Can You Beat Banjo-Tooie Without Backtracking?

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Banjo-Tooie might just be my favorite game  of all time. That's not going to shock you if   you've been following me for any amount of time,  but that doesn't mean I'm blind to its issues.   There are many common criticisms about Banjo-Tooie  that I've heard: it's too big, it's too dark,   objectives take too long, etc. And one that  I've heard a lot is that the game has a ton   of backtracking. You can find plenty of people  complaining about this and it got me wondering:   just how much backtracking is there  in Banjo-Tooie, and more importantly,   can you avoid it entirely? So I put my nose to the  grindstone, played through this game once again,   accidentally entered the 90th spot on the Xbox  leaderboard which puts me roughly in the top   0.009 percent of Tooie players on the console  because why not, and determined the answer to   the burning question: can you beat Banjo-Tooie  without any backtracking? Let’s find out.   First things first, let's establish  the rules of this challenge. Now,   I don't have a good way to measure in-level  backtracking — that is, traveling from one   area of a level to another and then back  again. Even if I avoided aimless wandering,   finding a decent method of quantifying time  spent just walking around is difficult.   I can, however, track how many items you can't  collect when visiting a world for the first time.   For our purposes today, I will only be entering  each world once, grabbing everything I can in   one trip, and never going back. It doesn't  matter which exit I leave the level from,   whether it's the main entrance or a side exit  that leads to another world; once I'm out,   I can't return. That means if I can't grab a  collectible until I've visited a later world, then   I have to leave it behind. This is true for the  eight main worlds, but since Isle o' Hags requires   you to leave and come back to it frequently,  that will operate differently. For each sub-area,   I have to collect everything I can inside of it on  my first visit; afterwards, I can't touch anything   should I return. I'm also only considering the  intended method of completing these objectives; no   shortcuts, tricks, or glitches will be considered  until after the tally. With these rules, I wanted   to make the strictest challenge possible to  see if we can eliminate backtracking entirely.   Now, you Banjo-Tooie fanatics might be  thinking that based on those parameters,   this challenge is already impossible. In  order to explore Grunty Industries, you need   to open up the train station inside the level,  leave the world and hop onto Chuffy the train,   then finally enter through the station. This  left me with a dilemma; do I try to complete this   challenge without ever visiting Grunty Industries,  or do I make an exception? Well, it turns out that   you have to enter it at some point because  you need the Claw Clamber Boots, so to even   get this challenge off the ground, I will allow  this ONE instance of backtracking since this is   100% required — well, kinda. I'll explain later. I'm going to be tracking how many Jiggies, Jinjos,   Notes, and Cheato Pages that we can grab under  this ruleset. I won't be covering Glowbos, Moves,   or Extra Honeycomb Pieces because even under these  restrictions, we're still able to grab them all.   And keep in mind, with all these  collectibles, the only thing that   matters as far as beating the game is that  we need 70 Jiggies to enter the final boss.   So let's start with the Isle o' Hags which has  a smattering of collectibles that we're not   able to get. Roysten the goldfish normally  gives you double air and faster swimming,   but we need the Bill Drill to rescue him  which we don't get until Glitter Gulch Mine,   so we can't get either of these upgrades. We also can't collect either of the Banjo-Kazooie   Game Paks in Spiral Mountain since one is locked  behind the Grip Grab and the other behind Grenade   Eggs and Airborne Egg Aiming, but that's not a  huge loss since these are completely optional.   The third Banjo-Kazooie Game Pak in Jinjo  Village also requires the Grip Grab to get to,   so that's off-limits as well. Because we can't get the Ice Key   (and because it violates the visit a level  once rule), that locks us out of getting   the Dragon Kazooie transformation as well, but  again, that's bonus content so not a big deal.   Now let's get to the stuff that really matters:  back in Spiral Mountain, there's a Jinjo under   the waterfall which requires the Talon Torpedo  from Jolly Roger's Lagoon, so we can't get that.   There's two other Jinjos we can't rescue either;  one in Plateau hidden under a boulder which also   requires the Bill Drill and one in a high alcove  in Cliff Top which requires the Claw Clamber   Boots. That leaves us with three unattainable  Jinjos and we're just getting started here.   