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Madtaz64

Tooie XBLA 100% list of changes so far [WIP]

Apr 28th, 2019
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  1. -MT1
  2. -It's faster to warp to the entrance and running to the pad as mumbo then grabbing the treble clef and jumping to the pad
  3. -snakeheads skip isn't worth doing RTA, would technically only save 15 seconds according to emoarbiter. So Bloatizan's jiggy is done trip 1. With new routing however it probably would be slower regardless at this point honestly.
  4. -Treble clef is gotten on the way to flies, while the kickball jinjo + top of temple jiggy is gotten before heading to bloatizan's
  5. -fps move is gotten on the way to the flight pad from bloatizan's
  6. -the FPS sections SUCK DICK, THERE'S NO STRAFING URRGH
  7. -Post MT & Post GGM:
  8. -GGM Early IS still faster thanks to having to do the Treasure Chamber jiggy trip 1
  9. -buuut grenades are gotten before doing the trick
  10. -grenades are gotten earlier then just right before Witchyworld because after opening up Glitter Gulch Mine, Witchyworld, and Jolly Roger's Lagoon, we deathwarp using grenades. This lands us right outside Spiral Mountain, which we need access to in order to get Double Air from Royston.
  11. -Since resetting the Xbone after puzzles or just at all takes over a minute it's not worth doing. Because of that however there is no other good time to free Royston without doing either the route mentioned above or forcing an s&q during either GGM1 or WW1.
  12.  
  13. -GGM1:
  14. -route's completely turned upside down for both GGM1 & 2, I'll try to sum it up but I'd recommend looking at the route: [COMING SOON, FOR NOW JUST LOOK AT THE NOTES: https://docs.google.com/document/d/1Xwfxta24ZWlXkQQhU-8R5eBypydxWVDrhYjI7yZsWJs/edit]
  15. -Bill Drill is learned before entering Wumba's
  16. -Canary Mary is freed trip 1, because we can blow ourselves up while freeing her in order to skip the long cutscene. While this might sound like it should be done in every other category you have to free her in, the only reason this works in XBLA 100% afaik is because loading zones.
  17. -instead of doing Power Hut and Generator Cavern jiggies trip 1 they're done trip 2
  18. -in their place the Ordnance Storage Jiggy is gotten and Canary Mary 1 is raced trip 1
  19. -important to note Canary Mary 2 is NOT raced trip 1. only Canary Mary 1.
  20. -once we hit the waterfall switch, we grab the 20 notes on top of the green glitter pile then warp to the train station using the crushing shed warp pad. Once at the train station we grab the jinjo under the boulder before heading into the waterfall. All the Prospector's hut notes are grabbed Trip 2 instead of Trip 1.
  21.  
  22. WW1 + 2:
  23. -like GGM 1 + 2, the route for TDL is likewise really different from the N64 version. I'll try to sum it up but I'd recommend looking at the route: [COMING SOON, FOR NOW JUST LOOK AT THE NOTES: https://docs.google.com/document/d/1Xwfxta24ZWlXkQQhU-8R5eBypydxWVDrhYjI7yZsWJs/edit ]
  24. -Fries are now only collected during trip 2 of WW. This saves at least 10 seconds because of the extra hit box.
  25. -Inferno, Star Spinner, and Dodgem Dome Jiggies are all gotten during WW2 now. In addition, Mumbo isn't used until Trip 2, and we don't bring the Van over to dodgem dome until Trip 2 either.
  26. JRL1:
  27. -when going to learn Wing Whack as Solo Kazooie, go in Blubber's before heading there instead of after. Just deathwarp after learning the move.
  28. -temple of the fishes code is inputted before transforming into the submarine, since they patched the ability to input the code as the sub for whatever reason.
  29. GGM2:
  30. -I activate the Crushing Shed mumbo pad BEFORE hitting the switch inside as bk. The cutscene is split between sections but this way I can grab all the chunks as bk while grabbing the rest of the stuff near Crushing Shed
  31. -Power Hut Jiggy is grabbed as Kazooie solo, Generator Cavern Jiggy is grabbed with a clockwork
  32. -deathwarp after Generator Cavern
  33. -all the notes near Prospector's Hut are gotten now as opposed to Trip 1
  34. -After beating Old King Kohl instead of s&qing now we race Canary Mary 2
  35. -After beating Canary Mary 2 we exit the level through the main entrance and warp to Wasteland
  36. TDL1:
  37. -like GGM 1 + 2, the route for TDL is likewise really different from the N64 version. I'll try to sum it up but I'd recommend looking at the route: [COMING SOON, FOR NOW JUST LOOK AT THE NOTES: https://docs.google.com/document/d/1Xwfxta24ZWlXkQQhU-8R5eBypydxWVDrhYjI7yZsWJs/edit ]
  38. -No longer use the split up pads near Oogle Boogle Cave to split up. The Rocknut + Jinjo in the cages are gotten after splitting up in Dino Cave, along with everything else that needs to be done as Solo Kazooie.
