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JPC-RR movie (.jrsr) (date: 2013-10-27) MKV file via BitTorrent (Modern HQ) (size: 94.23 MB, length: 32:20) MP4 file via BitTorrent (Compatibility) (size: 91.63 MB, length: 32:20) MKV file via BitTorrent (Modern HQ) (size: 108.83 MB, length: 1:04:58) MKV file via BitTorrent (Modern HQ) (size: 99.97 MB, length: 43:19) Mirror archive.org (MKV Modern HQ) Mirror archive.org (MP4 Compatibility) Mirror archive.org (MKV Modern HQ) Mirror archive.org (MKV Modern HQ) Watch on (www.youtube.com) Watch on (www.youtube.com) Submission #4095 — Author's comments Discuss this movie Rating: 7.7 (24.5 votes) View Publication | - Uses death to save time - Heavy luck manipulation - Genre: Platform ![]() | |
Jetpack is a platformer game (now freeware), featuring a man equipped with a jetpack which he uses for flying (if it has fuel, otherwise he can jump) and a phase shifter for temporarily getting rid of troublesome bricks. His goal is to collect all the green gems in 100 devilish stages and avoid hordes of enemies.
In this extremely carefully planned run, slamo completes the game in 32 minutes and 22 seconds with large heaps of luck manipulation and glitch abuse. A normal player would barely get through the first 10 levels in that amount of time.
Prepare to be blown away watching large complex levels completed in under 20 seconds on average. Enjoy seeing extremely tight movement with enemies all around without getting hit, or getting hit yet somehow managing to complete the level anyway. Be dazzled as a dozen teleporters are all simultaneously manipulated to keep enemies away from our hero. Be sure not to fall off your seat when you see Jetman passing through spikes unharmed or completing levels with just the right amount of fuel, and narrowly avoiding certain doom from becoming trapped in reappearing walls.
Practically every aspect of the game was carefully analyzed and thoroughly documented by our users, slamo, Svimmer, Ilari, Nach, creaothceann, and hegyak for the creation of this run. This includes full level maps, with secrets in plain view.
Since the action is so fast paced, there's an alternate YouTube encode at 43% speed, and alternate download encodes at 50% and 75% speeds. It is recommended to watch this run at a slower speed to fully appreciate the timing and many of the tricks performed. | ||
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![]() | Jetman | The name is mentioned once in the hintbook. | |
Items | Manual/Official Name | Recommended Alias | Information |
---|---|---|---|
![]() | Emerald Gem | Gem | |
![]() | Single Tank of Fuel | [single] tank | 5000 units of fuel |
![]() | Double Tank of Fuel | d[ouble] tank | 10000 units of fuel |
![]() | Monster Stunner | Stunner | |
![]() | Shield | Only appears randomly | |
![]() | Gold Coin | 10 points | |
![]() | Pile of Gold | 25 points | |
![]() | Golden Vase | 50 points | |
![]() | Extra Life | 100 points in addition to the extra life | |
Other Features | |||
![]() | Energy Charger | Charger | adds 30 units of fuel per frame |
![]() | Energy Drain | Drain | drains 20 units of fuel per frame |
![]() | Hidden Spear | Spear | |
![]() ![]() ![]() ![]() | Stationary Spikes | Spikes | |
![]() ![]() ![]() | Teleporter (Yellow, Purple, Green) | Y-,P-,G-tele[porter] | 20 frames |
![]() ![]() ![]() ![]() ![]() ![]() | Button (Red, Blue, Cyan) | R-,B-,G-button | you can call it green instead of cyan. |
![]() ![]() ![]() | Floor Switch (Red, Blue, Cyan) | R-,B-,G-switch | You can call it green instead of cyan. Both enemies and Jetman toggle when they touch the switch. |
![]() ![]() ![]() | Barrier (Red, Blue, Cyan) | R-,B-,G-barrier | You can call it green instead of cyan. |
![]() | Ladder | ||