Before we leave the hubworld, the Grip Grab  is also required to get this Treble Clef on   top of the Red Jinjo House. This is the only note  pile that can't be accessed without backtracking,   as the other 880 notes are easily attainable  — and that's more than enough to beat the game   with. And since the only Jiggy we get here at  first comes from King Jingaling, let's start   our Jiggy tally off at one and go from there. Now onto the levels themselves, starting with   Mayahem Temple. There's two Jiggies we can't get  here, one of which is atop these pillars in the   Prison Compound. You have to get into the Pillars  Vault to knock the Jiggy down, but in order to   open it, you (once again) need the Bill Drill. Then there's recovering Targitzan's relic for   Chief Bloatizan, and here's where we come to a  snag. Because you have to enter Terrydactyland   one way or another to get the relic, then return  to Mayahem to deliver it, it technically counts   as backtracking. But because you can enter it  from Mayahem Temple and grab the relic on your   first visit while most of Terrydactyland is still  blocked off, I don't think anyone would reasonably   call this an actual instance of backtracking.  Because it's against the rules I set out,   I will call this uncollectible, but I'm going to  mark examples like this — where you enter another   world but only a sectioned-off area that prohibits  any further exploration until you visit that world   as intended — as detour collectibles, which  we'll be tallying during the breakdown as well.   Anyway, that brings our total Jiggy count  up to 9 so far, a respectable start.   Moving on to Glitter Gulch Mine which gives you  an unattainable item right as you enter with this   Cheato Page above the entrance sign which requires  the Springy Step Boots from Terrydactyland.   We also can't rescue this Jinjo from the Water  Storage tank because in order to access it,   we have to come from Jolly Roger's  Lagoon — which we aren't allowed to do.   Back in Mayahem Temple, Dilberta the Rat is  trapped and we have to free her with the Bill   Drill and since we can't do that, we thus  can't collect the Jiggy from Bullion Bill.   There's also the Jiggy inside the Power Hut  Basement which requires Banjo and Kazooie to Split   Up, which they don't learn until Witchyworld. Finally, there's the Jiggy behind the waterfall   which also requires the Springy Step  Shoes, and when adding everything up,   we're now at 16 Jiggies with 3 more  Jiggies and another Jinjo unaccounted for.   Now let's head over to Witchyworld, and  thankfully, we can get nearly everything   in here on the first trip. The only thing we can't  do is find all of Mrs. Boggy's kids since each one   requires something different. Moggy and Soggy we  can deal with no problem, but Groggy here can't   move after you feed him a burger and we can't get  him back to his mom without Banjo's Taxi Pack from   Terrydactyland. But besides that, everything  else in this world is ours for the taking,   bringing our total Jiggy count up to 25. Jolly Roger's Lagoon has three Jiggies that   can't be obtained on your first visit and weirdly  enough, they're all on the surface. We can't   hatch Tiptup's egg without first learning Hatch  from Terrydactyland, so that's off the table.   We also can't reach this Jiggy in the  Smuggler's Cavern until Kazooie learns   Glide in Hailfire Peaks, so we have  to just leave it there to tempt us.   Then there’s the pigs and their pool which  requires a lot of steps to complete. First,   we'd need to clean the pool by entering the drain  pipe that's spewing garbage, but that takes us   to a sectioned-off area of Grunty Industries.  There's nothing in here but the switch to turn   it off which technically makes this part of the  Jiggy a detour, but warming the pool up requires   far more effort. We first need to head to Cloud  Cuckooland to sacrifice George the Ice Cube, then   head to Hailfire Peaks to open up the floodgates  for the water. That requires going back to a   previously-explored level, and as such, it can't  count for this challenge. You might be wondering   if we can enter Cloud Cuckooland first and knock  George down before ever entering Hailfire Peaks,   and we certainly can. But doing that means  we're going to have to miss a ton of stuff   in Cloud Cuckooland since we won't have the Shack  Pack and, by extension, the Sack Pack — so it's   not worth it to make this Jiggy attainable. Lastly, most of the underwater collectibles   are good for the taking, but we can't grab  the Cheato Page in the Ancient Swimming Baths   since that also requires Kazooie's Glide,  so once we leave, we're up to 32 Jiggies.   Terrydactland is up next, and first on  the agenda is Dippy's watering hole.   