Complete all stages of 1P Puzzle in XI[sai]JUMBO as quickly as possible.
Start from power-on and finish when the final input to display "Stage Select" screen with all stage numbers in yellow or red.
Stage numbers turn yellow when a stage is cleared normally, and red when a stage is cleared with one or more Steps remaining (Excellent).
In this movie, yellow is selected if it's faster than red.
Movie informations
- Emulator used: BizHawk 2.11.1
- Modified emulation settings: Virtual Port 1 "Digital Gamepad", Emulate memory card on virtual port 1 "False"
- ROM checksum(SHA1): FB3F7296
- BIOS: PSX BIOS (Version 3.0 09/09/96 J)
Game informations
XI[sai]JUMBO is an action puzzle game using dice. Controlling the character called Aqui, rotate or push dice on the grid.
If you connect dice with the same value on top face and the number of connected dice is equal to or greater than the face value, they "Vanish". Vanished dice sink slowly.
If you connect an additional die with the same face value to sinking dice, it also vanish. It's called "Chain". (Also requied that the number of additional dice + sinking dice is equal to or greater than the face value)
"1" dice don't vanish even if you connect. However, if you connect a "1" die to sinking dice, all "1" dice on the field vanish simultaneously. It's called "Happy One". As an exception, if there is a "1" die below Aqui at the moment "Happy One" occured, it's remain. These dice disappear instantly after 2 seconds instead of sinking.
"1" dice don't vanish even if you connect. However, if you connect a "1" die to sinking dice, all "1" dice on the field vanish simultaneously. It's called "Happy One". As an exception, if there is a "1" die below Aqui at the moment "Happy One" occured, it's remain. These dice disappear instantly after 2 seconds instead of sinking.
The field is divided into an upper row and a lower row, and dice can be stacked up to 2 rows. You can also connect dice in the upper row to cause "Vanish", "Chain" and "Happy One".
In the upper row, vanished or chained dice disappear instantly after 4 seconds instead of sinking.
Note that it's not possible to connect dice across the upper and lower rows. (Jumbo dice is an exception, but it's not shown in this movie)
When you move a die in the upper row, if there is no die in the lower row of the destination square, the die fall and shift to the lower row.
Puzzle mode has 100 stages, each with a set number of "Steps". 1 Step is consumed each time dice move one square vertically or horizontally, but not cousumed if dice are only shifted between the upper and lower rows of the same square.
During the stage, remaining Steps is displayed in lower right corner of the screen. The stage is cleared when all dice on the field are removed at same time as, or before, the remaining Steps reaches 0.
The face value and number of dice you should connect first will be displayed as a hint in upper left corner of the screen, but you can ignore this.
Stage comments
Stage 2: Jump
Even if there is already another die on a square you want to move a die to, you can use "Jump" action to move it to this square. When using it, the die moves to the upper row of the destination square.
You can use Jump as many times as a number of boot icons in lower right corner of the screen.
Stage 3: Lift
"Lift" action allows you to change a position of a die without changing the face value. Lift can only be used for dice in adjacent to a square that Aqui is in. (If dice on the same square in the lower and upper rows, can only use for a die in the upper row)
When you use Lift, first, the die moves avobe Aqui and 1 Step is consumed. Then, the die moves one square in the direction you input and another 1 Step is consumed. If there is already another die on the destination square, the die is placed to the upper row.
Aqui can't move while holding a die. You can use Lift as many times as a number of glove icons in lower right corner of the screen.
Stage 4: Descend to the floor and Push a die
Aqui can't move vanished dice but can descend from these dice to the floor. If there are enough space, Aqui can push a die.
Normally, a die that is pushed slides one square without changing the face value.
Stage 5: Wood dice
Wood dice is light and rotate even when pushed.
Stage 7: Palarrel push
In TAS, can push 2 dice at the almost same time by adjusting inputs.
Stage 8: Long Jump
Jump can also be used to move a die by jumping over one square. When using it, the die moves 2 squares with rotating, and 2 Steps are consumed.
Stage 9: Reserve Chain
If there is a die above another vanished die, the die will fall when the vanished die sink enough. The falling die can cause another Vanish, Chain or Happy One. If caused Vanish or Chain by this way, a special SE sounds.
In this situation, the stage continues despite of remaining Steps reaches 0, but Aqui can't move any after that.
Stage 10: Iron dice
Iron dice is too heavy and can't move with any ways.
Stage 13: Ice dice
Ice dice is very slippery. Aqui can't stop on this dice.
When this dice move, the dice slide to edge of the field or next to other dice instead of rotate. The value of the dice can't change.
Steps are consumed as many as squares the dice moved, so 1 slip may consume many steps.
Stage 14: Ice dice collision
If an Ice die collides with another Ice die, the moving die stops and the other starts moving.
Stage 16: Magnet dice
Magnet dice has no difference from Normal dice if alone.
When some Magnet dice are connected vertically or horizontally and you move one of these, these dice move at once; if you move the die vertically, all the dice connected horizontally also move with it, and vice versa.
Even when some dice move at once by this way, only 1 Step is consumed.
As an additional feature, if Magnet dice is placed next to Iron dice, the Magnet dice also become impossible to move. It can move again by Vanish Iron dice.
Note that Magnet dice connections don't apply to dice across the upper and lower rows.
Stage 19: Ghost dice
Ghost dice don't have physical forms; Aqui can't touch or rotate them.
Instead, you can move another die into squares that a Ghost die is in; the moved die and the Ghost die swap positions. As a result 2 dice move at once, but only 1 Step is consumed.
Stage 25: Slipping dice Vanish
If Vanish condition is met while a die is slipping, it's applied Vanish rather than slip.
Stage 31: Crushed by fallen dice
If Aqui is crushed when a die fell, Aqui ascend onto this die. (It's an exception that a fallen die is Iron or Ghost, but it's not shown in this movie)
It's not apply if Vanish condition is met by dice fell.
Stage 33: Jump on or Lift Magnet dice
Jump and Lift ignore Magnet dice connections, but can't ignore a connection with Magnet and Iron.
Stage 38: Climb onto dice using vanished dice
Aqui can rise onto vanished dice that sink enough, and climb onto non-vanished dice from vanished dice that remain enough height. (The upper row dice and Happy One dice don't sink, so Aqui can't climb onto them directly)
Stage 40: Super Long Jump
Jump can also be used while a die below Aqui is rotating if both directions are same. By adjusting input timing, a die moves 3 squares with consuming only 2 Steps.
In TAS, this technique is also useful to shorten some frames.
Stage 79: Jump to climb onto the upper row dice
Jump can also be used to climb onto the upper row dice from the lower row dice, but requies the lower row dice is movable.
It's consumed only a boot icon rather than Steps.
Stage 89: Vanish with Lift
If Aqui on the floor Lifts a die, it's treated as being in the upper row, so the die can met Vanish condition in the upper row.
In this case, it's skipped a step that Aqui places the Lifted die and consume only 1 Step.