TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #4987: BrunoVisnadi's Coleco Jumpman Junior in 04:40.42

Console: ColecoVision
Game name: Jumpman Junior
Game version: USA
ROM filename: Jumpman Junior (1984) (Epyx).col
Branch:
Emulator: Bizhawk 1.11.4
Movie length: 04:40.42
FrameCount: 16853
Re-record count: 12536
Author's real name:
Author's nickname: BrunoVisnadi
Submitter: BrunoVisnadi
Submitted at: 2016-01-26 17:19:39
Text last edited at: 2016-02-01 14:48:42
Text last edited by: fsvgm777
Download: Download (8053 bytes)
Status: published
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Author's comments and explanations:
Hello! This is a 462 frames improvement (7.71 seconds) to the previous movie. The improvement comes from better optimization and faster routes.

(Link to video)

Game objectives

  • Emulator used: Bizhawk 1.11.4
  • Aims for fastest time
  • Uses hardest difficult
  • Uses death to save time
  • Heavy luck manipulation

Tricks

To finish a stage, you have to collect every item. When Jumpman dies, he falls randomly to the bottom of the level, and he can still collect items. If he collects all remaining items this way, the level still finishes, so sometimes it is faster to do this.

Stage by stage comments

Nothing To It (29)

Jumpman moves so fast when he is alive that collecting the itens while he is dead to shorten the route actually doesn't worth. 26 frames were saved by taking a longer route, but not killing Jumpman, and 3 more frames were saved in the beginning with better optimization.

Fire! Fire! (65)

I used better routes in the whole level and avoided walking down slopes, as this slows you down (while walking up slopes doesn't slow you down, for some reason). 36 frames were saved.

Sreddal (148)

Here, I only collected the items in the right side, and then I went to the upper left corner of the level and manipulated luck a lot so that, after dying there, Jumpman collected all the items while falling to the bottom. This is really hard to do as the direction he falls to is random. 83 frames were saved.

Hellstones (163)

A better route and dealing better with the harmful write pixels saved 15 frames.

Figurits Revenge (236)

Many differences in the route in the whole level saved 73 frames.

Walls (235)

I got a terrible RNG in this level, and it didn't worth delaying the previous level to change RNG here. Even thought I saved a few frames in the beginning with further optimization, I was severely disturbed with the moving walls in the middle of the level, and lost one frame overall.

Zig-Zag (247)

Due to better optimization I could save 12 frames.

Spellbound (247)

With better optimization I could save 2 frames in this level, but I lost them back in the ending to manipulate RNG for the next level.

Blackout (315)

The position of the items in this level is RNG based. Due to a better RNG manipulation, every item spawned in the right side of the screen, and it was much faster to collect them. 68 frames were saved.

Here There Everywhere (394)

I used the portals more efficiently to warp Jumpman around, which allowed a much shorter route, and a 79 frames improvement.

Hatchlings (436)

A better route saved 40 frames.

Hurricane (462)

In the last level, better optimization and better ending of input saved 26 frames.

And, of course, thanks to Adelikat for the previous movie.


Mothrayas: Replaced input file with a 16 frame improvement.


Tompa: I will judge!
Tompa: Very nice improvements! Fast platforming is faster, accepted as an improvement to the previous run.

fsvgm777: Processing.


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