Now, it's true that we can't get Dippy's  Jiggy until we go to Cloud Cuckooland as   that's where the water Dippy needs is located.  But Dippy gives us this Jiggy automatically;   we don't have to go back to get it so I'm ruling  this Jiggy as backtracking-free. There is,   however, an unobtainable Cheato page inside  Dippy's pool which we can't grab until it's full,   and that DOES require going back to this world. Moving on, there's two Jiggies we actually can't   obtain here and strangely enough, both involve  helping characters stricken with a problem. First,   there's Scrotty's family of Styracosaurus  which each has an individual issue.   We can rescue Scrut from Witchyworld on our  first pass there, then call the train from   inside Terrydactyland, and we can help Scrit  by using Mumbo Jumbo inside the cave. However,   while we can take Scrat from the cave, put him  in the train, head to the Cliff Top, and heal   him with Mumbo's Magic... we can't take him back  to Terrydactyland as that's against the rules.   Sorry, Scrotty, but two out of three ain’t bad! Then there's the Oogle Boogles who are all cold   and starving, so we have to bring them heat via  the Fire Eggs and food from Witchyworld. Normally,   we can't smuggle food out from Witchyworld  because Grunty magically takes your food   away when you exit the level, and the  only entrance where that doesn't happen   is a direct link from the Oogle Boogles cave. We  can easily head to Witchyworld from this entrance,   but again, that violates the rules, and  even still, we'd need the Claw Clamber Boots   to get back to Terrydactyland. It IS possible to  get food out by leaving Witchyworld via the train   and exiting the cab before Grunty has time to take  it all away, BUT there's no way for us to enter   Terrydactyland via the train without opening the  station in the level first. The only station we   could possibly use without backtracking is the  Isle o’ Hags station which we can’t even open   until getting the Split Up move from Witchyworld  first, so this method unfortunately doesn't help   us. With all that said, our total count at the  end of Terrydactyland gets us up to 40 Jiggies.   Now onto Grunty Industries which is certainly  dense and confusing and has a ton of in-level   backtracking already, but again, we're focusing  on getting everything we can in one go. This   Jinjo in the water tank is only accessible from  Jolly Roger's Lagoon and is completely sealed   off otherwise. That makes this a detour Jinjo,  but for now, we do have to leave him behind.   We've also got three Jiggies that need to be  skipped, starting with the one awarded by beating   the Tintops on the first floor. You're intended  to use the Glide to reach this even though it is   very, VERY easy to reach this platform without  it. The Banjo-Tooie strategy guide by Nintendo   Power says you need the Glide, though, so  I'm going with that as the intended method.   Then in the Waste Disposal Plant on the  Basement level, there's a Jiggy across this   pool of toxic waste that Banjo can cross once  he has the Sack Pack from Cloud Cuckooland.   Also in the Basement behind the giant  fan room in the Air Conditioning Plant,   you can find a Jiggy under the same toxic  waste which requires the Shack Pack from   Hailfire Peaks. Without these objectives,  that leaves us with 47 Jiggies total now.   Onward to Hailfire Peaks, and right away, we have  a Jiggy that we could have collected earlier.   Across the Stomping Plains in Terrydactyland,  there's a solo Banjo switch that opens the gate   to an otherwise unreachable area in Hailfire  Peaks, but we need the Snooze Pack from Grunty   Industries first. So even though this would  otherwise be a detour Jiggy, because we're not   able to get there on our first trip through  Terrydactyland without violating the rules,   we have to leave this one behind. We also can't get the Colosseum   Kickball Jiggy since we'd have to  travel back to Mayahem Temple to   get the Stony transformation, which is a no-go. And lastly, there's the oil drill and this one is   a case of so close yet so far. Everything you need  to do for this Jiggy is done in Hailfire Peaks,   but for some reason, the Jiggy appears in Grunty  Industries' basement even though it counts as   a Hailfire Peaks Jiggy. It's an isolated  area so this does count as a detour Jiggy,   but still, blech. Anyway, that gets us to  54 Jiggies and since the last world, Cloud   Cuckooland, is designed to be reached with all  the moves collected and we can get easily Canary   Mary to appear here (unfortunately), there's  no collectibles in here that we can't grab,   so let's take stock of what we’ve got. Without any backtracking, we’ve collected 64   out of 90 Jiggies, alongside 40 out of 45  Jinjos, 22 out of 25 Cheato Pages, and 880   out of 900 Notes. We’re six Jiggies shy of the  70 needed for the final boss, so does that mean   we can't beat Banjo-Tooie without backtracking? Well, before we answer that, let's talk about the   Jinjos. Your goal with the Jinjos is to reunite  each colored family, and collecting all the Jinjos   in a family grants you a Jiggy automatically.  