Submission #10342: MUGG's DOS Jiji and the Mysterious Forest - Chapter 1 "good ending" in 00:30.462

DOS
Jiji and the Mysterious Forest - Chapter 1
good ending
BizHawk 2.11 (DOSBox-X core)
2122 (cycle count 30462)
69.66056069857528
586
PowerOn
JFORE1.zip
English 1.1
8bc2440963df354ee660fe13853315ba7bf98b36
Submitted by MUGG on 4/5/2026 4:14 PM
Submission Comments
Jiji the Cat continues on his journey to the land of fish after Jiji's Osakanakuzushi. He sights a flying school of fish and chases them into a deep forest. As he walks deeper he finds himself getting lost; Jiji will need to explore the forest and get to know its residents in order to cross through it.

Jiji and the Mysterious Forest is the first of three child-friendly RPGs in the Jiji series. The player directs Jiji using the mouse cursor and selects options from a mouse-driven menu. It features simple Dragon Quest-style combat and a simplified inventory system.

Objectives

  • Used Emulator: Bizhawk 2.11 (DOSBox-X core)
  • Contains speed/entertainment tradeoffs / Best Ending
    • Plays through the intended route, although it is possible to go to the exit from the start.
  • Genre: Adventure, RPG

About the run

Recently, I've been digging up old games of the Windows 3.1/9x era, both for nostalgia reasons and to dwell on good memories, as well as to consider them for TASing projects. This was one of my childhood games and was part of a shareware collection CD-ROM from 02/1995 by media Verlagsgesellschaft. So, naturally, Jiji was up for consideration, especially since it is a fairly short game.
There are two ways to complete it. You can either complete the intended tasks:
  • Talk to the Rabbit
  • Talk to the Old Man
  • Get a spicy fruit from the tree
  • Go to the Grandma's House to defeat the wolf
  • Go to the Mountain cat to get a pair of scissors
  • Go to the Grandma's House to rescue Grandma. You are then automatically transported to the exit.
Or you can go to the exit directly, but I think that would not really be considered "finishing the game" so I opted for the intended way in this run.
The game features random encounters with stray dogs, as well as a battle system. Berries can be used for healing and are found throughout the game or when defeating a dog.
While encounters can be dealt with very quickly, they are still undesirable in a speedrun. I found that, in any given situation, an encounter will inevitably happen after a certain number of steps, and subsequent encounters are already pre-determined as well, regardless what you do in the game or how long you stand idle. If you save the game and load it, the number of steps until the encounter will be saved and loaded as well. In battle, the success of actions also seems pre-determined - if fleeing is not successful, one of the other three actions (Jiji Scratch, Jiji Punch, Lunch) must be used and then fleeing must be tried again.
However, I found a way to manipulate steps, and that is save-quitting. If you save, quit, reopen and load, the steps to the next encounter will change and you can manipulate encounters to not take place, this way.
During TASing, something amazing happened though. After the second encounter, further encounters became very sparse, with only one more encounter happening until I finished the game. Thus, three encounters in total, which is a lot less than I expected when I started the project. Jackpot! :)
And so, the save-quit trick didn't need to be used. There was no need to optimize anything except movement and the run was completed within hours.
...Onto the next game!

Japanese Original

There exists a Japanese 1.0 version of the game, but loading it with the usual w311.hdd would show garbled text, so I guess a certain font or maybe even a Japanese Windows 3.1 is required. The game would run slightly slower, with the cursor stuttering and not showing up as an arrow all the time, causing delays. The English version's README mentioned that bugs have been fixed, but besides the stuttering cursor, I haven't found any.

Verification Steps

1) Create w311.hdd
Use the steps outlined at this time of writing under the "Windows 3.11" tab here to create the HDD image containing Windows 3.11.
2) Find the game files
Find the game files. The file hashes:
FilenameFilesizeMD5 hash
FILE_ID.DIZ1 KB60 fd c2 e8 b7 b9 a5 48 93 9d 30 38 39 52 4b 3b
JFGRAPH0.DLL53 KBeb d3 21 57 10 f9 aa 7e 60 cc 6d b4 c6 25 f9 b2
JFOREST.EXE149 KB5e 04 f0 fb e3 24 32 56 51 5e e4 b9 80 ba 61 09
JIJI.JBS1 KBa6 c0 fd 6a f3 6a e2 a4 e0 59 6f f6 3e 1f 75 21
JIJI.MAP7 KB47 c5 54 90 12 da 1c b5 25 8c 9b 30 39 4b 3d 5b
JNAZO.JRF1 KB2f 7a 47 a9 44 b5 0c 0e 09 a1 4a 50 c2 d1 bb e8
JNAZO.JRL14 KB7d 20 b4 fa 61 a5 16 35 51 a9 15 11 d2 8e fb 38
NYA.WAV6 KB47 b1 61 a0 8d 6d ad f8 f1 11 07 db 77 3e 3b 5b
NYAO.WAV8 KB03 f9 ca f8 c2 e0 aa 0c 74 e1 9a 7f 5f f1 8b 85
README.TXT8 KB59 f5 e0 0f 89 24 fe 7f fa 42 4d c6 ae 62 41 74
WAN.WAV10 KB8f 73 a4 e7 7f 3d 6e e6 72 df e0 50 6a 86 2e 5e
3) Create ISO of the game files
Use ISO Maker Windows v1.7 to create an ISO with all of the game files in it.
FilenameFilesizeMD5 hash
Jiji.iso630 KBf6 32 a9 15 f9 6b ff e6 97 3c 90 ef 57 6b 21 40
4) Verification Movie
Load an XML file into Bizhawk 2.11 with this content:
<BizHawk-XMLGame System="DOS" Name="Jiji and the Mysterious Forest verification file">
 <LoadAssets>
   <Asset FileName=".\w311.hdd" />
   <Asset FileName=".\Jiji.iso" />
 </LoadAssets>
</BizHawk-XMLGame>
Load this bk2 movie file and on frame 270, export HDD.
What the verification movie does:
  • Switch Display to S3 Trio(...) 640x480 64k
  • Copies the game files to C: and sets up a program group so the game will be in focus on restart
FilenameFilesizeMD5 hash
JijiPlay.hdd515,592 KBc0 3b 0e 7b 4e 4c 50 52 c9 eb 9f 2e 51 68 19 9e
5) TAS Movie
Load the .hdd directly into Bizhawk, then load the bk2 movie file from this submission.
I verified the steps and there should be no ROM hash mismatch.
Note about mouse cursor when movie ends: When the submitted bk2 movie ends, the user re-gains control over the mouse which will cause the mouse cursor to go to places unintended. Please make sure during encoding to extend the input so the mouse will not move until the end of the encode.
Last Edited by MUGG 10 days ago
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