  39. -Chompasaur is now done right near the beginning of trip 1 instead of right at the end of Trip 2.
  40. -we go up to the top of the mountain by doing a trick called “Chompasaur Warp” instead of using the springy step shoes as Solo Kazooie.
  41. -Springy Step Shoes are no longer learned until right before going into the dino cave, as they are unnecessary until then.
  42. -Stomping Plains Jiggy and Jinjo are collected using Solo Kazooie by doing a parallel clockwork shot (seen here: https://www.youtube.com/watch?v=anihCeuzTV4 ) While it's technically faster on n64 as well it's not as big of a timesaver, so not as many runners actually do the shot. On XBLA however it's pretty significant because since Egg Barge, Whack Grab, as well as most tricks done to extend your hitbox are patched, collecting the jiggy there is not possible without hitting the bk switch, which would require you to traverse stomping plains twice just to collect both items.
  43. -Saving and quitting after healing the dino kid as mumbo is 20 seconds faster then deathwarping back, becoming bk again, then going to do the cliff top shot
  44. DCW:
  45. -Because of the timesave mentioned above, I choose to do Hag 1 right after TDL 1, instead of right before WW2/TDL2, and then do JRL2 right after WW2/TDL2. This way there's more of a distance when you can restock clockworks (HAG 1 is a good time to restock, and so is Temple of the Fishes in JRL2)
  46.  
  47. TDL2:
  48. -Since Chompasaur was already taken care of right at the start of TDL1, we Save and Quit right after grabbing the Terry's Egg Jiggy instead of having banjo deathwarp and recombine
  49. HFP:
  50. -the timing for Slit Clip is completely different then it is on N64 because from what I understand you aren't able to jump as high. I also have reason to believe the timing is much tighter and harder to get consistantly. Because of this I personally will be taking a 40-50 second time loss and do the old split up skip instead until someone can figure out how to consistantly do XBLA slit clip (and show me of course)
  51. -the Cheato Page behind the Collusseum fence can't be gotten with Egg Barge, so I will be doing a slight variation on the old split up skip in order to get the Cheato Page, then entering the Collusseum from there.
  52. CCL:
  53. -I will be trying to do what we call “The iCup” https://clips.twitch.tv/SarcasticRelievedCheddarRlyTho basically, using Fit's running animation to push me offstage right after beating his first challenge. The deathwarp saves about 3 seconds. Only issue is I need to make absolute sure the clockwork is exploded before the cutscene begins or fit will right through me
  54. -the Jelly Castle Jiggy can't be gotten with the Bee like you can on any N64 version, so I will be getting the Jiggy as Banjo right after learning Sack Pack
  55. -might not be that noticeable, but I will be doing Cheese Wedge clockwork warps slightly differently to ensure they hit the clockwork, as it's much harder to do warps where they hit the player characters on PAL/XBLA
  56.  
  57. GI:
  58. -Front Door clockwork warp is frame perfect, so instead I will shooting a clockwork to open the side door
  59. -route here is pretty different overall so again, I'll try to sum it up at some point but for now but I'd recommend looking at the route: [COMING SOON, FOR NOW JUST LOOK AT THE NOTES: https://docs.google.com/document/d/1Xwfxta24ZWlXkQQhU-8R5eBypydxWVDrhYjI7yZsWJs/edit]
  60. -I will mention that because we can't get the jiggy under the toxic waste by rubbing our face along the fence, we are supposed to do this trick to get the toxic waste: https://www.youtube.com/watch?v=k2N9ZzGi3UQ&feature=youtu.be&t=133 This trick however is really hard, and no one I know who's tried it on XBLA has been able to do it consistantly enough for it to be considered RTA viable ESPECIALLY since it would be the last trick of a 4.5-5 hour run, even if it does save 3.5 minutes over fighting Weldar. Because of this I personally will be taking that 3.5 minute time loss and fight Weldar instead until someone can figure out how to consistently do this trick on XBLA (and show me of course)
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