The places where Jinjos are hidden are always   the same but their colors are randomized, so each  time you play, each Jinjo will have a different   color. There are 33 Jinjo patterns in the game,  randomly selected once you start a new file.   We're only interested in these five Jinjos right  here as they're the ones that can't be collected   without backtracking. Each column represents a  pattern, and if there's even one instance of a   color still remaining after removing the Jinjos  we can save, then we know that we can't save that   Jinjo family and won't get their Jiggy.  Now, again, our Jiggy count so far is 64,   meaning we'd need to rescue six Jinjo  families to reach the 70 Jiggy requirement.   Taking all this into account, here's the number of  Jinjo families we save for each of these patterns,   and you'll notice that not all of them reach  six. In fact, 12 out of the 33 patterns   give us an insufficient number; most save five  families and one unlucky pattern only nets you   four. That means there's about a 36.3% chance that  you won't save the required amount of families.   So taking all of that into consideration,  our final item tally without any backtracking   is 22 Cheato Pages, 880 Notes, 40  Jinjos, and depending on your luck,   between 68 and 71 Jiggies. With the fluctuating  Jiggy Count due to random chance, I have to   conclude that it is NOT completely possible  to beat Banjo-Tooie without backtracking...   ...unless you count the detour collectibles —  now remember, we were keeping track of those too.   Let's start with that Jinjo in Grunty  Industries which can only be accessed   from Jolly Roger's Lagoon. Again, depending on  your pattern, this could net you another Jiggy,   so let's quickly head back to the chart. Even if  we just collect this Jinjo and nothing further,   we can already reduce the number of unsuccessful  patterns from 12 to 2 — bringing our percentage   of a bad seed down to 6.1%. And because that  unlucky four-family pattern gains a Jiggy   when considering this swing, the minimum  number of saved families rises to five,   meaning our minimum Jiggy total is now  69 — still one off from the coveted 70.   Thankfully, we can easily knock that out with  two detour Jiggies. First is the Sacred Relic   in Mayahem Temple, which requires a quick trip  to the Unga Bunga's Cave in Terrydactyland.   Then we have the Oil Drill in Hailfire  Peaks which, again, inexplicably appears   in Grunty Industries. Two easy Jiggies to  grab, and we've hit our required count.   Redoing our tally, we now have an additional  Jinjo and two more Jiggies, with a potential   third Jiggy depending on the pattern. So we'll  have between 71 and 74 Jiggies. Given all that,   I can say for real that it is completely possible  to beat Banjo-Tooie without backtracking...   ...but let's see how far we can push it.  See, until now, I've only been going by   what the game expects you to do in order  to complete tasks. So let's say we ignore   that and take some sneaky shortcuts while  still abiding by the no backtracking rule.   First, we actually can grab that Treble Clef  in Jinjo Village without the Grip Grab with   a somewhat precise Beak Buster off of this  window, meaning we can collect all 900 Notes.   This move sends Banjo up slightly before  he slams down, and you can take advantage   of that by moving towards the ledge which, with  Banjo's height boost, gets you up there easily.   This is a very useful little trick that makes a  lot of shortcuts possible, such as the next one   in Mayahem Temple. That Jiggy atop the pillars  can be grabbed by jumping off the pillars with   the Talon Trot, Feathery Flapping at the right  time, then using the Beak Buster to get an extra   bit of height and extend the jump. The timing  is a little strict, but with some practice,   this one's a cinch to grab. We can also get that Cheato Page   at the Glitter Gulch Mine entrance by just  jumping off the rope here and flapping onto   the sign — something so incredibly easy to do  that I'm wondering why they even bothered to   put the Springy Step Shoes there. The Power Hut Jiggy is easy to get   without Splitting Up to turn on the lights  by just carefully navigating the dark room,   either by using Fire Eggs or cranking  up the brightness on your TV.   In Jolly Roger's Lagoon, once we have the Wing  Whack, we can become solo Kazooie, grab the   Turbo Trainers inside Blubber's shop, head into  the Smuggler's Cavern through Jolly's basement,   and with the right timing, jump as the timer for  the shoes wear off, Feathery Flap, then Wing Whack   to get enough distance to get this Jiggy without  Gliding. Jump too early and you won't be able to   flap before you end up beneath the platform.  