bear
  197. • I basically use the same old design. This mission sucks, it's super awkward and there's just gotta be a better vehicle design to make it less awful but I can't think of anything. Definitely the vehicle that feels the most need of a re-design in the whole run.
  198.  
  199. [Terrarium 1]
  200. •Overworld
  201. ○ Bear's Eye View -> Need For Seed
  202.  
  203. • Bear's Eye View
  204. ○ Of course, there's the super fast but super difficult method. This will probably inevitably be required when the run gets super optimized, but forget that crud until that day comes.
  205. ○ The easier method, I THINK staying in the vehicle and springing over to where you want to be, THEN gettig out and getting your spring seat setup is faster than just walking over there, but I haven't tested it.
  206.  
  207. • Need For Seed
  208. ○ Basically the same old design. I did reposition some stuff so the vehicle both starts in range of you being able to get into it AND so you can Sticky Ball right as you get in without having the move. The old vehicle probably already did all that though.
  209.  
  210. [Terrarium 2]
  211. • Overworld
  212. ○ Berry Ripe Indeed -> Intergalactic Binman -> Great Balls of Gas -> Taxi of Terror
  213. ○ Getting up to Berry Ripe Indeed can be annoying, that alone may be worth practicing.
  214.  
  215. • Berry Ripe Indeed
  216. ○ This design using Air Cushions is super easy and fast. I've actually had this design since like shortly after my PB back in 2014 or whenever that was, not sure why I never shared it with you guys (it's basically just a slightly altered leaderboard vehicle)
  217.  
  218. • Intergalactic Binman
  219. ○ Vehicle design here is as good as I can think to make it. Couldn't find a good Air Cushion design using only 1 Suck 'n' Blow, though it may be possible.
  220. ○ I just hold down throttle, Torpedile and Spring, and the mission completes itself.
  221.  
  222. • Great Balls of Gas
  223. ○ This new vehicle design is really quick, you just need to make sure to hold left for a second at the start so you don't smash into the big leaf. You also need to practice entering the tunnel thing up top, find a good spot that doesn't make you drop the gas ball.
  224. ○ You can make a design with more jets that's technically faster, but I found that adding any extra jets made the gas ball super likely to fly off. I think the current design is as fast as it can get without dropping consistency greatly.
  225.  
  226. • Taxi of Terror
  227. ○ I basically just stuck some seats on the traveling vehicle. Might be a better way to go about this, but it seems alright.
  228. ○ There's 2 big seat boxes to choose form at the start, 1 on the left 1 on the right, really just preference which you go for (I go for the right one)
  229. ○ The slowest part of this mission is sinking in the water at the end. If I could find a way to sink faster (just adding sinkers didn't help) then this mission could potentially be several seconds faster.
  230.  
  231. [Banjoland 6]
  232. • Overworld
  233. ○ Home Improvements: Igloo Edition -> Even Older Dog, Newer Tricks -> Baa For The Course
  234. • Home Improvements: Igloo Edition
  235. ○ Just do the glitch. I think technically a really optimal vehicle that actually does the mission properly could save 1-2 seconds, but you'd waste all that time (and probably more) just by how much longer selecting the vehicle would take.
  236.  
  237. • Even Older Dog, Newer Tricks
  238. ○ Still gotta work on figuring this mission out, can't quite seem to get it super fast/consistent. I think that the best trick is after you sticky ball the guy to not let your vehicle touch the floor, and to fly VERY slowly once you are near the cactus.
  239.  
  240. • Baa For The Course
  241. ○ The new design here I think is better, but not like hugely better. In fact, I don't think it's actually any faster, but the wider catching area thing makes it easier to line up with the ball and less likely to miss, plus I think it controls slightly better on the ice.
  242. ○ In this mission it only enters the "watching the golf ball" animation if the game registers a hit. Colliding with ANY physics object (a vehicle part, the spinny bits on the trees, the Banjoland sign letters, the animals on the field, etc) counts as a hit. Hitting walls, floors and other static non-physics objects don't count as hits, no matter how hard the collision is.
  243. ○ Picking up the ball or sucking it with a Suck 'n' Blow also adds hits to it, though they happen at a steady pace instead of just racking up a ton of hits right away. Due to this, if you accidentally miss the goal at the end and you still haveh its to spare, just get out of your vehicle and put it in the goal by hand.
  244. ○ Due to how Suck 'n' Blow slowly racks up hits, it MAY be possible to make a super fast Suck 'n' Blow design that scoops up the ball and VERY quickly carries it to the goal before it registers enough hits to fail the mission. This becomes much more plausible if we could skip the trophy here (say, if a hyperdrive design lets us quickly get the trophy in the NA6 mission where we normally skip it)
  245.  
  246.  
  247. [Spiral Mountain]
  248. • I hate my vehicles here, they need improvements for sure. One big note though, I think having a Detatcher design for the 1st mission that lets you drop off all the heavy suff you don't need for the first part, the race part and probably the Suck 'n' Blow part at the end could save a lot of time. Also to me it seems a Large Tray instead of a Box makes delivering the green gem thing way more consistent and less annoying.
  249. • For Grunty, I'm not 100% sure if a dunk design or weapon design is better. I think weapons are for sure better on phase 2 and 5, but idk about the others (especially phase 4)
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