Made by/for http://www.twitch.tv/pjii The Banjo-Tooie 100% leaderboards can be found here: http://www.speedrun.com/bt#100 ---------- - What are the 100% definitions? Complete the Game Totals screen and defeat Hag 1. DCW is allowed in 100%. Game Totals: 900/900 Notes 90/90 Jiggies 45/45 Jinjos 25/25 Empty Honeycombs 25/25 Cheato Pages 24/24 Jamjars Moves 17/17 Glowbos Empty Honeycombs and Cheato Pages do not have to be turned in. Stop 'N' Swop items and Dragon Kazooie are not required. - What does DCW mean/stand for? Delayed Cutscene Warp, it's the name given to the wrong warp you can do in Glitter Gulch Mine's Fuel Depot. You store the UFO's cutscene, watch another cutscene then trigger the UFO cutscene and it warps you to the map the last stored cutscene was on. Cronikeys found DCW originally: https://www.youtube.com/watch?v=SqlncJAZsU0 Exchord found out you can use it to warp to Hag 1: https://www.youtube.com/watch?v=19TM9rc6VeQ After that a lot of testing was done and it was found that we can warp to a lot of places, most not useful for speedruns but it still breaks the game in a huge way. - How/why do you fight Hag 1 so early in the run? With the usage of the Delayed Cutscene Warp (DCW) you can warp to many places in the game and potentially skip large portions of it if used correctly. Hag 1 is fought so early in 100% because it is the best possible use of DCW in the category (saves the most time). It skips 2 Jiggywiggy Challenges, all of Cauldron Keep (including Tower of Tragedy) and all the running around/setting up that's involved with CK. DCW saves nearly 17 minutes in 100% when used this way. - What kind of luck is there in a 100% run? Oh boy, let's see here... [Spiral Mountain / Isle O' Hags / in general] ~Klungo Potions There are 3 potion colors you get in a single playthrough of the game - red, green and blue. It's random which color order you'll get in a run. All 3 colors are decided when you enter the tunnel to fight Klungo 1. Since Cauldron Keep is skipped in 100% you'll only see 2 out of the 3 potions. The less Klungo fights you do in a run the more potions matter. The biggest reason for this is because the animation that Klungo does after drinking a potion is shorter depending on the potion color. Green has the fastest animation, blue is second and red is the slowest. ~Jiggywiggy Challenges Although your execution on the puzzles matters a great deal, it's worth noting that there is still a luck factor to these. Which pieces come out of the board and where they land is up to luck. Sometimes the luck you get on puzzles can be so bad it's impossible to get a good time. ~Jamjars bonking on his silo after learning a move Sometimes Jamjars will bonk his head after you learn a move; this is around a 5 second loss. It can happen on every move silo and it's completely random. [Mayahem Temple] ~Prison Compound code There are 3 possible codes that can open the prison in the PC. The code is decided at random when you first enter the area. All you can do in runs is put each code in and hope you get it sooner rather than later. Third try is bad. =[ [WitchyWorld] ~Bear kids and their locations There are 3 kids in WW that you need to interact with in 100% and each kid has 3 possible locations. The time loss from both Soggy (the girl) and Moggy (the slim male) isn't too bad (though their bad spots do waste time), but the time Groggy (the FAT SACK OF ****) can lose you is up to 25 seconds (maybe more). Their possible locations are: Soggy: (1) The Inferno (2) Star Spinner (3) Crazy Castle Stockade (best) - Note: not sure which is the worst, didn't time it. Moggy: (1) Area 51 (worst) (2) Cave of Horrors (3) inside the Dodgem Dome (best) Groggy: (1) Train Station (WORST! WORST! WORST!) (2) beside the Dodgem Dome (3) the Inferno (best) In total if you get the worst luck on all the kids you'll easily lose over 30 seconds. [Jolly Roger's Lagoon] ~Code for the Temple of the Fishes There are 3 possible codes to open this door; it's decided at random when you first enter the area. A thing to note is that if you do not open it and then leave the level (maybe even die, not sure) it could change to a different code - it's not locked in place like most luck-based stuff in the game. The code is written above the door, a simple glance is all that's needed to know what it is. ~Seemee fish The Seemee fish are the transparent fish that have items inside them. The only luck-based ones are the ones that have the Jiggy and Empty Honeycomb. The Jiggy Seemee can be in the center of Atlantis and near Wumba's Wigwam, the latter spot being better. The EH Seemee has 3 possible spots, 2 in the locker area and 1 spot near the Big Fish. If the EH is in the locker area it's over 10 seconds lost. Also, like the Code above the items in the Seemee don't lock in place and can change if you leave the level (this is worth noting for the EH). ~Jinjo crate in the Sunken Ship There are 4 possible spots for this. The 2 spots in the back of the ship are bad while the 2 spots in the front are good. ~Lockers Which locker Lord Woo Fak Fak is in is random, pretty simple. ~Lord Woo Fak Fak's boils The order in which his boils light up and can be hit is random. This is pretty significant, actually. A bad boil pattern can easily lose you 20+ seconds. Fak Fak is the hardest boss to have consistent times on due to the randomness. [Cloud Cuckooland] ~Dirt piles You need 1 bean and the Empty Honeycomb from these. There are 16 known patterns for the items and the pattern is randomly selected when you enter the level. I came up with a way to lose the least amount of time for each pattern: http://i.imgur.com/VfiL4Qo.png ~Skull luck Which skull Mumbo and Jongo spawn in is random, and the time loss on bad skull luck is almost a whole minute (!!!!!). For 100% you want Jongo in the blue skull and Mumbo in the red skull. It's all up to luck................ ;___;