Jump too late and you won't have enough speed   to get over there. Another simple trick, if a  little hard to pull off with the tight timing.   In Terrydactyland, that Cheato Page inside  Dippy's Watering Hole can be nabbed with   a precise Clockwork Kazooie Egg shot while the  pool is still drained; the positioning is pretty   precise and otherwise, the Clockwork will miss or  explode on impact, but it's definitely possible.   As I said earlier, Banjo needed to grab the Snooze  Pack in Grunty Industries before he could trek   through the Stomping Plains alone. However, if  you jump at just the right time and just the right   angle, you can actually clip through Stomponadon's  foot and avoid its hitbox, letting solo Banjo get   across unscathed. There's actually a pretty  neat setup for this trick that makes it pretty   consistent; shoutouts to g0goTBC for detailing  this, their video on it is in the description.   Now, again, this counts as a detour since it  leads to the Jiggy trapped behind the ice wall in   Hailfire Peaks, but with this trick, we can just  grab it and go without going against the rules.   Finally, let’s do some shortcuts in Grunty  Industries, starting with getting in there in the   first place. If we go to the Fire Exit door in the  back outside, you’ll notice that there's a small   gap on the left hand side. By lining up a shot  there, we can launch a Clockwork Kazooie inside   and use that to hit the switch to open up  the door, letting us enter without having to   leave and come back — so that exception for  entering Grunty Industries is irrelevant.   Like I previously mentioned, it is super easy to  get across the gap to reach the Tintops fight just   by jumping and Feathery Flapping as solo Kazooie,  meaning the Glide is really unnecessary here.   Alternatively, we can also get up there by using  this Shock Jump Pad as solo Kazooie, which lets us   clip through the railing and initiate the fight. Lastly, we can cross the toxic waste in the   basement without the Sack Pack by jumping in and  out of the toxic waste as quickly as possible,   since the waste doesn't spit you out until  you've been in there for a little while.   If you do all of those tricks after getting all  the non-backtracking items, you bring your total   Jiggy count up to between 74 and 77 Jiggies.  By factoring in the detour collectibles again,   our actual final tally for everything  rests at 24 Cheato Pages, 41 Jinjos,   900 Notes, and between 77 and 80 Jiggies. And  that's not even the farthest you could go;   I left out some tricks that are either only  possible on the Nintendo 64 version or that   are way too difficult for me to pull off,  so this tally could be even higher. So if   there was still any doubt left, we can  pretty definitively state that it IS   completely possible to beat Banjo-Tooie without  backtracking. Okay, I really am done now.   Look, I didn't make this video to prove any kind  of point. I'm not trying to claim anything about   the backtracking in Banjo-Tooie except that  the amount of necessary backtracking is zero.   You can conclude from that that it isn't as  pervasive a problem as some make it out to be,   or that even if the amount isn't that high, the  fact that there is any to begin with still turns   you away. Either viewpoint is valid, and if  you still don't like the backtracking, that's   perfectly alright. Really, I did this primarily  to satisfy a curiosity of mine, and hopefully,   I've satisfied it for some of you as well. With that said, if you enjoyed this video,   then give it a like, leave a comment, and be  sure to subscribe and click that bell to be   notified when new videos go live. This is a  new video format for me and a fun one to do;   I don't know if I'll do another one soon, but  if I do, what other challenges would you like   to see me tackle? Until next time,  this is CloudConnection signing off.
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Channel: CloudConnection
Views: 62,133
Rating: undefined out of 5
Keywords: banjo tooie, banjo tooie backtracking, banjo tooie no backtracking, banjo tooie challenge, banjo kazooie, banjo, banjo kazooie backtracking, banjo kazooie no bactracking, banjo no backtracking, banjo kazooie challenge, backtracking challenge, no backtracking challenge, backtracking, no backtracking, video game challenge, video game challenge runs, no jump challenge, banjo-tooie minimal jumps, banjo-kazooie minimal jumps, n64, rare, rareware, nintendo 64, banjo-kazooie glitches
Id: R4X8Cs-DiNs
Channel Id: undefined
Length: 20min 28sec (1228 seconds)
Published: Sat Aug 20 2022
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