![]() ![]() | Moving Ladder | Up/Down Ladder | These look the same with the animation running in opposite directions. This makes them difficult to tell apart in screenshots. In the big .png's on the levels subpages, the end with the grey pixels indicates the direction the ladder is scrolling. In the smaller, in-editor shots it's the end that has the white pixels. |
![]() ![]() | Door/Exit | Has to open fully for exiting the level. This takes a little while, which may affect routing. | |
Blocks | Phase time/Reset time | ||
![]() | Box/Crate | 5 frames / N/A | |
![]() | Steel Barrier | Purple | 5 frames / 20 frames |
![]() | Light Red Bricks | l-red | 26 frames / 94 frames |
![]() | Dark Red Bricks | d-red | 56 frames / 226 frames |
![]() | Stone | N/A / N/A | |
![]() | Gold[en Block] | N/A / N/A | |
![]() | ? | Panel | N/A / N/A |
Special Blocks | Information | ||
![]() ![]() ![]() | Moving Platform (Left) | Conveyor | The direction the stripes are leaning indicates which direction the conveyor moves. |
![]() ![]() ![]() | Moving Platform (Right) | Conveyor | |
![]() ![]() ![]() | Sludgy Tiles | Moss/Mossy l-red, d-red or stone | |
![]() ![]() ![]() | Icy Tiles | Ice/Icy l-red, d-red or stone | |
![]() ![]() ![]() ![]() | Mirage Bricks/Stone, Secret/Hidden Passage | e.g. Mirage l-red, Mirage Panel or Hidden Passage | |
![]() ![]() ![]() | Rounded L-red/D-Red/Stone | Actually has the same hitbox as non-rounded blocks. | |
![]() ![]() ![]() ![]() | Reinforced L-Red/D-Red | ||
Background/Foreground | |||
![]() | Background | ||
![]() | Space/Black | ||
![]() | Column | ||
![]() | Jungle/Vines/Ivy | Vines | |
![]() | Fence |
uint32_t seed; //Seed is 32 bits int rand() { seed = seed*22695477 + 1; //Seed multiplies and adds, and possibly overflows return (seed >> 16) & 32767; //Use bits 16-30 for requested random value }Using the phaser (even if not trying to phase anything) uses RNG throws. This can be used for luck manipulation. Due to the rarity of the bonus items, it is difficult to manipulate those. However, manipulating random enemy AIs is feasible. This includes trackbots and flitzers.
Name | Speed | Behavior | |
---|---|---|---|
![]() | Trackbot | Horizontal: 43 sp/f, Vertical (ladder): 33 sp/f | Affected by gravity. Generally heads in your direction. It can change direction after teleporting. Makes somewhat random decisions at ladder/floor intersections - these can be manipulated through phaser usage, although some decisions cannot be changed. Being on the left/right of the bot makes it go that way at a left/right fork. |
![]() | Steel Ball / Marble | Horizontal: 59 sp/f | Affected by gravity. Reverses horizontal direction when it hits a wall. Does not fall through ladders. More about their movement in the section titled "Marble Movement". |
![]() | Spring | Vertical: 50 sp/f | Reverses vertical direction when it hits a surface. Takes 5 frames to reverse direction. |
![]() | Missile | Horizontal and vertical: 64 sp/f | Does a 90 degree clockwise turn when it hits a wall. |
![]() | Spikes / Spinner | Horizontal and vertical: 20 sp/f | Moves diagonally at all times. Bounces at a 90 degree angle when it hits a surface, and will reverse direction completely if it hits a corner perfectly. The initial direction is random and must be manipulated before the previous level's exit. |
![]() | Flitzer | Horizontal and vertical: 11 sp/f | Randomly moves in one of eight directions. Changes direction when it hits a wall, otherwise changes direction every 8 frames. |
![]() | Batbot | Horizontal: 10 sp/f, Vertical: 17 sp/f | Will head in your direction once it hits a surface, the movement is not random. Capable of moving diagonally. Cannot activate switches. |
![]() | Homer | Horizontal and vertical: 4 sp/f | Moves diagonally until it matches your x or y coordinate, then travels in a straight line at you. Can move through all blocks. Cannot activate switches. |